Quick Facts

Type: Indoor
Continent: Kunark
Instanced: No
Keyed: No
Level Range: 40 - 60
Send a correction
VEKSAR: Shortly after the Shissar were run out of Kunark, a resort by the name of Veksar was built by the Kylong Iksar Tribe. After standing upon a lake in the middle of Kunark for nearly 1,000 years, Veksar was destroyed by the dragon Garudon, and sunk to the bottom of what is now known as the Lake of Ill Omen.

Now beneath the surface of the lake, Veksar is inhabited by sealife and the spirits of those killed in the incident. It is said that the spirit of the dragon Garudon also resides somewhere in the ruins. Only few adventurers who have chosen to trespass in to Veksar's confines have been able to return to tell about it.
Bloodgill GoblinsUnderwater EntranceCourtyardNihilist
Deep Within the ConfinesRotting TreeGhoul TunnelsLeaking Water
Post Comment
Tough Mobs
# May 13 2017 at 7:10 PM Rating: Decent
106 posts
Tough mobs for their level. I really enjoyed this zone first time around, but I was likely lvl 65 then in ele/time gear, I've found it much harder going this time on Phinny.

At lvl44 (trio of warrior/sham/mage) the bloodgills inside are yellow cons, they don't hit particularly hard and can be slowed, but they have a load of health. The lv45/46 warriors were at around 6500hps, the shaman around 5500. Named mobs in CoM (Dread Wraith/Way Bones/Golem) are red cons at 44 and all have under 6000hps. Its almost like trying to xp on named mobs.

As has been mentioned though the shaman gate and that really ruined my day. After killing a few one got away and brought the rest of the zone. I managed to zone my trio out even though its an underwater swim with 3 chars only to die outside as designers chose to put mobs outside as well close enough to the zone to aggro.

I didn't really want to level up in Velketors again, but Veksar doesn't look to be the kind of zone you can XP in efficiently until you are a few levels higher than the inhabitants.
Tough Mobs
# May 15 2017 at 12:08 PM Rating: Excellent
karanthal wrote:
Tough mobs for their level. I really enjoyed this zone first time around, but I was likely lvl 65 then in ele/time gear, I've found it much harder going this time on Phinny.

At lvl44 (trio of warrior/sham/mage) the bloodgills inside are yellow cons, they don't hit particularly hard and can be slowed, but they have a load of health. The lv45/46 warriors were at around 6500hps, the shaman around 5500. Named mobs in CoM (Dread Wraith/Way Bones/Golem) are red cons at 44 and all have under 6000hps. Its almost like trying to xp on named mobs.

As has been mentioned though the shaman gate and that really ruined my day. After killing a few one got away and brought the rest of the zone. I managed to zone my trio out even though its an underwater swim with 3 chars only to die outside as designers chose to put mobs outside as well close enough to the zone to aggro.

I didn't really want to level up in Velketors again, but Veksar doesn't look to be the kind of zone you can XP in efficiently until you are a few levels higher than the inhabitants.

Veksar was released with LDoN on phinny because of the level of NPC's in the zone. A large majority of the mobs are mid 50's to low 60's.
What expansion does this zone come in?
# Aug 02 2016 at 6:46 PM Rating: Decent
14 posts
I thought this came in the Kunark xpac, but I can 't seem to get in on Phinegel. Says I do not meet the min requirements
What expansion does this zone come in?
# Aug 03 2016 at 2:07 AM Rating: Good
Adagi wrote:
I thought this came in the Kunark xpac, but I can 't seem to get in on Phinegel. Says I do not meet the min requirements

It came out a few months after LoY was released.
Great zone!
# May 31 2013 at 2:26 PM Rating: Decent
80 posts
Great experience for the levels of the zone, great loot, interesting and fun layout of zone. All around one of my favorite zones.
first time here
# Dec 18 2012 at 3:32 AM Rating: Decent
4 posts
First time here and I am officially in love with this zone on my 59 cleric.

Ended up pulling half the zone when my invis vs undead wore off...was so classic.

Veksar as of Jan 2010
# Feb 09 2010 at 10:57 AM Rating: Decent
1 post
Not much has changed here, I came in as a level 46 Bard with a Cleric Merc. I started with the Crusaders and Sentries and leveled twice in a few hours. I stayed with them until I hit 49 and then started moving in a bit.

I've been trying to find the grandmasters (got the quest from the HOT Zone guy in POK) but can't find the path to them yet. The up and downs of the place are hard to decipher with the online maps.

I'm currently in the theater killing yellow curates and spell binders at 56. I use Selos Chords of Cessation, Selo's assonant Strain, Melody of Ervaj, and the 54 clerity song in a medley. It takes about 3 to 5 minutes to take down each one. With my pocket dwarf the only time I've died is when I got greedy and a red spellbinder added when I was killing a red curate. I have never been summoned while fighting here, but then I'm always beating on them.

The biggest problem is the gaters really. The vessels will gate at around 30% or so and will train you with their buddies.

There is generally no one in the zone. The Iksar Golems hit for 300+ They have caused me the most problems really but again I've killed two of them at once with a vessel...who then gated and trained me....with two more eliciting a hasting retreat to the guild lobby from me....and my dead pocket dwarf...

