Kurn's Tower  

Quick Facts

Type: Indoor
Continent: Kunark
Instanced: No
Keyed: No
Level Range: 8 - 30
EQ Atlas Link
Send a correction
KURN'S TOWER: Rile Sathir ordered the construction of this tower during his rule of the Sebilisian Empire. It is named after the warlord Kurn Machta, and was used by Rile's son, Atrebe Sathir, to breed the Sarnaks. Those who were killed here during Rile Sathir's reign can still be found haunting the tower.
-----------------------
Welcome to Kurn's TowerOdd Mole of the Top FloorThe BedroomBasement Tunnels
Post Comment
leveling
# Jan 16 2012 at 1:40 PM Rating: Decent
*
63 posts
Plus, if you need PL through your teens and twenties, you should be playing WoW
____________________________
Decimator Pinkk Maggit of Maelin Starpyre
Imperator of the 76th Level
<Unbroken Bonds>
500AA
2.0'ed
Great for mages
# Apr 22 2009 at 10:51 AM Rating: Decent
***
1,308 posts
Get a cleric merc. Cast fire pet, give him two fangs. Cast DS on self. Grab 4 - 6 mobs. Stand in middle of mobs.... hit f8, to target mob, Chain cast Point blank Area affect spells. Let the pet mop up the slackers.

To get full exp from a mob, you only need to do one point of damage..pet can do rest.

Sit in an area, drinking your elixer of clarity III potion, med up. If you see a mob, send the pet, and hit it with your level 1 flame spell.. for 5 points. You get to rest, you get the exp and pet is just wailing away.
____________________________
Bonesmasher/95 Nec http://eq.magelo.com/profile/439476
Craseon/95 War http://eq.magelo.com/profile/1829990
Hyrax/95 Enc http://eq.magelo.com/profile/1762728

Great for mages
# Jul 07 2010 at 1:18 PM Rating: Decent
*
115 posts
you dont need to cast a nuke on the mob.. if the pet is killing it and is urs u still get exp for it..
____________________________
HUBBA HUBBA MY NAME IS BUBBA!

Ribbitribbit 90 Necro Seventh Hammer > Merged to Tunare
Thinlegs 85 Cleric Seventh Hammer > Merged to Tunare

http://eq.magelo.com/profile/1824864


Great for mages
# Aug 20 2010 at 4:02 PM Rating: Decent
13 posts
Not full XP though. If you do zero damage then the pet takes a percentage of your XP. If you do 1 point of damage or more on a mob then you get 100% of the XP.
leveling
# Mar 11 2009 at 1:35 PM Rating: Decent
Scholar
*
70 posts
I don't give a damn what anyone says, Kurns is still THE best PL zone from 1-20 (for twinks). Excluding the burynai bastards, the mobs in this zone are ALL undead, they don't run from you and continue attacking you until they are dead (hence you can hit mobs once then run and grab another and let a damage shield kill them, rinse and repeat till you are low on health) and you can have 1-15 or 20 in like 30 minutes. The only issue I have with the zone is the fact that I usually do run out of skeles, which only lasts about a minute or two until they start repopping (need that for med time anyway). Hands down, best lowbie zone for quick levels.
leveling
# Jan 16 2012 at 1:40 PM Rating: Decent
*
63 posts
Typically, power levelling 1 through 40 will lead you to an underdeveloped toon come the 50s, making you gimp. The only time PL is worthwhile is 50+, and I Dont give a damn what any noob says.
____________________________
Decimator Pinkk Maggit of Maelin Starpyre
Imperator of the 76th Level
<Unbroken Bonds>
500AA
2.0'ed
leveling
# Mar 08 2012 at 8:15 AM Rating: Decent
Avatar
36 posts
I have to agree... Any toon without skills is worthless and should be re-rolled.
____________________________
EverQuest II ~ Permafrost
Laecia De'Alba 94 Ranger
Kaiona De'Eyre 94 Warder
~~~~~~~~~~~~~~~~~~~~~~
EverQuest ~ Antonius Bayle
Qanini Ceilteach ~ Retired
Aikeiro De'Ceilteach ~ Retired



New mobs in Kurns on test
# Feb 27 2008 at 7:00 AM Rating: Decent
1 post
Went to Kurns to farm some bone chips today on test.
Upstairs from the main hall and at the base of the stairs were *red* to 67 mobs.
A Baleful Spectre, A Ravenous Slimebeast, A Raging Burynai, Minion of Kreska, A Servant Of Kreska, and I believe there were one of 2 other mobs, all seemingly generic. Normal skelly, Slime and Burynai models.
Noone on test seems to know anything, and no idea if it will hit live, but just throwing it out there.
Wrift
level 67 Necro on Test
New mobs in Kurns on test
# Mar 15 2008 at 8:43 PM Rating: Decent
33 posts
Mobs went LIVE!! Not sure if they drop anything. Tried killing them on Bertox today with 2 groups all 77-80 with one 66. They hit for around 2k on war respawn fast and are bunched up in big groups. All DB to Red to 80. Red mobs grouped together in the upper lvls of Kurns with as many as 10 in a room. WTH is this for. Most they dropped where a few flawless silks and some uncut gems.
We didnot get past the second lvl so not sure if there where any named going to spawn.
New mobs in Kurns on test
# Sep 25 2009 at 12:09 AM Rating: Decent
10 posts
I think I know what the problem is, you are dealing with the Void Kurn's Tower, not the newbie one.
The newbie one is Plane of Knowledge(PoK)<Field of Bone(FoB)(Cabilis stone)<Kurns Tower(KT) *level 10-15 training zone
The zone I am guessing you are talking about is the one PoK<Plane of Time(PoTime)(through Plane of Tranquility(PoT) or the Priest of Dizzel Ro in PoK along the SE inner wall)<The Void<Field of Scale(FoS)<(Old) Kurn's Tower(OKT) *level 80-85 zone
Just a guess, because I can't imagine them puting 80+ mobs in the newbie zone.
____________________________
Targeted (NPC): Microsoft
Right click on the NPC to consider it.
Microsoft scowls at you, ready to attack -- What would you like your tombstone to say?
This creature would take an army to defeat!
Auto attack is on.
You try to hit Microsoft, but miss!
Microsoft hits YOU for 300 dollars of damage.
Microsoft hits YOU for 500 dollars of damage.
You have been slain by Microsoft!
Re: New mobs in Kurns on test
# Sep 25 2009 at 12:32 AM Rating: Decent
Guru
Avatar
***
2,169 posts
The mobs in question were part of the Fabled events in 2008 (where they in 2009? I don't remember). The posts were many months before SoD was released, or even on Test.

Specific mobs dropped XP potions. They were in many newbie zones, including Commonlands.

Yther Ore.
Quest Solved
# Dec 25 2006 at 5:15 AM Rating: Good
*
80 posts
You should consider this people:

When you kill the Skeletal Cook he sometimes drops 2 Items:

A Hollow Skull (4-Slot Container)
Glowing Mask

Get a dried Tongue from a Burynai Forager and 2 Dusty Sealed Canopic Jars (One will say Left Eye of Torture one will say Right Eye of Torture - when they are identified).

You can only carry one of each since they are Lore so you will know when you have both.

Take all of these items to Galdon Vok Nir in the Overthere Outpost and say to him," What about the dusty sealed canopic jars?" He will open the Jar and give you back a preserved eye which you put into the Skull.

Put the other eye in, the Mask and the tongue and combine them to get:

A Glowing Bone Helm:
+18AC, +7 WIS/INT, +10 SV MAGIC

Not a bad item I'd say but beware only Evil Races can get Galdon to open the Jars. I have yet to find out if this is MQ able but it ought to be once you get the eyes.

