Deepest Guk

Quick Facts

Type:
Indoor

Expansion:
LDoN

Instanced:
Yes

Keyed:
No

Level Range:
20 - 75

Send a correction
Beyond even the lowest depths of Guk, lost Ykeshian ruins wait to be explored. This grotesque nest has been feeding for generations, waiting undisturbed beneath the murky swamp. Nothing can escape this labyrinth of mud and stone. No longer content to dine on the occasional exiled Froglok, the loathsome creatures within this den are developing quite an appetite for adventurers. Will you be their next meal ?

To get this adventure, talk to Kallei Ribblok in South Ro at the LDoN camp, SW part of zone. Choose high risk and type rescue.Deepest Guk expeditions are triggered by talking to NPCs in the Wayfarer camp in South Ro (far southwestern part of the zone).
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The Drowning CryptKorta PriestFallen AdventurersDining Area .. Of SortsRecluse Creeps Along the Guk GroundsTreacherous PathWitness of HateTwisting Caves
Post Comment
Level 85 LDoN
# Jun 07 2010 at 7:47 PM Rating: Decent
18 posts
If you're trying to do some LDoNs as a level 85 (I'm doing it for the Dodge aug), here are some things you should know:

The average level in the group should be level 83 or lower. Merc's count when computing the average.
Hard doesn't seem to be available. I suspect it is because normal at our level is already the max LDoN was programmed for, with all green and grey mobs.
You will get 105 points per mission.
I prefer the Single Boss type. You have to kill 20 mobs before the boss will spawn. This is obviously faster than the Mob Count type missions, which require 50 kills. I assume it is also faster than collection.
Level 85 LDoN
# Feb 04 2013 at 3:00 PM Rating: Decent
Scholar
Avatar
**
483 posts
The lvl limit has been increased to 95 if im not mistaken. I would love to do the boss kill task too. The problem is when you kill every single mob in the zone and the boss never spawned cause you killed so fast. I failed an ldon doing that. My perfect record went down the drain. If you are going to be killing them very fast and not leaving at least 3 to 6 seconds inbetween each kill then i highly suggest you go for the mob count one.
Adv stone NPCs
# Dec 09 2003 at 10:26 PM Rating: Excellent
28 posts
http://pub45.ezboard.com/fotherworlds31279frm32.showMessage?topicID=38.topic
*Takish*
Ruanya Windleaf - North Ro - Adventure Camp (2)
Farwein Windrun - South Ro - n2800 p500 (15 wins)
Ruanya Windleaf - North Ro - Adventure Camp (30 wins)
Nifel Faliwae - Greater Faydark - n1960 p2400 (50 wins)
Ruanya Windleaf - North Ro - Adventure Camp (End Charm)

*Guk*
Selphra Giztral - South Ro - Adventure Camp (2 wins)
Bealya Tanilsua - West Commonlands - n455 p2600 (15 wins)
Selphra Giztral - South Ro - Adventure Camp (30 wins)
Deblik Grumblok - Innothule Swamp - n1700 p1150 (50 wins)
Selphra Giztral - South Ro - Adventure Camp (End Charm)

*Mistmoore Crypts*
Vual Stoutest - Butcherblock - Adventure Camp (2 wins)
Henai Silentwalker - Dagnors Cauldron - n1660 n1230 (15 wins)
Vual Stoutest - Butcherblock - Adventure Camp (30 wins)
Elwinn Prelilaen - Lesser Faydark - p700 n580 (50 wins)
Vual Stoutest - Butcherblock - Adventure Camp (End Charm)

*Rujarkan*
Barste Songweaver - East Commonlands Shady - Adventure Camp (2 wins)
Ginehl Wiquar - West Freeport - n606 p180 (pok book - 15 wins)
Barste Songweaver - East Commonlands Shady - Adventure Camp (30 wins)
Shumpi Wimahnn - Highpass Hold (....) - p185 n20 (near succor point / ek - dont remember wins .. 50 i think)
Barste Songweaver - East Commonlands Shady - Adventure Camp (End charm)

*Miraguls*
Teria Grinntti - Everfrost - Adventure Camp (2 wins)
Ubzial Iyeaql - Qeynos Hills - p3300 n500 (15 wins)
Teria Grinntti - Everfrost - Adventure Camp (30 wins- End Charm)


another source for LDoN maps
http://maps.eq-toolbox.com/
LDoN Stone
# Nov 27 2003 at 2:33 PM Rating: Decent
Any info on where you take your Stone so it can increase the stat's , I know this is a noob question but any info will help greatly .
RE: LDoN Stone
# Nov 27 2003 at 3:06 PM Rating: Decent
After each 2 succesfull adventures at a camp hail the person that gives them out, like vual stoutest in Butcher block mountains, after 10 sucesfull adventures, your stats will slowly begin to rise.


