Emerald Jungle

Quick Facts





Level Range:
30 - 45

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Located in the southeastern corner of Kunark, a massive cliff separates the jungle from the West. The jungle's beautiful sight masks great dangers lurking in the forest.

Wandering gorillas, tigers, raptors, and man-eating plants are threats to those who adventure here. The dragon Severilous, aligned with Kunark's Ring of Scale, roams the northwest and is left alone by the jungle's inhabitants. In the northeast is a small lake, to the north of which are a group of Iksar bandits.

Further to the south is Torsis, also known as the City of Mist, deep within the jungle's twisted thicket.
Danger Lurks in the JungleUndead RuinsA Mosquito Hovers Over the LakeTorsis, City of MistA Path from Trakanon's Teeth Reaches Into the JungleStone Stairway Up the CliffSeverilous Roams the Cliff's Topside
Post Comment
collision problem
# Jun 06 2004 at 5:35 PM Rating: Good
I went to EJ looking for a couple drops for the iksar cap quests. Scouted the whole zone and noted there were NO mobs on the west ledge, and generally not as many as there should be elsewhere. Finally decided to cast locate undead and LO! I found TONS of mobs stuck in the cliff wall. After I cleared a dozen from the wall They started popping in the ledge again.
Wolf Form
# Mar 21 2003 at 8:12 AM Rating: Decent
101 posts
Wolf form will not help you at all in this zone.
Wolf Form?
# Mar 13 2003 at 4:10 PM Rating: Decent
Anyone know if you're better off with or without Wolf Form in this zone?
Great XP & Fun
# Dec 17 2002 at 3:56 PM Rating: Excellent
101 posts
EJ (aka ad city) is one of my favorite outdoor zones to hunt. It offers amazing XP for the level of characters 35 to 45, has three zones to run to, all of which are fairly safe, and is usually almost completely empty on Quellious. All of my experiences in this zone have been with my Cleric, my Shaman and my Warrior. My druid spent a short time here trying to kite but found it too much of a hassle.

The amount ads in this zone are comparable to the ads found in Jaggedpine (if that helps any).

It is not possible to outrun the raptors, even with an Lvl 56 druid SoW on. Everything else can be outrun with SoW, and (I think) even with Jboots.

Solo Hunters. This is a hard zone to solo in for those that Kite. The large addition of ads would continuously keep you moving and snaring. If you are a Druid, Ranger or Shaman it IS possible to solo EJ using the root and DoT method, but make sure that you have your fear/fear animal spell memed and that you never ever loose SoW.

Quad Kiters – I have never tried this but I would imagine that it would be safe to pull your quarry to the WEST zone wall and quad them up and down that ridge, but the XP would start to dwindle after lvl 36 or so. You can also kite in the area at the top of the staircase but it is a small area and would get rather boring I would imagine.

Places to Solo - There are several very safe places to hunt/solo in this zone. Do NOT try to solo at the TT zone line. Mobs walk past it constantly, and if you have one of their buds rooted with a nice DoT on they will come and help it! While you are safe in this instance you will still be interrupted so many times it does not make it worth your effort. Therefore I would look to the below listed pull spots 1 to 3 and consider using one of them.

Safe Pull Spot #1. Lvl 30 to 35 can get excellent XP after you zone in from FoB. Simply head northeast until the zone opens up, then follow along the West zone wall. This is the ONLY zone line wall that is safe to pull to, and even then once in a while a random Mob will pass by, but that is rare. If you head north until you are parallel with any of the ruins you will have a decent amount of Mobs to choose from, and the XP literally zings by for these lvls. The northwest corner is NOT safe to pull to, stay shy of that corner if pulling to the west wall.

Safe Pull Spot #2 Lvl 30 to 36 get excellent XP pulling to the top of the staircase. Lvl 36 to 50 can get excellent XP pulling to the lower end of the staircase (Loc 1700 X 2700 roughly) with minimal adds. The trick is to pull the whole way up to the first landing and then root/melee there. If an add does come along (some do walk the cliff line) and you are on the staircase (I am assuming you are in 3rd person view once you are standing still, this is the safest way to see what is trying to sneak up on you) you will easily see adds and can avoid them by running up the staircase a little higher. Most of your ads will be the Solesippers and gorillas (if I remember correctly) at this spot. Clearing the area for the initial setup can be a pain but once the lower area is cleared this is a fun place to pull to.