Veksar as of Jan 2010
# Feb 10 2010 at 4:15 PM Rating: Decent
How do you enter Veksar from the Lake of Ill Omen? Are there any underwater landmarks near the entrance?
Veksar as of Jan 2010
# Feb 12 2010 at 4:14 AM Rating: Decent
12 posts
Swim around the base of the platform on the bottom of the lake. Look for a big liz statue.
a cliknar scout con
# Oct 08 2009 at 1:19 PM Rating: Decent
13 posts
Just killed another one that conned red. Seems they con the same level of the mob they are mimicing. The first one lvl 59 was mimicing a Noble. This one was mimicing a Noble Commander (lvl 63).

New Mob, New Drop
# Oct 08 2009 at 10:45 AM Rating: Decent
13 posts
As of Hot Zone status there's a new mob called a cliknar scout. This mob is revealed during a fight with a normal mob. Conned white to a level 59.

He dropped an aug:

Garudon's Scale
Magic, Lore, No Trade, Augmentation
Class: ALL
Race: ALL
Ear Head Face Neck Shoulders Arms Back Wrist Hands Fingers Chest Legs Feet Waist
Size: TINY AC: 9
Req Level: 50 HP: 10
Poison: 5
This Augmentation fits in slot types: 7
You must use the solvent Class X Augmentatino Distiller to remove this augment safely.
Light Blue at level 69
# Nov 26 2008 at 10:31 PM Rating: Decent
241 posts
Once you hit level 69 almost all the mobs or light blue or lower so exp drops a lot.

Dadijob (Prexus) TA rocks
no mana
# Nov 22 2008 at 8:56 AM Rating: Good
241 posts
No mana to strip
no casting

Dadijob (Prexus) TA rocks
Strips Levitation
# Jul 12 2008 at 4:56 PM Rating: Decent
514 posts
Might like to point out that it strips such buffs as Eagles,
so get your straight running speed buffs before (re)entering Veksar.
~ Muse Temperance the Elf
~ Lyricist of <Mystic Coercion> on Erollisi Marr
~ with a <Variety> of alts to keep me busy
# Oct 26 2005 at 11:41 AM Rating: Decent
83 posts
Any opinion on if a level 56 Pally with average equipment, 24 AA points and a fabled ghoulbane could solo here? Getting really bored with LGuk. Thanks!

Edited, Tue Jun 6 11:09:28 2006
You don't have to save the world. Just leave things a little better than they were when you found them.
# Dec 13 2006 at 2:18 AM Rating: Decent
47 posts
Well, depends on your equipement...
At 58, with 4520Hp/1400 AC unbuffed and a bunch of aa's, i can solo quite some things here, undeads or not.
Entrance gobs are no problem, Crusaders and Sentries neither, Duke start to hurt a bit (hitting in the 150-200's on me, but rootable and doesn't summon).
Golems i was able to handle (but had to flee when 1 added)
Wraith were doable, but not very efficient xp/time wise.
All of this self buffed (Brell Steadfast Aegis + Austerity), no KEI.

No comparison with LGuk here, i was able to farm from Jails to Ghoul Lord in a pop round (27mins) since i was 55 (with KEI, had nearly the same gear at that time), would have had my *** handed back to me in vekhsar trying the Duke solo...
# Jul 03 2007 at 3:29 PM Rating: Decent
Would a 65 pally with half way decent gear be able to solo here? Got like 80 some aas and my defensive aas are mostly fleshed out. have run3 so running not a problem, just wondering if it would be soloable as I need a drop from here for my necros imprecation spell.

Silvermmoonstar - Lucky Insane - Povar
Silvermoonstar 65th Season Paladin
Don't Mess with a Dragon for you are crunchy and taste good with catsup
# Sep 02 2007 at 8:00 PM Rating: Decent
66 posts
Yep!! When Veksar was hot zone last year (2006) I soloed my 65 Paladin there and aquired 500 AA's in that zone alone.. Always remember to play zones / mobs that your class is best at killing because it equals faster exp.. My paladin is 70 now with 680 AA's and still comes here to farm AA's, Ore's, Pebbles & is only 1 mob in there he can not solo and thats Gaurdon.. Have fun mate and crank out the aa's in here.. Go to highborn area, theater, or back by where brother pops and kill grandmasters and you'll crank out the aa's.. Make sure you get slay undead #3 & then switch to Weapon Affinity till you cap it to 5, then switch back to cap Slay..