RE: LDoN Stone
# Nov 28 2003 at 12:10 PM Rating: Decent
Thanks for the info .
Guk theme maxed
# Oct 30 2003 at 12:38 PM Rating: Excellent
28 posts
Guk theme maxes at 70 wins


LDoN gear search
http://www.squidbox.com/skp/eq/ldon/list.cgi

LDoN map database
http://www.krak.net/~bacon/nytrous/index.html


*lore spoiler*

Complete NPC Story text: Guk theme
http://pub45.ezboard.com/fotherworlds31279frm32.showMessage?topicID=43.topic



Edited, Tue Nov 4 12:42:19 2003
RE: Guk theme maxed
# Oct 30 2003 at 5:22 PM Rating: Decent
*
164 posts
What do you mean? After you win 70 times, you can not ever go on another Guk themed adventure?
RE: Guk theme maxed
# Nov 02 2003 at 3:35 AM Rating: Good
28 posts
max means you will no longer get any advancement on your LDoN Stone (hitpts/mana/etc)

you can always do dungeons and gain adventure points but, eventually, your stone will no longer increase in power (because the theme story has ended)
RE: Guk theme maxed
# Nov 02 2003 at 12:34 PM Rating: Decent
so I added up all your totals, and get 366, i believe it was, total before you max out entirely, that would mean that the adventure stone that is suppose to be max at 100hp/mana 10 all stats/saves will only be 36hp/mana 3 all stats/saves. this can't be right...
LDoN stone finished
# Nov 03 2003 at 2:01 AM Rating: Decent
28 posts
that is correct,
you can max your stone with a minimum of 366 wins

a mage finished his stone, 3 weeks ago, with 378 wins

Mage completes LDoN
http://forum.magecompendium.com/tower/viewtopic.php?t=8186

my stone not was finished until around 400 wins because my friends still needed faction in the themes which no longer advanced my stone.
(cant always goto the theme you want ;)



I had been posting my earlier stone increases over at safehouse
http://pub146.ezboard.com/fthesafehouseloungegeneraldiscussion.showMessageRange?topicID=28713.topic&start=1&stop=20

after 30 or 40wins, you gain +3 hitpts per 10 themed wins

you gain +1 to stats/AC/saves per every 10hitpts on the stone



322 (normal) wins
=============
Guk: 66
Mira: 56
MM: 43
Ruj: 74 (no further stone increases)
Tak: 83 (no further stone increases)



My Adventure Stone at 322 wins
===============================
HP +78 Mana +78
AC 7
Sv vs all +7
Stats +7
info
# Oct 29 2003 at 1:15 PM Rating: Decent
Got into group last night.We did SR kill mission group was 33 - 38 had a cleric , bard , rogue , ranger MT , channter , Necro <me> .... we had a great group , no major problems was channter and my first mission .
just some things I we found was checking for traps saves your butt ... we hit 4 traps got by 2 and trigger 2 snare traps
lots of undead
got a drop robe name of it escapes me ac7 int4 stam3 dex4 .
Funny note was had lots of time after mission was finished and decided to try some chests :) bard and cleric head into room to try rest of the group cleared room channter got hit with a AE poison dot that killed him out right cleric managed to cure poison on bard and herself . and rez channter well exp was great so really no harm was done so we try another chest lol second .So we all give the bard and cleric a little more space as the channter doesn't like chests any more they trigger second one and the cleric goes LD bard manages to get back to main group and ranger cure and heals him in the nick of time . that where we left so two death and a win on the mission . p.s. sorry for the spelling :)
Undead here?
# Oct 21 2003 at 10:21 PM Rating: Default
Was wondering as a 65 Paladin with SU3 is there any undead in here alla original Lower Guk? or is this like deepest guk of the Live froggies who are evil but not undead? Or are the froggies who are usually the best highest lvl monsters in old school Guk and are undead still in there just no one has posted them??? I been to Mistmoore 4 times and SU3 is pretty decent in there with about 30-50percent of the mobs being undead if you are lucky in there. Any in this zone i know there are a few here and there in Miragual which ive done 4times there are some skellys in there. I was hoping there would be a load of undead mobs in this zone but if not oh well i dont really see to much i like cept maybe some of the higher point augs and the high point belt in SRO... But was wondering this dungeon seems under explored in Mithaniel marr dont get many invites to here...
RE: Undead here?
# Oct 26 2003 at 4:52 PM Rating: Decent
From what I've seen in Deepest Guk, it varies a bit. Like MM, it can be packed with undead -- few living things -or- it can be scattered/fewer undead in here.

