Kedge Keep  

Quick Facts

Type: Indoor
Continent: Faydwer
Instanced: No
Keyed: No
Level Range: 35 - 50
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Being entirely underwater, Kedge Keep can be a difficult zone to deal with. You will want some breathing apparatus and a few friends along your side. This dungeon is home to Phinigel Atropos, the leader of the Kedge and one of the most sought-after targets in all of Norrath.
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Welcome to Kedge KeepThe CrossroadsSwordfishCauldronboil
Phinigel's ThronePriestess AuraiaEstrella of GloomwaterPhinigel's Lair
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Don't need to breathe..
# Mar 04 2009 at 12:24 PM Rating: Decent
7 posts
I forgot to put up enduring breath when I went in, and never once got the air bar. Apparently breathing isn't necessary here.
RE: Don't need to breathe..
# Mar 04 2009 at 2:46 PM Rating: Decent
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91 posts
Did you have and EB item on? Defiant headgear has faerune on it as a focus...

Edited, Mar 4th 2009 4:48pm by eondyil
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fishin spots?
# Mar 06 2008 at 4:24 AM Rating: Decent
9 posts
I know alla says there is selected fishin spots with lev, but where are they? I spent a few hrs tryin to find one, but failed thus far
Invis
# Aug 23 2007 at 10:00 PM Rating: Decent
48 posts
I need to get in here for a spell quest. The item is just lying on the floor not loot off a mob so would I be able to get in and out with invisibility or can the mobs here see invisibility?
Invis
# Mar 29 2008 at 11:30 AM Rating: Decent
If the piece you are looking for is for the paladin spell quest , then the answer is yes. The various *Guardian* seahorses on Phinegal's room do see invis. Not all of them, but one is all it takes to get them all.
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I'm a little rusty so there may be some side effects. But whatever it is and no matter how excrutiatingly painful, it will wear off...eventually...I think....
Invis
# Aug 24 2007 at 6:11 AM Rating: Decent
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1,352 posts
maybe a few things see invis but most here dont. it would've probably been faster to go check yourself than wait here for a response
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BACK on the Test Server 3 boxing or 6 boxing
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jeez
# May 26 2007 at 4:35 PM Rating: Decent
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64 posts
wow this place sucks!
Say NO to binding!
# Nov 15 2006 at 7:41 PM Rating: Decent
29 posts
I learned something today. DONT BIND HERE! EVER!
I was bound in phinny's room and my EB randomly gave up and I died, not noticing the air bar that appeared. Well, as soon as I spawn, I am dead again...and again...and again.
What's with EB randomly dropping when not in a fight?
Soloing zone?
# Feb 07 2005 at 4:35 PM Rating: Decent
4 posts
Could a 68 pally and perhaps an about 45 necro solo in here and kill a few easy names and get any good loot?
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<Were would the world be today without Shadowknights>
Soloing zone?
# Apr 20 2005 at 8:30 AM Rating: Decent
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882 posts
I would think so.I was soloing there as a 61 pally a few days ago.The only problem I had was with the priestess.She would have been doable if not for her 2 friends.If necro can keep those 2 busy she will go down pretty quick.
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MUTED
Resists
# Mar 27 2003 at 10:01 PM Rating: Default
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280 posts
Almost everything in this zone resists cold and magic based spells, so keep that in mind here. Was unable to use Turgurs Insects or JBB cold based DD on anything in this zone, even the greeny fish at the entry. Adjust your tactics accordingly ( disease slow, poison and fire work well here tho ).

59 Ogre Luminary on Luclin server--Chaotic Winds--Venerable Aggrok
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64 Ogre Oracle on Luclin Server--Venerable Aggrok
RE: Resists
# Oct 20 2003 at 2:04 PM Rating: Default
15 posts
The only things that are heavily magic resistant are the Swirlspines. Everything else can be slowed via magic slow including the original nameds. Not sure about the two new nameds as I have not had a reason to try them.

