Undershore  

Quick Facts

HOT ZONE
Type: Outdoor
Continent: Depths of Darkhollow
Instanced: No
Keyed: No
Level Range: 55 - 70
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East Korlach, known better by outsiders as the "Undershore," has several areas of interest: The slave trader camp (with outsider-friendly shiliskins); the Malgrinnor fortress (commanded by General Veronhar); Jadewater Beach (a fishing area controlled by the Malgrinnors); the Stone Forest (home to a clan of Ragepaws); the tomb of Emperor Draygun (marked by a massive shiliskin statue); Jarzarrad's Enclave (you'll want to see the prophet for spells); and Runesmoke Cavern (a hidden Malgrinnor cave).

In addition to the above, the area is teeming with wildlife, sporali, and the occasional undead.

Connecting to Undershore are the Ruins of Illsalin and the Stoneroot Falls. And atop the waterfall in the southeast is Corathus Creep.
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Hot Zone
# Mar 13 2014 at 5:08 PM Rating: Decent
Scholar
16 posts
I've been spending time leveling here from 58-65 and wanted to offer a couple of tips.

Generally speaking the mobs get tougher as you move from the south to the north side of the zone. The sweet spot from 58-61 is right in the middle of the map on the undead island. Some of the zombies are casters so they have low hp. Tanking with my pally, I didn't notice any hits higher than the 300s. With a slower it's super easy.

The wizard zombies will very rarely gate. I had two gate on me in hours of camping there.

The best part is, if you camp right on the south tip of the island (as it starts to slope into the water) you don't get any roamers. If you do setup camp there then be careful with the first pull. The zombies have a wide agro radius and you can easily pull all 4 that roam there. If you have a puller or mezzer then it's not a big deal. If you don't then just wait for them to roam apart.

Once I hit 61 exp started to slow down on the island. I found that the werewolf camp was better. At 62 some of the werewolves con white so they'll easily take you to 65. At 62 in a full group it's still 2% regular exp per kill.

One thing about the werewolf camp, though. There are shammy and druid NPCs so most of the mobs are hasted and have ds. I'm sure this is why people are saying their tank mercs struggle. The camp is definitely much easier with a slower. With that said, if you have decent dps then once the camp is broken you can start killing them as they repop. 99% of the time you'll get them before they have a chance to buff up.

On the northeast side of the werewolf section there is a spot in between two rocks, right on the edge of a cliff. If you camp there then you only get one roamer. The repop time on him is 15 minutes.

All-in-all I like the zone. Easy to get to, nothing except the undead see invis, good exp, and enough good camps to not have to fight with other groups over spawns.

Hope this helps.
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Azhira Ragefire: Bard of Maelin

Werewolf Camp
# Sep 16 2013 at 3:13 PM Rating: Decent
8 posts
I just tried out the werewolf camp in the upper NW corner of the zone. These mobs are difficult to pull single, and are very very tough for the level. I had a full group of 56-60's and had trouble staying afloat. My healer merc was constantly OOM. These hit for 450's (average 250), seem to double and triple a lot and have around 30K HP.

If you have a strong tank this is decent XP, but not worth it in my opinion.
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59 Ranger / 54 Beastlord / 52 Enchanter - Cazic - Thule
Experience
# Jun 29 2013 at 12:16 PM Rating: Decent
1 post
For me the zone was a little slow on the experience side until I found the ragepaw werewolves in the forest. I went from 60-63 in about 2 hours and can average about. 15-20aa per hour. I am also averaging about 2k plat an hour on trash loot. There are a couple casters here but they do not seem to heal or not that i can tell. I also managed to score the two rare rings that deop in this zone. The werewolves seen to drop the defiant gear moreso than the rest of the zone and I would highly recommend the werewolves for xp here. I could see staying in this zone till 65 for good experience but after that I will probably be moving on. Hope this helped.

