"The inhabitants of Kedge Keep are immune to fear type spells, and never run from a fight. Therefore, summoned pets work well, as you do not have to worry about them chasing down a runner, and pulling the whole zone upon you. There are some spells that are not in the fear line of spells, but have a secondary fear/flee effect. They include spells such as Flash of Light and Sunbeam, which temporarily blind your enemy and cause them to run. These spells should be avoided when in Kedge, as they can override the ban on fear and can cause some of the largest trains you will ever see in Kedge."
From the 'ULTIMATE GUIDE TO KEDGE KEEP' Written by Phreekitty Phyre`Chylde
A level 39ranger, 37mage and 30 cleric can kill these without trouble. Just the problem occurs when the fishie gets sick of the mage casting cinder bolt on it.... Ouchie... I lived though :)
There are a few Impalers that con yellow to me at 40 (assumably level 41). They hit for a little over 100. Its a tough fight for a three person group without a cleric at level 40.
The upper room spawns 6 or more lancers and then a tough mob. The tough mob is either a piercer, lancer or rarely a fierce impaler. Fierce drops gloomwater harpoon as common, some cloak as rare. Fierce is very hard, we had to zone out med up and go back and kill it, 3 ppl are lvl 40. Impalers can easily hit double 101pts and casting is tough unless you are backed into a corner. An advisable pull would be to get a lancer and impaler at same time, charm the lancer and throw it against the imp if you do not have a pet of some kind.