Vex Thal

Quick Facts





Level Range:
55 - 70

Send a correction
Level 55 is required to enter the zone without a key on the live servers.
Everyone can enter the zone with a key.

Zone map
The CourtyardWelcome to Vex ThalOne of the KeyholdersGuarding the Palace EntranceCan You Count All the Arms?Winding StaircaseOne of the First Encounters...Passing Through One of the Lava RoomsAten Ha Ra's Throne RoomSurprise!Diabo Xi Xin's ChamberAten Ha Ra
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Post Comment
Key issue
# Nov 01 2020 at 3:31 AM Rating: Decent
35 posts can zone in...yes...but past the initial field which is just trash mobs, there is a locked door to get into the good stuff.
Minimum Level to Enter
# Apr 07 2020 at 10:54 PM Rating: Decent
63 posts
Vex Thal no longer has a minimum level requirement on live servers, even if you don't have the key. I was able to zone a level 1 in with no problem, just by clicking on the door.
Respawn Timers
# Feb 23 2019 at 3:16 PM Rating: Excellent
59 posts
EDIT: From a patch on 4/17/2019: "...bosses now spawn at an accelerated rate on all servers, roughly twice the rate that they normally spawn on Live servers, with a variance equal to a quarter of their respawn time..."

Taken at face value (untested), this would mean that Vex Thal raid respawn timers as of April 2019 are 60 hours with a +/- 15-hour variation.

The information below this point has not been edited to reflect the April 2019 patch.


- Base Zone Population: 37 minutes
- Va Dyn Kar: 37 minutes
- Va Xakra: 37 minutes
- Thall Va Xakra's Surrounding Halls/Rooms (not including its 'Va Xakra' guards): 74 minutes
- All Other Raid Targets: 4.5-to-5.5 days (5 days with a +/- 12-hour variation)

Of the 10 respawns I saw, nine of them were under five days, so maybe there are slanted odds towards "sooner rather than later". Fastest was 4 days, 14 hours while the outlier was 5 days, 3 hours (accurate within 30-60 minutes).

As expected, server downtime appears to have no effect on respawn timers, and it appears to have little-to-no effect on mobs that are already up. I saw Kaas Thox Xi Ans Dyek as being alive when servers came down for a patch, and it was up when servers came back online (this was with an /uptime of 72 minutes, so this doesn't rule out a randomized delay).

I have no information on Thall Va Xakra because I neglected to make note of it. Older information suggests a 3-day timer for them - not sure if this is still accurate or if there is any variation to it.

Edited, Apr 15th 2019 8:45pm by ShadowsCT
Respawn Timers
# Jan 09 2020 at 8:06 PM Rating: Decent
373 posts
I am leaning more towards the respawn times being 72 hours with a variance of 18 hours. Myself and another person were camping Va Xi Aten Ra Ha, and had a first kill at 1/6/20 05:40, and then a respawn at 1/9/20 18:50. That is 3 days 13 hours 10 minutes between death and respawn. That rules out a 60 +/- 15 hour, a 66 +/- 16.5 hour, and a 68 +/- 17 hour respawn timer. Base respawn timers of 69, 70, and 71 hours are viable, but the 72 hour one is more simplistic due the variance resulting in a whole hour rather than a fractional one.

To rule out the 72 hour +/- 18 hour respawn timer, we would need respawn times between 51 hours (2 days 3 hours) and 54 hours (2 days 6 hours).

Edited, Jan 9th 2020 8:15pm by laink
Vex Thal map
# Oct 30 2016 at 7:17 PM Rating: Default
558 posts
Vex Thal map!


Edited, Oct 30th 2016 9:26pm by Zaztik
door without picklocks
# Jul 28 2015 at 5:03 AM Rating: Decent
3 posts
Shodowstep works
How to get to the end boss (Aten Ha Ra).
# Mar 03 2015 at 8:59 PM Rating: Decent
10 posts
I love how no one ever actually says how to get to where the end boss mobs are, or which pillars to click on and which not to, so I will do so now.

You'll have to follow along on your ingame map.

1st Floor
Once you're in the front door, go straight through the big hallway, ignoring the 4 way intersection, and into the hallway with the T intersection that can only go left or right. Go either way until you get the far west end of the map, then go up the staircase.

2nd Floor
Once you've gone up that staircase, you won't be on the 2nd Floor for long. Go straight across from the staircase to a big room with a black pillar. Click on that pillar to go to the 3rd Floor.

