Field of Bone

Quick Facts

Type:
Outdoor

Expansion:
Kunark

Instanced:
No

Keyed:
No

Level Range:
1 - 25

Send a correction
A dry area located in the northeastern area of Kunark, the Field of Bone gets its name from the former reservoir of Cabilis which is now home to bones and wandering undead, remnants of a battle in years past.

The area, while bone dry itself, is surrounded by plantlife and wetlands. The Swamp of No Hope lies to the south while thick forestry sits to the east and to the west. The cliff on the north end leads to the Kunark coastline of Timorous Deep.

Long before the elves discovered Kunark, a great war took place between the iksars and Ring of Scale.The final battle in this war occurred in the sky above what is now the Field of Bone: Jaled'Dar, leader of the Ring of Scale, and Emperor Ganak of the Iksars fought with one another until they were both destroyed. To this day, Jaled'Dar's bones remain in the barren field.
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Remnants of a Great BattleCabilisUnder the Field of BoneA Rainstorm by the Swamp's TreelineCoast of Timorous DeepKurn's TowerThe Sun Peaks Over the WoodsThe Tangrin Lets a Roar Loose
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Post Comment
Under the World
# May 13 2001 at 6:48 PM Rating: Default
Any necro who walked around FoB knows to stay away from the walls. There is a bug where NPC's (includes your pet) kind of goes through the curved walls of the pit to the under world. I've lost close to about 5-10 pets before I asked a GM what was going on and he showed me. So stay away from the walls casters and watch out for Burynai's that scale the walls, they will get under the world and when that happens they can hit you but you cannot hit them back exception of spells. GL don't make the same mistake I did.
RE: Under the World
# Jul 10 2001 at 8:04 AM Rating: Default
Hey, I'm a Iksar Necro and I got stuck under once, and if your lvl 4+ just gate out, trust me! I've gated out before.
RE: Under the World
# May 28 2001 at 10:48 AM Rating: Default
This happens a lot with with the 'runner' MoBs. The best way is to avoid it by fighting slighty away from the ramps. I normally pull to a point where a ramp edge is on my left shoulder as the runners seem to favour heading that way. It works for me and I have pulled a lot.
If it does happen and you are a caster you can still nuke it. You might lose the loot but it's better than having to zone.
If it happens to someone else; and if you are caster and feel like helping out:- target the victim then assist then you can nuke.
Sassiz - Shaman - Xev
Warrior searching for a weapon
# May 07 2001 at 12:27 AM Rating: Default
I'm Appocalypse, a 10 Warrior on Erollisi Marr. I'm currently using an axe bought off a merchant for 4pp. It's damage/delay is 6/31. Does anyone know of a better 1HS weapon that I could get somewhere around Cabilis(like within the zones connected to it)that I could either get off a mob or buy off someone for somewhere between 10-20pp? Thanks ahead of time.
cliffs
# Apr 27 2001 at 8:57 PM Rating: Default
Hey! If you don't want to be losing to a green then when you're killing something I advise you to kill monsters that don't walk away when they are low on health if you are by a cliff they can glitch underground and MAN believe me you don't want to know the experiance.
Binding for good races
# Apr 27 2001 at 12:42 PM Rating: Decent
Apparently it is possible to bind in the Ruins of Kaesora - is this spot guarded? Is it safe for a human and barbarian to bind there?
RE: Binding for good races
# May 09 2001 at 9:46 PM Rating: Decent
Its a good and safe place that my ranger uses since he is KoS in Cabilis.
RE: Binding for good races
# May 12 2001 at 3:20 AM Rating: Decent
Yeah, but theres a half elf there, he doesnt do anything, just says something about welcome to the ruins of Kaesora when hailed. He doesnt do anything, not even to Iksar ( dope???=) )

but theres something you should be aware of. there's this fairly high lvl skeleton, starts with a T

anyhoo, my monk has been despatched several times trying to get my corpse the first time he killed me =(.
(addition to What about Kelethin??)
# Apr 13 2001 at 7:53 PM Rating: Default
(O yeah BTW, I'm on Torvonnilous and FoB RULES!!)
What about Kelethin??
# Apr 13 2001 at 7:51 PM Rating: Default
Hmm... I'm thinking about going to Faydwer @ lvl 20 or so... and I just happen to have an Iksar Monk.
And, I have two questions: a. Is level 20 a good level to go there? And b. I sometimes like to help with newbie trains and stuff, which would make me amiable to most of the races there if it wwas in CB and did it long enuf, right?