____________________________
Starlancer Honorblade
Human Paladin

Rhodderick Hasturelhaylen
High Elf Enchanter

Procyon
Erudite Wizard
Quest Solved
# Dec 25 2006 at 8:39 AM Rating: Excellent
Ungainly Ninja
ZAM Administrator
Avatar
****
6,857 posts
Oceanlife wrote:
You should consider this people:

When you kill the Skeletal Cook he sometimes drops 2 Items:

A Hollow Skull (4-Slot Container)
Glowing Mask

Get a dried Tongue from a Burynai Forager and 2 Dusty Sealed Canopic Jars (One will say Left Eye of Torture one will say Right Eye of Torture - when they are identified).

You can only carry one of each since they are Lore so you will know when you have both.

Take all of these items to Galdon Vok Nir in the Overthere Outpost and say to him," What about the dusty sealed canopic jars?" He will open the Jar and give you back a preserved eye which you put into the Skull.

Put the other eye in, the Mask and the tongue and combine them to get:

A Glowing Bone Helm:
+18AC, +7 WIS/INT, +10 SV MAGIC

Not a bad item I'd say but beware only Evil Races can get Galdon to open the Jars. I have yet to find out if this is MQ able but it ought to be once you get the eyes.



If someone has a complete walkthrough for this, hopefully including logs and/or screenshots containing all the dialogues, please send them to me at fleven@allakhazam.com.
Hotzone???
# Dec 07 2006 at 10:26 PM Rating: Default
Well, this is supposed to be a hotzone for lvl 20-25 and I went there with my 21 necro and much to my surprise most mobs conned grey (meaning zero exp). Some conned green and after much exploration in the basement area, I found 1 mob that conned dark blue. I believe that if you are going to make a hotzone for specific levels, the mobs in said hotzone should be of sufficient level to provide experience for those levels.
____________________________
Bah...whatever!
Hotzone???
# Feb 20 2007 at 7:15 PM Rating: Decent
*
136 posts
I think this is a 10-20 hotzone, with unrest being 20-30 and guk being 30-40 or something. At 10, the mobs con yellow at the enterance to the zone. I didn't see the patch information to see what SOE planned it for but Kurns is a newbie zone and I find it doubtful SOE made it a hotspot for L25.
____________________________
- Vu~
Haven's Edge
Stromm
Hotzone???
# Jan 04 2007 at 12:11 PM Rating: Decent
*
152 posts
kurns is a hotzone for lvl 15-20ish players, i believe. I think that some of the stuff in the bottom of the tower is higher level but of course most of the stuff at the top is going to be grey. For lvl 15's though, this is a hotzone. If its grey to you then you need to go to Unrest.
Hotzone???
# Dec 14 2006 at 6:33 AM Rating: Decent
*
72 posts
I think SoE means you should be killing "an odd mole" every 60 minutes it respawns. Should be dark blue / even to you. :P
____________________________
[75 Deathcaller] Otsego Undead the Faydark Gatherer (Iksar) <Coalescence>
Mithaniel Marr Server
Good Warrior Drop
# Jan 31 2006 at 10:42 AM Rating: Decent
3 posts
Are there any good drops for a warrior that i should be looking for in here?

thank you

Dan
RE: Good Warrior Drop
# Feb 06 2006 at 7:51 PM Rating: Decent
Scholar
***
2,239 posts
Runescale armor drops here and the Iksar beserker club.
____________________________
Somewhere heckling Fleven about updating quest info lol...
attacking skeletons that con red
# Oct 06 2005 at 9:41 AM Rating: Decent
I'm a lvl 13 dwarf cleric and so far I've just arrived here and just to let anyone know who's interested, I attacked a skely that conned red and killed it fine with 70% health left, all i did was root it first then start nuking it with furor, don't know if this will work all the time but this is the 3rd red that i've killed by myself, of course when i do this I make sure that I'm next to the zone to FoB so in case i get in trouble i can zone, but so far its been real easy to kill all skely's, great way to get some fast levels.
Kurn's FAQ
# May 24 2003 at 11:49 PM Rating: Decent
Sage
*
183 posts
Never been to the basement -- the thought of large furry shadowknights (harm) touching me all over gives me the creeps... so I will keep this discussion to the undead floors above.

1) great place for soloing from levels 10 to 18, after that the xp starts to drop off simply because there are not enough greater scalebones and icebones to go around (and fighting green skellys that get in the way becomes annoying).
Floors increase in difficulty as you go up, so first floor is relatively easy and you can run around like a newb creating trains and what not. Harder MOBs may be found as you go up the stairs.
There are numerous points throughout the dungeon where static MOBs spawn on a regular timer, as well as regular routes that some roaming MOBs follow -- learn where these are and there will be no surprises popping up around the corner (or right on top of you).

2) Like everyone else says, low aggro radius for skellys, but greens will aggro anyone. Also, when pulling, make sure there is no one else around (MOBs will take off after the closest person regardless of who struck it first).

3) As far as loot goes, you are not going to get rich unless someone needs a bunch of bones to gain faction in Cabilis (and those folks do drop by from time to time), but many of the skellys are carrying around a few gold pieces, which do add up. Some will also drop rhino hide armor or burynai hide armor (a few plat for each piece).

4) couple of lowbie Iksar class quests have components that drop from skeletons: undead crusader drops "an Iksar skull with an X" which is used by shammys for a cudgel quest (two versions -- lore is rarest). Merchants do not buy these things, so if there is a shammy in the house, make his or her day by giving these skulls to them. Undead crusaders usually spawn on stairs between 3rd and 4th floor, although they may wander on either level (also drop FS mace which sells for 5pp -- keep the mace, leave the skull or give it to someone who can use it as it is dropable).
"A glowing skull" (no drop) is used for monk shackle quest, and is an uncommon drop from any of the greater scalebones in zone -- sometimes I see several of them in an outing, sometimes none.

5) Also see spell research components every now and then, most seem to be pages (for enchanters) and words (have gotten alot of Words of Tyranny here), with a few runes thrown in to even things out.

6) As far as hunting tactics, I generally keep along the walls to avoid too many adds from wandering skeletons. Those who are new to the zone may hang out in the entry way and pull toward there, but PC traffic and the occasional train make for a mess sometimes. If you plan on resting or medding, do not do it near the entrance to FoB.
Moreover, do not pull MOBs into the "safe room" at the other end of the zone (#2 on EQ atlas) -- if I am going in there to slap on a couple of bandages, I don't want to fight off someone else's trash simply because they are too lazy or scared to deal with whatever is wandering around on the main floor.

Great zone for anyone who wants some nice xp at a relaxed pace (unless there are a bunch of noobs who all want to hunt on the first floor). Clerics and pallys are particularly effective (as is anyone with a pet), but any class can solo here through those levels. Happy hunting.

Edited, Sun May 25 00:39:25 2003
RE: Kurn's FAQ
# Oct 09 2005 at 9:56 AM Rating: Decent
**
309 posts
Barfly's post is very good. Kurn's upstairs has been changed (currently anyhow) in that the skeletons do not aggro unless (and only my wizard friend had this problem) you med on them.

On several characters in the past weeks I have run through the upstairs, by yellows and reds, and not been attacked. I have attacked a group of skeletons and only had the one respond (practically standing inside one to kill the other).

It seems like Kurn's has been made into the follow-up to Gloomingdeep (makes sense, as places like Crushbone do tricks to your faction that new players may not realize).

It would actually be a neat idea for them to explicitly connect the mines to Kurn's. Toss in some better drops and a quest NPC or two. Maybe deepen the basement...

