Erud's Crossing

Quick Facts





Level Range:
5 - 15

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Erud's Crossing is a quiet body of water that sandwiches the cities of Qeynos and Erudin.
It consists of a single island inhabited by a small clan of Kerrans as well as some local wildlife
(namely vampire bats and various other vermin like snakes and spiders).

Just off the coast are the remains of a sunken ship that is host to numerous undead creatures.
The waters in this area are shark-infested, so take caution if swimming out from shore.
Kerran HutsA Vampire Bat Flutters AboutThe DockThe CraterErud's CrossingIn the Sunken ShipUndead-Ridden ShipwreckThe Sirens Bane
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To Zone
# Mar 16 2014 at 3:48 PM Rating: Decent
240 posts
Go to docks in Erudin, hail the translocator.
Found the Sharks
# Mar 06 2006 at 11:21 PM Rating: Decent
Sharks were found in the lower Left of the zone. Got all 15 in less than one hour.
Sharks? What sharks??
# Mar 14 2005 at 10:28 AM Rating: Decent
I have been swimming around the island in Erud's Crossing for 2 EQ days now, and I have not seen a single shark... Does anyone know if they still spawn? I'm doing the cultural armour tasks, first one being 'kill 20 sharks in Erud's Crossing'

Not to worry... found some out in the deep water towards the edges of the zone... watch out for 'killer sharks' though!

Edited, Wed Mar 16 08:41:34 2005
No spiders, snake, beetles or bats.
# Jul 19 2003 at 1:41 PM Rating: Decent
If none are up they are stuck underground at the very bottom of the crater. One AE spell standing as low as you can will get them back.

BE WARNED!! Once freed you will be raped. You cannot move as you are surrounded by 20 mobs and even at 1 - 20hp per hit you will take damage before getting free.

I used a tiny ae nuke so I would not lose them all by killing them underground and took 1000hp damage before my pet freed enough space to get me out.

If you can I suggest an ae stun. Otherwise obliterate them.
Good For Caster Research
# Feb 07 2003 at 1:05 PM Rating: Decent
Am a lvl 23 Necro and camped the area by the sunken boat for a few hours. This is a great place to get those materials that casters need to do their practice research. Bring along some onyx, bloodstones, wasp wings, spiderling silk and of course the requisite concordance with pen and paper.

The zombie sailors will drop the raw hide armor and the zombie skin needed to make the training runes. You can leave your pet on the beach, swim in a bit by the sunken ship and cast darkness on one of the sailors at a time. Swim to shore, have your pet attack, and cast one of the evocation spells at your disposal. Haven't been hit by one of these guys yet. Great way to increase evocation skill at the same time.

To improve on this, bring along a fishing pole. One of the cats near the dock sells bait. Fish while you wait for the sailors to pop again, and then repeat. Research when you have any of the needed components.

Increase your research, evocation and fishing all in one sitting. Can't get more efficient than that! Too bad there aren't wasps and spiderlings there too!

Lvl 23 Necro
Idelia the Serene
# Dec 24 2002 at 3:54 PM Rating: Good
159 posts
There is a new lady monk, Idelia the Serene who is standing next to a cool looking ghost ship that is near the docks. My 11th circle gnome channie hasn't worked up the nerve to address her or to venture onto the ghost ship. Will come back once I have bind and see whether you can board this ghost ship.

BTW this is not the sunken ship that is further down. Can't miss this a whiter shade of pale!

Wisp Killing Is Great Loot
# Jun 26 2002 at 10:11 PM Rating: Decent
took my Lvl 12 Warrior there with a friend who was a Lvl 13 Druid. We ONLY killed wisps, NEVER anything else. Was there for 2 weeks, never had any aggro, and spawnings, and zombies, in fact I only ever saw one Shaman there, doing the Ogre quest thing.
loot, sell (you know where avg 8pp per greater
1pp normal)
we made 152 pp in 2 hours, next session in
made 84 pp in 45 mins... had a great run of Greaters... and its so tropical and nice... swimming when the wisps arent spawning as fast as youd like... im glad its not a tourist stopoff, or it'd be spoiled. GREAT MONEY for that Level
(and the Druid went and sold, which was nice !!!)
Hunting Wisps
# Mar 03 2002 at 6:48 PM Rating: Default
Woops!! That's 15% greater lightstones!

