View Full Version : Instanced Zones
Felicite
07-06-2005, 09:10 PM
I have such dreams for this.. links to maps, NPC locs for mission givers, drops, beastiaries.. hello, just all the camp names.. but I just can't dodge enough work to flesh this out right now.. anyone driven to correct/add to this will get much :wub:
**
Gates Instances anyone can start:
Nederia's Landing, Eldros Danmor gives Forgotten Halls (scales to any level)
Barindu, Apprentice Ugranda gives Vxed and Tipt (fixed mob levels)(must be 60 to enter these zones)
Barindu, Gamesh gives 4 sewer trials (fixed mob levels)(must be 60 to enter these zones)
High Priest Diru Riwirn and Scribe Gurru are the two you interact with when working with GoD Sewers (as well as permanent flagging with Tipt/Vxed), for KT flagging purposes.
Kod'Taz, Ikkinz Group trials can be requested with a single person (soloing these is not really recommended, attempt it at your own risk). Some pre-flagging (dialog) may be required before you can even request Ikkinz1, I don't know for sure as I did all that before I attempted to request for the first time. You will have to pass 1 and 2 (and do the associated turn ins) to be able to request 2 and 3, respectively.
* Group 1 - Singlular Might: Requested from Gazak Klelkek, near Martyr's Passage.
* Group 2 - Twin Struggles: Requested from Maroley Nazuey, continuing along the path south from Gazak.
* Group 3 - Tri-Fates: Requested from Kenra Kalekkio, south of the Temple of the Damned (first temple you see in KT, left and south of the zone in).
Omens Instances requiring 3.. Scale based on requestor's level, any other restrictions unknown to me:
Dranik's Scar, Grand Historian Gersh gives 3 different zones of "Dranik Hollows"
Ruined City of Dranik, Grand Historian Rygua different zones of "Dranik Sewers" and 3 different zones of "Dranik Catacombs"
LDoN Instances requiring 3 within an allowed 10 level range, minimum level 20 (scales to average in 5 level jumps at 68, 63, 58, 53 etc ? some weirdness over 65 still?):
* Deepest Guk - camp in Southern Desert of Ro, near Wizard Spires
* Miragul's Menagerie - camp in Everfrost Peaks, near river and alchemy vendor
* Mistmoore Catacombs - camp in Butcherblock, near L`Fay zone line
* Rujarkian Hills - camp in Eastern Commandlands of Man, at Shady's place
* Takish-Hiz - camp in the Northern Desert of Ro, north from wizard spire just as the grass starts
Of course these days you use the Magus in the Guild Lobby..
4 selectable mission types (Rescue, Assassinate, Collection, Slaughter), normal and hard difficulty (hard adds 5 levels to the average), large number of unique instanced zones per camp.
LDoN Merchant List (http://www.cardplace.com/eq/ldon/list.cgi)
AllaKhazam's LDoN Zone List (http://everquest.allakhazam.com/db/zone.html?zcont=LDoN)
DoN Instances requiring 3, minimum level 45? (scales to average in 5 level jumps at 68, 63, etc.):
Lavastorm, 2 DoN camps, many missions.. using portions of live DON zones for instances.
Either camp has general "Mission" NPCs, anyone non-KoS can get general missions. NPCs with Faction name in titles (ie: "Dark Reign Missions") require minimum faction (for all group members?).
DoN Overview (http://samanna.net/quests/don.shtml)
Dark Reign Progression (http://www.mysticalorder.org/Rarar/Guide.html)
Keepers of Norrath Progression (http://eq.crgaming.com/viewarticle.asp?Article=7781)
DoN Merchant List (http://plurpage.com/everquest/don.php)
Instances requiring 3 (scales to average in 5 level jumps at 68, 63, etc.):
-Savil Tranquilsong has made an important breakthrough in his work uncovering the history of Unrest and is looking for adventurers around levels 55 to 70 to assist him. Seek him out in the Butcherblock Mountains if you are interested in helping.
Necrotalk Unrest Instance Discussion (http://www.necrotalk.com/index.php?showtopic=3979)
-Rumors have been circulating of increased activity around Hate's Fury and a growing discontent among the merchants of the Broken Skull Clan. A merchant in the Crypt of Nadox is looking to hire a few hearty souls around levels 55 to 70 to help keep the Clan in check.
Necrotalk Hates Fury Instance Discussion (http://www.necrotalk.com/index.php?showtopic=4089)
-Guard Freklin in Qeynos Hills has gotten himself into hot water after being caught sleeping on the job and is now stuck on gnoll watch. He is looking for adventurers around levels 15 to 35 to help him get back into the good graces of the guard.