The benefit of this would be that new players would learn the real-eq-world and the downstairs gives a better sense of normal mob behaviour. Maybe even create a locked out version to anyone over level 25...
RE: Kurn's FAQ
# Jan 22 2004 at 8:41 AM Rating: Decent
3 posts
Just a little FYI. The glowing skull can also be turned in to the Skeletal Cook in this place for a nice little item. Skull of Torture. Sweet and easy
Kurns and Necros: A winning combination!
# Mar 14 2003 at 6:15 AM Rating: Excellent
Scholar
*
63 posts
If you're a necromancer in your mid to late teens, you are absolutely cheating yourself if you don't go to this zone. At this level, with your abilities, this is the easiest experience in the game. And YES, I am counting that cesspool of human idiocy, Paludal Caverns.

Now, I'm sure the furbies in the basement are nice exp, but they're casters and can do nasty things to you (hello, Harm Touch) so I leave them alone and focus on the skellies in the upper floors. And let me tell you, these skellies might as well walk around with "Plunder Me!" signs around their necks. It's so easy it's almost unfair.

As a necro, you get at level 12 a little spell called "Spook the Dead". For a measly 10 mana, you can keep skellies feared almost at will. What's that you say, fearing is dangerous? Not here. The skellies don't assist each other at all, and will happily watch your pet pound their colleagues into baking soda.

The trick is, don't go too close to the skellies yourself, but manipulate from afar while your pet does the dirty work. This is nothing earth-shattering, but know that no skelly will aggro on your pet unless it attacks them.

The dungeoun exp modifier here is great: I got nearly twice the exp from these mobs as I did from their namesakes in the Field of Bone. And I did not have to inconvienience myself to memorize a regular fear spell, since nothing (save one straggler Furbie) is alive in the upper floors. Kill anything that's dark blue, sneak by mobs that have the aggro radius of a large posicle stick, and gather enough bone chips to last you half your career. It doesn't get much easier than that.
Kurn's
# Mar 03 2003 at 12:38 AM Rating: Decent
8 posts
I have to agree that Kurn's is great for paladins...the undead spells sure do come in handy. Even at lower levels, a paladin can solo just inside the zone. Just pull one skeleton at a time into the entryway and you'll be fine.

Also, there is a hidden room on the main floor of Kurn's. It's in the furthest right corner of the room and it's a safe place from mobs if you're in a bad situation and don't want to zone.
____________________________
Mihnhui
53 Half Elf Paladin
Bertoxxulous
RE: Kurn's
# Nov 28 2003 at 5:24 PM Rating: Decent
The room is a nice place to med or bind wounds because the mobs don't path there, but they will FOLLOW you there if they've already agroed on you. So don't think you can escape there if you're getting beat on.
any traveling suggestions?
# Feb 09 2003 at 10:42 AM Rating: Decent
1 post
I recently started started a DE necromancer a few weeks ago and just lvled to 13. A lot of my guildmates and friends go / are in / went to kurns tower at lv 13 and have told me great things about it. I really wanna go there and check it out for myself but I am new to traveling as a darkie seeing as how this is my first one. Can anyone suggest a route or way to get there? And is there anywhere nearby where I can sell? Any information would be greatly appreciated. Oh ya, I don't have PoP either so I cant take any of the books...
____________________________
Rikkuu - 12 Necromancer of Innoruuk (Tallon Zek)
Blakksaphire - 13 Rogue (Tallon Zek)
Trinnitee - 14 Druid of Tunare (Tallon Zek)
RE: any traveling suggestions?
# Jul 24 2003 at 3:15 PM Rating: Excellent
***
2,268 posts
Hopefully you've found your way there already, but this may help anyone else who is without the newer expansions. It is possible to get there, although it is a very very long trip. This is the easiest route to get there (I'm not counting ports, cause I don't run a porting character, and I'm not sure where the closest one would be, so there may be an easier way in the form of a port.)

NOTE: This guide is for EVIL races only, because you WILL be KoS when you land in The Overthere if you are a good race.

1. Get to Oasis of Marr. This is one of the original zones on Antnotica. Find the shore (on the east side of the zone) and follow it down to about half way through the zone. There should be a dock there with a gnome on it. That's your way to Kunark. Hail the gnome (or NPC, it is more than likely a gnome, but I'm not 100% sure) and get yourself a port from that gnome to Kunark. You can also take the boats, I believe (or you may HAVE to take the boats, but I beleive the gnomes will port you.)

2. Once you get to Kunark you will be in The Overthere at The Outpost. This is an evil city-type place, where there are merchants, etc. You will want your Gather Shadows spell memorized. Things are fairly mean here, so cast it right away (remember, undead see through this, so do keep an eye out for undead. I don't believe there are any in OT, but you will see some on the way to Kurn's Tower, somewhere in your travels.)

3. Start walking. :-) Walk east, (along the shore) till you hit the zone wall. Follow that south to the zone to Warsliks Woods. (Sidenote: sometimes there are nice shammans, druids, or rangers willing to cast a SoW on you at the PoK book. It never hurts to ask and this will cut down walking time considerably.)

4. Warsliks Woods (WW henceforth) is a kind of mean zone. It is hilly and quite hard to see where everything is. You will want to zone in and follow the zone wall north. At about pos 2000 (and whatever cordinate that you're at on the zone wall) you'll want to start going east. This will take you between the goblin fort and hill giant fort (neither of which place you'll want to visit...) Make sure you are invised the whole way, and conning like a mother the whole way there (everything that can't see you will be indifferent. If they are ready to attack, then they CAN SEE YOU.) Keep going east till you hit the SECOND path going north to south (You'll cross a stream, and go over a path. Keep going east till you hit the next path.) Follow that path north till it ends, and follow the hollow that you're in from there to the zone for the Field of Bone.

5. Field of Bone is where Kurns Tower is. Once you zone in, go east till you hit a path going north to south. Follow this path south till you hit a scary pit looking area (this area, coincidentally, is known as "The Pit.") You will see a giant tower off to your left. That is Kurn's Tower.

6. ???

7. Profit (If you didn't get it, don't worry about it...)

Also, keep in mind that Verrant has added maps to all newbie zones. I believe that WW is a newb zone (as Cabalis attatches to it) and I know that FoB is. So to get these, without the LoY expansion, just hit backspace and play around till you get a good view (may have to take the Height Filter off.)

On a side note, I have a 13 necro there now, and I hope to be 14 or 15 by the end of the night. It's a great place, and you should get there at all costs. :-) Have fun!

P.S. RATE THIS IF IT HELPS!!!! Smiley: glasses

Edited: Made some minor grammer corrections and added a few helpful parts (the part about the SoW, and some other stuff of that nature.)

Edited, Thu Jul 24 16:12:02 2003
RE: any traveling suggestions?
# Jul 11 2003 at 9:12 PM Rating: Default
33 posts
u cant get there without pop that i know of
____________________________
the enternal darkness of death is all that awiat my enemys
RE: any traveling suggestions?
# Aug 04 2003 at 7:25 AM Rating: Default
There are many ways of getting to Kurns tower without PoP
____________________________
Junky -Hunter- Kor'gall EU

Muhmrah/Pauliz Mashed/ReVSuiCiDe/Lushah Darkmoon - EQ2/EQ/PS/SWG all retired SoE toons, no more money for SOE, they sux0rz!
secret room?
# Dec 08 2002 at 1:51 AM Rating: Decent
6 posts
Easy XP
# Dec 04 2002 at 3:37 PM Rating: Decent
19 posts
I solod here from 14-19 and NEVER died..took me 1 day to do it..GREAT PLACE!!!!