Most of the mobs are quite cold resistant, but occasionally my cold proc lands on something. Cold nukes are typically a waste of time though.
Exp Bonus?
# Jan 05 2003 at 12:00 PM Rating: Default
3 posts
Does this or didnt it have an exp bonus?

Newmoon
RE: Exp Bonus?
# Oct 20 2003 at 2:02 PM Rating: Default
15 posts
It originally was about double the exp of other zones, but with PoP and the upping of the exp modifiers of many underused zones its nolonger a stand alone when it comes to exp.

Most Kunark, Velious, and original zones have modifiers of either .75 or .85 while Kedge boasts a healthy 1.25.

This is slightly bigger than first tier PoP zones.
DMF
# Oct 10 2002 at 4:15 AM Rating: Default
2 posts
Ok no DMF does not work IN the zone but here is how you save some EB stones and make a necro happy. Cast DMF outside before you go in, when you zone in it stays. Lasts for about 90 minutes so thats 90 minutes you don't have to worry about using a spell or stone (unless dispelled.) After this you will need other forms of EB because no DMF does not work inside. But there is a good strategy for not making your guild necro feel left out on a KK raid.

Edited, Thu Oct 10 05:16:23 2002
#The One and Only rayash, Posted: Dec 01 2002 at 11:10 AM, Rating: Sub-Default, (Expand Post) Umm yes DMF does work in this zone, just have someone cast it b4 entering with extended enhancement 3 and it will last almost 2 hours there.
RE: DMF
# Feb 28 2004 at 9:56 AM Rating: Default
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98 posts
Try reading past the first seven words perhaps? :D
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Lieff Caelestis Plains Walker of 75 seasons
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Ex-Venril Sathir now Antonious Bayle
FYI
# Sep 25 2002 at 12:30 PM Rating: Decent
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83 posts
FYI: With the pet changes, its okay to use them here now. Just keep a tight control on them like you do in any other dungeon.
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L-IF-E
Stamina in KK
# Sep 05 2002 at 6:50 AM Rating: Default
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126 posts
I've been in KK twice and I've noticed my Stamina bar never regens. At all. If I'm swimming then it drops quickly. If I sit then it drops slowly (but still drops).

I never put any points into Stamina in the beginning and I've got a few items that boost it (at all).


What are the effects of low/no Stamina in KK? Will I be able to cast spells? Will I be able to swim? Slower? At all? Will I have to wait for a raid?

Thanks,
Coddington
lvl 48 Mage
RE: Stamina in KK
# Nov 06 2002 at 2:18 PM Rating: Default
14 posts
I am a 52 paladin. The effects of no stamina are not really much to sweat, IMHO. I have seen Str lose a few points as well as agi and dex, if i recall correctly.
The answer to this problem is a paladins invigor spell. me thinks druids and shamans and clerics all get it too. It is cheap to cast and restores all stamina in 1 or 2 castings even on the most depleted war's endurance.Much like Celestial Heal for stamina, Invigor is short lasting.
I suggest making a hot key calling for this spell if you are a melee type, so the caster with Invigor will know to cast it on ya faster.

Rolyn'Holy WarBringer
52 Cavalier of Tunare,
Of the Council of Elven Knights,
Torvonulos Server
RE: Stamina in KK
# Sep 25 2002 at 12:20 PM Rating: Default
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83 posts
If you're not a melee, I wouldn't worry about it a whole lot. Chances are if you've got to flee whatever is after you will swim faster anyways.

If you're a melee, as long as your stamina is over 100 the amount you swing your weapon wont be affected by the empty bar.
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L-IF-E
vortex in phinnys room
# Jun 19 2002 at 1:39 PM Rating: Default
4 posts
Anyone know a way past the vortex in phinny's room without pulling the entire room?

I am a 49 pally who wants his divine might spell and one of the quest items spawns at the bottom of phinnny's room.

I attempted to go through the star shaped hole invised with druid superior camoflauge (the seahorses I could see conned indifferent), but as I passed through the hole I was caught in something called a vortex, which rendered me stunned, and worse, visible, almost instant death followed as the entire room then attacked, multiple nukes of 500+ finished me off before the stun ran out.