-The ancient necromancer Marnek Jaull has returned to the dark halls of Befallen and kidnapped the daughter of a paladin of Prexus for use in his evil rituals. Derin Mausrel, uncle of the kidnapped girl, has traveled to West Commons in search of adventurers around levels 30 to 40 to help him rescue his niece and destroy the necromancer once and for all.
**
rukasak
07-06-2005, 09:55 PM
nice start!
Rijak
07-07-2005, 05:35 AM
noble endeavor... umm, forgotten halls is Eldros Danmor :)
Xelgadis
07-07-2005, 11:00 AM
Originally posted by Felicite+Jul 6 2005, 04:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Felicite @ Jul 6 2005, 04:10 PM)</td></tr><tr><td id='QUOTE'> Barindu, Gamesh gives 4 sewer trials (level 60? Can you get with just 1?* There is an alternate pair of NPC when getting these for flags.. or is that gone with the flag changes?) [/b]
High Priest Diru Riwirn and Scribe Gurru are the two you interact with when working with GoD Sewers (as well as permanent flagging with Tipt/Vxed), for KT flagging purposes. I believe you can still request instances with just a single person (I did while BiC farming, not overly long ago). Really not much reason to do the sewers these days unless farming for xp mob drops, and BiC.
<!--QuoteBegin-Felicite
Ruined City of Dranik, Grand Historian x gives y different zones of "Dranik Sewers"
Ruined City of Dranik, Grand Historian x gives y different zones of "Dranik Catacombs"[/quote]
Grand Historian Rygua
Three different instances are available, for each "theme". From my experience, they seem to scale based on the level of who's requesting. Same group: My (then) 65 sk requested, mob levels were lower, no signet PH... Tried requesting with my necro then, got the appropriate level mobs, and the PH was where he was supposed to be.
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Ikkinz: Group trials can be requested with a single person (soloing these is not really recommended, attempt it at your own risk). Some pre-flagging (dialog) may be required before you can even request Ikkinz1, I don't know for sure as I did all that before I attempted to request for the first time. You will have to pass 1 and 2 (and do the associated turn ins) to be able to request 2 and 3, respectively.
Group 1 - Singlular Might: Requested from Gazak Klelkek, near Martyr's Passage.
Group 2 - Twin Struggles: Requested from Maroley Nazuey, continuing along the path south from Gazak.
Group 3 - Tri-Fates: Requested from Kenra Kalekkio, south of the Temple of the Damned (first temple you see in KT, left and south of the zone in).
Raid trials I can't really provide much information on atm. If I ever get around to farming the 4 drops from the Pit of the Lost, I'll be able to request raid 1 (maybe I'm a masochist...).
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If there's anything left to add when I get back next week, I'll see what I can do then. Cable got cut this morning (moving), so on dialup atm (which is too slow to make cross-references with). Even in it's current state, however, I believe a sticky is warranted.
Felicite
07-07-2005, 04:25 PM
Getting better.. any facts wrong? Anything you want to add? Plan to add LDoN camps, etc, next.. and maybe start linking maps.
Ashes
07-07-2005, 10:00 PM
Wonderful post Felicite, it's very handy indeed to have all that information in one place! Thanks a ton!
I'm *so* tempted to head from 56 to 65 now, just to try Vxed, though I did read that someone was hunting there at level 61, I'm not sure I'd be as brave! Decisions decisions!
The only I thing I'd like to see added to this would be *suggested* levels to hunt in these areas *solo*, something like *Vxed 65* - As Gamesh gives four trials and the mobs in the instance are of fixed level, what levels would be recommened to have a go with a reasonable chance of doing well, or can't these trials be soloed, and by solo I mean non-boxed, true solo.
richardrahll
07-07-2005, 11:21 PM
Don't know where this fits in your scheme, but PoTime is instanced, as of the 6/29/05 patch.
Think that list is aiming to list soloable/gruopale instances....there's crapload of instanced raid zones ...
Great list , keep it going. :)
Jebasiz
07-08-2005, 06:59 AM
Anguish, click on zone in for instance. Requires 3 groups(supports 9).
MPG group trials. The projections of corresponding trial are the triggers.
Xelgadis
07-08-2005, 08:16 AM
May or may not be worth trying (if someone hasn't already). Curious if you need 2 full groups to request Ikkinz raids or simply 2 people in a raid, with group leader flags (same could theoretically be said about any instanced raid zone, which typically requires 3 groups minimum to request).