____________________________
Draks
Iksar Monk
Ayonae Ro
http://www.geocities.com/brotherdraks/
Great Dungeon
# Nov 23 2002 at 9:48 PM Rating: Decent
Scholar
36 posts
This is the best dungeon I've ever hunted in for several reasons.

I entered this dungeon with my level 10 Necro and found the exp to be great here. Am now level 17 and still getting good exp here.
Not sure how long it took me to get those levels but wasn't very long. The character only has about 26 hours total play time on him and thats taking time out every couple levels to train his skills up.

Mobs here seem to have a real small argo range. Can walk fairly close past them and not get jumped on.
Pulling skeletons here is a breeze to pull. Can pull one with another standing right beside him and just get the one I pull.
Can pull the burynai without getting an add unless there is one standing right on top of the one I pull. If there is a little distance between your alright.
I'm hunting the basement now and have found several safe places to sit and med and pull to with out being jumped.
Don't know how long you could level here as I'm still seeing evens and yellows and havn't tried the area under the basement yet,but am getting tired of looking at it after 7 levels :)
Odd items
# Oct 03 2002 at 12:17 PM Rating: Decent
47 posts
I've picked up several odd items in the basement and can't find out what they're for. If you have any ideas, please post...

Hollow Skull (off cook) 4 slot tiny combinable container lore item no drop
An Emerald (off thick) lore item
A Sapphire (off thick) lore item
Thick Iksar Skull (off thick) lore item no drop
Skeletal Feet (off thick) lore item no drop
Odd items
# Dec 24 2006 at 9:39 PM Rating: Decent
*
80 posts
You should keep that container. Look up Skull of Torture as well as Glowing Bone Helm.
____________________________
Starlancer Honorblade
Human Paladin

Rhodderick Hasturelhaylen
High Elf Enchanter

Procyon
Erudite Wizard
RE: Odd items
# Jan 15 2003 at 4:00 PM Rating: Decent
*
59 posts
The Hollow skull: 3 items are known(the fourth may be known by now as well ...)

An Emerald & A Sapphire: part of the iksar warrior quests

Thick Iksar Skull: Never found it, so never looked it up :P

Skeletal Feet: Again, never found it, so never looked it up.

Check the Cabilis, Field of Bone, and Kurns Quest listings for info ...
By far the best 10 - 22+
# Jul 16 2002 at 1:40 AM Rating: Decent
*
77 posts
This zone is, IMO, by far the best zone for a character from level 10-12 to 22, possibly higher. I know mobs in the basement are higher level, but I've never been down there myself. I've gone here for 4 characters and never regretted it. My first was a Shaman, went there at 14, started fighting solo and my jaw just dropped to the floor at the exp. Not the best loot untill you can head near Jester camp, except the bone chips, you can grab some stacks of them and sell to a necro or SK. My new main, an SK, had a field day there grabbing all the bone chips he could eat. Never a lack of mobs, at least on my server, there's hardly anyone there, and unlike Lake of Ill Manners, everyone there seems to be cool. One tip though... watch out for the Burynai, most are casters, and the Shadowknight ones HT pretty hard.
____________________________
Hiwiwi
SMN58/WHM28
Proud member of OmegaReborn
Fenrir server
My profile
Exp is great
# May 13 2002 at 8:06 AM Rating: Good
Hello

Never posted here before, but just had to say . . WOW.

I am playing my 15 mage when a friend (iskar shaman) tells me he is in Kurns and the exp is great.

Now as an Erudite it is a long way to travel, and I have nowhere to bank, except FV, which is a long way off.

But it has all been worth it.

Level 15 took me 2 and a half hours. Level 16 (with my new pet) took 1 and a half hours. All done solo, Im no twink just normal player.

All I can say is, there must be some exp bonus, I am getting (at 17 still) 1 blue per blue mob kill.

I'm hunting Greater Skellies and Greater Spurbones. I hunt ground floor and up to 1st 2nd and 3rd floors.

I have been soloing, but still, this exp is far more than anywhere else I have hunted.

Come join the fun :o)
____________________________
Oderick
Vicar 57 AB Server
RE: Exp is great
# Jun 10 2002 at 11:58 AM Rating: Decent
7 posts
Okay, fine, now I believe. To heck with returning to Oasis and North Ro. I'm gonna see some place new!

Maoh of Rodcet Nife server
____________________________
---
"I don't know what you believe. I am myself! I act in the way I want to. There is nothing you can do about it!" - Evil King Stan
Good exp
# May 03 2002 at 8:33 AM Rating: Good
Currently using my 2nd necro now at level 13 and the experience here is excellent. Although it doesn't say so on eqatlas, I beleive there to be an exp bonus - it just didn't seem like i was getting the same amount of exp in loio for killing the same whites/yellows as i do here. What's also nice is the number of mobs and range in levels. As you begin to level up you simply move upstairs or into the basement.
Need Recomendations
# Feb 06 2002 at 12:08 PM Rating: Decent
34 posts
I have 2 questions....
1)would a level 16 WAR and a 18 PAL be able to level here and get decent EXP?
2)Is this area a good money maker?
RE: Need Recomendations
# Apr 29 2002 at 8:06 AM Rating: Decent
47 posts
1) yes
2) not really, unless some high level is paying a LOT for bone chips :)
Jester
# Nov 07 2001 at 12:48 PM Rating: Good
18 posts
Can a lvl 20 monk kill the undead jester by himself? I haven't tried camping for the jester yet, but my other 20 monk friend really wants the club.
____________________________
Oukamii the Monk
Jester and his note
# Jan 05 2002 at 12:39 AM Rating: Decent
7 posts
I finally killed the undead jester, and only got some 2h slashing and something which I can't find on any site: "A tattered note" WHAT THE HECK DO I DO WITH IT?!?!? It's lore and no drop, kindly help me out

Nihilith Exnihilo
23monk Bristlebane
____________________________
----Nihilith Exnihilo
--Monk Extraordinair
-Bristlebane Server
RE: Jester
# Nov 08 2001 at 1:18 PM Rating: Good
I wouldnt know since I camped him for over 50 hours at level 27 and never saw him. I did kill thousands of badgers and skellies. Please shoot me in the head now. But, there were times at level 27 when I was in trouble down there, so I wouldn't suggesttrying it at level 20.
____________________________
Ironhom Hammerforge
Paladin of Kaladim
Chivalric Order




#Anonymous, Posted: Oct 27 2001 at 2:09 PM, Rating: Sub-Default, (Expand Post) I went to go camp jester with my lvl 1 cleric and i killed him and got the club:-)
RE: Jester
# May 12 2002 at 11:10 PM Rating: Default
15 posts
Right :)
#Anonymous, Posted: Nov 06 2001 at 8:17 AM, Rating: Sub-Default, (Expand Post) liar
#Anonymous, Posted: Oct 27 2001 at 2:07 PM, Rating: Sub-Default, (Expand Post) What lvl is jester???????????
#Anonymous, Posted: Oct 27 2001 at 2:06 PM, Rating: Sub-Default, (Expand Post) GIVE ME ARMMOR OR WEOPONSSSSSS
RAID!
# Oct 26 2001 at 5:33 PM Rating: Default
hiya! what level group of around 15-20 people could clear this dungeon in a raid, i mean mixed races and classes here, also is it one of theose dungeons where druids are killed every 3 seconds??

thanks
undead jester
# Oct 22 2001 at 6:34 PM Rating: Default
I have been camping this thing for the last 2 days. All of a sudden I go link dead. I log back on to make sure nothing had been beating on me, and to my good fortune the undead jester was waiting for me with the club
Illusion: Skeleton
# Oct 18 2001 at 8:47 PM Rating: Decent
I'm wondering if my chanter can illusion himself as a skeleton and wander this place free of worry? It's true I can do this in some places governed by the undead (Befallen), but not others (the skellies of Lake of Ill Omen). Just wondering.