Balerian Faitholder - Xev / Xegony
Experience
# Aug 03 2013 at 12:02 PM Rating: Decent
5 posts
I will be checking this out today. Thank you for the helpful review!
____________________________
Helioluna Embercore | 71 DRU | Stromm
Husum Ethercore | 60 MAG | Stromm
Shartij Jibsparker | 56 MNK | Stromm
Trope Cicatriz | 52 ENC | Stromm
Ouzo Metaxa | 26 DRU | Vulak





Level range
# Mar 17 2010 at 1:50 PM Rating: Good
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62 posts
The level range of this zone should probably be downgraded to 60-75. For one, there's a task you can do that's classified at 60 and for two, the starter mobs are worthwhile for fast killing upper 50's groups and 60 soloers. I left this zone alone till my nec got 65 and pet affinity, but I wish I ventured in sooner, especially since the mobs near corathus zone are mostly spread and undead.
solo missions?
# Feb 20 2006 at 5:55 PM Rating: Decent
Can someone please recommend a good solo task in CC or Undershore for a 70 mage?

Edited, Tue Feb 21 18:17:33 2006
MM Defeding the Grove - Freemind Cipher
# Dec 20 2005 at 5:21 PM Rating: Decent
Scholar
*
80 posts
Has anybody some hints for the Monster Mission at the Freemind Cipher "Defending the Grove" ?

You have to protect some sporlings from a Shiliskin Invasion. After over 1 hour of killing some soldiers or arcanists who come over 3-4 times an invasion of Zombies completely overrun the area starting at the left side of the grove.

With the two gardeners you can make some protection plants. If you hail them at start and tell them to "plant" then they plant some protection spores. But you have only about 7. We protected the sporlings with them.

The only possibility to defend the waves was to train them to the zone in point. Right after death you could then kill them one by one but I cannot imagine that this was meant to be. This mission seems really unrealistic.. not doable without these tricks... Wizards nukes are ok, AE-Nukes are crap, warriors are good but to no avail if you get a group of shiliskin and zombies.

Has anybody some ideas or was successful ?

MM Defeding the Grove - Freemind Cipher
# Nov 03 2006 at 2:08 PM Rating: Decent
*
92 posts
Did the same as you. Probably the most useless mission with crapiest reward and hardest difficulty. Have tried this 10 times and cant seem to end it. Finally got it so we could keep one spore up but the waves of mobs kept incoming and after 2 hours it was pointless.
REWARD from Clan Runnyeye
# Nov 27 2005 at 2:12 AM Rating: Decent
11 posts
Mask of Diligence drop for us 14 ac, 12 str, 6 dex, 6 agi, hp 105, mana 100, endurance 100, sv all +20 For pally, war, sk, mnk, brd, rog, bst, rng & Ber. Drop of Mudman Invader.

57 Cleric Arielmarie
Monster Mission Progenitor at Freemind Cipher
# Nov 22 2005 at 11:19 PM Rating: Decent
Scholar
*
80 posts
Is not listed so far:

Freemind Cipher - Undershore
Mission: Progenitor

you start in RunnyEye.
Duties:
1. Free sporling at level one with killing the three guards. There are three mobs who guard a sporling on level one. Stay on the right side and enter the room

2. Free 3 sporlings at level two. You find them at level two at the places marked at www.eqatlas.com with the figures (1), (2) and (3). At (1) you see a minotaur guarding the sporling at the bridge (not exactly on (1) but near that place). (3) is directly accessable. Enter the second level on the left way down. (2) is more difficult. Jump down the bridge at (1) to get to the area and fight your way to the mudman invader at (2).

3. Swim south to find Darkhollow. If you dive into the pool at the waterfall at (1) then there are two ways under water. Take the left turn and dive south to the end. If you meet the wall or click there you should get your message and the whole group is ported out.

Reward: the standard AA exp (i think must be about a little more than 1 AA at lvl66 or at lvl 70 1AA+2yellow+2blue).

Problem: I didn't find any loot or treasure so far. Does anybody have a hint ?