Kinzzarn Jadeskull, 9th Monk (Note that the last name is what im planning for his surname to be (=!!)
RE: What about Kelethin??
# May 02 2001 at 5:09 PM Rating: Default
I would advise not to for several reasons. 1.)There is no monk guild anywhere in Faydwer I believe. 2.) The faction take a very long time to raise 3.) If you do not like it, it isn't really that easy to get back, you need to get a TP to dreadlands or take the boat in the oasis, and that sorta is a pain. 4.) Lake of Ill Omen is awesome experience for a level 20!
Just stay put man, you'll be better off. :)
RE: What about Kelethin??
# Sep 14 2001 at 1:53 PM Rating: Excellent
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243 posts
One other thing that seems to get mentioned alot with CB is the Indigo Brotherhood faction. Now, this ONLY affects the darkelf warrior guild. My necro didn't suffer at all from the guards, and she fought about 3 lvls in CB. Yes the indigo care about them, but they don't own them. I don't know if you will need IB faction or not.

But, at lvl 20, if you do want to be able to raise Emerald Warrior faction, I would suggest instead of CB that you go to Dagnor's Cauldron and fight goblins. No neg IB faction. Better xp for lvl. Loot isn't as good, but you do loot bows and arrows that you can sell to merchant and occassionally totems drop on the gobs, apparently.

My 2cp.

Tatiyanna
Burnyi things
# Apr 06 2001 at 10:44 PM Rating: Default
1/2 the time i attack one, and kill it, it turns invis and starts to beat the crap out of me. The only way to get it off is to zone.
strange crypt by tower
# Apr 03 2001 at 2:54 PM Rating: Default
There's this ruined crypt not far from the tower. With a buddy, I searched the eerie place and even waited until midnight, but nothing spawned. It's creepy, but I could sense summoned pets in the coffins. Also, monsters rarely wander past the crypt, and those that do, are always the stupid, weaker ones. Regardless, nothing came out to fight in the crypt (which, btw, has a horrid snake throne in it). What the hell is that catacomb for (I mean besides allowing the dead to rest and giving me the willies)?

Opaque, Cleric of Neriak
15th Level
Mor-Thule server
how to sense heading easily
# Mar 23 2001 at 7:07 PM Rating: Default
the clouds always move west and when you drop a sword or dagger it will always point to the north
FoB and BUGS
# Mar 14 2001 at 1:08 PM Rating: Decent
As a iksar the best lvl 1-15 zone neerby is the FoB.The probleme is the BUGS in here,this is the only place were i ve been bugged.There is 2 bugs i came across here are:
-when mobs start runing away they tend to go towords the"walls" on each side of the pit they go up and become invisable and start attacing u.It s ok if u run fast but for necros n sk s the best is to fear em and then run to East Cabilis and zone.This has happend with burynais,iksar outcast,bonebinders n bonecrawlers
-The 2nd one is the worst bug ever.It s when camping on these"walls" in the pit.When i logged back on i found myself underground !!! This is very anoying cause u have to wait for a GM or just get killed by the Hunters that have been bugged too.I opted for the énd solution and was wrong.It wasn t that bad cause i was only lvl 9 so my inventory wasn t very good but imagine losing a few k s worth of equipment....
After a few days i had bought all my stuff back and a GM got my corpse back up(i didn t ask her anything so it would have just stain down there) so i got 13pp out of it so be very carfull of this...