Uber Safe Pull Spot # 3 This is the spot I will start pulling to today as I am leveling up my 35 monk. On the South zone line wall there is an outcropping of stone, at roughly neg3200 neg1500. The outcropping leaves a nice little ridge for your party to hide in. If you pull till you are up on the right side (as you face the wall) of this cliff you will see critters passing you buy, but you will not get adds, providing you stay high on the wall at this spot. I have tried to pull to many spots along zone walls, but this is the only spot that I have never had an add. With the ruins directly north east and north west of you and mobs walking west to east parallel with your spot you will be provided non-stop pulling here. (I use this spot when I am two boxing and don’t want to have to look at my other computer screen to make sure that char is safe).

Safe Pull Spot # 4. The north wall is safe to pull to as listed in the last posting (great post by the way). But the XP dwindles once you get around 38 or so.

That is pretty much all of the safe pull spots I can think of. Pulling to CoM is a pain because people often bring trains along on their way into CoM. As with TT you can easily zone but the hassle just is not worth it. If you have experienced other safe spots to pull or solo to please post it!

My favorite way to hunt this zone is a threesome. Get a War, Shaman/Chanter, and a Cleric and then run around the zone kill kill killing, it is non-stop pulls and amazing XP!!!. The war only needs to bash/slash away, and has little trouble finding mobs. The Shaman/Chanter and the Cleric just go along for the ride on auto-follow.

Clerics – besides the obvious healing (and you will heal a lot here) you will also want to have your Fear readily available, you are going to use it…a lot… When my group gets more adds than I like I do the following with my cleric. Fear – Root – Atone. Nine out of ten times the mob simply turns around and walks away after Root breaks, providing my party is not directly in his path after root breaks. It is a beautiful site to behold. At this level you should be used to waiting for the war to get to about 25% or lower health before casting your heals. Because of the large amount of ads I start to heal / Cheal at the 40% health unless my group has a chanter with us. This may waste mana but it also often saves the day in this zone with so many possible spell interruptions. This is just a personal safety preference but you may want to consider trying this until you get used to the zone.

Shaman – you will have to slow the Raptors, Apes and Tigers. Without slow on the mobs the Cleric will draw agro every time due to the crazy amount of healing he/she will have to do to keep up. Also – if the cleric cannot do crowd control (fear, root, atone) and you don’t have a chanter; this is the only alternate crowd control you have to offer. Other than that have your pet assist your tank and keep both hasted, jumping in to fight when at FM.

Chanters – You rule in this zone. Remember those trains in Sol B and Paw? The ads here will make you feel as though you are inside a dungeon and just got trained. You will mez here like a wild man. I have never brought my chanter here (no where near high enough level) but I hope to someday. This zone is a great one to really learn how powerful chanters can be in the outdoors as well!

Monks – This is a VERY hard area to solo in unless you are being PLd. We simply do not have the HP, and now we don’t even have the AC anymore =(. Still I am going to give it a shot and see. With a shaman slowing the mobs and Chloro+fungi I think I will do great here.

Tanks – You will love this zone. I lvld my war here from 40 to 46 and it was a total blast.

Final Notes.
1. RUN AWAY – this is a great zone to run away in! Tanks – stay and die, its what we do. When the fight goes to hell in a hand basket (when you get 4 or five ads) tell your party to run, and then at least give them a head start before you follow! I say this because it is MUCH easier for us to get the XP back than for the casters in most instances. I hunt with a very small party, and the deal is this. I stay and die while they run, and then they support me solo in three kills to get the XP that I lost back, while not gaining any on their own. I make this arrangement BEFORE we start to hunt together, and have never been turned down. This makes us all happy = ) . But I digress; don’t be afraid to run away in this zone. The zone exits are readily accessible and you usually don’t have to worry about training anyone.

2. Invis – nothing in zone sees through invis that I have noticed but the undead (gorillas and skellies).

3. Zone In – not the safest zone in place. It is in the southwest corner of the zone. If you get attacked while zoning in just run along the south wall (it is literally rite next to you) heading east and you will find the zone to TT very very soon.