Overall around half or better are undead -- usually. It's kind of like Guk in that you can get stuck on the 'live side' or 'dead side' but it's like being near the border area where you get an odd mix of both.
Flowing Thought
# Oct 20 2003 at 8:26 PM Rating: Decent
Ok, I have a question about flowing thought. Lets say that you get the Type 2 FT2 augment from the Deepest Guk camp. Now type 2 augments will fit into non-LDoN items. Will the flowing thought still stack? I am thinking about getting that augment and putting it into my 8th shawl which already has FT3. So would I get FT3 + FT2 from the item? or would only the FT3 take effect and I'll have wasted 1450 adventure points?

Thanks

Drugar B`Galx
RE: Flowing Thought
# Oct 23 2003 at 4:28 PM Rating: Decent
Get the type 7 FTII aug from either Mirigul's or Guk. It will stack with the FT3 already on the cloak.
RE: Flowing Thought
# Oct 21 2003 at 11:15 AM Rating: Good
***
3,705 posts
The prayer shawl does not have a type 2 slot. It has a type 7 slot.

While I was told that at one time, items would fit in higher numbered slots, This is not true at this point. I assume they changed it when they made the old item slots type seven instead of type 1.
RE: Flowing Thought
# Oct 23 2003 at 11:37 PM Rating: Decent
ya, thats what I get for typing that up while at work.. I've already shut my brain off... I meant type 7 slot... just wanted to make sure that the FT2 and FT3 would stack if on the same item... I know they would if on different items.. just didn't want to waste 1450 points if I didn't have to... :)
damage sheilds
# Oct 12 2003 at 1:30 PM Rating: Decent
****
4,520 posts
One thing you have to watch out for here is the damage sheilds. about every other mob has one and they can get anoying(I should know with how much my monk was hackin away). Just remind your casters to have cancel magic and such memed, it might take a couple casts though depending on the mobs buffs.
RE: damage sheilds
# Oct 21 2003 at 9:29 AM Rating: Decent
In subject about the damage shields, if you have a cleric with mark of karn, that spell will eliminate all damage shields from mobs
wanna join?
# Sep 30 2003 at 5:19 AM Rating: Default
I am thinking about making an adventure guild on Xev and/or Xegony, I have alot of ideas for it, but I am looking for some people that can help me organize it. I am looking to start it in either Xev and/or Xegony servers. This probly wont be a guild of hardcore adventurer's so much but one of people that are good and trust worthy at it. I dont care if your in another guild, then you can have your alts in this one. I am also goin to have many allie guilds because of my friends from them. If someone if interested in helping me start one, or if you have one beilng built. Just send me an e-mail to eq_4ever@hotmail.com and I will then tell you my name on which ever server and we will get together in there and talk :) Well, I am hoping to get much support in this, also just e-mail me if you have suggestions or you just want to join or something :P Hopefully I will get this goin with in the next couple months. I can probly get some support from some beta friends that are grom Grey Counil (on Xev, 1st guild eveR, or so I am told) Well, talk to all of you soon hopefully! :)
Bealya
# Sep 16 2003 at 12:51 PM Rating: Decent
Anyone know where Bealya Tanilsuia is? A guy in the sro camp refers you to this person once you have gotten all the information from him.
RE: Bealya
# Sep 24 2003 at 2:02 PM Rating: Excellent
Bealya is located in a hut next to the Inn on the south side of the lake in the west commonlands.
RE: Bealya
# Sep 25 2003 at 9:04 AM Rating: Decent
Thank you Abbi.
Adventure Merchants
# Sep 15 2003 at 9:21 AM Rating: Default
So when is someone finally gonna post some buys off the adventure merchants I'm sure other people would like to have a list of what to look forward too.
RE: Adventure Merchants
# Sep 26 2003 at 5:09 PM Rating: Decent
This is a good link for all the drops in various dungeons.