Pro and Cons: The Wizard is really nice to DoT or Nuke mobs down, while the Melee Root/Weaken the mobs. Works well on the bridge at (1). You need for the third part only one Melee diving down to south, the rest of the crew can stay at a safe place. Did all with 3 melee, 2 cleric, 1 wizard.

Andraax


Correction:

Mob at (2) Mudman Invader drops a face Item:

Mask of the March, Slot Face
Magic Item, Lore Item, Artifact, No Trade
AC14,Str12,Dex6,Sta6,Agi6,
HP105,Mana100,End100,svFire20,svCold20,svMagic20
WT1.0,Size:Small,Class:War,Pal,Rng,Shd,Mnk,Brd,Rog,Bst,Ber
Race: ALL

morphs to a
Mask of Due Diligence
with above stats at Rogue lvl 66
done in about 45-60min but is surely doable faster


correction2:

Rare drop at the mudman invaders seems to be:

Silvered Nargilor Ring
Magic Item, Lore Item, Artifact, No Trade
Slot:Fingers
AC10,Str10,Dex5,Sta5,Wis10,Int10,
HP105,Mana105,End105,
svFire20,svDisease20,svCold20
WT0.5,size:small, Class:all, Race:all

transforms at lvl 60 rogue into:

Burnished Platinum Nargilor Ring
with same stats.

Edited, Sun Nov 27 01:02:09 2005
DIRECTIONS
# Nov 16 2005 at 7:37 PM Rating: Excellent
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143 posts
Since people read these things to learn something about a certain zone, it seems someone should post usefull info. Here is how you get to Undershore:

From Plain Of Knowldge
- Nektulous Stone (Evil side)
- Corathus Creep
- Undershore
DIRECTIONS
# Sep 24 2011 at 8:31 AM Rating: Decent
Scholar
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122 posts
1-Up on advice
____________________________
What you see is what you get!
----
If you always do what you have always done, You will always get what you have always gotten!!!
DIRECTIONS
# Apr 28 2009 at 11:06 AM Rating: Decent
18 posts
Thx alot for directions :D
DIRECTIONS
# Feb 24 2008 at 7:09 PM Rating: Decent
1 post
This was very helpful. There seems to be 50 thousand ways to get to this place and this made it very simple. :-)
DIRECTIONS
# Nov 27 2006 at 6:29 AM Rating: Good
And I would add if you have access to the guild hall you can use the portal to get to Undershore, near the zone in from Corathus Creep. I would assume this is also where a druid can port to.
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Monster Missions to Level up
# Nov 11 2005 at 9:38 AM Rating: Decent
I think it should be said that while the MM's are great xp and you will level fast. Don't forget that you will not have the normal skills of a character of your now new level. While the MM's are fun, they do not give you the nessesary skill ups that you get when you are grinding out your xp in a normal although sometimes slow fashion. This will have an affect on you in the long run. I mean who wants a 70th level warrior in there party that can't hit the broad side of a barn, or a 70th level (any caster) who fizzles every time they go to cast a spell. Just a thought, have fun however you may chose to do so. Just remember that a balance of things makes a huge difference when it comes to making your character better than before.
ohhhhps
# Oct 23 2005 at 4:06 PM Rating: Decent
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167 posts
dam it no edit anyhow when i said about my ema i was trying to say cuz i cant do omens zones is one of the reasons why i am being forced to do mms cuz of the great exp and all my guildies are doing omens ..
____________________________
Reikazen

Server Odin

Main Jobs: Ranger

For example: why should we invite someone too dumb to know the advantages of a hybrid class?

I wish we could do a /sea all IQ 100-250 when searching for a party.


"if you could do that, i'd never get any parties" XD
MMs suck
# Oct 23 2005 at 4:04 PM Rating: Decent
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167 posts
i need to get omens but atm i just dont have any money EMA has yet to come thats my money i get from going to college

anyhow i am being forced to do these stupid missions if i want to get good exp unless i want for a pov group which is silly cuz it takes forever and there are never any in the mornings point is im worryed if people keep doing MMs that alot us wil never get to play are classes as much as we did before resulting in world war 3 and the destrution of norrath!!! ..i need some sleep...

lol but no i hate theses MMs whats the point ! i like the shrouds so i can group with lower lvl friends which was a awsome idear but these missions suck !and if it was up to me i would remove them ..
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Reikazen

Server Odin

Main Jobs: Ranger

For example: why should we invite someone too dumb to know the advantages of a hybrid class?