3rd Floor
From here, it doesn't matter if you can go either left or right. Both ways lead to a dead end, both having a black pillar. Click on that pillar to go to the central part of the 3rd Floor that's between those two pillar on the map.

Once it ports you over, it will look like you are in kind of a small room with a black pillar on the other side, even though the map looks like it keeps going past the room. DO NOT CLICK ON THIS PILLAR. It will port you out to the entrance. Instead, walk right past this pillar and straight through the false wall behind it. Once you get past the false wall, you'll now be in the hallway that's over the 4 way intersection on the 1st Floor by the entrance. You'll see another black pillar at the end of this hallway, which will take you up to the final boss room (Aten Ha Ra).

In this room, there is a black pillar on both sides of a statue of Aten Ha Ra. Click on either one to exit the building to the lawn outside.
How to get to the end boss (Aten Ha Ra).
# Apr 06 2017 at 6:35 PM Rating: Good
68 posts
Thank you so much for your details!

Now . . . please forgive my ignorance, but which key do you need when you're at the top of the staircase? The palace key doesn't work. And when my rogue tries to pick the lock (with mundane lockpicks, mind you), the game acts like i'm not even attempting to pick it. :(
Ysse, Dark Elf Enchantress since 1999
How to get to the end boss (Aten Ha Ra).
# Apr 07 2017 at 12:15 PM Rating: Good
528 posts
Ysse wrote:
Thank you so much for your details!

Now . . . please forgive my ignorance, but which key do you need when you're at the top of the staircase? The palace key doesn't work. And when my rogue tries to pick the lock (with mundane lockpicks, mind you), the game acts like i'm not even attempting to pick it. :(

I'm assuming you are talking about the locked door at the top of the western staircase. For that one you need the North Tower Key which drops from the Va Xakras found in either the North or the South towers of the first floor. These guys are also found by going up a staircase and will be located in the room behind either Diabo Xi Xin (in the south) or Diabo Xi Va (in the North).

Why it is called the NORTH tower Key when it is for the Western tower is anyone's guess, but likely the zone was originally rotated 90 degrees clockwise in conceptual design but later changed for whatever reason.

Edited, Apr 7th 2017 2:16pm by Bobbybick
How to get to the end boss (Aten Ha Ra).
# Apr 07 2017 at 6:35 PM Rating: Good
68 posts
Yes, that's precisely what I was referring to. Thank you kindly!
Ysse, Dark Elf Enchantress since 1999
How to get to the end boss (Aten Ha Ra).
# Oct 30 2016 at 7:20 PM Rating: Default
558 posts
Vex Thal map!

Necromancer Dungeon Solos
# Jul 16 2014 at 8:07 AM Rating: Decent
I'm a 66 Necromancer looking for good dungeons to solo for loot, named mobs, and xp. I've long passed the old Kunark and Antonica dungeons and know absolutely nothing about the expansions post Gulf of Gunthak.
Can anyone point me in a direction for solo dungeon hunts, crawls, and camps? Any advice would be greatly insightful.

Cheers, friends!
Ryanxp, Zek server
New Zone Attachment
# Apr 12 2013 at 9:25 PM Rating: Decent
105 posts
The Plane of Shadow is accessible from within Vex Thal via the Plane of Shadow Portal Activation quest drawn from Shard's Landing.

