Velketor's Labyrinth

Quick Facts


HOT ZONE
Type:
Indoor

Expansion:
Velious

Instanced:
No

Keyed:
No

Level Range:
45 - 65

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This is the home of the outcast Storm Giant Wizard, Velketor, and his minions. The icy, slippery catwalks which greet you upon entering are littered with crystal gargoyles and arachnids, some of which are invisible.

Past the catwalks is a small kobold village with a tunnel leading to the castle. Velketor's castle is guarded by numerous crystal gargoyles, golems, and tentactle terrors.

Velketor's throne room can be found in the basement, along with a prison with numerous Coldain captives. Beneath the castle is a twisting maze of kobolds, arachnids, spectres, tentacles, and traps.
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Velketor's LabyrinthKobold VillageThe Frozen GardenWatch Your Step!Approaching the Kobold VillageShard Traps in the TunnelsLord DoljonijiarnimorinarKobold TunnelsInside the CastleVelketor's Throne RoomOutside the Castle EntranceJail Guardians
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Why do i hunt here?
# Apr 16 2002 at 5:41 AM Rating: Decent
The question seems to have evolved to:
Why does one hunt in velks?
Lothaine really had a good post, about it.
Most of the camps can be held even with a mish-mash group. The lower dogs/kobolds can also, its just that the corpse run is so Nasty ... that u really don't want to head down there unless u KNOW u can hold that camp.

If i had to sum it up, i hunt in velks because:

1: Its close to town (thurgadin)

2: U if u zone into a train, u can zone back out unlike seb and chardok.

3: The gems are useful for quest armor

4: The items for gate potions drop here

5: The higher level camps, can yield lewts in the 5K+ range, CC gaunts, barbed ringmail etc.

6: Until recently the spiders were direct melee, now some of them have a poision cast. but for the most part its hack and slash.

7: traversing the zone is easy, u can drop to lower levels, to pull a mob in view.. or quickly escape a mob on your butt.

8: Its easy to learn the zone, go in when its busy, like 40+ people the ramps will be cleared of mobs.. and u can roam freely from the entrance all the way to the upper spiders camp.. or thru the wall on to the kobold camps. Unlike, chardok or seb or even guk, u can learn your way to all the major camps in this zone in about 30 mins. and if a mob jumps you, just fal off the side of the ramps and zone out. Then try again.

Yalammar Doh










More on Velks
# Apr 16 2002 at 5:25 AM Rating: Excellent
Ok a little bit of an update
i am a level 58 paladin now.
and i have explored the upper dogs/kobolds camp many times, now.

1st of all to answer the question about the lower kobolds area, and the option of just walking out. Remember that this map u are looking at is 1 dimensional. the way velks is setup is a 3-d environment.. thus u go up ramps.. etc. so although it appears to have a connection.. its not physically possible to traverse some areas. So yes, if u are in the lower dogs camp u need to gate/evac/port out. One other trick is to Duel, and have someone cast gravity-glux on you, that can possibly get you killed.. but it might get u out. i suggest don't enter that lower area, unless u know u can get back out.
But on a side note, there is a thurgadin gate potion that can be mabe with a potterty skill of about 120, and all the pieces u need are found in velks. silks, velium pieces..etc. so i usualy keep on handy for just such an escape.

Now on to the upper dogs/kobolds camp.
This is kinda hard to explain, on how u get there.. but i will do my best.
1st, u get to the safe hall/fake wall room. and walk thru the wall (same as u go towards the lower dogs camp)

As u walk down the little ramp (the one u usuaualy fall off of, to go to lower dogs) this time, keep following it, and eventually u will get to a ledge. There are no mobs here, so unless u fall.. u are perfectly safe, so turn off run and move slowly, some of the spots are quite icy.

Now once u are onto the ledge, u follow it along the wall to the left. eventually u come to a landing, and a small ramp will lead down off of the landing, this is the icy section. move with caution, and traverse the little twisting ramp.. it will do a sort of elongated 'S' shaped curve, once u get to the top, u will walk thru another fake wall, and be in the Upper dogs/kobolds area. You will see several little huts, and about a dozen kobolds standing around.
(assuming no one has broken the camp yet) Also be advised that there are several dogs inside, or behind the huts, and will not be clearly in view.