I wish we could do a /sea all IQ 100-250 when searching for a party.


"if you could do that, i'd never get any parties" XD
Thanks EQ...
# Sep 21 2005 at 3:20 PM Rating: Default
*
142 posts
As of Tuseday september 20th gms killed Shadowmane mission dude for exp nerf.

Thanks gms, ur never on when we need u but when were doing great ur there t oscrew it up....
____________________________
Whitman wrote:
Quote:
What's more fun than defeating opponents in your game and picking up Legends of Norrath booster packs, starter decks, and combo packs


Ummm.... Playing EQ?

PURE GOLD
RE: Thanks EQ...
# Oct 12 2005 at 12:26 PM Rating: Decent
22 posts
I feel your pain Zhasa, but as a guy that played EQ for first time in mid 2001 and still plays with 300+days played later (yeah , I am addicted to my friends and the game heh)it pains me to watch the unskilled fly passed me in levels and I pity the raid guilds that have to sift out a good char with an inexperienced player heh. Just because they did 15 of these DoD missions in 2 days...that be around 40 aa's sheesh.
Personally this game is called ForEverQuest to me and no race to the so called "end game"

If I wanted to "win" a game in 13 hours or less play time...I'd just plug in the xbox/sps and whiz thru heh.
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RE: Thanks EQ...
# Sep 23 2005 at 5:27 PM Rating: Decent
3 posts
Actually, I am happy that they "fixed" the xp for the WW mission.. that was ridiculous that you could get 2.5 AA's for 15 minutes worth of work.................
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RE: Thanks EQ...
# Sep 29 2005 at 5:46 PM Rating: Decent
25 posts
To be fair after you do one mission you have a lock out time which is most likely unproductive waiting time (15mins I think) so really it was 2.5AA for 30 min of work - which is still a lot.
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RE: Thanks EQ...
# Sep 24 2005 at 12:00 PM Rating: Decent
5 posts
i agree, actually.. not only 2.5 AA's but it was 17% XP too .. way to much for the little time on the missions
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AmbroseWolfe 70 Druid of Prexus - EQ1
Dragonwolfe 30 Wizard of Befallen - EQ2
#Lucidai, Posted: Sep 21 2005 at 1:24 PM, Rating: Sub-Default, (Expand Post) Connected Zones also include Stoneroot Falls
Sarvin
# Sep 18 2005 at 4:22 AM Rating: Decent
Scholar
24 posts
Named squid in underwater area close to stoneroot zone line. Hit 690s, didnt summon, wizard mob fas as I could tell. Dropped

Shiliskin Infantry Plate
magic/lore
Chest
AC:57
dex 8 sta 10 cha 5 wis 6 int 6
hp 65 mana 60 end 60
Fire +6 dis +6 cold +7 poison +7
wt. 15 large
war/clr/pal/shd/bard
race: all
rec lvl 65. required 58
slot 1/type 7



Edited, Sun Sep 18 05:36:34 2005
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85 Erudite necromancer --- The Nameless
loc
# Sep 17 2005 at 4:08 PM Rating: Decent
15 posts
sorry thats free mind cipher loc loc for werewolves is 1193 by 826
monster instances
# Sep 17 2005 at 9:13 AM Rating: Decent
15 posts
3 differnt instance givers here, nw corner right of zone in left of zone in from corthus. Look for freemind cipher for runnyeye missions and playing as sporials, look to the right for slave traders for solo faction type quests and playing as drachinids, look in the nw corner for werewolf missions aprox -1430 by -680, im tired and locs could be wrong, if they are i will repost, little clockwork gnome gives werewolve adv one key phrase is shadowmane invasion for got the other.
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