The click-in shard is in the first large area with the pool in it.
Far back room: Diabo Xi Xin Thall
# Jan 28 2012 at 8:03 PM Rating: Decent
761 posts
Killed Diabo Xi Xin Thall (Green) 86 Ranger and T5 Healer Merc. Took a while getting back there and lot of adds. Including on Diabo. First time in zone and did not realize there were three rooms on the side with MOBs just drooling to pounce on you when you start on Diabo. Was after Bracelet of the Shadow Hivebut of course it didn't drop. Rumor has it that it is a SIX hour spawn. Hope not, but camping the East room where the biggest amount of MOBs gather to assist Diabo. Hopefully eliminating them will help in the process of looting my bracelet.
Come visit my housing creations 20+ in Cedar Country Meadows, ZEK.
Far back room: Diabo Xi Xin Thall
# Mar 01 2012 at 9:19 AM Rating: Decent
Six day spawn. Guild just spent 2 months farming VT on fippy. The makers are 6 day spawns except for the minis. They're 3 days.
Pick Lock?
# Jul 21 2011 at 3:06 PM Rating: Decent
654 posts
hehe-- i know it's an old post but by now everyone is aware that this is not an exploitable bug-- anyone with no pick lock abilities can get into locked rooms with illusion-- not a cheat either. obviously set up so you don't always have to have a rogue or bard with you.
Success comes when preparation meets opportunity -- and EQ is no exception.
vex thal access/keys
# Mar 17 2011 at 11:18 AM Rating: Default
Can you get into this place without a rogue or bard to pick the locks? Can you collect the keys and work your way through the various rooms? I zoned in last night with my 90 necro and a box 90 druid and a box 83 shaman. I wanted to get the mob that has a +15% alchemy tradeskill modification drop. I got the palace key and the northwing key. I plan on going back and getting th other keys if it will let me get to the mob I want. Does anyone know for sure if you can get free access with just the various keys? I found that I could cheat if I double shrank every one and then sat right up against the door and then camped. When you come back from camp you move forward immediately you are into the locked room. That does not work on the semivisible screen door though that you can see through however. It only works on the solid doors. Just the three of can clear pretty much every thing with my pet and tank merc and druid cleric merc doing most of the work. Was able to handle a named fabled mob to get northwing keys with no problem. I hate the fact that I have to use what I would consider a cheat to get in because we do not have a lock pick capable toon. Can anyone let me know?
VT is not an indoor zone.
# Mar 06 2011 at 5:14 PM Rating: Good
22 posts
Why is this zone listed as indoors? I have been here many times and I have always been able to use a mount and cast Spirit of Wolf. I dont recall being able to levitate at all in this zone so I think this maybe a "no lev" zone. Anyone else please chime in on this post.

Edited, Mar 6th 2011 6:46pm by lemban
VT is not an indoor zone.
# Mar 17 2011 at 11:42 AM Rating: Default
It is a no levi zone but does allow faster runspeeds. SOE run compnent works here.
# Aug 31 2009 at 3:51 AM Rating: Good
1,257 posts
These are not mine and I take no credit for them, but they came up on a google image search so I guess it is okay anyway - three maps of VT with all the mobs etc:-

VT One

VT Two

VT Three

Edited, Aug 31st 2009 7:52am by egnaro
9. ..... You may not buy, sell or auction (or host or facilitate the ability to allow others to buy, sell or auction)any Game characters, items, coin or copyrighted material.

# Oct 30 2016 at 7:22 PM Rating: Default
558 posts
Vex Thal map!

# Jan 02 2010 at 11:18 AM Rating: Decent
great post egnaro, thank you for finding the gif maps and posting them.
Where are named?
# Jul 07 2009 at 7:54 AM Rating: Decent
29 posts
I just finished my key quest and zoned in. For the first few weeks there were no named mobs up.

Last night I zone in and the 2 named blobs are up: Kaas Thox Xi Aten Ha Ra

I tracked to them and could not find them anywhere. After reading the posts here on Allak it is mentioned that they are in their own secret room (nothing mentioned on how to get there), and no secret rooms show up on the MapFiend map of the zone.
After asking around on other forums, another cryptic response I got was it has to do with the black obelisk in the rooms around where the named should be.
I actually did click one and it ported me out front to the yard.
Can I assume that if I click one obelisk on the other side of the building it will take me to the room with the named mobs?

Any extra help on how to get to the named mobs would be much appreciated since info on the web is pretty scarce.
Where are named?
# Jul 15 2009 at 7:03 PM Rating: Decent
132 posts
scroll down and read teh post by "redemptionvv" he explains everything. thats how I got to the blobs
70 Necro cannot solo the 2 front door mobs
# Mar 19 2009 at 8:13 PM Rating: Decent
241 posts
Did a fast test and while the 6 light blue mobs in UP before this zone can be soloed by a 70 Necro. The 2 first mobs in the zone cannot be soloed by a 70 necro with 500 AAs and a merc cleric to heal. Almost killed one of the mobs before I ran out and merc ran out of Mana. Gated at 10% mana

Dadijob (Prexus) TA Rocks
70 Necro cannot solo the 2 front door mobs
# May 19 2009 at 10:52 PM Rating: Default
Trash mobs in this zone vary in HP from as low as 50k up to 120k so yeah you're going to be burning a fair amount of mana on them.

Names do not have 400k as is theorised but rather most exceed the 800k HP mark.