Posts report that in past times one could get in and out of there invised with no problem,
but this seems no longer true, anyone know a way in?

I had a druid with me and phinny was not on track during this little excercise.

We tried this multiple times, I made a level 1 kamikaze character to try going through different parts of the star hole to see if this mysterious vortex could be avoided, it didn't seem to make a difference where he went down, he died just as I did.

Neutronium, 49 pally, luclin.
RE: vortex in phinnys room
# Sep 25 2002 at 12:22 PM Rating: Decent
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83 posts
Are you sure what you think is a vortex was really the attacks of Phinny's guards, the Spineswirl Guardians?

They stun and spin you around *alot*.
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L-IF-E
RE: vortex in phinnys room
# Aug 29 2002 at 4:33 PM Rating: Decent
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139 posts
This is the first I've heard of a vortex. I haven't tried it myself yet, just looking for more info before I go down. Was phinny up when this hit you? Maybe one of his AoEs or something?
RE: vortex in phinnys room
# Sep 10 2002 at 3:58 PM Rating: Decent
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139 posts
Ok, went back in this weekend. The vortex you were speaking of is the casting off the seahorses. One of them (or all of them) was seeing through your invis and aggroing on you.
RE: vortex in phinnys room
# Sep 10 2002 at 3:58 PM Rating: Default
Scholar
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139 posts
double post.

Edited, Tue Sep 10 16:45:28 2002
DMF...
# Apr 17 2002 at 4:47 PM Rating: Default
11 posts
Just as quick note to you fellow Necros...DMF DOES NOT WORK here. I was in KK for the first time last night and found out the hard way.

/rave on Damn Verant for giving us a spell thats PERFECT for airless zones that for MOST of them...we cant even use it in. Nice...

/rave off
OMG
# Oct 15 2001 at 12:37 AM Rating: Default
10 posts
This place sounds WAY to dangerous to even think about going.
Is it realy that bad?
pets
# Aug 14 2001 at 7:23 AM Rating: Default
13 posts
Pets are fine in kedge
we had a guild raid there last nite 15 people lvls 40 to 57
2 mages and 2 necros were with pets almost the entire nite
with the summon companion line of spells available you can make a pet
at your camp, clear the area let the pet stay there guarding, when you get to new
camp sommon your pet there, have your finger on the pet guard here hotkey as the pet will try to go back to its old guarding point.
for those not comfertable with this tactic, use reclaim energy and make a new pet every time,
pets are good in kedge just dont lose them, if you insist on takin them with you as you travel
keep hittin the pet follow key, pets not to bright and pathing here does suck and pet will get lost, you are not runnin thru east commans
btw: we got blazing wand from undertow=mage epic woohoo for me <need 6 more pcs now and im done>killed tainted and curropted seahorse for guild treehugger woohooo<nother epic drop>and got a few other named fishes including esstrella who droped the lammy bah= good for a twink somewhere, otherwise i give to jobaner<pet>jk.
Fizbane <The always Insane> Shadowborn 54 mage Paragons of conquest Druzzil ro

#Anonymous, Posted: Aug 14 2001 at 2:01 AM, Rating: Sub-Default, (Expand Post) I think if I go here with a enduring breath spell and at a low level I can beg off alot of nice stuff to "lighten some players loads" if you know what I mean.
RE: Evil Grin
# May 25 2003 at 3:23 PM Rating: Default
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161 posts
Begging and looting for items of mobs you did not even contribute to, how lame. It's like the fellowdruids in umbral that beg me for elysian armor all the time. Any druid knows that typing message during roobreak is potentially lethal, these days i set up my afk flag with message, hunting elysians, not responding till after mob is down and if you are not hunting them yourself, you won't get it. I know it's not making myself popular among lower druids that don't hunt or the ones to scared to hunt them but so be it. Among the ppl that do hunt or start to hunt after such message themselves and actually getting offered something it makes good relationship and understanding for the problem. Maybe more ppl should do so. Away with the loot-vultures!
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#GenesisPOrridge, Posted: Sep 25 2002 at 12:24 PM, Rating: Sub-Default, (Expand Post) The only time anyone is in this dungeon is to kill Phinny, Undertow or the Corrupted Seahorse.
RE: Evil Grin
# Aug 13 2003 at 12:12 PM Rating: Default
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118 posts
EXP and loot are very good off the mermaids (gems).
Hunting
# Jul 17 2001 at 12:57 AM Rating: Default
Could a 55 Druid and 53 Necro hunt here for xp and loot? Mostly using the root/dot method?
Phini
# Jul 01 2001 at 10:32 PM Rating: Default
does anyone know the exact spawn rate of Phini I am trying to plana raid to get my stave for my wizard epic and I want to know what time I have to plan this for please help me out. Thank you very much
RE: Phini
# Aug 17 2001 at 2:44 PM Rating: Decent
2 posts
Phinny spawns every 12 hours.