Carnifex Gunbusters
25 sk on TORVONILLOUS
FoB, best there is
# Mar 11 2001 at 5:16 AM Rating: Default
Not to mention a large portion of the zone is flat, with little obstruction. I have heard that the Newbie zone at FP was good, and it is, with 2 failures, no cash to be had quickly and the armor dropping mob's drop small armor, not quite what Humnas need. Personally, I think this needs to be changed (the armor that drops there should fit the majority of folks that will be hunting there), but we aren't likely to see changes made in the old world zones.
JESUS,MARY n JOSEPH !!!
# Mar 05 2001 at 8:27 AM Rating: Default
haha NEVER fight in the ruins that are north east of the pit(in the ruins).At lvl 16,much stuff in pit was blue(accept manslayers)and a 52 disiple told me about a bracer on a 13 scorp called a scourgtail scorpion in those ruins and it seemed nice n easy to get so i tryed to find him but never spawned in 1 qnd half hour of camping the mob but no sign of it.So i started killing skeletons n scalbone skeletons that conned green and to the left of the ruins near the KAESORA entrance a skelie poped on me and started kicking my *** bad for 75 hp!His name is Targrison or something and must be over lvl 35 and he fights like a monk so BEWARE

Carnifex Gunbusters
23 sk on TORVONILLOUS
RE: JESUS,MARY n JOSEPH !!!
# Jun 30 2001 at 8:58 PM Rating: Default
Yah . . . stay the hell away from there. I was just walkin' around, then boom, fell down three floors into a pit and got smeared like roadkill. After about 10 mins., I found my way down there again,(without falling too much) and I was jumped by about 3-5 spiders, each hitting 80+ damage. NOT fun. Just stay away from the entire ruins area in general!
RE: JESUS,MARY n JOSEPH !!!
# Mar 23 2001 at 7:13 PM Rating: Default
it is either Targishin or Tagrin but either way tagrin=30 I think and Targishin is around like 5000000000000000000 or something and I heard there were EZ kills there so I decided to check it out and got jumped by Tagrin and Killed by Targishin many many many time trying to get close enough to my corpse to drag it away he seems to like well....I bet he could like kill the gaurds!well two at least
RE: JESUS,MARY n JOSEPH !!!
# Apr 02 2001 at 3:16 PM Rating: Default
yup it was Tarhishin the skelie....
RE: JESUS,MARY n JOSEPH !!!
# Jul 10 2001 at 8:14 AM Rating: Default
Who cares?? There is !Pendle Dashdinger to kill and he has 10 hp! This makes dying nothing! Kill him in one hit, since its easy. Whether he dies in one hit or not, you can hear his corpse talking. It says !Pendle Dashdinger's Corpse says "My comrades will avenge my death!" or something. Have fun!!!
Lil secret
# Feb 05 2001 at 9:21 PM Rating: Decent
When the 'pit' gets crowded with people grabbing their share of mobs, there is a little area (at least on the Rallos Zek server) that no one takes advantage of. On the south end, outside of the 'pit', over by Kaesora, there is a ridge that leads into an inlet. 2 SK's sitting on that ridge with their pets, went through level 11 like it was butter. Only thing to watch out for are the greater scalebones. Even those that were conning yellow beat the **** out of ya. I still go there sometimes to train in an alternative weapon style. No one is ever there, but the mobs wandering path goes along the backside of the 'pit' and up the ridge into the inlet. They use the inlet as their turn around point.

Good hunting...
RE: Lil secret
# Jul 25 2001 at 8:52 PM Rating: Good
Great post. Read this a couple of months ago, and have had an opportunity to try it. For newbie Iskars do the normal mayhem till level 5. Once you get to five, you can come over to the south end of the pit and solo till about level 10 or so. After that it's usually into the hard end of the pit, or into Kurns with a small group.

I used this strategy with a Shammie, and went from five to nine really quick. Also used it with a SK when either developing alt weapon skills, or figuring out what your pets can do (not much unfortunately).
Money
# Feb 04 2001 at 9:27 PM Rating: Default
So far the easiest way to make money in the FoB is to fight skeletons, it does not matter what type, but fight any one that con's blue to you.

Loot their bodies and get skeleton bones, keep piling these bones up in one slot until you get the maximum, which is 20.