www.phantomraiders.org/me...vendor.htm
RE: Adventure Merchants
# Sep 15 2003 at 9:57 AM Rating: Good
**
385 posts
The biggest list on a single page that I've found is posted at the Safehouse here:

http://pub146.ezboard.com/fthesafehousethebackroomsecretsspoilers.showMessage?topicID=13555.topic

Edit:
There is also a searchable list here:

http://67.113.229.226/skp/eq/ldon/list.cgi

Edited, Wed Oct 8 08:52:23 2003
____________________________
--
Sir KyrosKrane Sylvanblade
Luclin (Veeshan) Server
Lord, Lightbringer, and Redeemer in the service of Erollisi Marr
Master Artisan (300 + GM Trophy in All)
Master Fisherman (200 + 5%) and maybe Master Drunk (2xx + 20%, too drunk to tell!)
Our mistake
# Sep 14 2003 at 11:33 PM Rating: Default
We had 1Druid, 1Claric, 1Warrior, 1Beast Lord, 1Enchanter (me) and I amnot sure what the sixth is now that I think of it, sry if your reading this. We had the Warrior pull most of the time, the BL will back up. While I mezz the others that follow, and the druid would ensnare. I was worried about this because I thought we would be too low, I was the lowest lvl in there. we were from 31-37. This gave some awsom exp for me, I gained 3 yellows from it. It was fairly easy, we never got in too deap (2 healers and 1 enchanter helped this extreamly). We finished this with about 20mins left, so we decided to try to destroy the box and everyone else would stand far back while our claric had the cure spells ready and the druid is ready to heal. However, this failed miserably. We were all infected and our clarics spells were useless to these. And at the worst time, 2 creatures came up and attacked us. Our tanks were fighting us when the disease got the best of me and I died. This is when I was told that I needed to LOG off, which was true. So I made a ditch for my body as well for the druids and clarics with them. The fooly mistake that I made was that I didnt have my spells rdy just incase, that was my first. I thought the tanks would have killed the 2 things that came and attack us, however, I was wrong once again. The claric already rezerected me, and I had no mana. The druid rooted the 2 that came and attack us, once i had enough mana, i gave the claric c1 so she can rez the tanks and then we should be fine, but she decided to gate out and once i saw this and that the druid was nearly dead, I tried to run for zone, but I made a wrong turn and I was traped, this is where I died a second time. I lost nearly half the experience I made, and I feel bad about the choices that I made, like I should have not been rezurected 1st. However I learned from this alot, it was my 1st quest ever (I have been playing for only a lil less than 1 and a half months). But I am definetly looking forward to the next mission I have. Well, if you play on the xegoney server, i am Senamen, give me a tell if you ever want to group up or talk to me and learn more of what hapened, my e-mail is also eq_4ever@hotmail.com
Group make-up that worked best for me.
# Sep 14 2003 at 4:20 PM Rating: Good
Scholar
20 posts
After four failures over a couple days I saw success.

The first mission was a collection and we had Cleric, Shammy, Chanter, Ranger, Warrior, and Monk. We did this one with about 25 minutes left on the timer. The warrior pulled for a while and then the chanter took over pulling. This works very well.

The second mission was an assasinate and we had Cleric, Shammy, Chanter, Ranger, Warrior, and Beastlord. We finished this one with 33 minutes left on the timer. Chanter pulled most of this one.

The third mission was a collection with same make-up as second mission. This one was pretty tough because the drops were very sparse. We finished this one with 3 minutes left on the timer. We rushed at the end and just made it.

The adds can kill you real quick (I speak from experience). We used melee, pacify, and mez to pull on these three missions. Most rooms have mobs spaced just close enough that if you pull one, you are going to get three or more. On my four failures we did not have a chanter for crowd control and the adds killed us (literally).

You can call it a dungeon crawl, but remember there is a timer on you. You have to kill fairly quickly and have little downtime. With all of the missions we killed everything in our way. This leaves you a clear path because of no re-pops. Someone suggested that there are re-pops on rescue missions. I have not done a rescue, so cannot deny that.

