Veksar

Quick Facts


HOT ZONE
Type:
Indoor

Expansion:
LDoN

Instanced:
No

Keyed:
No

Level Range:
40 - 67

Send a correction
The zone went live on the Legends server at 2003-06-12 during Legacy of Ykesha.
It got released with Lost Dungeons of Norrath at 2003-09-09 on all servers.

Shortly after the Shissar were run out of Kunark, a resort by the name of Veksar was built by the Kylong Iksar Tribe. After standing upon a lake in the middle of Kunark for nearly 1,000 years, Veksar was destroyed by the dragon Garudon, and sunk to the bottom of what is now known as the Lake of Ill Omen.

Now beneath the surface of the lake, Veksar is inhabited by sealife and the spirits of those killed in the incident. It is said that the spirit of the dragon Garudon also resides somewhere in the ruins. Only few adventurers who have chosen to trespass in to Veksar's confines have been able to return to tell about it.
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Bloodgill GoblinsUnderwater EntranceCourtyardNihilistDeep Within the ConfinesRotting TreeGhoul TunnelsLeaking Water
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Veksar advice sought
# Dec 17 2003 at 6:25 PM Rating: Decent
Hiya Ya'll,

I was wondering if anyone knew of an efficient way to get to the following camps in Veksar:

1. Decaying Slavemaster
2. Plauged Slave

I have read that both camps are near the Chef. (The plauged slave being near the sewer entrance). The only way I know to get there is passing through Shop, jumping off ledge, then invising past the Highborns. I have seen the map linked on this sight and that is helpful to get feel for layout. But I am still fuzzy on knowledge of where the camps actually are. Would appreciate any advice.

Finally, wondering whether 60 sk, 65 shammy and 59 cleric could handle these camps or whether reinforcements likely needed. Play level is good but not excellent. Veksar is a fun zone and I would like to explore it further than I have already. Thank you for your time,

Shadowsista
RE: Veksar advice sought
# Apr 25 2004 at 12:56 PM Rating: Decent
Scholar
34 posts
Another way to get to the sewer side of Veks is to go up the ramp behind the Golems.The bottom of the ramp is around neg143, neg70. Be careful at the top as it is filled with Spellbinders. These will see through all Invis, even Invis to Undead. They also see through Rogues Hide & Sneak, also, they cannot be Pacified. Only way past em is to fight it out. Once past the two closest to you at the top follow the hall to the north and then down the steps. At the bottom go south and enter the room to your left, there is a set of steps that lead up and past Curates and more Spellbinders. Keep going up and eventually you will find a ramp that leads down into the other side of Veks.

Be Safe, and when that fails, Be Brave!

Edited, Sun Apr 25 14:08:04 2004
____________________________
Uanadan
Gladden Server
RE: Veksar advice sought
# Dec 23 2003 at 6:55 AM Rating: Decent
You can kill pretty much whatever you want in here if you have a 65 shaman helping you out. Only thing you would need more for is Garudon.

I walk all over the place just as a solo 65 necro.
experience bonus ?
# Nov 21 2003 at 3:00 PM Rating: Decent
I have looked and have not been able to see if there are any experience bonus for this zone?
Eeook

A diamond is a piece of coal that made it under pressure!!
RE: experience bonus ?
# Jul 23 2004 at 5:45 PM Rating: Good
*
74 posts
Eeook,

Don't ask me why, but did you happen to attend Baylor University, and specifically, were you a KOT there? If so, what server are you on? I'm on Quellious.

Hiker Lightfoot
65 Dwarf Cleric of Brell Serilis
Inverted Horizons
Highborn Camp Drops
# Sep 23 2003 at 10:49 PM Rating: Default
Has anyone noticed a change in the loot table for this zone? Particularly the Highborns camp. I had been getting some valuable words and Yaeth's pages there in the past, and now there isn't a one that drops. Only some common runes, that NEVER dropped in the past.
RE: Highborn Camp Drops
# Nov 12 2003 at 12:07 PM Rating: Decent
I too have noticed a change in the drops at highborns. I've spent a lot of time here and the Kylong Darkmail Gauntlets used to drop fairly often but haven't seen a single one in weeks. We did have a Words of Torment drop there recently though. Other than that, nothing worthwhile recently.

tough zone
# Sep 11 2003 at 12:09 AM Rating: Default
40 posts
This is a very pretty place, but the gobbies near the entrance make it ugly. Aggro is weak, though. I was able to wander around a bit without causing too much attraction.