____________________________
Leafbringer, Pathfinder
Leafdefiler, Undead Enchanter
Leafcat, Once a pet. Once.
RE: Illusion: Skeleton
# May 06 2003 at 12:18 PM Rating: Decent
Scholar
*
104 posts
as a general rule of thumb illusions wont have a posative faction mod in kunark,velious,loclin,pop,or loy this is not ALWAYS the case but usually illusion forms like wolf form,skeleton,and elemental illusions in those areas will be more likely to adjust your faction downward than upward.

Edited, Tue May 6 12:40:38 2003
Iksar berserker club
# Oct 11 2001 at 9:10 AM Rating: Default
Went down into Kurns today and saw the jester just standing there with the club in hand...killed him and took it:) Lucky huh?!
Kurn's Stratics
# Sep 27 2001 at 2:57 PM Rating: Excellent
Ok - If you are looking for strategies - here they are. This is a great zone to be in as a Cleric, or a pally. Other classes can also do quite well here - although they do not have the advantages against undead. Start at the main entrance, set up your group, or go solo from here - you will be able to see the guards at the first set of columns - nuke em to pull em then finish them off. If you need to med invis to undead will be of great help. As you expand your forays into the main floor more options will become available. In the back right corner, at the top of the main stair - there is a hidden room - this is SUPPOSED to be a safe room - to med in - however I have heard that the mobs SOMETIMES follow others in.
When you are ready - can clear the main floor with ease - advance to the upper floors. ONLY go downstairs if you have a GOOD group or are VERY capable on your own. I often have seen monks on the bottom floor, as feign death gives them a false sense of security. I have also dragged many monk corpses back to the entrance - as feign seems to fail on the sappers more often then others. The bottom floors can be very confusing - AND there are ONE WAY pits to a much tougher area of the castle - have a map - and BE CARFULL. The burynai can be any class - druid burynai will have sow on - the Shadow Knight Burynai have a first strike damage shield which often hits in the 150-180 range. Almost all burynai have the ability to heal - and they will heal each other. If one starts to run - either kill it immedietly, root it - or prepare for it's return. As a lvl 33 I never had one come back with friends - The few times they got away at all - I was able to wait for the others to heal it - then it will return and I would kill it.
Invis - or invis undead will help you get to a campsite and from a campsite - with SOW I could run from my Jester camp - to the door and exit. I also would pick up a train of about 30 mobs - no big deal when I am alone - problem for the newbies otherwise.
The real camps are downstairs - I posted all I know on the Jester camp. The Cook is in the middle room down the hall from the stables - between the stairs. He always spawns in the same place - if ANYTHING else is standing there it is a placeholder and should be killed. The shield is a semi rare drop - I got it about 1 in every 6 kills. It is LORE so if the cook pops with one start shouting about selling one REAL cheap - or just give it away.
The Fingered skell walks from one set of stairs - down the cook hall to the other set of stairs. It or it's place holder can be anywhere on the bottom floor. The place holders for either the cook OR the Fingered skell may be THICK Boned Skells - the Thick boned PH for the fingered has been known to get off track - and wander the stables as well (I THINK he gets on the jester path and can't geet back) Both the Cook and the Fingered seem to be about 20 min spawns.
When I began my Jester camp - My second objective was Burynai Armor ( NOT a LOT of Clear intel on this so here is what I know through my experiences)
It Seems to be a totaly random drop - I almost Always got a burynai hide mask from the thick bones. I collected gloves pants shoulders and vest from misc burynai, and chars or lesser skells. Maybe One in a hundred kills. I had a slightly better return on getting reinforced rhino hide and ruined scaled stuff maybe 1 in 75 kills.
In the 7 weeks I was there I never heard of anyone getting the icy wand WHILE I was there. Had lots of 50 and up characters come down looking - killing everything in sight. On told me he got it after 3 days - but none of the others saw one.
I nabbed digmaster claws off a random burynai in the stables (+2 str 5dmg 25 dly I think) That was the Only time I got exp for a kill the entire time I was down there.
Final advice - don't underestimate Burynai - I died down there when I allowed my health to get really low. Was confident so I sat to camp. A Burynai - which I had not attacked - and which had previously ignored me raced down the hall and started tagging me. I killed it but was Dotted. Went down, the dot wore out - I regained consciesness - only to have a sapper walk buy and BAM! Kill me on the spot. (No idea why - I was not camped - which agros them - or medding - same.) As I reported earlier on the exploits of the Keystone warrior. The Burynai will stick with you - IF they run away - they WILL come back, usually fully healed and OFTEN at the worst possible time.

Thats all I have - hope this strategic dialog helps you out.
RE: Kurn's Stratics
# Nov 24 2001 at 7:34 AM Rating: Decent
Not only will Clerics and Pallys have a field day here, but from my experience Shadow knights will as well. Not only will we beat on the skellies with our ward undead spells, we'll be able to slow those annoying fast badgers with our darkness spells. I memmed my lowest darkness spell and cast it on every badger i came across...this helped killing them faster and of course not having to chase them around the whole dungeon while their friends healed them. As for getting to the jesters camp i just invis vs undead to get past the upper lvl skellies. Unfortunatetly i've been camping the jester for about two 6 hour camps and no sign of him yet. i've filled my back packs with fine steel weapons and the stat badger drops. first trip to bank brought me in about 120 plat, so not bad considering i'm just sitting around waiting for the rare spawn. I think after those two long camps i'm just going to pop in every once in a while, clear out the floor and if there's no jester leave and come back to try my luck another time. i've heard that he's completely random...people logging in and he's already there. this makes me doubt the PH theory. For those that belive he has a PH how much of the bottom floor have you wiped out to try to get him to spawn? At lvl 32 between medding i can pretty much keep the entire stable area cleared as well as a few of the adjecent rooms. Anyway, if anyone has any more info about how this guy spawns i'd like to know. So far in about 10 hours i've seen 1 cook, 1 forrager, about 8-10 thick boned, and about the same amount of fingered skellies. I wonder why i'm not getting the cook to spawn as often as the obove poster? I *am* keeping his room cleared. oh well. maybe better luck next time.


Shareeb Draxbane
32 Shadow Knight <eleven blood>
mith marr
____________________________
Shareeb <Veritas Arcanus>
64 SK
Ulver <Veritas Arcanus>
58 Preserver

on Mith Marr
RE: Kurn's Stratics
# Nov 06 2001 at 4:57 PM Rating: Good
**
425 posts
An excellent post sir. Might I suggest you get an account with Allakhazam so we can read your other posts. As for the badgers and them attacking you while you were resting; I had this experience also. Even though they conned green to me at level 27, they would often attack when I was medding. A few times I was in trouble but I had snare and root memed and it saved my butt many times. I camped the jester for 4 weeks; about 50 hours of game time, and never saw him. After the four weeks I stuck a pecil in my eye and ate a can of salt. Since these things are not good for you I decided to hunt somewhere else. I will return to camp the jester when I feel like wasting another 50 hours in Kurn's Tower. If I ever do get the IBC I will never sell it and will keep it in a special place, like bashing the skull of a Sarnak.