Npcs who give out expeditions usualy say you need to bring along "11 more friends" if you want him to give you the expedition. At least that's what npc in Qvic who gives out Inktu'ta instances said to me when i was soloing in caves the other day and tryed to get it.
Jebasiz
07-08-2005, 04:26 PM
At least that's what npc in Qvic who gives out Inktu'ta instances said to me when i was soloing in caves the other day and tryed to get it.
Warms my dark heart to know other necros solo there to. Some people I talk to never try a damn thing, and sit around complaining about being bored. Nothing worse then playing the most unlimited class in eq, and never leaving the guild lobby.
Felicite
07-08-2005, 06:56 PM
Added some rough LDoN things, and is DoN level 45+ *required*?
Yes, I was thinking solo/groupable zones.. so.. Time (and Anguish) might not totally fit the mold. Anyway.. never enough time to work on this.
Xelgadis
07-09-2005, 09:01 AM
A few things to note about the Ikkinz group instances:
- Each instance has 3 possible zonelines, current maps available show them semi-clearly (if you know what to look for), they are all within fairly close proximity of each other (in their respective temples). The zoneline for your instance is chosen randomly when it's created, the other 2 will be inactive. When in doubt, check your compass.
- There are several trash mobs between the NPC you request the instance from, and your randomly chosen zoneline, many of which see invis. Expect to either clear or "DA dash" (Harmshield / Quivering Veil of Xarn) to the zoneline.
- Named NPCs spawn randomly when the instance is created. A popular farm mob for Glyphed Prayer Ring (http://lucy.allakhazam.com/item.html?id=68796)s and Carved Vrex Totem (http://lucy.allakhazam.com/item.html?id=68768)s (mostly rings) is Rav Interceptor (http://eqbeastiary.allakhazam.com/search.shtml?id=14633), who can spawn at the zone in of Ikkinz 2. Paci pulling works best, can single him every time.
- Simply requesting an Ikkinz instance will give you a 1 hour (or so) lockout. So, if you're named farming with friends or something, you won't be able to request another instance til the lockout is up.
- Winning an instance will give you a lockout on it for somewhere between 12-16 hours (I think... someone with better memory than mine please verify).
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**Added 07/10
- Static spawns do not respawn, roamers will respawn. Respawn time escapes me atm, but I want to say it's somewhere in the realm of 20ish minutes.
Unclean
07-09-2005, 12:50 PM
Dranik's Scar, Grand Historian Gersh gives 3 different zones of "Dranik Hollows"
No lockout timer, so you can keep requesting until you get the mish you want.
3 missions are: Murkglider hive, Firepit and Watering hole.
Members can be added to the mission after it starts, and from outside the instanced zone as well.
Instance level is based on average group level.
The initial instance cannot spawn any named. Murk hive mission was nerfed (by flagging some mobs as undead), so you can't just invis and run to named camp. Firepit is safe to run through invis, and dunno about watering hole.
Thanks for the great post, Felicite!
daephyx
07-09-2005, 07:08 PM
- Each instance has 3 possible zonelines, current maps available show them semi-clearly (if you know what to look for), they are all within fairly close proximity of each other (in their respective temples). The zoneline for your instance is chosen randomly when it's created, the other 2 will be inactive. When in doubt, check your compass.
Xel, I have just begun doing these with some friends (I want that damn ring) and the first trial always has the same zoneline everytime. Are you positive that it moves? I talk to the monk, he sends me to the temple in front of him - back left tunnel. I'd hate to make that death charge to the zl and be caught in the wrong spot. Where else has it directed you?
Xelgadis
07-10-2005, 05:40 AM
I've done all 3 trials a dozen or more times recently, while helping people with BiC, and I've seen all 3 utilize all possible zonelines. It appears to be completely random, you may simply be "lucking out" on having to use the same zoneline each time.
Each trial's zonelines are within a fairly close proximity of each other. Only real difference is which tunnel/hallway you take. Since I can't load up EQ atm and look at the KT map (see thread in general chat for more info, and loading mapfiend's site on dialup would be painful at best) the only temple that stands out in my mind atm is Ikkinz 2, as I've done it a million times it seems like. The big room you enter from the outside has 3 hallways that branch off of it; north, east, and west. At the end of each hallway is a possible zoneline for Ikkinz 2.
daephyx
07-10-2005, 08:27 AM
Well I am sure you are right, as I have only done the first trial - and only a handful of times. Every time has been the left tunnel, but there are two other tunnels I believe. I'll keep an eye out for that, and hope I don't bring that damn kyv with me down the wrong one, hehe.