Zatyyl Nightscale
Level 49 Monk
Nameless of Mercy
Nameless Server
Good Guide for Kedge
# Jun 09 2001 at 3:55 AM Rating: Default
I haven't fought in Kedge, yet, cause I'm too low. However, a friend of mine has, and he said that one of the best guides (however lengthy) that he got was Phreekitty's guide, which is on this site if u go under Zones into Faydwer, then Kedge Keep, then the Guides section. It gives a good idea of what you'll be up against, so reading it wont hurt at all!!
Good Drop Table Listings
# Jun 08 2001 at 2:01 PM Rating: Decent
Scholar
34 posts
Going into Kedge? Take along this list of MOB levels and drops. It's easy to print out and great for quick reference:

http://www.xegonyalliance.com/droplists/drops_kk.html

It's also more up to date than this site is. Sorry guys, but it is.
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Enchanter Extraordinaire
Faction question
# May 24 2001 at 12:58 PM Rating: Default
Do you start out KOS to Kedge Keep inhabitants? Or, is it more that certain
races/classes start out KOS, and others start out dubious like with the Froglocks?
Need help of a Veteran
# Feb 21 2001 at 6:21 AM Rating: Default
I was thinking of convincing my guild to come here.
But i have a few problems
First off, most of em dont know kedge exists :)
Second, I need to know the level
It says 35-50 here but many ppl on EQ have told me some ppl like lv28+ can hunt in the entry.
Is this true?
Please help

Baklab
RE: Need help of a Veteran
# Feb 25 2001 at 12:10 PM Rating: Default
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77 posts
Took me awhile to convince people to come here too. Usualy, once they come, they're hooked for life.

Yes, at lvl 28 you can hunt the entry, but...

If the whole group is high 20's low 30's, you're going to have trouble until you get the hang of it. However, you'll be fighting RIGHT at the zone line, so what the heck, it can't go too badly.

The first room in the zone contains 5 (IIRC) lancer fin swordfish. These start to green out at 40, I think I still got xp on one very rarely at 43. There will be one higher lvl spawn as well. It will either be a piercer, impaler, or very rarely, a fierce impaler. You can usualy avoid aggroing this spawn and just pull the lancers. At lvl 28, an impaler would eat you alive. IF the fierce impaler spawns, it has a huge aggro range and your group will no longer be able to hunt the zone area unless/until someone comes to kill it for you.

Good luck and have fun :)
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Guild Leader
Promethian Order
Vazealle
RE: Need help of a Veteran
# Feb 21 2001 at 7:02 AM Rating: Default
Yes, the fish at the entry hit hard for thier level and have little or no coin, but the exp in this zone is so high per kill it is insane, lvl 28+ if you got good healer and have a well oiled group, or possibly get a good FD puller to shake thier money maker for ya.

Elarian Tinesthai
born with gills, at lvl 7 a gnome gave me a rebreather, never had problems working underwater

Innoruuk, Knights of Armageddon
lvl 51 rogue
Estrella
# Dec 13 2000 at 5:34 AM Rating: Decent
21 posts
The "mini boss" of KK, and also one of the easiest MOBs in the zone (of the named), other then Undertow.