____________________________
Ironhom Hammerforge
Paladin of Kaladim
Chivalric Order




Yee Ha - Jester's Dead
# Sep 27 2001 at 2:24 PM Rating: Default
I was pretty sick of this camp, and was ready to call it quits. After my last post - I began to log in clear the stables (L-shaped hallway) all the way down to the cook and fingered. If the Jester would't pop I would log out and try again later. I found the jester is rarely camped during the week - friday nights and weekends are the busy times there. By the end of the day I had the club - It was during a burynai execution in the stable - he popped and started wailing on my back. I ended the burynai's life - kicked it for not giving me the boots I wanted - then killed the Jester. Was QUITE happy to get the club.
MY THOUGHTS on the spawn.
The placeholders for the Jester "Tend" to stay in the L-shaped hallway, although I followed one (a burynai Sapper) all over the bottom floor before killing it. I THINK you have to kill the Jester's Placeholder THEN you have a 2% chance of spawn with each kill on the bottom floor.
Based on my experiences -
I FEEL that you also must be very close to the spawn point to get the jester to either pop OR not despawn. I NEVER had the jester waiting for me when I returned to the area - He ALWAYS popped practically on top of me WHILE I was fighting something else. Hope this information helps. I hate this camp - and the JESTER - Not only did he make me wait almost 7 weeks he then popped on me again while I was killing the fingered - Which jumped me While I was camping - WITH the club. LORE ITEM. It just broke my heart to sit there and watch it rot - COULDN'T Give the thing away (No one in zone).
So goodbye to KURNS
goodbye to the Jester
I may one day return for the Icy wand - but a long time from now!
SilverWalker
of
SilverLite
Step 19(Yes!)
Quellious
Now in Lake of Ill Omen
Iksar Berserker Club
# Sep 19 2001 at 11:38 AM Rating: Default
Ok, I am a lvl 32 Pally carrying Ghoulsbane (which is a GREAT weapon for this HOLE). I have camped the jester for the last six weeks - YES 6. I have had the jester pop for me 7 or 8 times. I have collected all the fingers at least 4 times and have cycled through three or four shields. The thing to know about the jester is that you a only a 2% chance it will pop with each kill on the bottom floors - I have had the best success with kills in the second set of stables. OF the times he pops you have only a 25% chance it will be with the club. I have collected 5 or 6 2HS fine steel swords. A few times he popped with NOTHING. I have had the best luck selling finger bones to impatient warriors, and giving the shield away to helpful Iksars willing to sell me food and exchange gold and silver for plat at a GREAT rate (2 to 1). I plan to give it another week then bail to go level a few more times before returning to try again. The Burynai ignore me UNLESS I am Medding OR REALLY low on health. The skells still agro. Had a warrior lvl 33 -Nafgar- and a 19 monk try to steal my camp last night. They ran around hitting all the Burynai the could then ran back with the train to me. I chuckled as the BURYNAI ran through me and proceeded to KILL them both before wandering off. I did pick up the skells but easy to kill. Lesson here - the Buryani Stick with you - so be sure to finish off each one that attacks you. Root will help you. As they will heal each other if you allow them to. I am on the Quellious server and ONLY WISH I had the money to buy this club instead of wasting my time in camp. My druid MAY eventually make enough to aquire it - but the camp has GOT to Be the WORST in the game.
RE: Iksar Berserker Club
# Aug 04 2003 at 7:55 AM Rating: Default
No chance it is the worst camp in game, u wanna try some of the epic camps!!!!!!!!!
____________________________
Junky -Hunter- Kor'gall EU

Muhmrah/Pauliz Mashed/ReVSuiCiDe/Lushah Darkmoon - EQ2/EQ/PS/SWG all retired SoE toons, no more money for SOE, they sux0rz!
cleric helps alot
# Sep 14 2001 at 2:55 AM Rating: Default
Long haul from butcherblock, but we got my brothers cleric level 15 over and me with my 14 monk have been gutting this place from top to bottom. We stick mostly to skellies which are susceptible to his undead nuke. We do half a level per hour and pull non stop even when other groups are competing. Pathing kind of sucks though and your pulls will aggro on other people if they run by them.
Planning a raid
# Sep 12 2001 at 11:13 AM Rating: Decent
Scholar
*
243 posts
I'm a guild leader for a lowie guild on Quellious ( lvls 25 down). This place was suggested as a raid by one of the members, and I am looking into tactics for that. have any of you been part of a raid here? If so, what tips and advice can you offer?
Also, off subject, is there anything that I need to do as guild leader when planning this raid as far as informing any powers that be, etc etc etc. Is there any kind of reservation list for camps here, ya da ya da blah blah blah.

Thank you in advance

Tatiyanna
16th Druid of Tunare
Matron of Ravensveil
Quellious Server
____________________________
"In waking a tiger, use a very long stick." -Mao Tse-Tung. Did he go to Stonebrunt too?
RE: Planning a raid
# Sep 24 2001 at 8:34 AM Rating: Decent
*
221 posts
While it is admirable to check here for tricks and tips, the best and perhaps only way to know for sure is to go there and spend a good amount of time checking it out. If you do not go in with a map (either on paper or in your head from past trips) you are bound for disaster,

Just fyi from a 45th level veteran of good raids and bad.
____________________________
Zaloren V'Shnev
Enchanter of Innoruuk
Master Jeweler
Journeyman Smith
Vazaelle
14 level Druid
# Aug 22 2001 at 7:35 PM Rating: Decent
6 posts
I was wondering if a 14th level druid could solo any area in Kurns. Or would I need a group. Thx
____________________________
Tubash Hartwood
75 Beastlord
Mystical Lightfighters
Morell Thule
RE: 14 level Druid
# Dec 11 2002 at 8:54 AM Rating: Decent
Hell, I was in there for the first time with my 13DE Necro (don't ask me why I took so long to get there) and was 14 in no time at all.
Just by the zone line was a lvl 9 Ranger - nipping in and pulling the lower level scalebones that i wasn't interested in. He only got in to trouble a couple of times and must have been soaking up XP.
He trained me once and I KS'd him once - both accidentaly - but in the 2 hours we shared the camp I don't think that was too bad going, and neither of us was short of mobs.
This place rocks, so much better than Paludal imo. Getting a blue a kill, all the bone chips I will ever need and got more targets than I know what to do with - happy days
RE: 14 level Druid
# Oct 03 2001 at 11:07 AM Rating: Decent
18 posts
I don't know much about druids myself, but if it's anything like being a shaman then I'm sure you'll be fine. My 15 shaman did alright training by himself, but you should stay right next to the entrance of kurns and train the greater or Scalebone Skellies to the wall right by the entrance, that way you can zone if the enemy unexpectedly hits you for a lot of points! It's best to get at least one tank to train with you though. It may save your magic. I know my shaman had banded armor and a fine steel morning star and he still barely made it out of 1 fight with a greater alive! You can train alone, but be very careful and try not to wander!
I hope that helps.

~Oukamii
lvl 18-19
Iksar Monk
____________________________
Oukamii the Monk
Farming
# Aug 05 2001 at 2:51 AM Rating: Decent
20 posts
I've seen at least 3 good drops in this tower, and i'm planning on farming it as a 24 monk. What i need to know is, 1. would i still get xp, 2. would i still be in danger. Thanks in advance, I'll be looking for a lizard to do my banking too if you're reading this LOL

Everblend Bloodbones
24th belt sportin monk on Morell-Thule
<Revered Souls>
RE: Farming
# Sep 12 2001 at 8:22 AM Rating: Default
well you may be in danger but only it you were trained by a lot of burynai. They have Harm Touch and can hit for quite a bit (around 150 each ht) in addition they have pretty much all the necro dots for their lvl and can be quite a pain in the neck. however you should be okay if you are careful.