Now here comes the hard part :), /auction "WTS stack of bone chips, send tells!" every 3-5 minutes until you get a tell. Usually a necromancer will be your buyer, depending on what they offer (always make them give you an offer first) you usuall raise it to a certain extent. Remember they are the ones who really neeeeed it, so dont get scammed. usually they sell for about 3-5pp, depending on the mood YOU are in. dont settle for 3pp if you dont want to. They are in need, and don't sound like you are hurting for money!!

this is a great way to get spells, i am a lvl 6 shaman and i have been doing this and i have EVERY SINGLE SPELL for lvls 1 and 5!! and i have 4 pp left over, i highly recomend you do this!!! it is very profitable but you need to be a smart seller!
RE: Money
# Sep 14 2001 at 2:06 PM Rating: Excellent
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243 posts
In my experience, I make more money if I am selling at mid range or a slight discount. If you aren't greedy and get known for being fair, you will have more buyers.
It's just like in RL retail. If you put the item on sale, people will buy more, therefore spending more money. You will also get more buyers = more money.
Taking advantage of a demand with supply is one thing. Taking advantage of a need for profit is another.

~Many people
RE: Money
# Aug 13 2001 at 8:18 PM Rating: Decent
For me, Being a Necro myself, people are taking atvantage of us, many people are selling them for 6pp on tallon zek, seen a few try for 10PP!!! when I'm low on money, and can't cast a pet, I'm pretty much Screwed. If the necro's can't pay, lower it a little, trust me, you'll get more money if more can afford it, or, more money from me anyhow. If YOUR low on money, look for the buyers who are ASKING to buy bone chips for 6pp, thats your best bet. Please don't go so hard on us, and lower the prices a little if you don't get a tell after 10 minuts, thanks


Nedyarg
14 Necro on Tallon Zek
RE: Money
# Feb 11 2001 at 12:50 PM Rating: Default
if you really want an abundance of bone chips you should fight in Kurn's Tower. There are always a least two or three mobs you can solo at 12th lvl.
RE: Money
# Mar 05 2001 at 8:18 AM Rating: Default
or if u get the lucky loot in kurns(rihno rienforced armor or targ shield u sell at merchands for 1-5pp)u also loot runes,words,or on the burynai u loot bronze weapons worth 3pp each

Carnifex Gunbusters
23 sk on TORVONILOUS
Human cleric
# Jan 13 2001 at 9:10 AM Rating: Default
This may sound like a silly question but I play a human cleric who wants to go for the jesters club in the tower and miners gloves. My question is . Is the zone iskar only? I want to know if a human will be automatically KOS??

Many thanks
RE: Human cleric
# Jan 30 2001 at 12:16 PM Rating: Default
Ummmmm.....

If you stay clear of the gaurds, no, you won't be killed. But you will diffently be the outsider. I have yet to see any other race in FoB then Iksar.
RE: Human cleric
# Feb 11 2001 at 12:55 PM Rating: Default
I have seen a few. the iksar guards Kos all other races, most come for the two dungons: Kurn's Tower and Kaesora.
RE: Human cleric
# Mar 23 2001 at 9:54 PM Rating: Default
not necessarily true, if you raise the faction standings for the Legion of Cabilis by killing a ton of the banished iksar (bandits, footpads, etc...) they will eventually become amiable towards you and then you can get into the city. did it with my Iksar on Antonica (killed orcs and went into Freeport)
RE: Human cleric
# Sep 23 2001 at 3:29 AM Rating: Default
Actually you have to be a bit carefull with that one. Raising your faction with legion of cabilis will stop you from being KoS With the TROOPER type guards. The crusaders near antrance will still attack as they are on diffrent faction you can raise by giving bonechips to a trooper.
Just my 2 cp
RE: Human cleric
# Mar 23 2001 at 7:02 PM Rating: Default
how could u not see other races I go to Kurns and see one practiacally everyday in fact for a ogre I Perform small services(very small,such as conerting his money)for like 8 sp
lvl 12-16
# Nov 12 2000 at 4:14 PM Rating: Default
whats the good word on fighting here from lvl's 12-16?, nice places to hunt at? things to hunt? where the spawn is? what the factions are? thanks to anyone who answers =)
RE: lvl 12-16
# Nov 21 2000 at 4:57 PM Rating: Decent
From 12 to 16 the zone gets kind of tricky, but for the most part, you'll be hanging around the pit.. particularly around the big dragon skeleton in the middle.. the weaker mobs spawn on the cabilis side of the skull, while stronger mobs like the greater skeles, scaled wolf stalkers and the like spawn on the kurn's side.. 12th level is where emerald fencers start turning even/yellow, and are my suggestion as hunting fodder for quite a few levels yet, mostly because they run so slow and you can get the heck out of there if you end up with more than you bargained for. Spiders, badgers, and iksar are all runners, so you have to be careful about letting them run into the walls. Beetles, on the other hand, don't run, and if you're a monk, their shells are nice and light (.o1 stone I believe) and sell for just over a gold each, much better than selling rusty weapons if you ask me.