Pulling Estrella with ease:
1 - set up shop in the room above her, where the grate and the tube are, around the corner in the back (from entrance, go down, go to E room, go to ledge, go up from ledge).
2 - buff up, pet up, etc. -- the usual
3 - have someone swim down and pull the one at the bottom of the tube
4 - repeat with the 2 in the room on the side of Estrella, making sure to not enter visible range of any other mermaids
5 - refresh any buffs needed -- you have 18 min from the death of the first one to pull her (18min respawn for whole zone)
6 - have your enchanter (yes, enchanter) go down and mez the one right next to her and swim like crazy for the room (beserker spirit or rune is handy)
7 - chain stun and kick her butt :)

Best loot and XP / risk in the zone, too bad she's a 12hr (or so) spawn.

Dielzen Katarn
54th Enchanter of Quellious
Innoruuk Server
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Dielzen Katarn
54th Enchanter of Quellious
Innoruuk Server
question...
# Sep 09 2000 at 1:15 AM Rating: Default
here's a quick Q for a die-hard Faydwer fanatic...

Yeah, it's me, mousemaster, I just posted anon because this isnt a post that should be read repeatly to inspire people :)

Anyway, I'm a 35 ranger, who can solo in MM reasonably well, provided no trains come running by. I've dropped lvl 31 Usher's with ease.

Is it in any way possible to solo the entry-way trash at 35, provided I first learn the zone well enough too:

A) get my butt out of there at a moments notice, and
B) be able to draw single spawns to that area?

In other words, if I take on the lowest form of monster there (sailfish excluded) solo, will I stand a chance?
RE: question...
# Oct 11 2000 at 4:24 PM Rating: Default
Yes, you will stand a chance. You will probably die a couple two or three times getting used to it. You will have to run alot until you get the feel. Eventually you will be able to pull singles with the occasional double. The zone is close. Learn to run. Also, remember that you cannot pull with spells or ranged weapons. You need to aggro pull. If you get too many, head for the zone, heal up, and try it again. Read Phreekitty's guide on www.eqatlas.com
RE: question...
# Oct 28 2000 at 3:14 AM Rating: Default
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77 posts
I started soloing there at 35 as a bard, so I'm fairly sure it can be done.

First, the zone line is very close. It's no problem at all to pull to the zone and get out when you have to.

Pulling singles will take practice and patience. You'll pull doubles most of the time until you get it down. Personaly, when I solo there, I like pulling 2 at a time because I can charm kite in the entry tunnel.

Keep in mind that the fish don't run, so snare isn't neccesary and that fire based spells do very well in Kedge.

As far as pulling with ranged weaps/spells... I've found that pulling the entry area w/ songs is not a problem. However, pulling w/ charm or snare will result in a train of higher lvl mobs.

Lastly, one of the main reasons I like hunting in Kedge is there are almost never trains. 'course, I'm usualy alone or nearly so there.
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Guild Leader
Promethian Order
Vazealle
Working underwater
# Aug 29 2000 at 6:42 PM Rating: Decent
Sage
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102 posts
The two main things that you have to care about before entering Kedge are breathing undewater, and swimming. First off, if you don't have a swimming skill of at least 80, and probably a skill of more than 100 would be better, don't even think about entering the zone. If you have trouble taking the aqua goblins undewater at the entrance, that would be a pretty good sign that your not ready for Kedge yet. The second, most important factor is breathing underwater. Spell wise, this would require a druid, shaman, or high lvl necro mainly. However, if you get seperated from your group or cannot have it recast in time, having these members in your group won't help you a bit. This means that in addition to having someone along who can make you breath underwater, you should probably have an item in your possesion that does the same thing. A few weapons provide this skill in a limited number of charges, as well as the tinkered aqualung and rebreather. If possible the best item to have would be the fishbone earring which has unlimited charges of underwater breath.