Bodystompper Gigolo - 70 Paladin / 680 AA's - Veteran of Povar
# Jul 03 2007 at 3:41 PM Rating: Decent
1,352 posts
you should be able to no problem

why not just run there and check it out for yourself? you'd probably find out faster that way than posting here.
BACK on the Test Server 3 boxing or 6 boxing
75 PAL Latann / 75 CLR Onthar / 75 NEC Korrupted / 75 BER Thort / 75 ROG Trajhver / 75 SHM Herbcat
Leader of the sin of <PRIDE>
EQ'ing since '99
RE: soloable?
# Jun 06 2006 at 11:26 AM Rating: Decent
83 posts
To answer my own question...Just barely. Pallys just don't have the HP to survive for an extended stay, unless you like spending long periods of time resting and medding. Doable here for the lower level mobs, but not exciting.
You don't have to save the world. Just leave things a little better than they were when you found them.
Best free zone.
# Oct 18 2005 at 2:31 AM Rating: Decent
39 posts
Veksar is the best 'free zone' that SOE has ever released. Great XP, loot not bad for a group of 50's and it's hella fun to crawl. I would say Chardok B is better but the loot in Chardok B does not match the group level needed to hunt their so overall, Veksar is the champ.
RE: Best free zone.
# Mar 06 2006 at 8:55 PM Rating: Decent
335 posts
what do you mean by 'free zone' ??
<The Vindicated>
The Forgotten Coast
RE: Best free zone.
# Mar 14 2006 at 1:02 AM Rating: Decent
21 posts
I think the OP meant "free" as in not a part of any paid for expansion. The Warrens was similarly done at the second anniversary. As was Stonebrunt shortly after that.
Peace be the journeys,
Great for tribute
# Sep 04 2005 at 3:10 PM Rating: Decent
This zone has become an excellent source of Tribute (personal and guild) for me. I solo hunt here a fair bit, and at 68th level and my defensive AAs mostly fleshed out, I find I have little problem dealing with most of the monsters here. The new cleric ward makes things even easier.

I typically go in a somewhat elliptical route starting with the Iksar Behemoth, through the shop, drop down and run to the Kylong Crusader/Chef room, run over to Brother Eruk's room and take him out and the trooper upstairs (taking out the slavemaster too if I fancy, en route), hop over the wall and repeat.

This is an incredibly easy zone for me to move around; I use Innate Invis to Undead a fair bit here, and it works on all the undead up to highborn level. Anything live, I use pacification on; typically, to get to my camp area, I only need to pacify two goblins and two or three iksar golems, and then I'm pretty much set. The low aggro range and the lack of any wanderers in my combat area make this zone one of the safest.

Now, however, the low spawn rate of nameds balances out the relative ease I have in moving around the zone and the general lack of risk from adds and such. If I head to Veksar for a few hours, I can usually count on getting three or four nameds, but in that time I could be clearing out a string of 8 placeholders anywhere from 4 to 12 times, so the return on investment is still quite fair, I'd say. Nameds do seem to be a bit streaky; I can go there, clear all the placeholders three times in a row and never see a named mob, then I can get four in a row and three named respawns one after another. Such is the wonder of the Random Number Generator.

I can usually leave with anywhere from 5k to 30k tribute (average); there are some wonderful tribute drops (particularly from Brother Eruk, whose items are decent but people often have better by the time they reach the recommended level).

Elhana Mistfall
"The Blue Cleric"
Kelethin Legions, Firiona Vie
# Aug 06 2005 at 4:26 PM Rating: Default
37 posts
This zone is now indoors, no sow, no mounts, no jboots. Please change it on your zone type posting.
Zone update
# Jul 18 2005 at 4:37 PM Rating: Decent
110 posts
This zone is INDOOR, not outdoor. They did change summoning rules. Named summon, PHers do not. Some highborns summon also (commanders at least).
Far fewer summoners
# Mar 24 2005 at 8:41 AM Rating: Decent
16 posts
After march patch, pretty much only the named mobs and some of their placeholders summon ;-) enjoy
Gee Boss, me likes dis tingie you gave mez.
Whatz it do zactly dummy?
I dunno, but sumtimz it make a big loud BANG when I klobber sumtin'
55 Mage
# Oct 20 2004 at 7:04 AM Rating: Decent
63 posts
Could a 55 Mage solo here ?

Average gear I suppose.

55 Mage
# Feb 04 2007 at 8:16 PM Rating: Decent
9 posts
Once you reach 52 and get the 600hp heal you can solo here without problems, best thing is to invis past goblins and run up to the sentry's and crusaders. They are very easy to single pull. Most are in their own rooms even. I have been here since 53 and am 62 now, working my way in deeper as I grow in power. This is definately a fun zone. Easy singles is a primary reason for that since mages can't crowd control well. Have fun owning this zone.

Xazziz Flamestrike of Karana
Magician of the Rathe Server
RE: 55 Mage
# Oct 25 2004 at 11:41 AM Rating: Good
102 posts
Door Goblins ( shammies & warriors ) hit in the low 100s and do still argo add my 57 warrior. the sentrys, crusaders ( 611 harmtouch ) in the hall on top of the ramp hit mid/low onehundreds and they do summon, I think it would be a bit difficult to solo as a caster, at that level.

Both drop appx 3-6plat average and steel weapons ( 5-6 plat at vendors ) and pages

That being said...great zone, good exp at 57 and nice drops once you get in alittle.

Good hunts and rare drops to you!
Sic Gorgiamus Subjectos Allos Nunc

Byrkan 85 Druid ( scout )Master brewer
"I went to Everquest and all I got was this Lousy Kunark Gear"
Gregers 85 warrior ( my main ) of Zen Cabal
Juells 84 shaman

All on Test "The where the **** is everyone" server
RE: 55 Mage
# Oct 27 2004 at 10:44 PM Rating: Decent
I was able to solo in Veksar as a necro in my low 50's but I wouldn't expect a mage or most other classes to be capable of it.