Xislaben
07-12-2005, 03:18 PM
Gimblax mission in Tirranun's Delve
Did it last night with a ranger tanking and a druid healing...
FDing between casts I wasn't summoned once >.<
http://img314.imageshack.us/img314/1290/dps7vf.jpg
http://img314.imageshack.us/img314/86/dots2qa.jpg
Saetanis
09-15-2005, 03:29 PM
DoD Naggy mission is found in Lavastorm by an NPC to the left of the evil tunnel entrance. Follow the [text] - get the mission.
I've done this twice w/ a full group - pretty easy.... Stupid easy. Reward for less than an hour? A sub-Time item, and 120% AA - less than an hour's 'work.'
Stupid easy...
Gather the group, get the mission - and select what Monster you will be. Naggy, SK, Warrior, 3 Clerics seems to work pretty good.
Talk to the NPC and get ported in. You have about 3 minutes to spend all the AA points. Don't worry - you only have one page of AAs - and can buy just about all of them. So buy everything, and buy it fast! Then, on the second page, map your abilities to hotkeys.
Not sure about other classes, but clerics need: Complete heal, Thunder (Nuke), Frost strike (DoT), Sleep, and maybe the aggro reducer Smoke Bomb.
Naggy needs: Lava Breath (AE Nuke), Dragon Yell or something (AE Fear), and his AE taunt (10-15 min refresh).
Naggy has to hold aggro. Lava Breath and Dragon yell everytime that shit pops. I save the AE taunt for the melee rush...
Clerics: Nuke, Melee (130/swing), and CH as needed.
Go after the Clerics on the melee rounds, and after the Enchanters on the caster rounds.
You can keep one mob up - typically a warrior - to med up if needed. Though it's probably safe to go w/ 3 clerics as low as 3 mana.
- Saetanis
Vavra
09-27-2005, 09:26 PM
are any of these soloable by a 60 necro???
Felicite
09-27-2005, 10:11 PM
Originally posted by Vavra@Sep 27 2005, 02:26 PM
are any of these soloable by a 60 necro???
I suppose Hate's Fury would be a pain to solo.. small, enclosed spaces.. hard to kite. But certainly doable.
Aside from that, 100% yes. The purpose of my (languishing because I am lazy) thread is how to get into the zones we can solo (ie: do you need two friends to get the mission.. keep the mission.. etc). But they can all be soloed.
Xislaben
09-28-2005, 02:05 PM
Originally posted by Felicite+Sep 27 2005, 10:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Felicite @ Sep 27 2005, 10:11 PM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-Vavra@Sep 27 2005, 02:26 PM
are any of these soloable by a 60 necro???
I suppose Hate's Fury would be a pain to solo.. small, enclosed spaces.. hard to kite. But certainly doable.
Aside from that, 100% yes. The purpose of my (languishing because I am lazy) thread is how to get into the zones we can solo (ie: do you need two friends to get the mission.. keep the mission.. etc). But they can all be soloed. [/b][/quote]
I don't know about the named but you can certainly solo the rest of hate's fury. Just need to root rot at first for space, and then you can agro kite all over the deck. They mobs had a bit of HP last time I was there though, and the xp wasn't so great, so I'd avoid that mission.
I had fun agro kiting adds.
Jebasiz
09-28-2005, 04:18 PM
Named doesn't summon in Hates' Fury IIRC.
Xagyg
09-28-2005, 06:07 PM
Originally posted by Xislaben@Sep 28 2005, 02:05 PM
I don't know about the named but you can certainly solo the rest of hate's fury. Just need to root rot at first for space, and then you can agro kite all over the deck. They mobs had a bit of HP last time I was there though, and the xp wasn't so great, so I'd avoid that mission.
I had fun agro kiting adds.
I did this a few weeks ago to get the shoulders for my frog. You don't even need to root rot to start unless you really want to. The aggro radius on the nearby mobs is small enough that you can safely kite them around the center of the deck on the raised portion by the NPC to teleport you out. It took me 2 tries to get the shoulders. As stated above, neither the named or his guards summon. If you get lucky, they'll spawn in part of the ship you've already cleared (nothing respawns). If you're unlucky, they'll spawn deep in an area that requires a bit of clearing to set up for the final kill. The exp there isn't awful, but not great.