There's a real long alleyway that leads to a dead end not far from the main entrance. Don't make the mistake of running that way when you're jumped.

I've heard something spawns there on a very rare occasion, too.

Opaque Sanctus
46 cleric
MorThule
Rogue
# Aug 03 2003 at 2:08 AM Rating: Decent
can someone link a map of this place im a rogue who wants to know where the Chef spawns... any help would be appreciated
RE: Rogue
# Jan 02 2004 at 8:29 PM Rating: Excellent
http://www.pbfirst.com/VeksarMap.jpg

its a printable map...you can zoom in and out of the map from the website or save it as a link and print it...print it under your best print options to get the clearest picture.
RE: Rogue
# Jun 30 2004 at 11:54 AM Rating: Decent
The link is broken.

-Forzz, 51 DE Cleric <evil legions> Drinal
RE: Rogue
# May 24 2004 at 4:31 PM Rating: Decent
super nice map!! Thanks
#REDACTED, Posted: Aug 01 2003 at 7:15 PM, Rating: Sub-Default, (Expand Post) Came here with 65 warrior (me), 65 druid, and 65 cleric we got to the chef shopkeepers and nobles it was pritty fun loot was great made 100k =D
Alot of fun :)
# Jul 30 2003 at 7:51 AM Rating: Excellent
I have been to Veksar twice now and both times my grp had a blast. Just to give everyone an idea of what u need (lvl wise) to hunt here I will fill you in on my grps.

1st Time:
55 Warrior (me)
61 Necro
54 Ranger
56 Shaman

With this force we made it into the golums and where able to hunt them safely. (almost died when we had and add though)

2nd Time:
46 Cleric (me)
61 Necro
55 Ranger
56 Ranger
54 Shaman
55 Shadowknight

Later the same night we came back with this full grp combo and it was great :) We went rolling past golums and hunted the shopkeepers with ease. At one time we had 4 on us and came out victorious... barely.

All said this zone was really fun and much different then any of us expected. It is not a dungeon but an open zone for the most part with room to move around. Mob placement as far as what we experienced anyhoo was great. I had to move up to my grp sometimes because they where just out of range.


Torunk Dewnar
55 warrior
Leader of Ravens Lot on The Tribunal
Dragon
# Jul 04 2003 at 1:45 AM Rating: Excellent
Just an FYI here. Last night was hunting the Storekeepers and such when a Raid decided to spawn the dragon and kill him. Well thats all fine and dandy, but before we realized what was going on we got wiped by the Dragons AoE breath. We were camped at the top of the Store area around Loc N250 N250. The raid was kind enough to rez us all and apologized not knowing the AoE would effect us. So please if your going to hunt the dragon here, do an ooc to let those near the dragon know, so they can get to a safe spot.
Map.........
# Jun 27 2003 at 2:42 AM Rating: Decent
Anyone have a map of any sort? I been making a ghetto one online but was hoping a more skilled cartogrpher had gone over this zone..
RE: Map.........
# Jun 27 2003 at 1:23 PM Rating: Excellent
16 posts
Found a map at

http://maps.eq-toolbox.com/

It doesnt show mobs, but at least it gives the layout of the zone.
change to some zones?
# Jun 26 2003 at 6:34 AM Rating: Default
any one know any thing about changing some other zones or kurnak? I heard that dalnir and dorga where going to become 50-65 zones? if any one knows I would like some input. im wokring on greenmist and I need to hed to dorga so at lvl 52 im thinking this camp will be bad but If they revamp it imposable.

Edited, Thu Jun 26 06:55:46 2003
RE: change to some zones?
# Jun 30 2003 at 6:29 AM Rating: Default
I think you've seen it by now on EQLive, but here is what is happening: many zones will be ravamped.
Nothing is done to Dalnir now.
However, Nurga will soon become (and has became on Stormhammer) a 40+ zone and Droga will be a 50+ zone.