The bloodgills near the entrance would be your best bet, because they don't summon. As a necro I was able to pull them to the top of the stairs and then fear kite them back down with a low-duration fear. There really isn't room here for a mage to aggro kite, since they don't have a snare, and require line-of-sight to land their nukes. Straight mage pet tanking them may be do-able but probably not very efficient, since they hit pretty hard. A druid, shaman, or wizard could probably do better with root/rot or root/nuke, but some are casters so decent resists would be necessary.

The undead, they hit harder and they all summon. So, kiting is not an option, and if a solo mage does steal aggro from his pet, he will be a greasy spot on the floor in a short amount of time.

I would recommend you partner up with a necro or shaman to hunt here. Since they can't be kited, the only efficient way to kill the undead is to slow them.

Solo wif shaman?
# Oct 02 2004 at 1:34 PM Rating: Decent
Can a 53-56 Shaman Solo in here? I am not looking for huge drops just good xp. I am finding it hard to find good fast solo XP.
Eternity: The amount of time spent on the wrong side of the bathroom door.
RE: Solo wif shaman?
# Oct 08 2004 at 5:32 PM Rating: Decent
Solo about 54 head into the castle and do the 2nd floor. CoM is a "hot zone" and the exp is therefore very nice.
Unlightie Dapuredark, 57 Iksar Necromancer
Dharth Ijiwaruno, 55 Iksar Shadowknight
Shinsetsu Naneko, 60 Vah Shir Bard
Futsukayoi Tobakana, 55 Ogre Shaman
Blood Runners
Tallon Zek
Undead areas?
# Aug 31 2004 at 11:42 AM Rating: Decent
480 posts
Is there an "undead" only area(s)? Looking for somewhere to take a 55 warrior, 56 necro and 65 cleric. The necro will be able to slow, but only on undead mobs.

Edit: added area(s) to the first question.

Edited, Tue Aug 31 12:43:03 2004
RE: Undead areas?
# Aug 31 2004 at 2:15 PM Rating: Decent
144 posts
A lot of the areas are undead-only. In fact, once you pass the goblins in the entrance and go up the ramp that leads to the rest of the zone, the whole route is undead-only until you get to an open area with golems. The golems, the goblins and I think the hands are the only non-undead in the zone.

Try out the building-areas just up the ramp from the goblins first and see how you manage.
# Aug 04 2004 at 6:01 PM Rating: Good
This is a good one ...

Nice colored picture..

The Best One ..


I can't find a bigger version of this map. I don't know where it is from. This is the only link on the net that actually works !!

Edited, Wed Aug 4 19:19:32 2004
# Mar 15 2004 at 10:07 PM Rating: Decent
23 posts
So named summon or just some of them?
RE: summoners?
# Mar 16 2004 at 7:36 AM Rating: Decent
11 posts
Every Undead in here summons, everything, not sure about gobs.
...not all those who wander are lost.
RE: summoners?
# Apr 02 2004 at 5:26 AM Rating: Decent
227 posts
I've never seen a Gob summon. They are all below level 50 I believe, even the named, so doubt any of them summon.
Zone in
# Mar 12 2004 at 6:20 PM Rating: Decent
13 posts
I hunt with a 65 Beastlord and and a 63 Shaman, my toon is a 58 monk. This sounds like a fun place to run around a bit, but do you need a key or anything to get in?
RE: Zone in
# Mar 15 2004 at 5:25 PM Rating: Decent
13 posts
Thanks much will have to check it out tonight!
RE: Zone in
# Mar 13 2004 at 9:39 AM Rating: Excellent
3,705 posts
No key needed. Just need to be fast enough swimming to get to the entrance, and get in. First time around, I would encourage you to use a water breathing spell, as it can take a few minutes to find, if you've never gone before.

The entrance is at the BOTTOM of lake of ill omen.
Xaanru's stuff
# Mar 03 2004 at 3:08 PM Rating: Decent
11 posts
What named could a 60 Necro solo camp in Veksar? Decent gear and no Tribute.
...not all those who wander are lost.
Veksar advice sought
# Dec 17 2003 at 6:25 PM Rating: Decent
2 posts
Hiya Ya'll,

I was wondering if anyone knew of an efficient way to get to the following camps in Veksar:

1. Decaying Slavemaster
2. Plauged Slave

I have read that both camps are near the Chef. (The plauged slave being near the sewer entrance). The only way I know to get there is passing through Shop, jumping off ledge, then invising past the Highborns. I have seen the map linked on this sight and that is helpful to get feel for layout. But I am still fuzzy on knowledge of where the camps actually are. Would appreciate any advice.