My pulling tactics here, are to start on the far right corner, amd begin to pull one at a time, in a counter clockwise rotation.

Sometimes u will get 2 mobs at once. A good group can handle it. If u pull 3 or more. DO no pull back to the group. Just suck it up and die. U can easily wipe up here.

Realize that there are several mobs that can completely heal, also u will find that some of the healers will cast heals on your engaged mob from a distance.

ALWAYS kill he healing mobs "Prophets" are the CH'ers the priests don't cast CH. mez the others and do your self the favor and kill the prophets if u get more then 1. I have had times where we had to kill the same mob 3 times.. due to it being CH'd over and over.

A few named mobs pop up here, Gregendek Icepaw and Tpos Icepaw, Tpos drops the barbed ringmail, also a lot of spider fur stuff drops here, belt and collar, for sure. Some spells.. and a **** load of Silver. u will be destroying silver before long.. if u plan on hunting here for any length of time.

Also, an observation, several of the spiders now cast a nasty DOT poison spell on you.. it appears to be a save vs cold effect.. even though its called a posion... go figure.

But it also seems that the spawn time on the upper spiders named mobs,
frenzied velium brood, crystal fang, and the velium stalker seems to be a lil bit faster now.

hope this helps.

Yalammar Doh
Paladin on Quellious
Eternal Honor Legion
The truth about velks
# Feb 14 2002 at 3:01 AM Rating: Excellent
Well, several questions to answer here about the basic velks camps.

if you are below lvl 50, don't even show up. no one will want you. all the mobs in this zone are blue at lvl 60.

the camps,
corners and backroom camp can be handled without a cleric or chanter. as long as u got a nice shammy/druid or a few high lvl paladins to heal, you will be fine. The only loot in these camps is the common silks and velium blocks/bricks. and mabey 1 gem an hour. but never a diamond.

the safe-hall/fake-wall camp is easy.. and quite boring.. and u should have no problem holding it wihtout a chanter, since there are only a few mob spawns around this area u will find your tanks running around trying to pull from other parts of the ramps, thats where the adds can sometimes get nasty on the way back to your camp.. and cause a problem. Also u need to fight your way to this camp, invis backstabbing spiders can be a pain. I have been hunting in velks for 5 lvls now.. and i still cant manage running up the ramps backwards. so you will need to suck it up on the backstabs. the average is about 170 per stab. the loot here is about the same as the previous, except for the rare spawn crystal eyes, which can drop a few nice items. but it is possible to hunt for 4 hours and never see crystal eyes spawn.


the upper spider area. well the previous camps can be held with a balanced lvl 50 group, but US is different. Yes u can hold it, but to be productive, you should be pulling non stop, and pulling 2-3 at a time, so the cleric/chanter or high lvl bard is required. there are like 15 spawn points in this camp, and once you get the cycle down, you can roll this camp for constant exp for hours on end. Ocassionally u will fall off the ramps.. i have taken 600ish dmg from this.. but several folks have got killed via the 10K falling issue from here. just fyi. there are a few named mobs that can pop here, the frenzied velium brood, and crystal fang, and mabey 1 more i forgot the name. a shield, crystal chitin haste gloves, and other CC gear drops off of them. but once again.. u can go hours without seeing them pop... also the velium brood pops right up the top of the slippery ramp, that is near the safe-hall/fakewall camp. and since the spawns are slow down there.. that camp is known to try and steal that pop as soon as it spawns. this is my favorite camp. but its tough to get into due to the fact there is usually a waiting list.