I never went there since the revamp but I've heard some people were surprised by the power of the new mobs.
Faction
# Jun 24 2003 at 11:37 PM Rating: Decent
ANy CDok faction hits in here? Dont want to have to repair faction in Droga again :/
RE: Faction
# Jun 25 2003 at 7:01 PM Rating: Decent
I haven't seen ANY faction in here, and for you lizards out there...they are KOS to everyone, even you
How strong?
# Jun 20 2003 at 7:36 AM Rating: Default
Should me and a group be to traverse this palace of the damned?
observations
# Jun 19 2003 at 1:47 PM Rating: Excellent
**
251 posts
All the good drops come from named mobs. Each named seems to have one placeholder. The placeholders all seem to stand out a bit from the normal mobs around them. ie Among the iskar golems is a massive golem that is the PH for the behemoth golem that has some nice drops. Each named seems to have a common and a rare drop. We killed the feral lord twice and got a decent range item while someone else got the rare a pair of 35AC and some stats legs.

Haven't had any problems here with a 63 Shaman as primary healer for our group. Just have to be careful on the pulls. With one group ranging from 63 to 56 we handled a pull of 3 with no crowd control with just the shaman healing. Once slowed the mobs are fairly easy. Hitting in the mid 200s against 60th lvls. The named actually seem to be a bit easier to kill than the PH's.

First part of the zone is all one path only till you pass thru the water filled tunnel then it opens up a bit. So far haven't seen anybody acting foolish because somebody leapfrogged them clearing to the water tunnel.

Each area even those just inside the castle after going up the wooden ramp seem to have some named spawns.

Not sure if the frequency of the named will decrease after a few weeks or not. We have gotten back to back named with no PH showing up and had up to 3 named at once pop in the area we were clearing.

XP is not on par with POP but the mobs are much easier. Have cleared the entire entry to the water tunnel with a 63 shaman 61SK and 60SK. Last night with about 2 hours of steady killing with 80% normal 20%AA I got about 10%AA and 7% regular XP with a partial group that became a full group after about 45 minutes.
____________________________
The Power of Hate conquers all foes.
Leader of The Silent Minority a Rathe Guild
Aggro bug?
# Jun 18 2003 at 11:13 PM Rating: Default
I was here with my bard earlier today. Its a really cool zone. It reminds me of the good classic pre-luclin dungeons, kinda like CoM. Has a cool look and cool looking mobs.

Anyways. My group was fighting the crusaders that can HT and the other mobs around them that most HTed also. I think we were aggroing them through the walls. And I think bard songs with a big radius were aggroing things too. I was only playing group or single target songs but even group buff songs can get aggro I know. I think there is a bug like the old Plane Of Hate had with aggroing things through walls and bard songs making things aggro cuz things just kept jumping us.

I could be wrong. But we were just all of a sudden jumped by about 6 mobs once. Can't figure out any other reason. I doubt we were trained.

Its a fun zone though. Just thought I'd share the info.
Veksar is a blast.
# Jun 12 2003 at 9:59 AM Rating: Excellent
Spent 12 hours in Veksar on day of release and I have to say its fun. Good exp decent loot and fun exploring.
Below are some of the items that I saw drop during the day and one that wasn't listed was the Tu'naak Parryblade, its about 14/19 secondary only effect is a weakness spell freckless might and has a ton of stats cold damage 1 ac 10 dex str and a few others I will post tomorrow when I am in front of my own computer.
I would recommend a 60 plus well rounded group or a raid party of 2 groups to explore with.
Be careful of the HTs I saw and experienced harm touches from 461-961 myself.
Thank Verant for the experience increase for grouping it has made the game fun again. I will try and post more about specifics later. I don't want to post spoilers just yet.





Band of Twilight +10 AC +5 Sta +45 HP +45 Mana All Classes Multiple Creatures 55

Bow of Gloaming Dmg 23, Dly 34. Range 150. +5 Sta +5 Dex +20 HP +20 Mana Ra P Sk B Ro Wr Multiple Creatures 55

Gomdurig Dmg 14, Dly 23. +5 Str +8 Dex +10 vsMg +10 vsFire +60 HP Wr Ro B Sk P Ra Multiple Creatures 55

Kylong Darkmail Gauntlets +23 AC +5 Str +10 Sta +5 Dex +45 HP +40 Mana Wr Ro B Sk P C Sm Ra Multiple Creatures 55

Kylong Shinguards +35 AC +4 Sta +6 Wis +6 Int +45 HP Wr B Sk P C Multiple Creatures 55

Mana Cinched Leggings +10 AC +8 Int +15 vsMg +25 HP +60 Mana Wi Mg E N Multiple Creatures 55

General Info
# Jun 12 2003 at 2:56 AM Rating: Excellent
Greetings to all.