Finally, wondering whether 60 sk, 65 shammy and 59 cleric could handle these camps or whether reinforcements likely needed. Play level is good but not excellent. Veksar is a fun zone and I would like to explore it further than I have already. Thank you for your time,

RE: Veksar advice sought
# Apr 25 2004 at 12:56 PM Rating: Decent
34 posts
Another way to get to the sewer side of Veks is to go up the ramp behind the Golems.The bottom of the ramp is around neg143, neg70. Be careful at the top as it is filled with Spellbinders. These will see through all Invis, even Invis to Undead. They also see through Rogues Hide & Sneak, also, they cannot be Pacified. Only way past em is to fight it out. Once past the two closest to you at the top follow the hall to the north and then down the steps. At the bottom go south and enter the room to your left, there is a set of steps that lead up and past Curates and more Spellbinders. Keep going up and eventually you will find a ramp that leads down into the other side of Veks.

Be Safe, and when that fails, Be Brave!

Edited, Sun Apr 25 14:08:04 2004
Gladden Server
RE: Veksar advice sought
# Dec 23 2003 at 6:55 AM Rating: Decent
47 posts
You can kill pretty much whatever you want in here if you have a 65 shaman helping you out. Only thing you would need more for is Garudon.

I walk all over the place just as a solo 65 necro.
experience bonus ?
# Nov 21 2003 at 3:00 PM Rating: Decent
19 posts
I have looked and have not been able to see if there are any experience bonus for this zone?

A diamond is a piece of coal that made it under pressure!!
RE: experience bonus ?
# Jul 23 2004 at 5:45 PM Rating: Good
74 posts

Don't ask me why, but did you happen to attend Baylor University, and specifically, were you a KOT there? If so, what server are you on? I'm on Quellious.

Hiker Lightfoot
65 Dwarf Cleric of Brell Serilis
Inverted Horizons
Vigna Hypoxia - Necro on Quellious
Highborn Camp Drops
# Sep 23 2003 at 10:49 PM Rating: Default
49 posts
Has anyone noticed a change in the loot table for this zone? Particularly the Highborns camp. I had been getting some valuable words and Yaeth's pages there in the past, and now there isn't a one that drops. Only some common runes, that NEVER dropped in the past.
RE: Highborn Camp Drops
# Nov 12 2003 at 12:07 PM Rating: Decent
1 post
I too have noticed a change in the drops at highborns. I've spent a lot of time here and the Kylong Darkmail Gauntlets used to drop fairly often but haven't seen a single one in weeks. We did have a Words of Torment drop there recently though. Other than that, nothing worthwhile recently.

tough zone
# Sep 11 2003 at 12:09 AM Rating: Default
40 posts
This is a very pretty place, but the gobbies near the entrance make it ugly. Aggro is weak, though. I was able to wander around a bit without causing too much attraction.

There's a real long alleyway that leads to a dead end not far from the main entrance. Don't make the mistake of running that way when you're jumped.

I've heard something spawns there on a very rare occasion, too.

Opaque Sanctus
46 cleric
# Aug 03 2003 at 2:08 AM Rating: Decent
5 posts
can someone link a map of this place im a rogue who wants to know where the Chef spawns... any help would be appreciated
RE: Rogue
# Jan 02 2004 at 8:29 PM Rating: Excellent

its a printable can zoom in and out of the map from the website or save it as a link and print it...print it under your best print options to get the clearest picture.
Breggakor Whodillydilly
Officer and Devote Member of the Granite War Machine on the Tarew Marr Server
RE: Rogue
# Jun 30 2004 at 11:54 AM Rating: Decent
103 posts
The link is broken.

-Forzz, 51 DE Cleric <evil legions> Drinal
"If liberty means anything at all, it means the right to tell people what
they do not want to hear."
-George Orwell
RE: Rogue
# May 24 2004 at 4:31 PM Rating: Decent
33 posts
super nice map!! Thanks
#Xaeweas, Posted: Aug 01 2003 at 7:15 PM, Rating: Sub-Default, (Expand Post) Came here with 65 warrior (me), 65 druid, and 65 cleric we got to the chef shopkeepers and nobles it was pritty fun loot was great made 100k =D
Alot of fun :)
# Jul 30 2003 at 7:51 AM Rating: Excellent
2 posts
I have been to Veksar twice now and both times my grp had a blast. Just to give everyone an idea of what u need (lvl wise) to hunt here I will fill you in on my grps.

1st Time:
55 Warrior (me)
61 Necro
54 Ranger
56 Shaman

With this force we made it into the golums and where able to hunt them safely. (almost died when we had and add though)

2nd Time:
46 Cleric (me)
61 Necro
55 Ranger
56 Ranger
54 Shaman
55 Shadowknight

Later the same night we came back with this full grp combo and it was great :) We went rolling past golums and hunted the shopkeepers with ease. At one time we had 4 on us and came out victorious... barely.

All said this zone was really fun and much different then any of us expected. It is not a dungeon but an open zone for the most part with room to move around. Mob placement as far as what we experienced anyhoo was great. I had to move up to my grp sometimes because they where just out of range.