Here is a parse I did recently;

Diabo Xi Va in 756s, 1073k @1419dps --- ********** 1073k @1419dps (100%)
Pick Lock?
# Jul 27 2008 at 10:21 AM Rating: Decent
Me and friends were visiting VT, we got the palace key from the named in the yard, but were unable to open the 2nd door.

We didnt have a rog among us so someone had to gate back and get a goblin shroud, but that still didnt work for us, "You are not sufficiently skilled to pick this lock" is the message we got.

Do we need a real Rog in order to get past this door? or are there anyway to get us into the palace? thanks!!
Pick Lock?
# Sep 12 2008 at 3:26 PM Rating: Decent
23 posts
This door must be picked by a Rogue or Bard. Unsure of the trivial.
Pick Lock?
# Oct 11 2008 at 7:26 PM Rating: Decent
next time you go to vex bring some illusion pots gnome or dwarf are best,walk up to door with illusion effect on and sit down as close to door as possible, then click off illusion effect ,while sitting.When you stand up make sure your walking as you stand and it should put you on the other side of the door.
Pick Lock?
# Oct 13 2008 at 10:02 AM Rating: Decent
That would be a bug and against the rules. The rules of conduct state:

12. You will not exploit any bug in EverQuest and you will not communicate the existence of any such exploitable bug (bugs that grant the user unnatural or unintended benefits in game), either directly or through public posting, to any other user of EverQuest. You will promptly report any such bug via the in-game "/bug" command.
Pick Lock?
# Jul 21 2011 at 3:04 PM Rating: Decent
654 posts
hehe -- guys, i know the post is old but by now almost everyone knows that it's not an exploitable bug-- anyone without lockpick abilities can get through locked doors with illusions.
Success comes when preparation meets opportunity -- and EQ is no exception.
Pick Lock?
# Jan 12 2009 at 8:48 PM Rating: Decent
28 posts
Really? Im soooo sorry.

Seriously just DONT BOTHER.
Some updated info.
# Jun 14 2008 at 9:05 AM Rating: Excellent
56 posts
In this post I will compile everything i know on vex up to this point, using excerpts On old strats, rumors and an amazing suprise how forgotten this zone really is. I recently had a 3 group raid to vex, Some Lowbies, a good dash of 80's and I will tell you flat out, you can still wipe here. Our 3 group raid took six hours and that was skipping 2 mobs along the way. The hp on these mobs is disgusting, and It's add city. Oh yes the uber can lie and brag about 2.5 hour clean outs, soloing, etc, but you'll speak to a few on quellious that will forever tell a different story.

Hopefully if a lowbie is drooling over an ancient spell or 2 like i was, they'll give this a read.

First off, take a good long stare on the mapfiend map, its accurate and the only one you will find on the internet. There used to be a couple .gif maps someone made, but through hours of searching I am unable to locate them.

vexthal-b.gif If anyone has these, resurecting them and posting the link would be helpful.

I am posting a re edited strat I found on the net which I found mostly helpful:

How to get in The zone in is the door behind Rumblecrush spawn in Umbral Plains.
You now only need to be 55+ to Zone into vex.

Tracking A ranger or druid who invises up to the courtyard can track every boss in the zone from there. Rangers can track some stuff from zone-in too.

Spawns VT is generally fully spawned within 6 hours of server up. Repop is 6-7 days on Blob1 and all nameds beyond, 3-5 days on the two Thall Va Xakra's, and 6 hours on the courtyard key mob.


The Plow

Each trash mob in Vex Thal have three attributes which affect how the raid handles them.

#1 is the first word of its name
#2 is the last word of its name
#3 is its appearance

#1 - First Word of Name

Eom > Pli > Zun > Zov > Qua in order of difficulty.

Mobs whos name start with Qua and Zov are mezzable by enchanters. These are the only two types of mobs in the entire zone that can be mezzed. Zov's are slightly harder than Qua's but both these mob types are the two least difficult in the zone.

MT & Tank Mezzers
There are 3 remaining types of mobs that are not mezzable. In order from hardest to easiest they are: Eom > Pli > Zun.
Main tank generally tries to pick off the Eoms then the Plis then the Zuns.

*misc note: Eoms have very rare random chance to drop VT bane weapons and items from the Thall Va Xakra loot table.