Me and a couple of Guildies went to this zone last night and i thought i'd post some notes on stuff that we encountered.

group was 65 BL, 58 cleric, 55 mage. we've grouped together before and have a system to taking down mobs and thought we'd put our skills to the test here.

zoned in and up and outta the water. made our way to the courtyard area and cleared a couple of mobs there. zone was pretty busy with 38 ppl. we went up the plank to the castle and cleared out the enterance mobs there. i was a little surpised when i healed the BL pet to get summoned. dont know about the other clerics in EQ but as a healer, getting summoned is very unnerving. we moved deeper in the castle and setup camp in a room that pops 4 mobs. me pacify the other mobs and BL pulled with slow and we got down to business. now, as i said, there was 38 ppl in zone and lots of exploring going on and wasn't long until we had at least 12 ppl in that room with us. all killing the mobs. needless to say, with all those ppl and firepower, those mobs didn't stand a chance. >;-)

we broke camp and moved deeper in castle and got jump by a mob. while BL and mage where killing it, cleric (me) went to explore the road ahead. throw a heal to help out someone and instantly drew aggro from the 2 mobs. needless to say that the cleric was on a CR after being summoned several times trying to bring mobs to camp. just a side note there for FD pullers and Bow pullers, you will get summoned trying to pull to camp making it hard to run over long or short distances.

after cleric rezzed himself, we moved on. moving deeper into castle, made our way though the water tunnels and into a room with a pool killed the 1 spawn here and set up camp again. was killing next rooms 4 pops when a named pop. Lord Fedal somthing. pulled him and killed him. he dropped this:
LORE ITEM MAGIC ITEM
AC: +35 Sta: +4 Wis: +6 Int: +6 HP: +45
Weight: 3.8
Classes: Warrior Bard Shadowknight Paladin Cleric
Races: All Races
Inventory Slot: Legs

was a very nice upgrade for cleric (thanks Congh and Kopake). moved deeper in to a large pool in center of room with a couple of mobs, a vessel and a tropper. was groups everywhere in here. went up some stairs to the left and found the Iksar Golem. lots of hps and gave pretty good exp. dropped about 6 of these guys and moved to the right side of area. killed a storekeeper but he didn't drop anything. others camping the same area got a shield from other mobs there thats not on the equipement list and i don't remember stats atm.

dropped all the right side of fire pit mobs and went up a ramp on side of building to find 3 a spellbinder mobs just sitting up there. conned even to 58. mob is a necro and we thought better of it than to try and kill 1. backup down ramp started heading back out of zone and to daylight.

over all, i enjoyed the zone thoughly and plan on more trips there. Pacify or harmony is a must here. mobs have a low aggro range but we still used pacify for safety reasons. normally have 2 3 4 mobs standing or r inside each others aggro range so to pull 1 is hard. any and all resist gear is also a must. no sow or summoning horse or lizzy here so getting summon cuz casters r sitting to med happens alot. mobs where resisting BL dots until mage started maliso'ing. cleric was very happy to learn that about 80pct of mobs in zone r undead. worked out great for undead dots. mage was summoning his "eye" to play scout which was nice. was able to target and pacify without even entering a room.

hope this info helps some. GL to all.

Garlik
58 Cleric
Innoruuk
Opening stragety and info
# Jun 11 2003 at 9:21 PM Rating: Excellent
Ok first time I ever tried this but some info for the timid.

To enter the zone goto Lake of Ill Omen, swim to middle of lake then down to the large dome building underwater, it has verticle walls and the zone opening is at the bottom. It is a "normal" zone aka two halls that go either direction.

When you zone in, swim up and get out of the water, thats right this is a dry zone, no EB needed unless you die zoning while underwater. You climb down a set of stairs and into a courtyard, this is a safe area except for trains of course. BTW there is no graveyard here.

The opening area of the zone is narrow, a few bloodgills are here, shamen and others. We got an ac 6 shoulders off them with a few stats, low end stuff overall. You go up a wooden ramp and into the "castle". On the right are three cubicles, each with one mob. Sentries and crusaders are the main pops here. You go up a set of stairs and see three more cubicles and three more mobs. A set of stairs go down in the middle of this hall to a room with 5 mobs, one is a named either Phantom, the PH, or a skelliton who drops an earring, ac 4 str 3 sta 3 and... er no clue some more stats.

