Ruins of Kunark

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Ruins of Kunark
Ruins of Kunark box art.
Release date(s) April 24, 2000

Contents

[edit] General Information

The Ruins of Kunark was the first expansion to EverQuest. It introduced another continent, Kunark, along with an oceanic for boats to go to and from the continent. It also introduced another race, the Iksar, who were most notable for their regeneration bonus, equal to that of Trolls; and because they were the only race other than Humans able to be a Monk. Less notably, they have an AC bonus and a very high experience penalty of 20%. This expansion also marked the increase of the level cap from 50 to 60. This is the only level cap increase in the history of EverQuest that has been ten levels - every other increase has been in increments of five.

[edit] Zones

[edit] Cities

First is the city of Cabilis (aka New Sebilis), home of the Iksar. Cabilis is broken down into East and West Cabilis. Most of the class guild halls are located in East Cabilis; the Shadow Knights, Monks, Shamans, and Warriors. The Necromancer guild hall is located in West Cabilis. East Cabilis connects to the Field of Bone, which is where most players opt to fight on their entry-level Iksar characters. On the other side, West Cabilis connects to the Warslik's Woods, Swamp of No Hope, and Lake of Ill Omen. No races other than the Iksar start out with a good faction in Cabilis; and likewise, the Iksar are hated everywhere but their hometown.

Firiona Vie - this zone serves a double purpose; it's a good zone for players level 30-40 to hunt in for experience, and it's a city for all the good races to go to for banking, vendors, etc. It serves as an outpost where the good races landed and discovered Kunark. There is a boat that comes to the outpost and takes players to Timorous Deep, and then to the Butcherblock Mountains of Faydwer.

The Overthere - this zone is the evil version of Firiona Vie, above. It's a good zone for players level 25-40 to hunt in for experience, and it also has a small outpost for evil races (excepting Iksar) to go to for banking, vendors, and other town needs. A boat comes to the outpost periodically and takes players to Timorous Deep, and then to the Oasis of Marr, on Antonica. Other points of interest in this zone include the valley that serves as a zone line to the Frontier Mountains, which is a highly popular camp for players in their early 30s; the mud pit towards the northeast corner of the zone, which is popular for mid 20s players; and the great chasm in the center of the zone, filled with scorpikis, which contains the zone line to Howling Stones, also known as Charasis.

[edit] Outdoor Zones

The Burning Woods - as the name implies, this is a forest zone that is perpetually on fire, due to the volcanic activity found within. Points of interest include the forest giant fort, and the Sarnak fort, which contains the entrance to Chardok.

The Dreadlands - a zone with very diverse climates, including sand, grass, a small lake, and even snow. This is a highly popular zone for players in their mid 30s to mid 40s to level, due to the plentiful camps and easy mobs. There are several points of interest here. The entrance to Karnor's Castle, outside of which most of the popular camps reside. The great blue dragon, Gorenaire, who roams the zone drops some highly unique loot. And last, but not least, there is the Lost Valley, which contains the great Wizard spires, along with a camp of undead, a set of normal Wizard spires, and a Druid ring.

Emerald Jungle - a thick, foggy jungle filled with all manner of creatures, from gorillas to undead. There are a couple epic quests that make their way in here, although the zone isn't used for much other than that. Due to its lack of safe camps, and the fearsome wandering dragon Severilous, it isn't very popular for regular hunting.

Kunark Map
A map of Kunark.

The Field of Bone - a low-level outdoors zone. Players, especially Iksar, can hunt here from level 1 on up to level 12 or so, where they can enter Kurn's Tower. Also notable here is the Tangrin, a large monkey on an island whose level is in the 50s; he is used for the Enchanter epic quest.

The Frontier Mountains - an almost-cheery mountain range punctuated by trees, this zone is ruled by giants, Burynai, and goblins. Points of interest are the entrances to the Mines of Nurga and Temple of Droga; also, the mountain giant fort is a good place for players in their mid 30s to level and have a chance at some unique loot.

The Lake of Ill Omen - a large zone surrounding a lake, this zone is full of attractions. Probably most notably, it is a very popular zone for players (all players, not just Iksar) to go to level from 15 to 25 or so. The outskirts of the zone are full of lower-level goblins, animals, Sarnak, and other mobs; the lake contains goblins with levels in the late 20s; the Sarnak fortress contains Sarnak with levels ranging up as high as the 40s and 50s, including a couple named ones, and at least one epic piece. Also notable are the windmill, which serves as a safe area and meeting place for players, including a vendor; and the Astral Projection, for the Monk epic.

The Skyfire Mountains - a mountainous zone with an active volcano in the middle. This zone contains a number of interesting things. First and foremost, the entrance to Veeshan's Peak, the big end-game raiding zone from this expansion. Also notable is Zordakalicus Ragefire, for the Cleric epic; and the random zonewide drop for the same quest, Pearlescent Shards. The zone also contains a Druid ring.