Heartsting scorpions are also good hunting fodder if you're brave, but be careful, they're pretty nasty when they start hitting for mid-30s damage, but they give good exp, and their teslons occasionally have a charge of poison bolt, which comes in handy now and again.

A word of warning though, is to always always keep your wits about you when you're out hunting for a mob to pull, I can't count the number of times I've been minding my own business, only to have a greater scalebone start beating the snot out of me with no warning (they're quite hard to see in the field even under the best of conditions).. and if you're hunting greater scalebones, check to make sure they aren't armed before you pull them, those with their daggers (cracked femurs, not too bad a little dagger) have the ability to hit in exess of 30 points of damage, and they hit FAST when armed, unarmed, they aren't so tough, but if they have those daggers, just add about two levels to their /con.. they hurt.
Beware of Invisible Monsters
# Sep 08 2000 at 11:28 AM Rating: Decent
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141 posts
There is a bug in this zone you need to watch out for. (Well I think the bug is in any zone, but it seems to happen here more often). If you are fighting a Mob near the wall, they will sometimes take off and run away from you right into the wall. This actually transfers them below the surface of the world. Then when they heal up, they come looking for you. This lets them hit you, but you can't see them or target them. As far as I know, there is no way ato kill them once this happens. Moreover, running to the guards won't help, because they don't see them either. The only way I know of to get free is to zone. Basically if a Mob runs into the wall, just head straight for the zone because you can be sure you will soon get attacked by the invisible creature.
RE: Beware of Invisible Monsters
# Mar 23 2001 at 6:59 PM Rating: Default
actually there are two way to fix this

O yeah and DONT BLAME NECROS!they can only turn themselves invisible and even if they could turn something else invisible they arnt that stupid!but if you type /assist Gabusik(that is my name,when you do this type yours)and it will automatically target whatever is attacking you you can use spells or HT if ur a SK
RE: Beware of Invisible Monsters
# Apr 02 2001 at 3:18 PM Rating: Default
JUST FEAR DA BASARDS !!!!
RE: Beware of Invisible Monsters
# Feb 11 2001 at 1:07 PM Rating: Default
I am an iksar SK and I find that they come back rather quickly. the trick is to make sure you still have the mob highlighted. when a mob runs into the wall and disapears don't click on another mob highlighting it.

I suggest this beacuse even if it's below the ground, spells will alway get'em -- my Harm Touch always finnishs them off.
RE: Beware of Invisible Monsters
# Nov 21 2000 at 5:23 PM Rating: Decent
Very annoying, but this can be avoided with a little bit of effort in your pulling. When you pull one of these mobs that likes to run when low on health (Spiders, Rogue Iksar, Badgers), pull them to one of the ramps that lead into and out of the pit and fight them in the middle of that ramp.. when they run, most of the time they'll turn and run straight back out into the pit.. the rest of the time, right up the middle of the ramp. This way you can kill them without worrying about them getting away into the wall, and will drastically cut down on your having to zone/dying to inviso-mobs. Sure you take a few more hits while running back to the ramp if its a long pull, but its better than running for your life isn't it?

On a side note.. do NOT pull to the ramp nearest Kurns tower.. I swear every aggroing mob in the zone walks up and down that ramp.. particularly skeletons and bandits.
RE: Beware of Invisible Monsters
# Oct 26 2000 at 12:08 AM Rating: Default
Actually....

There is a bug. Mobs will sometimes "fall though" the world, becomeing stuck "under" the surface. They still move about and will aggro normally, they are just beneath you and cannot be attacked due to the "Z" limits on combat (to high to low of a target.

The only cure is to zone. This will not elminate the mobs, but it will clear thier agro lists so you will not be attacked. Unless you run "accross" them again.

The fix right now is to petitiion, tell the guide/gm that there are mobs "under the zone". They can zone under the world and kill them off so they respawn correctly. This is not to say it can't happen again, and the usual cause is when a mob is chasing a person and gets lead into a wall. The wall/floor seams are not 100% in all zones....FOB is one of them...