#2 - Last Word of Name

The last word of the mob's name (Centien, Xakra etc) defines its class. It's not important to have the whole list memorized but it is very important to recognize two types: ___ Thall and ____ Zethon. Thalls are cleric mobs and Zethons are wizard mobs. This is significant because they Gate. Gaters in VT are the most common cause of wipes. Lower mobs like Zov Zethon can be chain mezzed at low, or stunned. However Eom Thall/Zethon can only be hit with pally AA stun and burned down hard with nukes when it gets into gate mode. It is suggested that one person make a macro like < %T > will GATE and use it each time the situation calls for it.

#3 - Appearance

Trash mobs in VT have three different looks: shade golems, fancy robes (like Shei) and plain robes (like Rygan Anisher in AR).

Fancy robes that look like Shei pop a plain robe on their death on the exact spot they died. The resulting plain robe is always equal to or lower on the mob difficulty list. The thing to note is that caster versions of the spawned plain robes do not Gate as their "bind" point is the place you killed their parent fancy robe.

Tank order priority (highest to lowest)

#1 non-mezzable plain robes or Golems (Eom > Pli > Zun)
#2 non-mezzable fancy robes (Eom > Pli > Zun)
#3 plain robes that pop out of non-mezzable fancy robes, regardless of whether the pop is mezzable
#4 mezzable plain robes or Golems (Zov > Qua)
#5 mezzable fancy robes (Zov > Qua)

The average pull in VT is 3-8 mobs at a time in camp, and that is the only way you can really move fast enough to keep up with repops. So not only the main tanks , but all the off-tanks should learn or sticky-note what's mezzable and what's not and learn to be quick about picking out the mobs they have to TM when a big pull comes in.

misc plow stuff
* ALL trash in VT is slowable, Eom and Pli melee mobs need to be slowed fast or TM's will start dying.
* Rogues do NOT pop any triggered mobs ahead of the raid. You do this even if you are SoS'd and run near their spawn. If monks pull the non-trap mobs from a distance the traps won't agro. On some pulls this can cut the size of the pulls in half.

THIS IS CONFIRMED and very important, trap mobs can wipe, over powered by 20 mobs happens real easy when these traps get set, Locs of traps are unknown? but one of ours was in the north wing Key area before blob one! walk carefully

The Zone

* CoH and Summon Corpse work everywhere in this zone
Cothers need to be careful of the warders after blob one however. If you dont waste the bosses they will kill you. You can coth to blob 1 no problem with a set up cothbot , don't bother with invis they start seeing it as soon as you get into the palace itself.

****Defiant gear mostly intricate dropped frequently and as for cheesy gear, If your not anguished or time raid geared you jaw will drop at most of this gear off the nameds!
If you are uber geared, some of it, not much but some, is still impressive. My advice is to park an alt on zone in with a cother standing by, you will want a piece or 2 in here I assure you. Be aware a lot of it is no trade, So farmers will be stupid and short lived in here, There are way easier places to go, and better loots to get for the uber, so if your mobs are not up, Meh wait a while.


There are three sets of keys for inner Vex Thal, which rogues and pullers will need. Generally it's a smart idea to key rogues before pullers. All 3 keys are keyringable.
**** Here's a note, the first key drops off the courtyard mob, it gets you into palace. YOU WILL NOT go any further without a Lockpick with you the whole way. I have ringed all 3 inner keys and I was still running into locked doors. Maybe you need to have them in your hand like sky? Or possibly there is another key mob, I am not sure. But the information as to what these keys are supposed to open is unreliable at best, If your going all the way to disneyland, Better have a pick thats up for a six hour raid.

Key #1: This drops from Va-Dyn Khar who roams outside VT in the courtyard. He is a very easy, slowable mob who can be 1 or 2 grouped. He drops 1 "palace key" each time and no loot. This opens the door to the inside area of VT. He's not really a boss, and I think his re-spawn time is 6 hours or so, he's always up pretty much.

Key #2: Inside the first main hall to the north and south are hallways that lead to mirror image areas. Inside each is Thall Va Xakra who is the first boss guilds must do in VT. They each drop 4 loots and have 2 named "Va Xakra" guards in their room. These guards drop two "North Wing" keys each. This opens the door on the west end of the long entry hallway??. Generally a guild's first VT raid is just on these two mobs and then up to Blob1 which yields a combined (8 keys?).
***The nameds in both mirror image sides that drop the keys are in the center rooms of the North and south wing circles, furthest north and furthest south. they are the inside rooms in the center furthest back that face the main entryway, Key mobs are in the room with them. (Go easy in the circle wings, this is were we trap wiped!)