Torunk Dewnar
55 warrior
Leader of Ravens Lot on The Tribunal
# Jul 04 2003 at 1:45 AM Rating: Excellent
24 posts
Just an FYI here. Last night was hunting the Storekeepers and such when a Raid decided to spawn the dragon and kill him. Well thats all fine and dandy, but before we realized what was going on we got wiped by the Dragons AoE breath. We were camped at the top of the Store area around Loc N250 N250. The raid was kind enough to rez us all and apologized not knowing the AoE would effect us. So please if your going to hunt the dragon here, do an ooc to let those near the dragon know, so they can get to a safe spot.
Rogue of the Horde
Perenolde Server
# Jun 27 2003 at 2:42 AM Rating: Decent
Anyone have a map of any sort? I been making a ghetto one online but was hoping a more skilled cartogrpher had gone over this zone..
Pouch, troll, shaman, guy on hairless pig with spear
RE: Map.........
# Jun 27 2003 at 1:23 PM Rating: Excellent
16 posts
Found a map at

It doesnt show mobs, but at least it gives the layout of the zone.
change to some zones?
# Jun 26 2003 at 6:34 AM Rating: Default
8 posts
any one know any thing about changing some other zones or kurnak? I heard that dalnir and dorga where going to become 50-65 zones? if any one knows I would like some input. im wokring on greenmist and I need to hed to dorga so at lvl 52 im thinking this camp will be bad but If they revamp it imposable.

Edited, Thu Jun 26 06:55:46 2003
RE: change to some zones?
# Jun 30 2003 at 6:29 AM Rating: Default
90 posts
I think you've seen it by now on EQLive, but here is what is happening: many zones will be ravamped.
Nothing is done to Dalnir now.
However, Nurga will soon become (and has became on Stormhammer) a 40+ zone and Droga will be a 50+ zone.

I never went there since the revamp but I've heard some people were surprised by the power of the new mobs.
- Kraag Katrein, Khati Sha apprentice Primalist
Member of the Stormweavers Reborn
# Jun 24 2003 at 11:37 PM Rating: Decent
24 posts
ANy CDok faction hits in here? Dont want to have to repair faction in Droga again :/
RE: Faction
# Jun 25 2003 at 7:01 PM Rating: Decent
167 posts
I haven't seen ANY faction in here, and for you lizards out there...they are KOS to everyone, even you
Impresario Minerian Lutestrummer
<Sanctus Arcanum>
lev 65 bard

lev 61 kitty beastlord
Tarew Marr
How strong?
# Jun 20 2003 at 7:36 AM Rating: Default
Should me and a group be to traverse this palace of the damned?
If a druid tanks in a forest, and nobody is around to see it, is he uber?
Earthkeeper Brudish FrozenThorn
# Jun 19 2003 at 1:47 PM Rating: Excellent
All the good drops come from named mobs. Each named seems to have one placeholder. The placeholders all seem to stand out a bit from the normal mobs around them. ie Among the iskar golems is a massive golem that is the PH for the behemoth golem that has some nice drops. Each named seems to have a common and a rare drop. We killed the feral lord twice and got a decent range item while someone else got the rare a pair of 35AC and some stats legs.

Haven't had any problems here with a 63 Shaman as primary healer for our group. Just have to be careful on the pulls. With one group ranging from 63 to 56 we handled a pull of 3 with no crowd control with just the shaman healing. Once slowed the mobs are fairly easy. Hitting in the mid 200s against 60th lvls. The named actually seem to be a bit easier to kill than the PH's.

First part of the zone is all one path only till you pass thru the water filled tunnel then it opens up a bit. So far haven't seen anybody acting foolish because somebody leapfrogged them clearing to the water tunnel.

Each area even those just inside the castle after going up the wooden ramp seem to have some named spawns.

Not sure if the frequency of the named will decrease after a few weeks or not. We have gotten back to back named with no PH showing up and had up to 3 named at once pop in the area we were clearing.

XP is not on par with POP but the mobs are much easier. Have cleared the entire entry to the water tunnel with a 63 shaman 61SK and 60SK. Last night with about 2 hours of steady killing with 80% normal 20%AA I got about 10%AA and 7% regular XP with a partial group that became a full group after about 45 minutes.
The Power of Hate conquers all foes.
Leader of The Silent Minority a Rathe Guild
Aggro bug?
# Jun 18 2003 at 11:13 PM Rating: Default
112 posts
I was here with my bard earlier today. Its a really cool zone. It reminds me of the good classic pre-luclin dungeons, kinda like CoM. Has a cool look and cool looking mobs.

Anyways. My group was fighting the crusaders that can HT and the other mobs around them that most HTed also. I think we were aggroing them through the walls. And I think bard songs with a big radius were aggroing things too. I was only playing group or single target songs but even group buff songs can get aggro I know. I think there is a bug like the old Plane Of Hate had with aggroing things through walls and bard songs making things aggro cuz things just kept jumping us.

I could be wrong. But we were just all of a sudden jumped by about 6 mobs once. Can't figure out any other reason. I doubt we were trained.

Its a fun zone though. Just thought I'd share the info.
Veksar is a blast.
# Jun 12 2003 at 9:59 AM Rating: Excellent
Spent 12 hours in Veksar on day of release and I have to say its fun. Good exp decent loot and fun exploring.
Below are some of the items that I saw drop during the day and one that wasn't listed was the Tu'naak Parryblade, its about 14/19 secondary only effect is a weakness spell freckless might and has a ton of stats cold damage 1 ac 10 dex str and a few others I will post tomorrow when I am in front of my own computer.
I would recommend a 60 plus well rounded group or a raid party of 2 groups to explore with.
Be careful of the HTs I saw and experienced harm touches from 461-961 myself.
Thank Verant for the experience increase for grouping it has made the game fun again. I will try and post more about specifics later. I don't want to post spoilers just yet.