RE: Beware of Invisible Monsters
# Oct 06 2000 at 5:50 AM Rating: Default
this could be just some necro putting invincibilty on something and zoneing somewere
#Anonymous, Posted: Oct 06 2000 at 5:48 AM, Rating: Sub-Default, (Expand Post)
RE: Beware of Invisible Monsters
# Sep 12 2000 at 12:35 PM Rating: Decent
Actually you can sometimes unbug them by running the monster to water or some other very low point.
RE: Beware of Invisible Monsters
# Mar 31 2001 at 1:04 AM Rating: Default
I am a sk and this accually happened to me once i beleive this is only a bug and can be fixed by calling a GM as for the monsters you just need magic or to zone perhaps log off simple as that.

Islude of the reptilian Empire

Long Live the Empire!!
RE: Beware of Invisible Monsters
# Jun 16 2001 at 5:09 PM Rating: Decent
I almost had this happen to me several times, I got over it by running backwards full flow(sk). When I did this, the creature seemed to jump to the top of the cliff, then run off it back at me, and lose all it's healing from the fall.
Watch for monsters fighting each other
# Sep 07 2000 at 10:09 PM Rating: Decent
20 posts
This can be a very lucrative endeavour as you can sometimes even kill red monsters in this zone because 2 monsters decided to fight each other.

You can also use this technique in lake of ill omen or frontier mountains when sarnaks and goblins collide, but it doesnt happen nearly as often as the scaled wolf/burynai and similar encounters in the pit and outside the pit.
RE: Watch for monsters fighting each other
# Sep 21 2000 at 1:16 PM Rating: Decent
There are three problems with this strategy.
First, if you pull one of them, you get to fight both.
Second, if you wait until one dies and pull the remaining one, his health bar may look half but he regens to full strength instantly.
Third, one of these MOBS is usually a scaled wolf and you can easily draw a third of fourth MOB into the fight.

RE: Watch for monsters fighting each other
# Oct 17 2000 at 5:37 AM Rating: Default
Counterpoints:

1. Usually you use this to take on a mob you normally can't kill alone, meaning you wait for the fight to finish, so pulling both doesn't happen.

2. This only happens if you wait for a while. To do this you should be watching the fight and as soon as they finish pull. If you wait for even 10 to 20 seconds they regen A LOT. I usually have the "winner" targeted and unload soon as he's done or the opponent starts to run.

3. This happens with scaled wolves period. Just be careful.
RE: Watch for monsters fighting each other
# Mar 23 2001 at 6:50 PM Rating: Default
I myself enjoy these combats to the death unfortunetly I'm only lvl 5 at this time and they seem to like after battle duels and generally it is two scaled wolfs or hunters or coed but anyway I can never get away in time and usally bandit win when footpad helps him out and I think Bandits have radar or something cuz I can be 100 ft away and they charge at me full speed!
RE: Watch for monsters fighting each other
# Jun 16 2001 at 5:14 PM Rating: Decent
I actually once drew a hunter, and a bandit was beating on him, I was in a group and we all just sat back(shaman healing me) because as the hunter nailed me, the bandit killed it, ignoring me standing right there. So once the hunter died(I striked it last to kill it), the bandit turned, and promtply got beaten to a pulp.
byrundibane spider hunt
# Aug 29 2000 at 11:01 PM Rating: Decent
34 posts
Ok if you are a newbie iksar necro or a seeker of rare beasties you should turn your attention to the field of bone and the byrundibane spider...these little beasties spawn like once or twice per day, after you've slaughtered whole caves full of bonebinder and other such common spinderlings. They are relativly wimpy and fight like any normal spiderling plus a lvl or two..

they drop two items..a necklace that grants poison and disease resistance and a MAGIC dagger called the byrundibane spider fang which is like a GSF except it comes with a 6 point dot. This is like a GREAT weapon for newbie iskar necros and its not that hard to get if you are willing to spend some time killing baby spiders.