Reallytired
18th lvl iksar monk
clan bloodtalon

"He who falls into vat of molten glass makes a spectacle of himself"
Iksar beserker club
# Jun 28 2001 at 5:51 PM Rating: Default
Just curious, I have a 24 ranger looking to get the iksar beserker club. Is it possible for me to get solo. I hear he spawns in the basement and there are a bunch of burynai and undead that will still attack me at lvl 24. I am on the bristlebance server and if anyone is selling an iksar club give me a tell.

Milky 24 ranger
Puritin 24 necro
Wuue 20 monk
Rumpy 19 cleric
RE: Iksar beserker club
# Oct 03 2001 at 6:24 PM Rating: Decent
41 posts
Skellies attend to always attack you if you get close enough. They still attack me at my current level, 43, even though they are much lower level than me and only has a few hundred hp's, about 300, wich is piece of pie for my wurmslayer =)

Btw:
I am atm camping the Undead Jester, been here for 10 hrs now, and its time to go to bed. Will continue my quest for the club tomorrow.
All I got this far is the Solist's icy wand thats worth about 5k. No phat lewt yet, In other words!
:P

Sincerely,
Zenofex Stormcaller
Ranger of Tunare

"Therefore it can be said that victorious warriors win first, and then go to battle, while defeated warriors go to battle first, and then seek to win." - Sun Tzu, the Art of War
____________________________
"It's up to you if you enter the woods, but its up to me if you leave..."
RE: Iksar beserker club
# Aug 25 2001 at 9:01 PM Rating: Decent
12 posts
oops forgot one thing, all those skeles and burinai will stick to you badly. When i was 33 I had those guys chase to me like nothing else ever did. It was like 20-25 mobs running after me all around and killing lower lvls:( that was bad:(
RE: Iksar beserker club
# Aug 25 2001 at 8:55 PM Rating: Decent
12 posts
Well gonna share some of my xp with you guys and gals:) I've spent like 52-55 hours in Kurn's camping the IBC. Well I saw Jester only once :( without a club. And once my friend logged on and he saw Jester standing in the hallway and holding the goddamn club! so he got it less than in 10 mins:)
Lvl 13
# Jun 23 2001 at 2:53 PM Rating: Default
Is a level 13 warrior a well fit Iksar to get by in Kurns
RE: Lvl 13
# Aug 11 2001 at 7:27 PM Rating: Decent
41 posts
i was in Kurns at lvl9 with just a necro or shaman... with the smaller groups you just have to watch what you pull, and not be affriad to run to zone if it gets too hard. However I have found that the best group iv had in Kurns is me(warrior), shaman, monk, necro, and a sk. We were bringin in xp so fast it was amazing.

also, when i can find no groups for my warrior(lvl 16 atm) i can solo the greater skeles with almost no downtime. Just go to the hidden room and pull into there.

Zabin
lvl 16 Iksar Warrior
Xev Server
____________________________
You have been slain by %T
LOADING, PLEASE WAIT...
entering the tunnels
# Jun 05 2001 at 7:06 AM Rating: Default
in the basement thers a pipt leading to the tunnels. in the tunnels there is an exit to the field of bones.

ok

but can u ENTER the tunnels through field of bones? ive not been there yet, my info is just from the maps on everlore.
RE: entering the tunnels
# Jun 13 2001 at 1:14 PM Rating: Decent
13 posts
There's no way to enter the tunnels area from Field of Bone. You must enter the lower tunnel in Kurn's Tower via either of the two "pits". If you're too low level to survive a 3 story fall then you're probably too low level to venture down there.

One of the pits is just through a hole in the rear wall of a room in the stables area. There is a short tunnel with a pit in there.

The other pit is a large gap in one of the hallways of the dungeon level of the tower. If you're not careful running around corners there you can fall straight into the pit. I'd recommend this second pit as being the one to use for those venturing below for xp as there is a ledge partway down on either side of this pit that you can easily jump onto and then jump the rest of the way down from there.

There are a few zone out points I believe in the lower tunnels. If its dangerous for you in the dungeon area of Kurn's then be very careful coming down to the tunnels.
RE: entering the tunnels
# Jun 26 2001 at 6:55 PM Rating: Decent
20 posts
I am level a 15 warrior. Am I high enough to make the jump? Also, what is the minimum level to make it?
RE: entering the tunnels
# Sep 12 2001 at 11:09 AM Rating: Default
Scholar
*
243 posts
I'd suggest a caster to cast Lev on you. That way if you get agro'd you aren't down on HP.
Would that work, or do you zone on the way down?
____________________________
"In waking a tiger, use a very long stick." -Mao Tse-Tung. Did he go to Stonebrunt too?
Evocation Skill
# May 05 2001 at 3:48 PM Rating: Default
Kurn's is a great place for a necro to practice his Ward Undead. Necro's do not get Ward Undead until level 8 and it's their first nuke spell. I took my Evoc skill from 40-80 in here and also gained a level doing it.

My two cents:
If you are a necro just solo most of Kurns until you get to at least 18. The Melee types usually don't want to wait for you to med. You get much better experience just tanking w/ your pet and nuking/dot'ing away.
Observations of this place
# Apr 24 2001 at 9:39 AM Rating: Decent
*
100 posts
I love FoB and I am definately going to have alot fun reaching 20 inside tower. I am Digglut, 18th circle Warrior and I love to crush stuff, big surprise right, hehe. I have found that even at the high end level of 18 I can walk into the first floor and sweep it clean of the undead there with only taking about 1/2 my hps out and still getting a full orange bubble of exp. That's pretty sweet. The way I figure I will log on tonight and start my killing spree at the entrance and clear everything out from the first floor all the way to the top. By the time I get to the top I should be pretty close to leveling to 19 as I am almost half way there, and talk about making some serious money from the bone chips and coinage. I figure if I can do the traverse tonight I will indeed level to 19 and then I'll start making jaunts down into the basement. You wanna talk about a fun ride, I have soloed every level except 14 with my warrior and there is alot of pleasure that comes from knowing you did it all by yourself. Alas, I digress, I have to give props to all the shamans, druids and clerics that have given me that much needed healing at juts the right moment to keep me alive.

By far though this is the best dungeon on Norrath right now, hehe


Digglut
18th circle Crakneck
Solusek Ro
____________________________
Do you think that's air your breathing? Hmm.....
Soloing ..
# Apr 17 2001 at 6:16 PM Rating: Decent
Soloing in the basement is fun and very possible with FD.

Draa
18 iksar monk.
its crushbone
# Apr 15 2001 at 2:03 PM Rating: Default
37 posts
this seems like crusbone, low level dungeon, rare shield with the same stats, gotta be the same
____________________________
Kildaar
Druzzil Ro
Dwarven Warrior
15th season
21 trying to rule the basment
# Apr 14 2001 at 10:25 AM Rating: Decent
2 posts
Can i as a 21 shaman camp the basement for exp
____________________________
Unlimited Energy is possible, as soon as we can marshall human stupidity
vary unsafe
# Apr 11 2001 at 1:55 AM Rating: Default
well me a lvl 19 warr, 20warr, 18warr, 18 sk, 15 warr were killing everything in the basment all of a sudden 12 furbies came out of nowhere my group managed to kill all of them off. but only me and the lvl 15 surrvived! as we waited 4 more furbies and 2 charbones atacked from nowhere. the lvl 15 ran and later died, but i stayed and tryd to fight them off i managed to kill all the furbies but the dam charbone hite me for 3hp and killed me. thats the end of my little storie.
RE: vary unsafe
# Jul 31 2001 at 12:41 PM Rating: Default

just so u know a lvl 15 would die in a heart beat down there i would know my sk was mobed by 3 casters adn died at lvl 24 so stop BS'in people i have seen groups around ur lvl go down and they well i saw them come back without any equip LOL
Glowing Mask Container!!!?
