| The Tenebrous Mountains | ||||
| Type: | Outdoor | |||
| Continent: | Luclin | |||
| Instanced: | No | |||
| Keyed: | No | |||
| Level Range: | 35 - 50 | |||
| EQ Atlas Link | ||||
| Connected Zones: | ||||
| Quests for The Tenebrous Mountains | ||||
| Mobs found in The Tenebrous Mountains | ||||
| Items found in The Tenebrous Mountains | ||||
| Description: | ||||
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there are 5 Types of mob 2 of which are the meat and drink geomancers and oreseakers<i think> the rarer are labourer, runner and foreman.
the oreseakers where melee hitting for 50 rarely and will assist each other.
Geomancers are casters that cast a 250dd with knockback a 150dd ice based and a root/snare line rarely. it is vital to stun/interupt the casting or you'll be having a bad day with these nasty SOB.
labourers are rogues that have a set wandering spawn and are pretty much the same as oreseekers only they seem to drop acrylia more in my experiance
runner drops the no-drop piece for the relic pack and is on a 90 minute spawn may not make it to the mines if people are camping him, he is melee and while higher lvl than the basic oreseakers isn't to hard to handle.
foreman are higher lvl melee with a lot of hit points, hit slighty harder than the rest but again are nothing to worry about as they very rarely spawn.
ok so how do you camp a mine?
well to start with you will have to get past the first two at the mine enterance i surgest harmony/ lull one and pull the other as they will aggro. the rest is pretty much the same i lulled and pulled for 3 lvls picking up acrylia ore, gems and runes as loot for the most part. they don't seem to be any named further in so just move in an out as is comfortable for you and if you have to med up do so where you have just killed as that will give you the longest recovery time
Jarkeld Hammerhiem <Darkstorm Dragons>
Druzzil Ro
pally of the 44th sphere
your mind is like a parachute it only works if it's open
Edited, Fri Jan 3 10:32:51 2003
Jarkeld Hammerhiem Lvl 36 Paladin/Lvl 30 Armourer
Lestril Hammerhiem Lvl 40 Monk/Lvl 28 Provisioner Blackburrow server
Iaedian Tailchaser lvl 60 Fury/36 Jeweler. Proud member of <Bane> Crushbone server
Your mind is like a Parachute, it only works if it's open.
When you head to the Castle remember that almost everything in the zone seems to see invisible and the vampires can see through IVU. So don't try to get there with obfuscation. Someone mentioned the levitation method, use this methods it works best.
Set up camp pretty close to the castle otherwise you will be picking up wandering bat and sonic wolf adds on every fight.
There are 2 vamps outside the castle and there is one just inside the door. It is amazingly easy to get all three to aggro on you so be prepared for a 3 vamp pull. Mezz works on them but doesn't seem to last as long. Once you get past them, you are on the ground floor which is lined with coffins, pull this area like it was the library in TOFS. when you clear this area there is a ramp in the back that leads upstair where the tough mobs spawn (named and generals).
If you cannot handle more than 2 or 3 vamps at a time, stay downstairs, the spawntime is pretty short so if you start pulling named mobs from upstairs you WILL get regular vamp adds. If you feel like you are missing out on the action by staying downstairs, don't, a Named will occassionally aggro on fights downstairs adding to excitement.
If you do feel you can take on nameds and stuff then pull them downstairs to the area right in front of the ramp (that way you can get XP from all those nice little ground floor vamp adds). Have anyone that doesn't need to be close to the named mobs stay away cuz they cast area effect lifetap and not only does your chanter and cleric lose 200 each it appears the vamp will gain 200 per person in the lifetap range. If you are fighting Renaldok, remember to heal a little early cuz he can cast ice comet and royally goatscrew your plans if you are waitinig for your melee to be under 2 bubbs before you CH him.
The regular vamps drop some faction quest nodrop items (you need to be indifferent to turn them in)and coterie gear. The coterie weapons are heavy and worth between 5 and 8PP each to a vendor (if you have a porter have them port and sell the weapons and gate back). The armor peices are vendor trash to you by the time you can hunt in this zone and the vendors only offer 2 or 3 plat for them. Sell them in bazaar for 10-25 PP depending on piece and they should sell pretty well or just sell them to a vendor if you can't be bothered.
The General will drop what regular vamps drop but will ocasionally drop general boots or cape these are bazaar items. The nameds will drop cash rings (142 plat from a vendor) and some decent items (and some real crap too).
In a 4 hour camp with a full group capable of keeping the castle cleared, I netted about 500PP of loot (after peridots).
Word of caution stay away from the Mob on the balcony if it is Vlad then find somewhere else to hunt he is a level 62 Mob that is underconned and can visit you downstairs if your puller isn't careful. If it is his PH and you pull him... clear out when you've killed him, I was there with a group 50-61 (60 pally, 61 warrior, 50 cleric, 50 cleric, 56 necro, 62 chanter) and I was told that Vlad could wipe us.
A cleric can solo some of the vamp outposts in this zone if he is careful and wuill likely be welcome in a castle group when one forms.
FOM, you are obviously not pulling fast enough.
The bats are also good targets for your pet to go after because the guards will kill them if they run after you, leaving only your 'pet' to deal with.
I keep a stack of Jasper on hand to keep myself Rune'd and I also bought a 10 dose sow though I usually find a willing shaman or Druid with which to exchange clarity.
Be careful of the Grol Baku Soldiers because they will root you. I have 109 Magic Resist and at 44 they land 2 of 3 roots on me. If charm breaks while you are rooted you can usually kiss it goodby.
Thanks in advance.