The Swamp of No Hope - a dark, foggy, thickly-forested swamp that sits between Cabilis and Trakanon's Teeth. This is home to several points of interest, including a Froglok village in the treetops, similar to the Wood Elf village of Kelethin. It is also a zone for low-level Iksar players to go and level.

Timorous Deep - this huge, oceanic zone serves as a path for boats to travel between the Butcherblock Mountains and Firiona Vie, and between the Oasis of Marr and The Overthere. It also contains several epic fights, a small town, and most notably, the firepot room.

Trakanon's Teeth - a dark forest pierced by a small river and named after the feared dragon of corruption, Trakanon, this zone is generally considered unfit for normal hunting. It is made popular by the number of epics that are found within, by the entrance to Sebilis, and by the quest for the Trakanon Idol, which is the key to Sebilis and resides entirely within this zone.

Warslik's Woods - a thick forest between Cabilis and The Overthere. It has several notable points of interest. The low-level mobs near the Cabilis outpost are good for newly-created characters. The forest giant fort near the center of the zone is good for players in their late 10s and early 20s to level, and for a chance to procure Forest Loops. The goblin fort near the shoreline on the northern end of the zone is a good place for players in their mid to late 20s to level, and have a chance to complete a couple quests, along with a couple unique items. The last point of interest in this zone is the entrance to the Crypt of Dalnir, near the northwestern corner of the zone. Less notably, there is a complicated system of goblin tunnels that begin in the southern parts of the zone, and eventually lead to the Lake of Ill Omen.

[edit] Dungeons

Kurn's Tower - the first dungeon that many players, Iksar in particular, will enter. It contains mostly undead skeletons, particularly on the first floor, although as you go up and (particularly) down from there, you will encounter Burynai.

The Ruins of Kaesora - a dungeon in the level 30-40 range. Many classes have a portion of their epic quest down here.

The City of Mist - located in the Emerald Jungle, this fallen city is covered by a thick fog, and contains skeletons and ghosts abound. There are a few surprises in the innermost parts of the city. The City of Mist is popular for regular hunting due to a couple safe camps, and the ease of killing all the mobs. It is also notable for the large number of epic quests that make their way into there.

Sebilis - another fallen Iksar city, this deep underground zone is home to a number of epics, camps great for hunting both experience and unique loot, and the fearsome dragon of corruption, Trakanon. Access requires completing a short quest, requiring medaillions from a Froglok Hunter and Froglok Forager in Trakanon's Teeth. Don't enter Sebilis without bringing some friends.

Howling Stones - also known as Charasis, this dungeon is highly unique. Breaking into the zone is no walk in the park, so bring several friends who are good at killing lots of undead at once. Once inside, there are four wings (north, south, east, and west), and each needs its own key; each key happens to be a different finger from the hand of (somebody). Aside from these, there are different keys required for different doors within each wing. Once you ultimately complete the Hand of Glory, you will have procured yourself a master key to all doors within this zone.

The Crypt of Dalnir - located in the northwest corner of Warslik's Woods, this zone is home to a great number of Sarnak, including a twisted Sarnak wizard at the far bottom. The zone is full of secret doors, fake walls, and all other manner of classic fun dungeon crawling elements.

The Temple of Droga - the first of two dungeons found below the Frontier Mountains, this zone is filled to the brim with every manner of goblin. As dungeons should, it harbors a decent experience bonus, along with a number of unique items. It has an internal connection to the Mines of Nurga, the other dungeon below the Frontier Mountains.

The Mines of Nurga - the second of two dungeons located beneath the Fronter Mountains. Just like its sister zone, the Temple of Droga, this zone is full of all sorts of goblins. Also like its sister zone, it holds a decent experience bonus, and lots of unique loot. It has an internal connection directly to its sister zone.

Karnor's Castle - located right in the center of the desert portion of The Dreadlands, this zone is geared towards players of higher level (45+). A large number of epic quests find their way into this zone, some more than once. The entranceway is great for players in their low 40s to go to for experience; as you get further in, your chances of finding a named mob and procuring a unique item increase greatly. Bring some friends if you plan on going in here.

Chardok - found within the Sarnak fortress in the northeast corner of the Burning Woods, this zone is advisable mostly to players level 40+. It contains parts to many epic quests, along with some unique loot from the King and Queen.

Veeshan's Peak - the mother of all Kunark dungeons, this is the end-game raiding zone for the expansion. It contains five dragons, each of which drops its own unique set of items. The quest to get your Key of Veeshan, the key to this zone, is highly complicated, difficult, and time-consuming.

[edit] External Links

The Kunark zone connection map found on EQAtlas

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