Stairs down from this room goto a narrow room with 2 or three mobs. Down some stairs again to a room with 4 pops. In a hall RIGHT outside this room is a named spawn, placeholder is Duke, do not know named mob or drops yet. Past the duke and down more stairs to a single mob that guards the swiming hole. Go into the water and turn right, there is only one path that leads anywhere and there is a single mob at the surface, again EB not needed unless you swiming is at, um, (5).

Out of the water is a room with three mobs, up stairs to one side is a dead end room with three mobs, up central stairs to main courtyard. Courtyard has mobs all over, in pool in center, and a number of stairs going up from the room. We did not fight any further then this so thats all folks for now!

Time for bed others will do this much better then I soon I am sure!

Ack almost forgot, mobs seem to be 50ish, summon and give good exp for level 50-60 that we were with. Even at 65 I got a yellow AA bulb in two hours of goofing off, not PoP exp but this is early in this zone. Named and PHers are harder, deep blue at 65. Courtyard aread mobs turn all dark blue to 65. Of course with new exp system not sure what light and deep blue equal anymore, but not a single mob was green.

John aka
Tarannon from Quey
#REDACTED, Posted: Jun 19 2003 at 8:11 AM, Rating: Sub-Default, (Expand Post) I thought you did great, I got a good mental picture of the front of the zone. Thanks for the effort!
Legends only
# Jun 04 2003 at 11:36 AM Rating: Default
It is in game.. on LEGENDS only:)
#REDACTED, Posted: Dec 05 2003 at 11:25 AM, Rating: Sub-Default, (Expand Post) good for you ***? happy you paid that extra money to beta test ****?
RE: Legends only
# Jun 12 2003 at 8:19 AM Rating: Default
Went live today. Everybody's got it.
#REDACTED, Posted: Jun 02 2003 at 11:11 PM, Rating: Sub-Default, (Expand Post) anyone got pics of the new type of creatures that live here?
hear ye hear ye
# May 31 2003 at 5:13 PM Rating: Default
the text says that the zone is located under the LOIO except for the entrance, and it isn't an underwater dungeon but the zone is not yet completed yet or atleast not up in game.
#REDACTED, Posted: Nov 24 2002 at 9:44 AM, Rating: Sub-Default, (Expand Post) WHY DOES NO-ONE KNOW ANYTHING ABOUT THIS ZONE YET LAST POST WAS IN JANUARY AND YET NO-ONE FIGURED OUT HOW TO EVEN GET INTO THIS ZONE TUT TUT
RE: BAD PEOPLE
# Apr 14 2003 at 5:10 AM Rating: Default
It's because it hasn't been put into the game yet. From what I've been hearing, it'll be a 50-65 zone, and probably half in water, and half out.
#REDACTED, Posted: Jan 01 2002 at 5:42 PM, Rating: Sub-Default, (Expand Post)
#Anonymous, Posted: Jan 16 2001 at 12:32 PM, Rating: Sub-Default, (Expand Post) I cant wait for Veksar to come out,(but i have velious and i dont think veksar is out yet..)Anyway i had a blast in kedge keep and veksar should be 10 times as better =)
#Anonymous, Posted: Aug 23 2000 at 5:40 PM, Rating: Sub-Default, (Expand Post) This dungeon is going to be implemented with Velious.
#Anonymous, Posted: Jun 13 2001 at 11:22 AM, Rating: Sub-Default, (Expand Post) No it isn't. Veksar is going to be a KUNARK version of Kedge Keep. So dude, don't try to state facts unless you know what you are talking about.
RE: Veksar
# Jun 16 2003 at 10:38 AM Rating: Default
Anonymous said:

"So dude, don't try to state facts unless you know what you are talking about."

What's the point of even saying that? You dont need to 'flame' him for making a simple mistake. Perhaps he heard from someone else that it was Velious, and assumed it was true. Perhaps it isn't going to be a Kunark version of KK, what if SoE becomes stupid and makes it Velious? Or they could do something really stupid and make it part of Luclin! Sheesh, why not tell us all a link of where it says it'll be on Kunark to back up your statement, be sure to have proof of what you're talking about before accusing someone of being wrong

Status of Veksar
# Aug 22 2000 at 11:53 PM Rating: Decent
*
141 posts
According to Verant there are currently no plans for implementing this dungeon which lies under the Lake of Ill Omen. If it ever does go into the game it will probably be entirely underwater like Kedge Keep is on Fawder.
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