4. Dense Growth – this zone is full of plants, some of them even bite. Expect to walk into Mobs a lot here.

OK, now that I have spent an hour at work writing about EQ (yay!!!) I am ready to go home and give this zone another shot. I wish you well in your questing.
RE: Great XP & Fun
# Jan 04 2003 at 8:23 PM Rating: Excellent
101 posts
IT has been 2 weeks since that last post. Did a few lvls in EJ and the zone is MUCH easier than before.

Jboots WILL outrun raptors

Not near as many adds as there used to be, tho still plenty

The safespot I mention above is still totally safe. I did pull Iksars to the north wall for a few hours and never got an add their either.
Hunting Spots
# Nov 28 2002 at 1:00 PM Rating: Excellent
This zone is good for groups level 38-45, or smaller groups up until level 50 (solo, duo, trio). I'm currently exploring with a 48 SK and a 41 Druid, so most of this information is biased towards that.

First off, it's very easy for a non-tracking puller to get lost out here - so hunting near landmarks is a good idea. Plus, as others have said, some mobs run very fast and your puller will either need sow and/or snare to survive the pull back to camp. Levitate for the puller is also a good idea.

Lower level mobs are on the upper plateau in the west half of the zone, higher level mobs in the east half of the zone (lower plateau).

1) +4000, -400 (NW corner of the lake) is a good spot to pull soulsippers to, or the bandits along the NE edge of the lake. This is also a good spot to fear kite as the mobs won't run far (and soulsippers already move slow). The lake and the ruins to the west also server as good landmarks for your puller. You will get the occasional add here due to mob pathing from the lake into your camp spot (hug the wall and it won't notice you).

2) +3500, -3000 (NE corner of zone) also seemed like a half-decent place to pull mobs to, as you only have to watch for adds from the southwest.

3) +4000, +1300 (N zone wall, base of cliff) This is a very good spot for lower level groups, as the ruins just to the south at +3500, +1500 are filled with the lower level mobs in the zone (mobs were green/light-blue to a level 48). Fear pathing is due SE with few if any mobs near. An iksar camp is to the SW, higher level mobs to the SE, and another outcast iksar camp is due E on the north shore of the lake. If you wish to climb up to the upper plateau, there is a small notch in the cliff face just west that allows you to do so.

4) +3950, +2200 (N section of upper plateau) Easier mobs up here, bloodthorns, skeeters, tigers, gorillas. Most are light blue to a level 48, so a group level of 40-42 would do very well here (exp was very good for my level 42 partner). Mobs are plentiful on 3 sides (if you want it hotter, move south, cooler, go north to the zone wall). Also not a bad place to sit and look for the tainted gorillas.

5) +2100, +2700 (top of stair case, upper plateau) You'll want to setup camp NE of the top of the staircase where the ground is flat and the cliff is at your back. This puts you out of reach of wandering mobs, but gives you access to a large portion of the upper plateau (good for levesl 38-42). Note that if you get too close to the cliff edge to the east you will sometimes get aggro from a mob or two that wanders the actual cliff face below. Still, with plenty of room to root-park adds (or just snare-kite them around) this is also a good spot to hunt the tainted gorilla.

6) +1250, +2900 (southwest of bottom steps, lower plateau) Definitely for the braver groups of low-mid 40s as mobs are thicker. However, there are numerous landmarks and lots of mobs within easy reach. Outcast iksar camps are to the north and east. You will get the occasional add if you setup shop anywhere between the ruins at +1150, +2800, the bottom of the staircase, and the base of the cliff. Note: the location given is a spawn point, which can be good if you want continuous mobs. Crowd control would be a good idea.

Edited, Thu Nov 28 18:20:37 2002
# Oct 27 2002 at 1:59 PM Rating: Decent
You can bind yourself in the plane of knowledge and you can port to the FoB at Neg 3900 pos1800 on the south wall between SoNH and E. Cabilis. Makes sense if you want easy access to other areas, including the Nexus

Edited, Sun Oct 27 14:01:32 2002
Field of Bone
# Oct 27 2002 at 3:33 PM Rating: Excellent
There is also a melee bind spot at the ruins over Kesora in the Field of Bone, near teh EJ zone line.
RE: Binding
# Oct 27 2002 at 2:01 PM Rating: Default
OOPs didn't know I could edit incorrect stuff on message

Edited, Sun Oct 27 14:03:42 2002
Invis works (well, sorta...)
# Sep 30 2002 at 12:37 PM Rating: Good
In travelling in and out of this zone as part of my Epic, I have learned a few things:

1) Invis DOES seem to work on most of the critters, just not the Gorillas and the undead (of course). The tigers and flowers and stuff don't see through invis.