Wisp Hunting
# Mar 03 2002 at 6:46 PM Rating: Decent
Just spent a few (Norrath) days hunting wisps on Erud's Crossing. Some notes:

1. Killed 67 wisps, got 19 regular lightstones and 10 greater lightstones.
2. Got about 64 gold from the corpses.
3. Averages per wisp:
Burned-out lightstone - 55%
Regular lightstone - 30%
Greater lightstone - 30%
plus 1 gold /wisp
4. Used tactics from this list: pull from stone by Ogre, then run to beach to fight. Never had an aggro problem.
5. Boats run about every 4 hours.

Wish I'd got here when I was lvl 14!

Danco lvl 16 druid

# Oct 11 2001 at 6:26 PM Rating: Default
I am a 15 mage who is very dissapointed with oasis hunting and wishes to hunt somewhere else. Is Erud's Crossing a good idea for me?
RE: Hunting
# Feb 16 2003 at 1:37 AM Rating: Excellent
261 posts
Wisps will give level 15's some experience and good cash here but they are about to go light blue, try instead Sirens in OOT.
Island hunting
# Oct 08 2001 at 7:50 AM Rating: Decent
243 posts
I also had no trouble when fighting the wisps on the volcano top. Me and a partner pretty much had the island to ourselves, with the exception of cat hunters. We hunted these and bats. Only died when I attempted to solo a bat. :(
As a rule, I pulled nothing with Kerra in the name (just to be safe). Saw no madmen (thank heavens) and gave the ship wide berth.
We were able to find plenty of wisps, but spaced apart so that they didn't find other wisps to agro us :) Root is very useful.
#Anonymous, Posted: Jul 13 2001 at 4:52 AM, Rating: Sub-Default, (Expand Post) Can anyone please tell me how the hell i can raise the faction with the cats on the island? I really need to know about that
#Anonymous, Posted: Jul 13 2001 at 4:52 AM, Rating: Sub-Default, (Expand Post) Can anyone please tell me how the hell i can raise the faction with the cats on the island? I really need to know about that
Spawn rate?
# Jul 08 2001 at 12:28 AM Rating: Default
I've been killing kerra snakes as a level 9 mage, and also picking off the vampire bats. The loot is wonderful as is the experience, but has anybody else noticed the spawn rate of these creatures? Once I kill all the snakes, I won't see any more for at least an hour real time. Is the spawn rate supposed to be this slow?

Taurine Mage of the 9th Tome
Rathe Server
# Jun 25 2001 at 8:17 AM Rating: Decent
Having hunted on this Isle for 15 levels for 3 characters, I'm pretty good with it. First of all if you come here to fight, sooner or later you are going to die painfully. For those hunting wisps... the beach is a good place to pull them. They like to help each other. From level 10 to about 12 you can only handle one, two if you are lucky. Root em and move back so you can fight one at a time. Secondly, don't attack the spiders. Trust me on this one. I've seen more people running around the island followed by a dozen hungry spiders, then the madmen spawn... they are either monks or wizards and highly aggresive. The beetles are also off limits, as you'll spawn fire elementals (dmg shields are not fun to deal with). The sunken ship houses some hard hitting but weak zombies, who will occasionally wander onto the isle... Interesting note here, every so often (only happened to me once) the zombies will overrun the island. Happened with my bard once... I ended up trying to kite over two dozen zombies, but survived only because a 50+ paladin was plague shark hunting and helped me out. Finally when you get those Greater Light Stones, turn in em to the gypsy camp in NK for a bit of XP and more money than you get from vendors (7pp to 10pp). Good luck and don't take my wisp camping spot!

Llewyen Aiode, 26th level bard of the Norrath Guardians of Honor
# Jun 11 2001 at 11:10 AM Rating: Decent
But what does the ogre do? i can't talk to him. Dont want to attack him yet as he cons red. Any ideas? Is he just an xp generator?
# Apr 17 2003 at 6:25 PM Rating: Decent
I agree with the other posts
# Jun 25 2001 at 8:07 AM Rating: Good
He's for the Shaman Epic quest, I would suggest not upsetting him.

Llewyen Aiode, 26th Bard of the Tribunal.
# Jan 10 2003 at 7:40 AM Rating: Default
Actually, the Ogre is a girl. :)
# Apr 24 2001 at 5:08 PM Rating: Decent
Here is the skinny: IF you kill the beetles, not only do the cat people come after you, but the Fire Elemental will spawn and also come after you. If you kill the spiders, they will group up on you. I believe that killing them also helps the island madmen spawn, but cannot confirm. There is some kind of ecological balance being preserved here, which makes for a kind of a cool side story. Something else you can do for fun at lower levels, is tick off some zombies by the sunken ship, and then run out of the water. From about level 10 on up, you can do this in groups of three and gain some pretty good experience. Make sure you have some way of stalling the zombies, by spooking the dead, or root.

