Kedge Keep

Quick Facts

Type:
Indoor

Expansion:
Faydwer

Instanced:
No

Keyed:
No

Level Range:
35 - 50

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Being entirely underwater, Kedge Keep can be a difficult zone to deal with. You will want some breathing apparatus and a few friends along your side. This dungeon is home to Phinigel Atropos, the leader of the Kedge and one of the most sought-after targets in all of Norrath.
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Welcome to Kedge KeepThe CrossroadsSwordfishCauldronboilPhinigel's ThronePriestess AuraiaEstrella of GloomwaterPhinigel's Lair
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question...
# Sep 09 2000 at 1:15 AM Rating: Default
here's a quick Q for a die-hard Faydwer fanatic...

Yeah, it's me, mousemaster, I just posted anon because this isnt a post that should be read repeatly to inspire people :)

Anyway, I'm a 35 ranger, who can solo in MM reasonably well, provided no trains come running by. I've dropped lvl 31 Usher's with ease.

Is it in any way possible to solo the entry-way trash at 35, provided I first learn the zone well enough too:

A) get my butt out of there at a moments notice, and
B) be able to draw single spawns to that area?

In other words, if I take on the lowest form of monster there (sailfish excluded) solo, will I stand a chance?
RE: question...
# Oct 11 2000 at 4:24 PM Rating: Default
Yes, you will stand a chance. You will probably die a couple two or three times getting used to it. You will have to run alot until you get the feel. Eventually you will be able to pull singles with the occasional double. The zone is close. Learn to run. Also, remember that you cannot pull with spells or ranged weapons. You need to aggro pull. If you get too many, head for the zone, heal up, and try it again. Read Phreekitty's guide on www.eqatlas.com
RE: question...
# Oct 28 2000 at 3:14 AM Rating: Default
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77 posts
I started soloing there at 35 as a bard, so I'm fairly sure it can be done.

First, the zone line is very close. It's no problem at all to pull to the zone and get out when you have to.

Pulling singles will take practice and patience. You'll pull doubles most of the time until you get it down. Personaly, when I solo there, I like pulling 2 at a time because I can charm kite in the entry tunnel.

Keep in mind that the fish don't run, so snare isn't neccesary and that fire based spells do very well in Kedge.

As far as pulling with ranged weaps/spells... I've found that pulling the entry area w/ songs is not a problem. However, pulling w/ charm or snare will result in a train of higher lvl mobs.

Lastly, one of the main reasons I like hunting in Kedge is there are almost never trains. 'course, I'm usualy alone or nearly so there.
Working underwater
# Aug 29 2000 at 6:42 PM Rating: Decent
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102 posts
The two main things that you have to care about before entering Kedge are breathing undewater, and swimming. First off, if you don't have a swimming skill of at least 80, and probably a skill of more than 100 would be better, don't even think about entering the zone. If you have trouble taking the aqua goblins undewater at the entrance, that would be a pretty good sign that your not ready for Kedge yet. The second, most important factor is breathing underwater. Spell wise, this would require a druid, shaman, or high lvl necro mainly. However, if you get seperated from your group or cannot have it recast in time, having these members in your group won't help you a bit. This means that in addition to having someone along who can make you breath underwater, you should probably have an item in your possesion that does the same thing. A few weapons provide this skill in a limited number of charges, as well as the tinkered aqualung and rebreather. If possible the best item to have would be the fishbone earring which has unlimited charges of underwater breath.

Gedran
RE: Working underwater
# Jun 13 2001 at 12:48 PM Rating: Default
We rangers also get the Enduring Breth spell as well, btw, at level 22. So a ranger in your party can help as well. Sometimes I feel so under appreciated. :-(

Golyen
RE: Working underwater
# Sep 04 2000 at 11:12 AM Rating: Decent
Magicians summoning waterstones are not a bad idea, either. That way everyone in the party can keep track of his/her own Enduring Breath status, requesting more stones from the mage as needed.
RE: Working underwater
# Oct 28 2000 at 3:16 AM Rating: Decent
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77 posts
We practice multiple redundancy in Kedge. Everyone gets waterstones, the druids/chanters bring several stacks of fish scales, and I keep my enduring breath song memmed. If someone has to go afk, the eb casters all target that person and keep 'em targeted until they get back.
#Anonymous, Posted: Aug 28 2000 at 7:38 AM, Rating: Sub-Default, (Expand Post) I LOVE KEDGE it is my avorite dungeon... its exp is 2nd 2 NONE!!!! as a shaman i can solo in kedge carefully and make some really nice exp... witha group i ahve gotten me a darksea harpoon which is a really good range slot shaman wis/str/manna/vs disease +'er
The Kedge Guide
# Aug 26 2000 at 3:12 PM Rating: Excellent
Message has high abuse count and will not be displayed.
RE: The Kedge Guide
# Mar 09 2001 at 11:47 AM Rating: Decent
This helped a ton. Thanks for the in depth description.
Pathing Oddities, Teleporting Fishies, and another reason to
# Aug 25 2000 at 10:15 AM Rating: Decent
One thing to keep in mind while in Kedge is that there is basically no such thing as vertical pathing.