Gedran
RE: Working underwater
# Jun 13 2001 at 12:48 PM Rating: Default
We rangers also get the Enduring Breth spell as well, btw, at level 22. So a ranger in your party can help as well. Sometimes I feel so under appreciated. :-(

Golyen
RE: Working underwater
# Sep 04 2000 at 11:12 AM Rating: Decent
Magicians summoning waterstones are not a bad idea, either. That way everyone in the party can keep track of his/her own Enduring Breath status, requesting more stones from the mage as needed.
RE: Working underwater
# Oct 28 2000 at 3:16 AM Rating: Decent
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77 posts
We practice multiple redundancy in Kedge. Everyone gets waterstones, the druids/chanters bring several stacks of fish scales, and I keep my enduring breath song memmed. If someone has to go afk, the eb casters all target that person and keep 'em targeted until they get back.
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Keadaian Songborne
Guild Leader
Promethian Order
Vazealle
#Anonymous, Posted: Aug 28 2000 at 7:38 AM, Rating: Sub-Default, (Expand Post) I LOVE KEDGE it is my avorite dungeon... its exp is 2nd 2 NONE!!!! as a shaman i can solo in kedge carefully and make some really nice exp... witha group i ahve gotten me a darksea harpoon which is a really good range slot shaman wis/str/manna/vs disease +'er
The Kedge Guide
# Aug 26 2000 at 3:12 PM Rating: Excellent
3 posts
Kedge is yet another in the long line of underutilized dungeons, this time because it's underwater and thus requires either a fishbone earring (or similar item), or a water breathing spell. The zone itself is like all other zones in that it has a learning curve, but once you experiment and find out what you need to know, everything in Kedge except maybe Phinigel can be done by one low to mid 40's group. Phinigel himself can fall to 2 groups of 40ish people, or one group of 50+, he is by no means on the level of the dragons or gods..

The most important thing, as detailed in other posts, is to be very wary with AE spells.. most places they're safe to use, just don't use them near a tunnel that goes up or down. Pets generally aren't too wise an idea in this zone either, as they path similarily to the other monsters.. you probably should only create them if you know you'll be in one place for a while. And enchanters or druids who intend to charm should immediately do a /pet guard here to make sure it doesn't wander, before ordering it to attack anything.. charm is a very valuable tactic in Kedge as many things hit hard and fast, so don't throw it out the window because you're worried about pathing. Another important fact about Kedge.. no monster will ever run away from you. Snare is unneeded in this dungeon. That doesn't mean you should use Fear, mind you, that would still cause troubles.

Basic monsters.. the swordfish are the "weakest" monsters, they generally only appear in the entrance room and just beyond. Lancer swordfish are level 30ish, and they go up to impaler swordfish who are high 30's to low 40's. They have few HPs for their level, but hit harder than normal creatures their level.. impalers being the exception, as they can just be overall nasty, and thus should be prime targets whenever encountered (or saved as pets for fighting one of the toughest boss monsters). The pirahna are the next type of monster, they only come in two varieties, the low 40ish version (stilleto tooth) and the mid 40ish version (stilleto fang). While they have a lot more HP than swordfish, they hit for "normal" Lower Guk-ish monster damage of "max damage = monster level * 2 + 2". So even a level 45 stilleto fang will only hit for 92 damage at most, while an impaler swordfish at level 40 could hit for 105 (don't ask me their formula, I don't know everything. :) ).. the pirahna are the only things in Kedge that follow that damage rule though. The last type of "generic" monster in Kedge is the shark.. they range in level all the way from mid 30's (Cauldron sharks) to mid 40's (Hammerheads). Besides that, just treat them as higher level swordfish, they won't do anything special to merit otherwise.

The next types of monsters would be the spellcasters.. mermaids first. Mermaids are druids, and as such come with damage shields and Spirit of the Wolf. They hit hard, and can cast druid spells, but aren't too hard to kill as long as someone dispels their damage shield. By this point in the game, spellcasters are becoming easier to kill than normal monsters, because the times they pause to cast spells that may or may not be resisted are times they're not double attacking for 100 damage a hit.. because of that, and their inherently lower HP, mermaids are good hunting fodder. They're typically low 40's in level, with the rare 45ish one. The next type of caster is the seahorse.. while you'll only find these in the two deepest areas of Kedge, they make for some of the best hunting, because while they're the consistently highest level things in the dungeon, in and of themselves they aren't too hard. All of them are from level 44 to 48. Soothebrine seahorses are clerics, spinereef seahorses are druids, and squallsurge seahorses, which are wizards. Again, dispel all their damage shields, and don't allow the soothebrines to cast healing spells, and you'll have a relatively easy kill (assuming of course you're high enough level to kill something in the mid 40's).