UsulDaNeriak
09-28-2005, 09:39 PM
Originally posted by Felicite@Jul 6 2005, 09:10 PM
I have such dreams ...
tell us more Felicite)
Usul
Felicite
09-28-2005, 10:13 PM
Originally posted by UsulDaNeriak+Sep 28 2005, 02:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (UsulDaNeriak @ Sep 28 2005, 02:39 PM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-Felicite@Jul 6 2005, 09:10 PM
I have such dreams ...
tell us more Felicite [/b][/quote]
*laughs*
Links to all the maps for LDoN zones.
Links to the Unrest, Hate's Fury, etc items.
I would love to do each DoN mission and take notes.. and post them.
None of which is going to happen. Right now I am lucky to get in a few hours hunting a night.. and get to work each day.
Nirruden
12-30-2005, 03:07 PM
Found a link to a write up of all the Dranik's Hollows instances that I found to be very nice: http://www.guildseofon.com/dranikshollows.html
Just figured I'd mention it here.
Xelera
11-13-2007, 08:32 AM
DoD hive instance (Cicero's Notebook), given by Brovil Pallivineg in corathus creep, down near the wrecked flying thingy... normal or hard (hard = red cons to a 70, mobs are actually 73). Takes 3 people in group to get (they dont need to stay in group, just need to stay in task).
http://www.necrotalk.com/showthread.php?t=9057
whole write up by me on that forum, at least spells to use, and reasons to grind there at 75 still.
some other info:
zone in is safe, at end of canyon is a campfire with 3 mobs, snare one, run back, FD, wait for other two to go back, kill that one. go snare the next one, run, snare 2nd one that comes, kill...
now kite in that area, about 4 to 6 mobs path across that area eventually, plus others that come down from the main field, but dont quite stop there.
once you get those wanderers done, pull mob pathing down and back up, from the first tower, along the path. after that, pull the two guards outside the tower.
finish off the outside wanderers around the first tower. camp is across from first tower, along wall, partially up towards the second tower, but not over the hill.
2 more mobs are outside the tower, on its left side as you face it. over the hill to your left, towards the 2nd tower, there is a campfire with 2 more static spawns, and between the two towers, on the same wall they are on, is a campfire with 3 mobs, and 2 more static spawns high on the wall behind them (called lookouts)
several static spawns to the far west of zone, along the upper edge of a pit in the corner... 2 more static spawns outside the second tower to the northwest. 4 more static spawns down in the pit (pull the one closest to you with snare, and the one behind it comes also... kill those two, then go snare one of the other ones in pit in very corner, to get both of them).
miscellaneous wanderers around the outside, but only the first mob at first building on path, actually goes inside the buildings and comes back out.
first building: 2 just inside to your left, if you stand outside, and cast on the mob across from them that you can see, in the corner, pull with snare, run back, and get the 2 inside door when it runs by and agros them too. now past the one you pulled with snare, in a small room, still visible from door, pull it with snare, and another one that you cant see comes also (if snare resisted, or if you pull with dot, you get that one only, and have to go inside to get the other one, but then theres still another with him, so you get 2 on a pull, either sooner, or later).
one more mob on this floor by the ramp up (also, a wanderer between all floors). now pull basement floor, pull the ones you can see from ramp down, by the tunnel, get 3 to 4. go down inside once those dead, theres one outside a room below the ramp, one just inside, and 2 further back inside.
mroe downstairs if you want, same type of pulling... pull with snare, 2 or 3 may come, run ouside, snare in open field, kill, repeat.
upstairs, first just inside, and to your right, start casting snare, it'll agro, land snare and run, get 2 to 3 more mobs with it. after that, go up ramp and left, 3 pull... in and right, theres one in corner, pull with snare, and one more mob in back comes with it. after all these, there a 2 or 3 pull left.
2nd tower, same thing, pull the one you can see across from doorway, one behind door comes with it. pull the one in small room in back, it comes solo, 2 more in there. 2 mobs on ground floor near ramp on right. 1 wanderer between floors. DO NOT PULL BASEMENT MOBS unless you are ready for pathing to autopull/warp anywhere from 4 to 20 mobs to you outside, and they keep coming, unsnared. upstairs, 2 pull at top of ramp, 2 pull in and right, 3 pull in and left, final pull is a 5 pull.
casters dispell snare and gate. sucks to get malo on you for 14 minutes, keeps you in combat. casters are mostly: isangomas (suck the most i think), soulweavers, adepts, illusionists, spellweavers, with an occasional SK upstairs called reavers.
i would make a map, but mspaint sucks a fat babies butt.
hope this helps
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