This story is from memory when it happened a couple of nights ago, but most of the details should be correct. Would anyone have any additional info on this guy? I might have to bring my 52 ogre warrior back out of retirement to look into getting the Sword he speaks of ... hoping it will breathe new life into the fun of playing him again.
It is possible that the part about the ogre may not actually have a working quest at this point ... since the words that trigger the ogre story are not in brackets ... or this could just be an oversight on the programmers part about the brackets missing.
Any info provided would be Greatly appreciated ... and as I find out more I will try to update.
Heirophant of the 83rd Season
<Cazic-Thule>
Interesting that they seem so similar to the Dagnor story....never noticed that before, musta been da Ale!
And why put an old world mob and quest on the moon. I guess i should start my epic huh?
Elroy
An Rach
<Cazic-Thule>
You may read about it here
http://everquest.allakhazam.com/lore/First_Ogre_Dwarven_War.html
This sounds as if you have found the begining of a quest for Dagnor's sword. Excellent!
I have swam around Dagnors looking for the tale tell bag for years now. maybe there is finally one there!
Thats all i know now
good luck
Elroy Bungeecleaver
51 Dwarven Warrior (aye dwarven ye smell ogres):)
Cazic thule
Thanks
8/7 Sorry, I've discovered that the fireport room is actually in the Timourous Deep.
Thanks
Edited, Wed Aug 7 08:05:55 2002
Demon Gnome &
Dealer of Death
Next the Coterie. First the Coterie are invised after spawning. You will need see invis to pull if your not keeping up with the spawns. Second high aggro range deffinetly need a harmony puller or monk pulling. Third these mobs do Rampage, and the named ones at the camps will also Flurry. Fourth they AoE life tap for 200hp. This makes it hard on melee cause they will just life tap to full really quick. Best off using lots of nuking power in one strong blow. Fifth they do raise katta Guard Faction. Also they are a lot of fun, but they aren't not a push over if your going to melee them down and adds are trouble some. Don't know about mezz / charm didn't have a enchanter but I assume that its ok on them.
Thank you in advance...
Sequi Sicarius
47 Season Barbarian Shaman
Clan MacLear
(www.clanmaclear.com)
I would suggest get sow on and follow the south border line to your left (west)after entering TM from GF. But be careful cause there are two grimling cave on the way. Each cave has two static spawn at their entrance. Most of the time you would see grimling orefinders. However, occasionally you can see grimling geomancers (nasty caster hits upto 250dd) and foremans (hits harder and has lots of hp). South border line is too close to cave entrance and traveling behind them sometimes not safe. Because those geomancer and foremans have wider aggro range. If you see those guys guarding the entrance try not to use the borderline. Instead take a small curve to North and South again. When you hit west border line head to North. Relatively safer that way.
If you get aggro better shout for train to zone. Cause ppl pull and camp at the KC zone entrance and you might get flames if you dont warn them in advance.
I would suggest get sow on and follow the south border line to your left (west)after entering TM from GF. But be careful cause there are two grimling cave on the way. Each cave has two static spawn at their entrance. Most of the time you would see grimling orefinders. However, occasionally you can see grimling geomancers (nasty caster hits upto 250dd) and foremans (hits harder and has lots of hp). South border line is too close to cave entrance and traveling behind them sometimes not safe. Because those geomancer and foremans have wider aggro range. If you see those guys guarding the entrance try not to use the borderline. Instead take a small curve to North and South again. When you hit west border line head to North. Relatively safer that way.
If you get aggro better shout for train to zone. Cause ppl pull and camp at the KC zone entrance and you might get flames if you dont warn them in advance.
There are also numerous adds which can sneak up on you in this dark zone so knowledge of the spawns and terrain is a must.
Every caster I have encountered thus far, stops moving to cast thus breaking the nice little tight circle of beasties and making AOE spells ineffective.
You are either one KILLER quadder and I bow to your skills..or..you are full of wood chips.
Again I say this druid rocks and if he says he can do it I'm sure he can.
Sacred Reprisal
http://www.magelo.com/eq_view_profile.html?num=547835
Edited, Wed May 29 21:42:54 2002
I went there today and yes EVERYTHING sees through invis!
10 secs out of the grimling forest zone i had 2 bats and a grimling caster on me. Bye the way the bats cannot be snared or rooted.
And DARK! OMG this place is darker than Ferrott!
Also, the Shadows in Twilight Sea will be tougher as they have a 150 HP lifetap, which will now be healing them correctly.
56 Evoker
Innorruk
Sundorn on Brell
Liger on Brell
5ac, minus5cha, +25mana, +10svd, +10svp
Clickable effect- Feign Death
NEC, SHD only
5ac –5cha +25mana +10svd +10svp
Clickable effect- Feign Death
NEC, SHD only
ive been there for alittle ove a week the drops i got are all magic lore these i have are :
Dread hilt,Air marked scroll,Mark of meditation,water etched wand ,vial of purified air,Mark of the wild,Mark of Terror,Ring of wit, Earth etched wand,Storm filled vial,Silver Gilden Bracelet,Mark of Bravery,Mark of Gloom, Mark of burglary ,Mark of secrecy ... these all came off the named aliens , and the different bats if anyone finds any quests that require thes please post here . thnkx
Electro, Xev server
49th lvl druid
Most if not all roamers in this zone see invisible .. so be careful.
Dolt Diggler 54 druid
Phorest Wu 52 monk
<Justice Keepers>
The Tribunal
on The Tribunal
Thanks
Edited, Wed Jun 19 01:31:28 2002
Founder and Leader
Souls of Loyalty
Erollisi Marr
50 warrior
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