the lower dogs/kobolds camp
this is a rough camp. to get here, you need to get to the fake wall, (safe hall/fake wall) and walk thru it. u will be in a large room, follow the ramp in front of you. it decend, start walking down it. when u get to the middle, just walk off the ramp and fall down. there are no mobs at this point. The problem is that there is a trap, that will dispell all your buffs. oh well. the next area has a large hole in the ground, u need to drop down again., but there can be a mob here if the group below has not cleared it yet. once you drop thru the hole, u are in the lower dogs/kobolds camp. u will see a small tunnel, go thru it, and this is the normal pull spot. against the wall is where u want to pull too. u will see several other tunnels, these are the spots where the kobolds spawn.
the kobolds are dam hard. and seem to give u the 'your target is out of range' message alot..if you are not right on top of them. there aggro range is average, and a chanter is pretty much required. as a 55 paladin they con blue to me. also i have noticed i can back them up quite easily, against the wall by using bash.
they have a large loot table, spells.. gems..spiderfur items.. and other decent goodies.
also if u can not gate or port, there is no way to get out. BUT there is an interesting camp trick.. u can push yourself as far into the wall as u can go, then camp. come back and u should be stuck about half way into the wall, sit and camp again, usually after the 2nd or 3rd try u will then be on the entrance ramp right near the zone entrance when u log on. kinda cheating.. but i have never seen it fail., personally i use the thurgadin gate potions, i got tons of the components for it..since i frequent velks so often. but for those that dont have another option.. that camp trick is kinda cool.

the other camps.. lower spiders and upper dogs/kobolds are really lvl 55+ camps.. and normally all lvl 60's or dam close to it. I have not go into those camps yet.

hope this helps.
have fun

Yalammar Doh
55th dwarven paladin
Eternal Honor Legion
quellious server
smithing (176)
pottety (122)
RE: The truth about velks
# Feb 14 2002 at 10:14 AM Rating: Decent
**
251 posts
Thanks for a great post. Had been wondering about the trip to the kobold camp.

Question? You said you have to get ported out. The maps seem to show a way to walk out. Course it goes past velkator and a bunch of other nasties. Can this be done or is it just so hard as to be considered impossible.
____________________________
The Power of Hate conquers all foes.
Leader of The Silent Minority a Rathe Guild
LVL for Velks
# Oct 14 2001 at 9:44 PM Rating: Decent
Lowest I've seen in here was a 50 shaman (me). All of the spiders pulled were blue. Many 60's in zone to just fighting in groups. Think I'll be living here for the next 6-12 months.
Lvl?
# Sep 27 2001 at 3:16 PM Rating: Decent
What is a Good Lvl to begin farming Xp from this zone?
RE: Lvl?
# Oct 09 2001 at 9:16 AM Rating: Good
I have seen a shadow knight as low as 48 here and I got my first group as a cleric here at 47. Hope that helps.
Named: Crystal Eyes
# Sep 25 2001 at 3:02 AM Rating: Default
"Crystal Eyes" is a named Spider that seems to be a random spawn just outside SH (Safe Hall). Got him/her twice last night within 4 hours. First time dropped the Chitin gaunts, second time the Crystal Spider Eye (AC8, Mana35, HP35, face slot, All/All) I gave it to our drood :)

5 of us (54-59) took it out pretty easy.

I didn't see any mention of this named spider, so I thought I'd add what I could.

DiKlepto FoxyFelon
54th (name should give it away)
Mith Marr
watchers
# Sep 25 2001 at 2:52 AM Rating: Decent
Just an FYI-
The "Watchers" are rogue spiders that can BackStab for 270+

Usually comes free with that great little 'crunch' sound we all love to hear :)

VL IS fun Though!

Velks upgrade
# Jun 29 2001 at 3:20 PM Rating: Decent
As of the patch on 5/27/01 alot of the loot in Velks was upgraded and some other odd changes in the zone also. As far as I can tell all the armor drops from the k0b0ldz have been boosted, the crappy spider fur collar (random loot) is now AC 10 +7 str +7 svc +7 svm I believe.

The entrance spiders have all been upgraded. However they do not proc poison vellium poison now (this may get fixed later). Kobolds seem to be about the same difficulty as before. Haven't worked our way to the golems to see how tough they are or if the armor drops have been upgraded.

Xp is noticibly better (the entrance spiders are actually great, too bad they are such a pain in the *** to pull).

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