# Mar 30 2001 at 6:13 AM Rating: Default
I see all this crud about IBC and other crap. When hence I was camping IBC with a friend, the skele cook popped, and dropped this odd mask. Called the "Glowing Skull Container" Has 4 slots, made for something to put in. It's Lore, No Drop. And looks like sheer bone mask. I have no clue in hell what this is for, a quest duh. But, what. I've searched all the EQ sites I can find, eqprices, maps, atlas, eqlizer, allakhazam and only thing I find is just he drops it as a rare item... BUT NO INFO! Any idea's at all? please post. Thank you.
RE: Glowing Mask Container!!!?
# Aug 28 2001 at 10:54 PM Rating: Default
The glowing mask container is for an SK khurki quest.
RE: Glowing Mask Container!!!?
# Oct 22 2001 at 9:27 PM Rating: Default
your thinking of the glowing skull i have no idea what this is for
Close Bind Point
# Mar 21 2001 at 2:22 AM Rating: Default
This seems to be a big secret or something, but there is a bind point that is very close to Kurn's. South and a little east of Kurn's In the Field Of Bone is a ruins called Kaesora (It is near the zone to Emerald Jungle). This is a bind point. (Great! Now the place is going to be full of elves!) =^)
Solists Icy Wand
# Mar 07 2001 at 6:59 AM Rating: Default
Just, wondering if these really were ultra rare cuz I went in there about twice already and cleared out the whole damn tower of Lesser icebones and excavators and no sign of wand...
-Skcalidrone Silentfists
31st Iksar Monk
RE: Solists Icy Wand
# Dec 11 2001 at 6:08 PM Rating: Decent
I spent probably 1 month in there and killed everything over and over. 40 necro is the guy to do the job. I finally got that and 5 bezerker clubs and know all the spawns in the bottom 2 floors very well. It is very nice.
soloists icy wand
# Mar 05 2001 at 8:49 PM Rating: Decent
2 posts
so in all your guys' time camped here living it up, anyone ever the get wand to drop? Off what?

It appears it only drops of lesser or excavator.
Iksar non pet users read this!!!
# Jan 22 2001 at 2:42 PM Rating: Default
Please note, if you rely on a pet, this is not good for you to try unless you are very brave, for unwanted pulls suck, as we all know, hehe, anyways, now to my points. I did this with my iksar monk Sigus on E'ci and it worked GREAT, at lvl 7 you can start grouping the entrance for GREAT xp, after you hit about 9 head back out to the pit and either solo or group the hard end there, then when you hit 12 time to go back to Kurn's, you and either a partner or 2 other meleers or shamans group and start just killing like nobody's business, not camping like evryone does, but running upstairs, downstairs, or anywhere else you can, and KILL KILL KILL, kill everything, the low agro ranges help alot, at 13 or 14 get just ONE partner and head upstairs, alll the way up, to the dining room, and just kill kill kill i went from 12 to 14 in just over an hour and a half, not bad considering im a monk with only another monk was with me, we did this VERY easily, without a healer or even minor caster, and with safe fall the entrance is only a couple falls away, good hunting to you, please tell me how this works for you, please note, my partner knew the zone like the back of my hand, so we didnt get lost, please have a map rdy if you dont know the zone, this is a nasty zone if you get lost alone.

-Sigus Swifttail
Monk of the 14th on E'ci
Member of the Dragonbone Elite
RE: Iksar non pet users read this!!!
# Mar 19 2001 at 10:46 PM Rating: Default
ok, this is an awesomw exp strategy, worked great for me. however i would reccomend one small change, instead of doing this with only one partner go with a group of 4, maybe 5. my group was me (12 monk), a 13th monk, 12th SK (no pet), 13 shaman. we literally owned every single spawn from the second floor up, mad exp and for 4 strait hours we had to stop to rest exactly TWICE and neer had a death. going in a larger group allows you to kill everything with no downtime and almost no risk of death. oh yea, during tht 4 hours everyone made a full level and a bit more
Humans
# Jan 08 2001 at 5:29 PM Rating: Default
This may sound like a silly question but I play a human cleric who wants to go for the jesters club and miners gloves. My question is . Is the zone iskar only? I want to know if a human will be automatically KOS??

Many thanks

RE: Humans
# Jun 26 2001 at 7:05 PM Rating: Decent
20 posts
You softies will never learn. No, you humans are not KOS in Kurns. There are no guards or anything like that. But remember, if you just pop in and somehow manage to get the club, you are going to tick alot of Iskar off. Not to mention that this spawn in very unlikely. I would suggst that if you want this bad enough, buy it.
RE: No Worries!
# Feb 15 2001 at 5:31 PM Rating: Default
LoL don't listen to these freaks! Hail, I'm adir from xegony 54 channelor, I took my dark elf necro there at about 12 and it's easy soloing, this zone is about as kos to anyone as would be south karana, some mobs will come after you some won't, Nothing in here could pose a threat to anyone 30+ even if trained in mass numbers. The only thing there is to look out for is the sapper, there is one under the bridge that you probably won't even run into, me and Thalin (he was a 37 fully twinked rogue at the time), and me (32 wiz) took out the ENTIRE tower, of course there were re-spawns but we fought down to the bottom w/o stopping to med/heal once. The only reason i brought up the sapper is because he'll harm touch you twice, and even then that'll only be for about 200hp..puh.... Kurns is easy, just look out cause the jester is rare and his item is rare'er don't get your hopes up for this in one day, it drops less than an fbss, but at least you won't have to roll for it =). Good luck and say hi sometime. Also my wiz was in Kurns for solists icy wand fyi, (sold it when i dinged 40 though, it got to hit just a bit to low and I'd do more damage medding up then using the manaless right click for 40dd.
#Anonymous, Posted: Feb 14 2001 at 11:08 AM, Rating: Sub-Default, (Expand Post) Hey dumbass! There are always about 20 or so darkies in Kurns. Don't dare walk in there or else you WILL be KOS, and it WILL be hard to get your body. I should know, I've killed a lightie or so in my days in there. When they come back for the body, Anyone in the dark race will camp that body until it's owner comes. Good Luck if you try to walk in.
#Anonymous, Posted: Feb 14 2001 at 12:53 PM, Rating: Sub-Default, (Expand Post) Let's see... He doesn't mention if he is on a blue server or not, you openly admit to corpse camping, which is not just against the rules, but also very childish, and you speak for others of the dark races who know the difference between roleplaying and being an idiot. Let me guess, mommy and daddy were not home at the time you made your post were they? Grow up.
RE: Humans
# Jan 11 2001 at 9:13 PM Rating: Decent
Scholar
45 posts
Everything on the main floor and above is Undead, and will aggro ANYONE who gets too close. Ditto, I believe for the furbies in the basement. Iksar, Dark Elf, Wood Elf, Ogre, and yes, even Human, makes no difference here.
____________________________
Thesipian Rogue of Bristlebane<br>
<a href="http://i.am/amnesty/">Amnesty</a>, Saryrn
RE: Humans
# Jun 28 2001 at 12:33 AM Rating: Decent
*
151 posts
True enough, the major stumbling block, though, is that the nearest friendly city is 2 and a half very large zones away (Half of Field of Bone, Swamp of No Hope, Firiona Vie.) FV is also a fairly particularly unpleasent zone to travel through.

So unless you can get yourself un-KoS in Cabilis (which is a fairly major undertaking, I'm told) you've got a lot of travel before you, generally speaking. Of course you can bind fairly nearby (I'd bind on the ramp if you're a caster, at Kaesora if you're not,) but still, its a lot of running, some of it through fairly dangerous zones.

Free account required to post

You must log in or create an account to post messages.