Hope this helps.
Wisp levels
# Apr 23 2001 at 4:50 AM Rating: Decent
I've noticed something a little odd with the con system on these.

I'm at level 10:
The white/black cons seem to hit the hardest, sometimes double-hitting for 20s. As an enchanter, I often come close to dying to these.
The blue cons seem to be a little easier, but also sometimes a little tough.
And oddly enough, the yellows are the easiest. They are always missing their hits or hitting for feeble amounts, and I tend to come out of those with almost full health!
RE: Wisp levels
# Apr 23 2001 at 8:49 AM Rating: Default
Hmm. I went there again, and this time the yellows were hitting hard and blues easier to kill, as always.
I guess the answer here is "a wisp is a wisp" and you might as well just disregard what it cons :)
One Question
# Apr 21 2001 at 1:35 PM Rating: Default
I"m a level 14 monk is this a good place to hunt with out being killed every two seconds. And what should i hunt here?
#Anonymous, Posted: Apr 21 2001 at 1:31 PM, Rating: Sub-Default, (Expand Post) I'm a level 14 monk looking for some good places to hunt. Would this place be good and if so what should i hunt here?
Da kitties
# Jan 27 2001 at 2:21 AM Rating: Default
I did kill a bettle for fun once and got Monala on me. Wasted her and lost a little faction with the rest. When i mentioned it to someone else on the island, they said some of the cats were killable without giving you any faction loss. He didn't tell me which ones they were as he hopped the boat off the island. So, does anyone know if this is true and if so, which ones they are? Thanks
RE: Da kitties, Killed 2 of them
# Mar 09 2001 at 6:08 AM Rating: Decent
I was killing a Kerra Spider and got stuck with 2 kitties. I ended up killing them both, thanks for all the buffs from a 52 Lvl Shaman on the island. I killed Hojo and I think Milla. I didn't notice any faction hits, but I believe I got good experience points for them. LOL. They drew first blood, and after I killed them, I still didn't receive any hostility from the other kitties. I believe Hojo casts spells and hits quite hard. But all was good and I Dinged 15 woohoo!
# Nov 05 2000 at 2:58 PM Rating: Default
will the wisps go into the water
RE: Wisps
# Jan 22 2001 at 7:48 PM Rating: Decent
72 posts
If you are asking because you want to run out into the water to escape them I wouldn't recommend it. If the wisps don't finish you off the sharks will (and in faster time). This island can be very dangerous if you don't know what you are hunting/avoiding ahead of time.

18th Paladin - Order of Marr
Rune of Frost
# Oct 03 2000 at 1:18 AM Rating: Default
I got a Rune of Frost from a Thought Bleeder this mob is very hard to find. Well i want to know what do i do with the rune of frost?
Plague sharks
# Aug 24 2000 at 2:01 PM Rating: Decent
for Paladins hunting the plague sharks, here is the skinny:

sit at the dock and wait for the boat to come by. Every 2 hours the boat will be followed by the plague shark. If you see the shark, attack it immediately and pull it opposite of the direction the boat is facing. If you go the other way, or wait too long, the shark gets stuck so that you cannot attack it, but it can attack you =\.

If you attack the shark, succeed in pulling it away from the boat, but cannot kill it, simply wait for the boat to come around again. The shark will be following. Bring a caster to help, preferable a shaman, cleric, or druid.
RE: Plague sharks
# Apr 17 2003 at 6:25 PM Rating: Decent
Perfect post.. followed that a long time ago.
Willowisps Spawn Point
# Aug 23 2000 at 2:49 PM Rating: Decent
One of the spawn point is located next to what I call the crooked stone. Right by the sunken ship. This is where I leveled from 9 to 12.
RE: Willowisps Spawn Point
# Aug 25 2000 at 2:13 PM Rating: Excellent
After hunting here extensively from 10 to 15, our group was clued in to the spawns of the wisps by a lvl 17 Wizard friend of mine:

The Wisps spawn near the 'Face' stones located around the island. Simply set up camp near a stone and eventually(pretty quickly) a wisp will come along asking to be annihilated. If no is there to kill them, they begin wandering soon after they spawn.

RE: Willowisps Spawn Point
# Apr 23 2001 at 4:34 AM Rating: Decent
Yes, the two stones I've been hunting are the one by the sunken ship (where the ogre is) and the one just up from it, towards the centre of the island.

Never pull them to a point between those stones, because the wisps are constantly travelling from one stone to another. It's the fastest way to end up with 4 on you at once :)

My strategy is to wait until *one* wisp is at the ogre stone (and none in range) and then pull it down the beach away from that little path.
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