Key #3: In a small room behind both DXX and DXV rooms are two more "Va Xakras" which each drop two keys again. This is the "North Tower" key which is required to gain access to DXXT who is the final boss on the first floor.
*****As you walk into the door to fight the mobs on the second floor the key room is directly north, east west rooms on second floor had nothing but add trash, waste of time.

The Akhevan Warders

Most bosses in Vex Thal have several assosciated Akhevan Warders. They are generally between that boss and the next boss behind it, as well as a copy of each in Aten room itself. These are non-targetable mobs that will warp you to outside Blob 1's room if they agro (insta-death). Each time you kill a boss its Warders will depop. So basically you can't skip killing any of the warder depopping bosses by CoH'ing past.

There are 6 sets of warders in Vex Thal

#1 - Blob 1 at west end of entry hall (kaas thox etc)
#2 - Diabo Xi Xin and Diabo Xi Va share the same set of warders. Only 1 of these two bosses is killed as they are on opposite sides of the zone and lead to the same place. (first floor is shaped like a donut). It doesn't matter which, and is pretty much a raid-leader decision which of the two to go after.
#3 - Diabo Xi Xin Thall is the last mob on the first floor and depops warders
#4 - Thall Va Kelun at entry to 2nd floor
#5 - Diabo Xi Va Terminiel and Thunderos Xi Diabo share a same set of warders on the 2nd floor. Same deal as the DXX/DXV situation on the first floor, basically Leader will pick which one of the two to go for on each clearing.
#6 - VXAHR (aka mini-Aten) is the final warder depopper.

* Va Dyn Khar at zone in courtyard, the two Thall Va Xakras, and the two Aten Blobs are unrelated to the warder system.

The Bosses

Va Dyn Khar
- roams in zone-in courtyard, 6 hour spawn
- slowable, total gimp, drops no loot other than Palace Key

Thall Va Xakra x2

- there are two of these bosses, in the passsages going north and south from the main entry hall.
- they are pulled to the first open room you come across, where you can go either left or right to pull them (doesn't matter)
- they AE silence with a tiny range. It's extremely easy for casters to avoid
- slowable, hit gimpy, lots of HP, don't ramp/flurry
- drops 4 loots each time
- the two named "Va Xakra" guards in their rooms are the ones who drop the North Wing Key which opens the door on the west side of entry?. They need to be pulled too for obvious reasons
- These two are on a different spawn time than most nameds they are 3-5 day as opposed to 6-7 day for rest.

Blob 1 (Kaas Ans Thox Dyek)

- located thru west door of entry hall in room to west
- this mob is perma-rooted (the only perma-rooted mob in the zone, btw)
- hits around 650, flurries, unslowable, enrages
- AE gfluxes. It's very important that the tank faces the mob either north or south and that all melees are on the opposite side. If any melees are on the east side of the mob the gflux can fling them into the door and bring 8 adds.
- you hug the edges of his room without agro'ing him to set up, there's little alcoves there to get ready in.
- drops 2 loots each time
- Setting up perma-CoH in his room is highly recommended to skip 1 hour plow.

Diabo Xi Va
- this depops the same warder as DXX. If you go North from Kaas room you will go in his direction.
- he's up the stairs in the big lava room after a plow
- raid preps outside the door on top of stairs
- unslowable, no AE, no rampage, hits around 900 I think
- tank charges in room and fights him at the front of his room, melees surround to avoid push.
- important not to push him anywhere near the two side doors, or you will get an add.
- once dead, the "Va Xakra" guards in the room behind his drop the North Tower key
- drops 3 loots each time

Diabo Xi Xin
- depops same warder as DXV, if you go South from Kaas room you will go in his direciton
- up stairs in big lava room after a plow
- raid preps outside door, rampage tank charges in first to establish ramp. He is fought at front of his room near where you enter.
- Rampages, slowable, no AE
- important not to push him anywhere near the two side doors, or you will get an add.
- once dead, the "Va Xakra" guards in the northern room behind his drop the North Tower key
- drops 3 loots

Diabo Xi Xin Thal

- This is the final 1st floor boss, he is at the far end of the donut-shaped first floor and you can get to him from both DXX or DXV sides, there is no difference in plow.
- He's up stairs in the lava room, can prep outside door
- Rampages, AE silence (small range), forgot if slowable, hits about 1k
- Rampage tanks pulls him to left side of room right by door, casters rush into room on the opposite side (right) to avoid silence.
- Again, dont push him anywhere near the two side doors or will get adds.
- Behind him is the portal up to 2nd floor. You can prep in the portal room after he dies, but on port up there are 2 mobs that will agro immediately.
- drops 3 loots

Thall Va Kelun

- At far end of big hall on 2nd floor entry.
- He is pulled to the port-in room which is the only place you're not at risk of tons of repops during fight.
- Unslowable, rampages, hits 1k roughly, procs a poison-based slow on the main tank which needs curing.
- Tank usually walks him along the back wall away from door
- Drops 3 loots
- After he dies you can either go left in big hallway towards DXVT or right towards TXD.