This leaves only one type of creature in Kedge.. the sailfins. Basically, if you're high enough level to be in Kedge, the sailfins are all very very green, and while they may be good hunting for a level 3 character, you at level 30+ should be avoiding them like the plague. Sailfins are indifferent and roam all over the place, just don't kill them out of spite or boredom, or with AEs by accident. When you kill the harmless sailfins, the next spawn cycle they may respawn as annoying stingtooth pirahna (level 35-40, very small and hard to see), or even worse, the atomic bomb wannabe shimmering sailfins.. the shimmering sailfins are highly agressive despite being very green, cast some wizard spells, and when killed explode, hitting everyone in the area for about 400 damage.. not to mention that said explosion will also kill all the normal sailfins in the nearby vicinity, thus opening the road for MORE shimmering spawns.. it's not worth the bother, trust me.

As for named things.. there's two types of named monsters in Kedge, short respawn types and long respawn types. The short respawn ones are little known and hard to fight, despite being exactly like Lower Guk ones (25ish minute spawn with placeholders), they seem to pop a lot more rarely.. they are there though. Most rooms or areas have at least one spawn like that in their vicinity, even the very first room in the dungeon. These monsters can drop nice items, like the Darksea Harpoon, the Seahorse Scale Cloak, the Driftwood Chest, and the Abalone Gorget. Names of the monsters include the Fierce Impaler, the Seahorse Matriarch, the Frenzied Cauldron Shark, etc. The other monster type is the long respawn.. these monsters are on 6 hour timers, though most of them also have placeholders, making them truly rare. The 5 monsters like this are Cauldronbubble, Cauldronboil, Estrella of Gloomwater, Undertow, and Phinigel himself (who's on a 12 hour timer). Estrella and Phinigel never have placeholders, the other 3 do. These are the highest level things in the dungeon, excepting Phinigel's bodyguards and Undertow (who's really a wimp), and generally bring about the toughest fights. Generally though, they also drop the best treasure, including Prayer Shawls, the Hammerhead Helm, Kedgemail Gauntlets, the Squallsurge Shawl, and the Robe of the Kedge. Treat each monster as a larger version of it's kind.. the Cauldron's are just level 49 melee sharks, while Estrella like other mermaids is a druid (albiet a summoning one who can blind you with ink jets) so you should rely on dispels and stuns. Phinigel himself is a special case, and you'll have to figure out yourself the trick to beating him without ending up with 4 Swirlspine Guardians protecting him.. I'm not going to give every secret away.

One final note.. Kedge Keep is undoubtedly the dungeon with the largest experience modifier in the game, as hinted by Abashi in a post a while back. Due to the difficulties of water breathing, you will progress faster here by killing the same amount of creatures than you will in a place like Lower Guk or Sol B, all the while pulling in some rare treasure that few will have ever seen. Add to that that the whole dungeon is generally uncamped and free for the taking, and you have the place you should be spending some time from 30-50 in, and maybe even a bit beyond.. just bring your own group, you probably won't find one there.

Valdayana D'Varr
RE: The Kedge Guide
# Mar 09 2001 at 11:47 AM Rating: Decent
6 posts
This helped a ton. Thanks for the in depth description.
Pathing Oddities, Teleporting Fishies, and another reason to
# Aug 25 2000 at 10:15 AM Rating: Decent
13 posts
One thing to keep in mind while in Kedge is that there is basically no such thing as vertical pathing.

So, for example, if you swim to the bottom of a tube and hit something, and then swim back up the tube... that mob is now "lost". As in, it has a target but it cannot get to it.