The cave itself is one of two ..tomblike caverns located off to the left of the road to cabilis if you are coming from the city..relativly near the Wwoods zone. Its full of baby spiders and its companion cave is empty as of this post though it has a really nifty shrine like thing in it..my guild declared it the offical meeting hall

I understand that the spider has been seen in the field of bone itself...but I never saaw it there and would think the caves a better hunt for few know about them yet
RE: byrundibane spider hunt
# Dec 30 2000 at 3:37 AM Rating: Default
I managed to catch 3 of these over 3-4 hrs two in the spidercaves, one near the spidercaves on the field proper....got three charms-Nice but the fang didn't drop...dropped a potion(read a post saying that was fixed?) the potion is suppose to be really nice....but like a newbie I sold it.

Oh well.
Landmark List
# Aug 26 2000 at 6:31 PM Rating: Good
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141 posts
NEVER approach the coordinates (+3300,+2800) as they are the center of an island inhabited by a very large and mean level 55 gorilla named The Tangrin.
This list is ordered in increasing distance from Cabilis.

(-2600,+3600) East Cabilis zone line
(-1650,+1600) Newbie Pit entrance
(-0300,+2700) Spider's Den entrance
(+0300,+1000) Kurns Tower
(-1950,+0300) Kaesora Wall doorway
(-1950,-0300) Kaesora Entrance
(-3400,+1200) Swamp of No Hope zone line
(-2000,-1400) Emerald Jungle zone line
(+1700,+1400) Path up through cliffs on shoreline
(+1900,+3100) Marauder tunnels entrance
(+1400,+4100) Warsliks Woods zone line
(+2700,-0400) Underwater Sythrak Temple entrance
(+3300,+2800) Tangrin Island STAY AWAY

There is a path connecting the city with the newbie pit entrance. Another path in an upside-down Y shape connects the north end of the pit with the shore and the warsliks zone corridor.
Great newbie zone
# Aug 23 2000 at 12:22 AM Rating: Excellent
One of the best designed newbie zones I've ever seen. The place follows a logically progression of difficulty, starting on the path from town, moving to the desert, and finally the pit area. Following the same pattern the pit becomes more difficult the farther north you go, terminating with a great low level dungeon in Kurns tower. Pulling is simple and easy to learn, snagging a good kill as it moves up and down the pit buffet o' exp. This zone is also the starting point of quite a few quests, including the Curscale armor quest for newbies. Simply talk to Klok Mugruk (I believe thats his name) across from the court of pain in the haggle baron building. Tell him "I will perform a small service" to get a free 8 slot combine pack. Go kill Curscale pups (the only thing even to a lvl 1 anyway) and collect curscale skins to fill the pack. Combine when full and return to the Klok for a free piece of armor, roughly cloth with some magic bonus' on some pieces. The zone also provides quests for Leech Husk armor (warriors guild), Trooper Mozo's bone chip quest (great for faction foreigners), Scorpion pincers collection for the warlord (newbie exp quest) and many more. Good money for newbies is available in the form of Targ shields (1 pp), scarab shells (1gp apiece), bone chips (natch), and scorpion pincers (8sp). Just a great (if overcrowded at times) zone that can be soloed fairly easily. Good luck you young broodlings.

Straha Ironscale


Sorry bout the first post, bit of a screwup
best zone for the Tail class
# Aug 22 2000 at 6:28 PM Rating: Default
Best zone on Kunark for the newbie Tails. From level 1 to 14 there is good huntin here!
RE: best zone for the Tail class
# Nov 21 2000 at 5:29 PM Rating: Decent
Agreed, the field of bone is without a doubt in my mind, the best newbie zone in the game.. two great quests for everybody, several more for individual classes, good exp and great money are all to be had here. One could easily spend their first 20 seasons in this zone alone. Before kunark, Everfrost was likely the best newbie zone about, but post-kunark, FoB takes that title hands down.
RE: best zone for the Tail class
# Oct 24 2000 at 8:45 PM Rating: Default
I couldnt agree more. It is truly the best.




Lvl. 5 Iksar Monk, Hyrpees 7th Hammer
RE: best zone for the Tail class
# Jan 31 2001 at 9:22 AM Rating: Decent
lemme in there, in a couple hours when i get off, i am creating my new iksar monk
RE: best zone for the Tail class
# Jan 31 2001 at 9:46 AM Rating: Default
heh
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