You can do ok with one CR, but two will most likely doom your mission. My suggestion (what we did mostly) is to have one item on you that you can leave on your corpse should you die. Then come back, loot all but that item, buff back up, and then continue. Do not do any rezzes until all done with the mission. Your body will pop back outside the dungeon after it collapses and do the rezzes then.

The experience was pretty good. I made roughly four blues of regular (60-61) experience. We also each made roughly 250pp per mission.

The real treat was the dungeons. They were well made, looked real nice, and provided a nice challenge.
How it's done
# Sep 12 2003 at 12:47 AM Rating: Default
I've done quite a few of these and let me just say from experience that you need a Rogue or TWO to really do well here. I did it once with one Rogue and it was okay...but with TWO we totally owned it! My suggestion (and what I will do from now on) is get at least TWO rogues in my LDON raids/groups.

With the time limits you need all the DPS you can get.

Best groups are a tank, cleric, slower, 2 rogues and (insert class).


? about iksar
# Sep 11 2003 at 8:13 PM Rating: Decent
where do iksars go to, rathe or wk or either? any loc of who to talk to would be helpful also



51 pally
54 nec
RE: ? about iksar
# Sep 12 2003 at 9:26 AM Rating: Good
I would say you can go to either - try the one in WK - she is a vah shir standing a very short distance north of the wizard spire in the south east corner of the zone. Get a wiz port to WK, druid port to NK or even use the Luclin Spire to NK (remember when those were a wonderfully fast way to travel, and crowds used to gather on the Pads in nexus?)
Slay Undead
# Sep 11 2003 at 7:56 AM Rating: Decent
How about Slay Undead. So far 2 days and I've notice a significant drop in the proc rate and damage of Slay Undead. Makes me wonder if Palies have been Nerfed.
AGGRO
# Sep 10 2003 at 8:12 PM Rating: Default
Anyone notice how hard it is to hold aggro in these? I have to keep casting resisted stuns (paladin) just to keep aggro off casters. Usually I cast 1 resisted stun to gain aggro and thats it.
RE: AGGRO
# Sep 12 2003 at 8:10 PM Rating: Decent
only time i have problems holding Agro is when im grouped with a Sk and he/she is smakin it with spells.

Bloodclaws Fangtooth
65 Overlord
Grey Horizon >> Eci
RE: AGGRO
# Sep 12 2003 at 11:21 AM Rating: Decent
Depending on your level, I have been using taunt and disarm on the mobs along with my undead spell and lvl 53 stun and that seems to do the trick nicely.

Eenea
Lvl 60 Paladin
Obsidian Dragon Society
Xev Server
Deepest Guk(Collection Quest)
# Sep 10 2003 at 2:55 PM Rating: Default
Tried the collection quest last night with a group of 4 (levels 50 - 57: 57 Rogue, 52 Ranger, 50 Monk, and 50 Shaman)

You need to collect and return 25 fragments to the person that gives you the quest.

After the first room, and one Ranger death later, we got smart about pulling and were very successful despite the fact that we had no cleric or true tank class (the monk was the tank).

We did not complete the quest (time ran out) but had a great time trying it. We also only had one other death. (The monk when he set off a trap and got rooted and dotted by 2 different caster types on the way back from pulling.) Even knowing what we know now, I do not think we could have completed the quest without a cleric or a couple of other characters to control the multiple pulls.

I agree with an earlier post that high PR and DR are necessary but I would also like to add in a high MR as that seemed to help a lot as well.
WARNING: Save the guard quest
# Sep 10 2003 at 12:17 PM Rating: Decent
Last night we got an adventure in deepest guk where we had to save a guard.... If you get this adventure, first off I suggest not doing it at all. It really does suck badly.

If you do take it, here are some tips:

1. RACE through everyting. Kill as fast as you can, and make sure you bring heavy hitters.

2. Pay attention to cries for help and/or use a tracker.

3. When you get to him, your quest is half over. Kill everything before going near him.

4. Have your healer hail him. DO NOT HAVE A PET CLASS DO THIS!!! I was the stupid necro that hailed him, and he perma-killed my pet!

5. He will then need to be escorted out. He's slow and gets lost and cannot be healed! Go slowly and kill anything that gets close (respawns will come as soon as he tries to leave).