Diabi Xi Va Terminiel

- left from TVK hallway after the longest and hardest plow in the zone (HE AINT LYIN)
- after his hallway is pulled tank charges and fights him near his pop, melees surround
- everyone has to be careful not to click the port in behind him
- he is a wizard mob and casts spells which lowers his DPS.
- has a 1500 AE which is magic based and extremely easy to resist. It's pretty much a non-issue
- does not rampage or flurry, but forgot if slowable. He is not hard
- drops 3 loots

Thundrous Xi Diabo

- right from TVK hallway after the longest and hardest plow in the zone (HE AINT LYIN)
- after his hallway is pulled tank charges and fights him near his pop, melees surround
- everyone has to be careful not to click the port in behind him
- this guy is straight up melee, non-slowable, no special abilities or AE's
- drops 3 loots

Mini-Aten (Xi Va Aten Ha Ra I think is real name)

- After TXD or DXVT have been killed the raid preps and clicks up to the third floor. On port in there are 4 mobs that will insta-agro. Once those have been killed the port-in room is safe to prep for mini-Aten.
- AE-gflux and rampages, slowable- rampage tank pulls her to either side of room to establish ramp, then we kill her
- drops 3 loots + 1 ancient every time - CONFIRMED, our first ancient dropped here!
- the portal behind her is a trap. If you click it you will get warped to zone-in. After she dies raid moves through the fake wall behind portal.
- It's important that people stay clear of the clicky portal during the fight. It's possible to get gfluxed into it without even clicking.

Aten Blobs x2 (Kaas Thox Xi Va Aten Ha Ra is full name)

- these are in the two side rooms in the big hallway after Mini-Aten.
- they proc a 1000-1500 DD on tank and ae gflux. These are both slowable (magic)
- their damage output is insane prior to the slow. Quad 1650 + the proc.
- Suggested strat: bards and beastlords help try to get a little slow in when raid charges in until shamans can get their big one to stick. These mobs both need to be slowed damn fast and kept slow the entire time.
- There is a special pin spot in the far side of room that is hard to explain but will allow rogues to backstab while keeping the mob in one place. Any where else in the room kind of sucks because the blob tends to get stuck in the light fixtures.
- these each drop 3 items + one ancient spell- CONFIRMED

Aten Ha Ra

- port up is at the far end of the big hallway where the blobs are, and for once this port in is safe. The port-in room is the prep room.
- Rampages, AE silences (small range), same 1500 magic base DD that DXVT has (easy to resist), AE gfluxes, slowable
- Basically ramp tank agros her as raid charges in and gets ramp. Rampage is not a big deal on her, its not frequent.
- Raid surrounds and kills, none of the AE's are really frequent enough to worry about but casters need to keep away from her to avoid the Silence one.
- drops Soul Essence for neck each time + 1 loot from her melee loot table + 1 loot from caster table + 1 loot from priest table + 1 ancient spell every time- CONFIRMED.

Other Things

- First off, there is a lot of information in this post. Don't get intimidated by it. After the first 5 or so clearings you will know this stuff inside out. Dont worry about trying to remember what all the bosses do, how the warders work, or where to get the keys from. Just focus on remembering and/or writing down the mez/tank orders for trash. This zone is about plows, the bosses are all quite easy.

- Vex Thal is a matter of teamwork over gear and numbers. I'm not saying this to sound like one of those annoying motivational posters they have in offices with crap like "Innovation" written on them and a picture of a bird =/ Really mean it, any size raid as little as 3 groups regardless of gear can clear the entire zone if they work together and pay attention.

- The first time will be a blast, but subsequent plows will basically suck like you've never known EQ to suck before. Please keep in mind it's not just sucking for you, but for everyone else there too. Whining and complaining about the plows, being in a grumpy mood because of them and stuff like that just makes them feel longer. Seriously, just try your best to deal with them, play hard, and enjoy the company of your guildmates. It's is the only way to do this zone.