So, for example, if you swim to the bottom of a tube and hit something, and then swim back up the tube... that mob is now "lost". As in, it has a target but it cannot get to it.

In Verant's wisdom, they decided the "fix" for this was to let the creatures teleport. Nowhere is this so evident as in Kedge Keep, because there are so many places with narrow up/down access ways that creatures cannot path through.

One such example is Bubble's room. It has a shark that spawns there as a placeholder. You can swim down a small tube to that room, throw a dagger or shoot him with an arrow and swim right back up the tube and never get hit. However, as soon as you leave that tube *POOF* that shark appears next to you. We also had swordfish, piranha and mermaids do the exact same thing.

This is also why avoiding AE is so critical in this zone. You could accidentally aggro Phinigil or Bubbles and have them teleport to you after running in circles, and then all of the lower floors will teleport up to say hello as well.
The entry area is great...
# Aug 24 2000 at 10:10 AM Rating: Decent
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295 posts
The yard trash of this zone may be some of the most rewarding in the game to a mid-30s group. Not very difficult, a large number of them, and Kedge is believed to have one of the greatest (or greatest) xp modifiers of any dungeon in the game.

I discourage xping deeper in for higher level groups - the npcs become fairly difficult for their level, with disproportinately high melee damage and survivability.
RE: The entry area is great...
# Aug 25 2000 at 10:02 AM Rating: Default
I agree. My guild went to Kedge last night, 11 of us between 35-45th level. We pulled all of the first floor back to the zone and fought it there. After that, we went down the main tube to the next floor down and set up camp there and pulled into 1 room. All in all it went well with only 1 death (someone got curious and wandered, and those hammerhead sharks can reach 45th level).

The loot is only so-so, but some rare research words dropped several times (so much for them being rare, just not many people want to go to Kedge to get them I suppose). We tried to get Bubble to spawn, but no luck there in the 4 hours we tried. We're going back soon to try the named creatures, I'll update again then.

Balamur Stoutfaith
38th Circle Cleric
Area Effect and Rain Spells
# Aug 22 2000 at 10:21 PM Rating: Good
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141 posts
If you have never been to kedge, or if you have and are not COMPLETELY familiar with the consequences, DO NOT use any spells with an Area of Effect, including AE spells, PB spells, and Rain spells. These spells have an odd quirk in that they have no Z axis range limitation, meaning that an AE with a range of 10 feet will hit something 10 feet left of you and 100 feet below you. Since many of the rooms in kedge are stacked on top of each other, this could quickly turn a 3 monster optimal rain situation into a 10 monster slaughter.
RE: NO Area Effect and Pets
# Aug 25 2000 at 10:09 AM Rating: Default
This is completely true about the area effect spells.

I also stress this is definately a no-pet zone when in a group. If you're solo that may be different, but definately not in a group.

Our first pull we charmed a swordfish just because we could. Everything was fine until he broke charm while swimming between the enchanter and the wall. Evidently he thought himself "stuck" and teleported. That promptly pulled all of the pirahna from the bottom and 3 or 4 more swordfish. Luckily it didn't pull any of the big sharks or named creatures.
RE: NO Area Effect and Pets
# Sep 18 2000 at 5:49 AM Rating: Decent
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77 posts
There is a difference between "no pets" and be carefull with charm. Read phreekitty's guide to kedge.

To elaborate, pets are fine in Kedge. Nothing in Kedge runs, and nothing can be feared. You will never have a situation where your pet chases down a fleeing mob and brings back friends.

Charm, however, is another problem. Pathing IS bad in Kedge. If your charmed fish wanders off a bit too far while still charmed, or if charm breaks and it's too far away, it WILL tp back to you and bring friends with it. However, this problem is not limited to charm. Anytime you pull with a ranged attack, be it spell, song or weapon, expect the same to happen. Moral of the story: Pets are fine. If you charm, keep a tight leash on your new found friend. Don't pull with ranged attacks, and don't swim too far ahead of your pull. Monks rule :P
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