Band of Twilight +10 AC +5 Sta +45 HP +45 Mana All Classes Multiple Creatures 55

Bow of Gloaming Dmg 23, Dly 34. Range 150. +5 Sta +5 Dex +20 HP +20 Mana Ra P Sk B Ro Wr Multiple Creatures 55

Gomdurig Dmg 14, Dly 23. +5 Str +8 Dex +10 vsMg +10 vsFire +60 HP Wr Ro B Sk P Ra Multiple Creatures 55

Kylong Darkmail Gauntlets +23 AC +5 Str +10 Sta +5 Dex +45 HP +40 Mana Wr Ro B Sk P C Sm Ra Multiple Creatures 55

Kylong Shinguards +35 AC +4 Sta +6 Wis +6 Int +45 HP Wr B Sk P C Multiple Creatures 55

Mana Cinched Leggings +10 AC +8 Int +15 vsMg +25 HP +60 Mana Wi Mg E N Multiple Creatures 55

Huntress Vigilantia
65 Huntress
Founder of The Fellowship of the Griffon
General Info
# Jun 12 2003 at 2:56 AM Rating: Excellent
27 posts
Greetings to all.

Me and a couple of Guildies went to this zone last night and i thought i'd post some notes on stuff that we encountered.

group was 65 BL, 58 cleric, 55 mage. we've grouped together before and have a system to taking down mobs and thought we'd put our skills to the test here.

zoned in and up and outta the water. made our way to the courtyard area and cleared a couple of mobs there. zone was pretty busy with 38 ppl. we went up the plank to the castle and cleared out the enterance mobs there. i was a little surpised when i healed the BL pet to get summoned. dont know about the other clerics in EQ but as a healer, getting summoned is very unnerving. we moved deeper in the castle and setup camp in a room that pops 4 mobs. me pacify the other mobs and BL pulled with slow and we got down to business. now, as i said, there was 38 ppl in zone and lots of exploring going on and wasn't long until we had at least 12 ppl in that room with us. all killing the mobs. needless to say, with all those ppl and firepower, those mobs didn't stand a chance. >;-)

we broke camp and moved deeper in castle and got jump by a mob. while BL and mage where killing it, cleric (me) went to explore the road ahead. throw a heal to help out someone and instantly drew aggro from the 2 mobs. needless to say that the cleric was on a CR after being summoned several times trying to bring mobs to camp. just a side note there for FD pullers and Bow pullers, you will get summoned trying to pull to camp making it hard to run over long or short distances.

after cleric rezzed himself, we moved on. moving deeper into castle, made our way though the water tunnels and into a room with a pool killed the 1 spawn here and set up camp again. was killing next rooms 4 pops when a named pop. Lord Fedal somthing. pulled him and killed him. he dropped this:
AC: +35 Sta: +4 Wis: +6 Int: +6 HP: +45
Weight: 3.8
Classes: Warrior Bard Shadowknight Paladin Cleric
Races: All Races
Inventory Slot: Legs

was a very nice upgrade for cleric (thanks Congh and Kopake). moved deeper in to a large pool in center of room with a couple of mobs, a vessel and a tropper. was groups everywhere in here. went up some stairs to the left and found the Iksar Golem. lots of hps and gave pretty good exp. dropped about 6 of these guys and moved to the right side of area. killed a storekeeper but he didn't drop anything. others camping the same area got a shield from other mobs there thats not on the equipement list and i don't remember stats atm.

dropped all the right side of fire pit mobs and went up a ramp on side of building to find 3 a spellbinder mobs just sitting up there. conned even to 58. mob is a necro and we thought better of it than to try and kill 1. backup down ramp started heading back out of zone and to daylight.

over all, i enjoyed the zone thoughly and plan on more trips there. Pacify or harmony is a must here. mobs have a low aggro range but we still used pacify for safety reasons. normally have 2 3 4 mobs standing or r inside each others aggro range so to pull 1 is hard. any and all resist gear is also a must. no sow or summoning horse or lizzy here so getting summon cuz casters r sitting to med happens alot. mobs where resisting BL dots until mage started maliso'ing. cleric was very happy to learn that about 80pct of mobs in zone r undead. worked out great for undead dots. mage was summoning his "eye" to play scout which was nice. was able to target and pacify without even entering a room.

hope this info helps some. GL to all.

58 Cleric
Opening stragety and info
# Jun 11 2003 at 9:21 PM Rating: Excellent
2 posts
Ok first time I ever tried this but some info for the timid.

To enter the zone goto Lake of Ill Omen, swim to middle of lake then down to the large dome building underwater, it has verticle walls and the zone opening is at the bottom. It is a "normal" zone aka two halls that go either direction.