2) DO NOT let a bard run a group through here with Selo's speed. You build up a nice train, someone gets hit and stops, gets left behind, and is left with no Selo's or SoW with which to run away. GO SLOW.
3) The road wraps around from City of Mist, eventually leading south the Trak's teeth zone. If you are getting whaled on and find the road, remeber this and head for the zone line.
Hope this helps. I'm sure this can be a great hunting zone with the right strategy, but in my experience it's a real pain :)
RE: Invis works (well, sorta...)
# Jul 30 2005 at 3:13 PM Rating: Decent
144 posts
it doesnt work on the gorilla's because they ARE undead.. just FYI
# Mar 28 2002 at 9:26 AM Rating: Excellent
190 posts
I'm a 45 Ranger who is very happy about the new "no hell level" change (though it's still very slow going) and i'm looking for a change of scenery from the monotonous pulls of DL over n' over again.

If i were to head over to EJ to get into an exp group, what are the chances of finding one? Are there several groups in this zone at any given time or is it more or less unpopulated? I just need to get outta DL since I've been there for the past 5 levels and NEED a change!
RE: Possible?
# Mar 28 2002 at 7:42 PM Rating: Decent
"If i were to head over to EJ to get into an exp group, what are the chances of finding one? Are there several groups in this zone at any given time or is it more or less unpopulated?"

Hmm, well I DID see one person there once, but they were just standing at zone. Bring your own group or solo.

Edited, Thu Mar 28 19:39:21 2002
Great Staircase
# Aug 07 2001 at 7:20 AM Rating: Decent
This is a cool zone, we normally fight at bottom of stairs. You can BIND at Kaesora <ONE zone away>. Not the best of loot here, but mobs are cool looking and give awsome xp.!!

Geomatra the Grand-Master Bower on TUNARE, Come find me. I make bows at only twice my cost for the parts.
Travelling Alone
# Jun 06 2001 at 5:27 PM Rating: Good
. . . is the easiest thing to do here. Like a walk in the park . . . of DEATH!!!

Right, so, like, a level 41 Ranger friend told me -- a level 45 Ranger -- to come join him in CoM. Cash and XP galore! So I, a soloing nut, decided to make the trip by myself (Hell levels can make you desparate). I forgot that he had his corpse dragged to the entrance and so had never actually travelled the distance.

I've neve been so worried about dying and losing my corpse.

No one, and I mean, NOT . . . ONE . . . other person was in the zone when I ran through from SoNH. Lev, Sow, Invis, repeated /loc hits, hiding behind trees (as if they couldn't see me anyway and it would actually stop a Tiger/raptor/meanie from ripping me a new one -- Fear . . . it's a wonderful thing). Ran along the wall to left of SoNH until I got roughly directly across from CoM. Even doing that I saw soulsippers, trakaraptors, and an Erollisi Mantrap, or some such thing. Still, from there I jumped off the cliff and ran East.

Long story short -- I made it. Still afraid to leave CoM. The things I saw roaming . . . there was reason to fear. EVERYTHING blue. Loads of stuff roaming. Really made me bond with my character. I feared for his life. Getting comfortable with fighting outside of CoM so that I can do the run without freaking out. Leeches are animals -- loads of things are. As a Ranger, the Fear Animal spell can make the trip better.

Trying to convince my friend to make the trip on his own. You never feel so alive as when you think everything's trying to kill you . . . and ONLY you (I could almost hear every mob in the zone say, "is that fresh meat I smell? We're gonna have good eats TONIGHT!")