- Vex Thal plows also re-define how a guild can raid. You must autofollow someone in your group if you have to go AFK for any period of time, even if its just a 1 minute bio break. The raid is going to be constantly moving to avoid getting repopped on. There's also new requirements in attention span. You'll be plowing hundreds of mobs with stupid amounts of hitpoints, half of which pop more mobs that also have stupid amounts of hitpoints on death. People need to be very careful to stay awake and not go into zombie mode. After 200 mobs of boring plowing, 1 single mob that gates because people aren't on the ball can wipe the raid and ruin a whole night's effort.

- Recovering from wipes in VT is very hit and miss. CR teams need to be quick, consents need to be quick and you can't go ninja AFK after wipe. To avoid a coffin summon situation after a wipe, everyone needs to be alert, or an entire night's effort can be wasted.

****AS for final notes, I hope this saves all of you the trouble I had to go through to get these damned ancient spells, I had to pull teeth to get a raid together, primarily because if it isnt aungish or time or crystolos, no one cares. Most of the people that came were high levels that were never there before and wanted to see it for themselves, so i consider myself lucky.

Nowadays to avoid a long, dreadful, but extremely fun night (at least for me I love rediscovering old eq) I would suggest a couple of godlike tanks, a 3 healer setup, shammy, fill the rest in yourself for a good 3 full group to even think about passing an evening away in this place, and trust me. DONT BELIEVE THE HYPE! you will be here for an evening.
Some updated info.
# Oct 30 2016 at 7:51 PM Rating: Default
558 posts
Vex Thal map!

Some updated info.
# Aug 18 2009 at 7:59 AM Rating: Decent
Still an excellent post.

Some updated info.
# Sep 18 2008 at 2:57 PM Rating: Decent
holy nice post!
Some updated info.
# Aug 21 2008 at 5:46 AM Rating: Decent
64 posts
One technique we used to do when raiding VT was to AOE the trash. We'd pull a ton of mobs into a corner and using enchanter stuns and clerics, druids, wizards, we'd just mow down the mobs. Not sure if this is still viable (SOE may have tinkered with how the spells work), but using that technique, we never had a problem with adds. We raided with a lot of people back then, prolly 50+.

VT door
# May 02 2008 at 8:55 PM Rating: Decent
85 posts
I was unable to find a way into the door at the top of the spiral staaicase. I had used my friends old rogue to do some exploring. The rogue picked locks(214/316 skill) most of the way through. He has both the North Wing and Palace key. He could not get through that door.
Edit: I figured it out,thank you. =)

Edited, Sep 22nd 2008 7:54am by MeritheContrary
no key ?? well not quite
# Apr 20 2008 at 5:14 AM Rating: Good
142 posts
yes u can zone in now without key :)
However once inside u can go only so far then a locked door
so find and kill a Va Dyn Khar to get a Palace key :)
o and Va Dyn Khar takes min damage from melee but ok for spells may even be max :)
rats now u got the key u find a secon door needs a lock pick drat
Edited, Apr 20th 2008 10:06am by Laeoin

Edited, Apr 26th 2008 7:30pm by Laeoin
open access
# Apr 19 2008 at 4:35 PM Rating: Decent
Now open access to level 55+.No key needed for access
open access
# Oct 06 2008 at 1:27 AM Rating: Decent
Yes, the zone is open, but the doors are still locked. You need some way to get thru them, key or lockpick.
85/15 apply here
# Aug 21 2007 at 5:34 PM Rating: Decent
Does the 85%/15% rule apply to Vex Thal or does every character have to have the key to zone in?
85/15 apply here
# Aug 23 2007 at 8:28 PM Rating: Decent
No. You have to have the key to get in.
the sleeper??
# Apr 05 2007 at 11:08 AM Rating: Decent
sprry if this is stupid but what mob is the sleeper???
the sleeper??
# Apr 06 2007 at 3:22 AM Rating: Decent
1,906 posts
Kerafyrm, the Sleeper, is a huge dragon:
Vex Thal
# Mar 22 2007 at 5:18 AM Rating: Decent
yes you still need a key to get into VT the scepter of shadows.
Vex Thal
# Aug 20 2008 at 8:50 AM Rating: Decent
no you do NOT need any sort of key to enter Vex Thal

Hoffwin 78 rogue - Drinal
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