In Verant's wisdom, they decided the "fix" for this was to let the creatures teleport. Nowhere is this so evident as in Kedge Keep, because there are so many places with narrow up/down access ways that creatures cannot path through.

One such example is Bubble's room. It has a shark that spawns there as a placeholder. You can swim down a small tube to that room, throw a dagger or shoot him with an arrow and swim right back up the tube and never get hit. However, as soon as you leave that tube *POOF* that shark appears next to you. We also had swordfish, piranha and mermaids do the exact same thing.

This is also why avoiding AE is so critical in this zone. You could accidentally aggro Phinigil or Bubbles and have them teleport to you after running in circles, and then all of the lower floors will teleport up to say hello as well.
The entry area is great...
# Aug 24 2000 at 10:10 AM Rating: Decent
Sage
**
295 posts
The yard trash of this zone may be some of the most rewarding in the game to a mid-30s group. Not very difficult, a large number of them, and Kedge is believed to have one of the greatest (or greatest) xp modifiers of any dungeon in the game.

I discourage xping deeper in for higher level groups - the npcs become fairly difficult for their level, with disproportinately high melee damage and survivability.
____________________________
Tehom
RE: The entry area is great...
# Aug 25 2000 at 10:02 AM Rating: Default
13 posts
I agree. My guild went to Kedge last night, 11 of us between 35-45th level. We pulled all of the first floor back to the zone and fought it there. After that, we went down the main tube to the next floor down and set up camp there and pulled into 1 room. All in all it went well with only 1 death (someone got curious and wandered, and those hammerhead sharks can reach 45th level).

The loot is only so-so, but some rare research words dropped several times (so much for them being rare, just not many people want to go to Kedge to get them I suppose). We tried to get Bubble to spawn, but no luck there in the 4 hours we tried. We're going back soon to try the named creatures, I'll update again then.

Balamur Stoutfaith
38th Circle Cleric
Area Effect and Rain Spells
# Aug 22 2000 at 10:21 PM Rating: Good
Sage
*
141 posts
If you have never been to kedge, or if you have and are not COMPLETELY familiar with the consequences, DO NOT use any spells with an Area of Effect, including AE spells, PB spells, and Rain spells. These spells have an odd quirk in that they have no Z axis range limitation, meaning that an AE with a range of 10 feet will hit something 10 feet left of you and 100 feet below you. Since many of the rooms in kedge are stacked on top of each other, this could quickly turn a 3 monster optimal rain situation into a 10 monster slaughter.
RE: NO Area Effect and Pets
# Aug 25 2000 at 10:09 AM Rating: Default
13 posts
This is completely true about the area effect spells.

I also stress this is definately a no-pet zone when in a group. If you're solo that may be different, but definately not in a group.

Our first pull we charmed a swordfish just because we could. Everything was fine until he broke charm while swimming between the enchanter and the wall. Evidently he thought himself "stuck" and teleported. That promptly pulled all of the pirahna from the bottom and 3 or 4 more swordfish. Luckily it didn't pull any of the big sharks or named creatures.
RE: NO Area Effect and Pets
# Sep 18 2000 at 5:49 AM Rating: Decent
*
77 posts
There is a difference between "no pets" and be carefull with charm. Read phreekitty's guide to kedge.

To elaborate, pets are fine in Kedge. Nothing in Kedge runs, and nothing can be feared. You will never have a situation where your pet chases down a fleeing mob and brings back friends.

Charm, however, is another problem. Pathing IS bad in Kedge. If your charmed fish wanders off a bit too far while still charmed, or if charm breaks and it's too far away, it WILL tp back to you and bring friends with it. However, this problem is not limited to charm. Anytime you pull with a ranged attack, be it spell, song or weapon, expect the same to happen. Moral of the story: Pets are fine. If you charm, keep a tight leash on your new found friend. Don't pull with ranged attacks, and don't swim too far ahead of your pull. Monks rule :P
____________________________
Keadaian Songborne
Guild Leader
Promethian Order
Vazealle
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