The run can be done, juse loc and run like mad while invis. I made it . . . you may too.
#Anonymous, Posted: May 27 2001 at 3:24 PM, Rating: Sub-Default, (Expand Post) Sorry about the long space i did not think emypty lines would show.sorry again
#Anonymous, Posted: May 27 2001 at 3:22 PM, Rating: Sub-Default, (Expand Post) I read all the ways to get to there but still do not know how.I am asking for help of who ever is headed that way to EJ to take me with them.I am in the zone overthere killing.If u are leaving to there if u can give me a tell in the game.Babien,Solusek Ro server.I am looking for the coin.And if u want me to stay and help u i will.thanks
#Anonymous, Posted: May 23 2001 at 7:30 AM, Rating: Sub-Default, (Expand Post) OK, my friend who a Iksar monk at lvl 47 not really equiped right he almost got killed by a green creature whats up with that a lvl 47 couldn't take on a green skelly thats just F*** up man, man if 47 was a weak lvl i'd stay lvl 35 LOL
# May 17 2001 at 10:36 PM Rating: Default
if you are a monk or rogue with decent safe fall then dont worry cause with my skill of 140 and jboots I jumped off and took no damage.

Raydar 39th monk of The Nameless
Which side of the Cliff?
# Dec 19 2000 at 1:08 PM Rating: Default
Can anyone tell me which side is the high side and which side is the low side? I want to get a teleport there (Winds of the South) and run to the Field of Bone. I can levitate and SoW so I can jump off of the cliff if it is lower on the Field of Bone side. Any help?
RE: Which side of the Cliff?
# Aug 22 2002 at 3:27 PM Rating: Decent
FOB is on the "high" side meaning you either have to climb the cliff, which looks difficult at best, or pass a bunch of mobs (blue at 45) running up the ramp to the cliff-top. As a druid I simply port in and lessor evac to the FOB zone point. Simple but mana intensive. It's a great way of getting to Cabilis without the whole DL journey.
Fear Pathing?
# Oct 29 2000 at 7:31 PM Rating: Default
HI folks! I'm making the move from Overthere, where I usually group with just a druid. We're having tons of fun snaring and fearing along the zone walls, where the mobs just run horizontally. Is the fear pathing that good here as well? Or am I gonna have to start tanking?

Llabaktharr Gigglegiggler
Tarew Marr
# Oct 10 2000 at 2:56 AM Rating: Default
Ok I am a magician
I tried to get through this zone to get to CoM
After 3 failed attempts I gave up
It seems that they see thru invis and are very hard for me (I'm lvl 35)
Also I tried to get thru with monks (FD punks)
Yea so they got through easily by FDing everytime
I on the other hand had to gate out every time
RE: HOW!?!?
# Oct 23 2000 at 10:18 AM Rating: Default
The only time i ever got through successfully was with SoW and levitate, so good luck, heh.
RE: HOW!?!?
# Oct 27 2000 at 11:27 AM Rating: Excellent
279 posts
Hug the walls and go around. It is by far the safest way to go.
RE: HOW!?!?
# Dec 10 2000 at 11:34 PM Rating: Good
132 posts
ditto that! hug the walls, you'll only ever see one or two mobs. and better have jboots or sow =)
RE: HOW!?!?
# Mar 13 2001 at 7:59 PM Rating: Default
we went through with a group of 5 level range 35 to 44... we died miserable deaths, and were bound in OT ...talk about ouch, well with a determined nekkid warrior and a fearless shami, we managed to retrieve all the corpses and found a very nice cleric to rez me (the cleric) and recovered the group in about 3 hours, so it is possible... but now the hard part...getting out once you are there....
RE: HOW!?!?
# Apr 28 2001 at 2:37 AM Rating: Default
I feel ya...I really do. Went there to try to get to COM and was doing fine til a leech decided to have at my pet and one of those raptors decided to have at me. SOW only worked for a little while heh. died. Went invis to find corpse...died again. Raging gorilla or some such crap. Guildy found and dragged my corpse and I offered him a Thousand Dollars American if he would port my Hi Elf *** outta there. Figgered next time I'd see how far I could travel over the trees or hugging the wall...seems like hugging the wall is the odds on favorite way, so I'll do that too. Probably first. But somebody's gonna have to convince me there's something worth all this going on in COM....I mean...really.

Mazdahu Mage of the 50th season.
Strange Lore Items
# Oct 04 2000 at 5:05 PM Rating: Default
off of a specific Charbone Skelton that wanders by the staircase every other night, I found three items: A Shiny Emerald (Magic, Lore, No Drop), a Trooper Shield (used for Ik Guard or something like that, I believe), and a Fine Steel Ulak (1HS, looks like a weapon off of Star Trek the Next Gen, Lore, No Drop).