All things considered, it sucked, and I recommend against it. We all died, mostly because we were down on time and two had to go, so I panicked and tried to just run him back to the entrace, but he's too slow and too easily killed (as am I :)
RE: WARNING: Save the guard quest
# Sep 18 2003 at 1:16 PM Rating: Decent
Ok, some updates on this:

1. It's not so bad, but have to know how to do it.
2. If time is short: IGNORE THE TIME!! If you rush, you'll fail. Remember that if this mob dies you lose, no second try.
3. Clear ALL MOBS between the zone-in and the friend. If there are any left, your boy will path right into them, thus ******** you even if you pacified!
4. Don't go into the room with the friend. Keep your group outisde in the next room or hallway and pull the mobs inside to there. That keeps anyone in the group from getting impatient and hailing the friend. Also, if one of you gets charmed, you don't want them turning around and killing the friend.
5. Be careful when you go back not to stray and agro mobs that are off of the path.

If you do these things, you will probably succede (clearing to the friend isn't too bad).

Good things about this adventure type:

1. Once you finish clearing, it's easy sailing (I was wrong about the re-pops)
2. There's no final "big fight", just a walk back to the entrance.
3. Strength of individual mobs may be slightly lower in this adventure type (subjective).
Deepest Guk
# Sep 10 2003 at 8:02 AM Rating: Decent
We had a group of 4 go in lastnight. With only 2 deaths in the beginning we moved on. Without getting into detail the first hour we did "dungeon crawl". Killing a mob or 2 at a time and only taking an occational break for medding. After an hour it was obvious we were miles from the end so we picked up the pace by pacifing and running by mobs. We didn't make it in 90 min. In fact the game gave us another 30 min before dungeon would collapse and we still couldn't see the end with the mage using his eye to scout ahead. I'm a paly and was excited to see all the undead since I have SU3. For the night I could count my undead procs on one hand. Probably the worst night for SU I've ever had. My 2 cents for the most part is this. I think the 90 min timer is rediculous. Without knowing how big and deep the dungeon is and how many mobs are in it you would not be wise to "crawl" through the dungeon. I'm not sure we would have made it even if I'd have pacified all that I could. I'm hoping we have better luck tonight

Edited, Wed Sep 10 11:06:41 2003
Deepest Guk in LDoN: First Attempt
# Sep 10 2003 at 2:25 AM Rating: Excellent
**
385 posts
OK, I got a one-group test-run into Deepest Guk going the other day. Here's my preliminary analysis of the run.

The pre-quest to join the Wayfarer's Brotherhood is quick and simple; it serves more to familiarize you with what it's all about, rather than for any real reward. You do get an augmentation that can be attached to a charm when you're done, and the guy who gives it to you suggests you can get another one whenever you like. You know the pre-quest is completed when you get the augmentation.

The hardest part is merely finding the dude to talk to in your starting town! Beyond that, it's very easy. Do note that you don't HAVE to go to your actual starting town; any starting town where you're not KOS will do, and there are people you can talk to in West Karana and Rathe Mountains as well.

Once the yellow text tells you to find an adventurer's camp, head to either East Commons (in the tunnel to North Ro, for Takhish-Hiz adventures, I think), Butcherblock (near the GFay zone, for Mistmoore Catacombs adventures), North Ro (where the grass and desert meet, for the Rujarkian hills), South Ro (in the south-west grassy area, for Deepest Guk), or Everfrost (not sure exactly where yet, for Miragul's Menagerie). Find the person from the message given by the guy in your home town, answer his questions, and get your augmentation. (I might have mixed up the adventure zone / camp pairings for EC and NRo.)

For our run, we tried to keep it in guild, but got an outsider for the last slot. We had a Paladin (me), Monk, Beastlord, Druid, Ranger, and a Necro (not from our guild). All of us were between levels 51 and 57. LDoN adventures require all members to be within seven levels of each other.

Once all our members had done the pre-quest, I approached the recruiter and requested an adventure for Deepest Guk. We were assigned the task of rescuing a hostage abducted by a cursed ghoul. We had 30 minutes to enter the zone; once we entered, we had 90 minutes to complete the adventure.

The zone line into Deepest Guk turned out to be a short ways inside Upper Guk. It wasn't hard to find, and it was patently obvious. It's between points 10 and 11 on the EQAtlas map.