When you zone in, swim up and get out of the water, thats right this is a dry zone, no EB needed unless you die zoning while underwater. You climb down a set of stairs and into a courtyard, this is a safe area except for trains of course. BTW there is no graveyard here.

The opening area of the zone is narrow, a few bloodgills are here, shamen and others. We got an ac 6 shoulders off them with a few stats, low end stuff overall. You go up a wooden ramp and into the "castle". On the right are three cubicles, each with one mob. Sentries and crusaders are the main pops here. You go up a set of stairs and see three more cubicles and three more mobs. A set of stairs go down in the middle of this hall to a room with 5 mobs, one is a named either Phantom, the PH, or a skelliton who drops an earring, ac 4 str 3 sta 3 and... er no clue some more stats.

Stairs down from this room goto a narrow room with 2 or three mobs. Down some stairs again to a room with 4 pops. In a hall RIGHT outside this room is a named spawn, placeholder is Duke, do not know named mob or drops yet. Past the duke and down more stairs to a single mob that guards the swiming hole. Go into the water and turn right, there is only one path that leads anywhere and there is a single mob at the surface, again EB not needed unless you swiming is at, um, (5).

Out of the water is a room with three mobs, up stairs to one side is a dead end room with three mobs, up central stairs to main courtyard. Courtyard has mobs all over, in pool in center, and a number of stairs going up from the room. We did not fight any further then this so thats all folks for now!

Time for bed others will do this much better then I soon I am sure!

Ack almost forgot, mobs seem to be 50ish, summon and give good exp for level 50-60 that we were with. Even at 65 I got a yellow AA bulb in two hours of goofing off, not PoP exp but this is early in this zone. Named and PHers are harder, deep blue at 65. Courtyard aread mobs turn all dark blue to 65. Of course with new exp system not sure what light and deep blue equal anymore, but not a single mob was green.

John aka
Tarannon from Quey
#BrankoZ, Posted: Jun 19 2003 at 8:11 AM, Rating: Sub-Default, (Expand Post) I thought you did great, I got a good mental picture of the front of the zone. Thanks for the effort!
Legends only
# Jun 04 2003 at 11:36 AM Rating: Default
17 posts
It is in game.. on LEGENDS only:)
#Baron von gimpzor, Posted: Dec 05 2003 at 11:25 AM, Rating: Sub-Default, (Expand Post) good for you ***? happy you paid that extra money to beta test ****?
RE: Legends only
# Jun 12 2003 at 8:19 AM Rating: Default
40 posts
Went live today. Everybody's got it.
Fanon Faythunder
65th Paladin of Tunare
<Caelestis Ignis>
Erollisi Marr
#Kershalt, Posted: Jun 02 2003 at 11:11 PM, Rating: Sub-Default, (Expand Post) anyone got pics of the new type of creatures that live here?
hear ye hear ye
# May 31 2003 at 5:13 PM Rating: Default
the text says that the zone is located under the LOIO except for the entrance, and it isn't an underwater dungeon but the zone is not yet completed yet or atleast not up in game.
# Apr 14 2003 at 5:10 AM Rating: Default
It's because it hasn't been put into the game yet. From what I've been hearing, it'll be a 50-65 zone, and probably half in water, and half out.
Xariama Jerricho, 90 Bounty Hunter, Tempest

"This has been a public service announcement, brought to you by Degeneration X, who would like to remind you that, if you are not down with that, we've got two words for you..."
#Wendelena, Posted: Jan 01 2002 at 5:42 PM, Rating: Sub-Default, (Expand Post)
#Anonymous, Posted: Jan 16 2001 at 12:32 PM, Rating: Sub-Default, (Expand Post) I cant wait for Veksar to come out,(but i have velious and i dont think veksar is out yet..)Anyway i had a blast in kedge keep and veksar should be 10 times as better =)
#Anonymous, Posted: Aug 23 2000 at 5:40 PM, Rating: Sub-Default, (Expand Post) This dungeon is going to be implemented with Velious.
#Anonymous, Posted: Jun 13 2001 at 11:22 AM, Rating: Sub-Default, (Expand Post) No it isn't. Veksar is going to be a KUNARK version of Kedge Keep. So dude, don't try to state facts unless you know what you are talking about.
RE: Veksar
# Jun 16 2003 at 10:38 AM Rating: Default
58 posts
Anonymous said:

"So dude, don't try to state facts unless you know what you are talking about."

What's the point of even saying that? You dont need to 'flame' him for making a simple mistake. Perhaps he heard from someone else that it was Velious, and assumed it was true. Perhaps it isn't going to be a Kunark version of KK, what if SoE becomes stupid and makes it Velious? Or they could do something really stupid and make it part of Luclin! Sheesh, why not tell us all a link of where it says it'll be on Kunark to back up your statement, be sure to have proof of what you're talking about before accusing someone of being wrong

Cekle Machta`Kotiz
Warrior Lich of the 47th Season and Loyal Servant of Cazic-Thule
Status of Veksar
# Aug 22 2000 at 11:53 PM Rating: Decent
141 posts
According to Verant there are currently no plans for implementing this dungeon which lies under the Lake of Ill Omen. If it ever does go into the game it will probably be entirely underwater like Kedge Keep is on Fawder.
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