I've been trying to find what the Shiny Emerald is used for, but I havn't any clue at this time. Can anyone shed some light on this? Also, is the Ulak for a quest? The stats on it arn't that good.
RE: Strange Lore Items
# Jul 30 2005 at 3:19 PM Rating: Decent
144 posts
nope, the Ulak is.. well.. an Ulak, lots of Monks and BST's use different types of Ulaks
RE: Strange Lore Items
# Apr 21 2001 at 1:41 AM Rating: Decent
Gem is used in Iksar necro helm quest...think the sith or last
Below the staircase
# Sep 15 2000 at 6:29 AM Rating: Excellent
85 posts
The area below the staircase is what I would consider excellent hunting from around 35th (with a full group) to your upper 40's (solo or partnered) except for the insanely poor loot. But if you've already got 50k plat stocked up in the bank and you're looking to level a twink this is the place to be.

I don't advise trying to get down from the upper level, it's far easier to come in from Trakanon's Teeth or via druid evac (Druid because I'm not sure where the wizzy evac takes you in zone) and run screaming to the City of Mist zone. If you find yourself about to be dead be sure and get a /loc so you can find yourself later. The /loc of CoM entrance is +300, -1900, which happens to be fairly close to the eastern wall of the zone, a good thing to know when you're ready to leave. When you get there bind yourself, or get a bind, just inside the city of mist zone as you probably don't want to have to make that walk very often.

Ok now a quick rundown on the mobs here. All mobs get two attacks and a kick/bash per combat round but will never be seen dual weilding as animals and plants don't use weapons. All mobs hit in the 90's with a max of 97, quite like to hill giants. Raging tigers and Trakaraptors run at SOW speed so don't try pulling them unless you can take a hit or snare. Apes and skeletons drop around four plat, others drop copper or nothing. Nothing casts on you. Mobs level range is roughly 34-37, give or take a level either way.

Now, were it me setting the camp up I would set it either at the city itself or at the eastern wall, which is straight out from the city entrance just a small walk. Get settled in and send your friendly neighborhood ranger/sk/warrior/druid, in that order of preference, out to pull, monks do not do very well pulling here. The baddies here have a rather low AC for mobs their level so they are easy to hit, a 40th shaman/warrior combo can take them out wholesale, whereas they have about the same ammount of HP as a hill giant if not a hair more. The best strategy on them is to have a nice balance of melee and spell damage beating them down, dots work well if the fights tend to run long as would charming from a druid/enchanter/shaman, though some mobs will be a hair above what a shaman can charm. If your group gets in trouble hoof it back into the city quickly and try again in a few minutes.

Basicly that's it. This zone is rarely hunted in due to the near complete lack of loot so you should have little to no trouble with competition over spawns. Have fun.
grand staircase
# Aug 24 2000 at 5:57 PM Rating: Good
132 posts
ok, if you have a very bored lvl 35-40 group, i suggest hunting above the grand staircase here in ememrald jungle. the xp is fairly good, it's outdoor so druids are fairly useful, and you have easy access to fob / snh / fv. or, if the lizzies like you, you can bind really near by - in east cabilis.

hehe this zone helped eliminate the hell lvl blues for me - a good group in here can rack up the xp fairly fast. though a word of caution - i suggest fighting at the zone line if you unfamiliar with the grand staircase area - otherwise pull to the stairs - it's easier and you can occasionally pull the fun and larger mobs from the jungle floor

be CAREFUL, this is one of the easiest outdoor zones to start trains in

Hug the walls...
# Aug 24 2000 at 10:07 AM Rating: Decent
295 posts
On the way to City of Mist, circle the walls. This zone is densely populated with npcs, and if you were to get jumped on your way there, and your party makes the mistake of stopping to fight - you may just end up with 12 or more npcs on your hands in short order.
CLIFF! Danger
# Aug 22 2000 at 10:08 PM Rating: Excellent
141 posts
Beware the extremely steep cliff that seperates the western quarter of the zone from the rest. It runs north/south nearly the entire height of the zone, with a single grand staircase to descend. It is not perfectly vertical in most spots so you can walk up and down it safely if you are careful.
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