If you've ever played a D&D dungeon crawl, this is EXACTLY what it felt like. The zone was very gloomy and dank, a fitting atmosphere for its name (the Chapel of Lost Souls). The zone itself was fairly linear, with the occasional dead end. You wander through the dungeon, pulling and killing mobs as you go through.

Almost all the mobs we saw were undead, with the occasional spider or goo-type mob. The models for the undead tended to be variations on undead frogloks (not surprisingly). Many were casters. The fact that mobs don't respawn is a godsend. CR's become trivial -- you just walk back in and get your corpse. Most mobs were static; out of maybe twenty mobs that we saw, only one or two wandered. All the mobs were dark blue and appropriate for our level. They were MUCH weaker than PoP Tier 1 mobs; I'd compare them to level-appropriate Velious mobs, maybe a bit tougher. A slower is nice, but hardly essential if you have a good healer.

This dungeon was loaded with traps. At first we thought they were triggered by things like walking across bridges, but instead, my guess is that they're location- and time-based. e.g., In a particular room, every 60 seconds, a trap goes off. The traps are DEADLY. All the ones we saw were poison or disease based DoTs that WILL kill you if you don't cure them. It's especially bad if a trap goes off when you're fighting casters (who also DoT you), or when you're low on health. Raise your PR and DR before coming here, folks. 100 in each was enough to resist about half the DoTs; I'd advise getting closer to 150. Always have someone with some form of Cure Poison and Cure Disease loaded, and apply liberally.

I can't really talk about experience because I died multiple times, and we didn't have a cleric -- I had to do a few 75% rezzes. I estimate that you do get a dungeon bonus on exp, but it's not on a par with PoP tier 2 exp by any means. I'd guess it's a match for PoP tier 1, maybe a bit below that.

We found one chest, but apparently inspecting it set off a trap. (This is what caused our first CR. Yes, I said first.) A rogue is pretty important in these early runs to suss out traps. Most pure casters get trap detection and removal spells, but you have to buy them with "favor points" that you earn for completing adventures -- so avoid chests if you can't risk dying now. Maybe, if you complete your adventure and have time to spare, you can afford to tinker with the chests somewhat.

Due to the wipes we had (like I said, the traps are deadly), we weren't able to complete the adventure. However, the crawl itself was a blast. We had a great time, and we all really enjoyed ourselves. I highly recommend that you give it a shot.

Edited, Wed Sep 10 03:32:15 2003
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Sir KyrosKrane Sylvanblade
Luclin (Veeshan) Server
Lord, Lightbringer, and Redeemer in the service of Erollisi Marr
Master Artisan (300 + GM Trophy in All)
Master Fisherman (200 + 5%) and maybe Master Drunk (2xx + 20%, too drunk to tell!)
RE: Deepest Guk in LDoN: First Attempt
# Sep 12 2003 at 11:04 AM Rating: Default
Excellent exp if you don't die. 3 nights into it now... maybe 8 adventures total (couple of my first adventures broke down quick and really late nights for the first two) and I got 67% pure level exp toward 57, not bad considering all the extra prep time these take. I'd say that is way better than my typical Teir 1 or Veksar groups, and WAY better then HoH (considering the pre60 exp nerf I get there. I loved tanking HoH though btw even if exp was all going to the 60's that took me in (me paldin btw).

Oh in all my LDoN hunting I've had to rez myself twice with 75% and been rezzed for 90% and 96% a bunch of times too.

Edited, Fri Sep 12 11:52:23 2003
Root Garden
# Sep 09 2003 at 10:42 PM Rating: Decent
Did the Root Garden. Didn't get close to finishing it, but have a few suggestions...

Monks can pull, but some rooms are high aggro and some are low aggro. The high aggro rooms need pacify to pull. Steppping into a some rooms aggro's ALL the mobs. (and a quick death).

Root Garned (mid level 50's dataset) has some mean caster mobs that cast really nasty dots. (alot worse than most zones I"ve been to, and i"m level 58.).

Pull a high aggro room and it has casters...monk can forget FD....too many cast spells ruin it.
(rinse and repeat....you have died...LOADING..)
info
# Sep 09 2003 at 4:43 PM Rating: Good
south ro dungeon. enterance is through a door in upper guk. lots of undead, su3 paladin heaven
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