
Rise of Kunark Boxart
Centuries of war have left their mark on the continent of Kunark. Explore this massive region as your existing character, or as a new playable race: the Sarnak. Discover a world full of intrigue and danger. Uncover artifacts long since thought lost to history. Engage in all-new adventures as you embark on a crusade to reveal the truth of the wars between the reborn Iksar Empire and the Sarnak. Experience the lush, nostalgic continent of Kunark while beginning your courageous path from the new starting zone of Timorous Deep.
Released on November 13th, 2007, Rise of Kunark was the fourth expansion for EverQuest II. It provides a full range of content for new player's levels 1-20 as well as for high level players who can now advance up to level 80 in their Adventure, Tradeskill and Guild classes. Rise of Kunark includes many highly-detailed areas that are fondly remembered from EverQuest as well as brand new areas only recently unearthed. Hundreds of new quests, dozens of new NPCs, brand new Epic Weapon quests for each class, and new armor sets await those who dare set foot on this fabled continent.
Rise of Kunark is also known as LU40.
Highlights[]
- Rediscover the continent of Kunark, with many new zones as well as nostalgia zones from EQ1. Hundreds of new quests aimed at gameplay of all types: Solo, Group, and Raid. Content is primarily focused on levels 1-20, and levels 65-80.
- Adventure, Tradeskill and Guild level cap raised to 80.
- 40 new AAs added, raising the maximum to 140.
- Epic Weapons for all 24 classes.
- Additional Gods have decided to return to Norrath: The Tribunal, Karana and Bertoxxulous.
- New playable race: Sarnak, dragon-like humanoid creatures inhabiting Timorous Deep that were exiled from their homeland and magically altered. As a Sarnak you can discover how your breed came to be and eventually return home to help your race triumph over the evil Iksar.
- New city for the Sarnak and their allies: Gorowyn. Conclude your day of epic quests and retire to brand new housing within this dormant volcano!
- Legendary and Fabled Armor sets.
- Click here for a google docs list of the necessary patterns and gems.
- Persistent Combat Instances, which give the ability to save your progress in an instance so you can continue at a later time.
- Spell upgrades that are currently every 14 levels will occur every 10 levels and there is a new unique spell at level 80!
- Dynamic Combat Music added.
- Free mount for all players.
Starting the Adventure[]
There are many ways to begin your journey in Kunark:
- Levels 1-20: Timorous Deep
- Players of evil or neutral-alignment can choose to start their character in Timorous Deep.
- Higher-level players who wish to quest in Timorous Deep can take a griffin from Butcherblock Docks in Butcherblock Mountains. ( 752, 26, 568 )
- Levels 65-70 Kylong Plains
- If you've had enough of the tall trees of Faydwer and want to begin questing in Kunark at higher level, there are two boats that offer direct travel to Kylong Plains:
- Maiden's Grace from the docks in Antonica: ( 436, -38, 820 )
- Overlord's Edge from the docks in The Commonlands: ( -1051, -145, -680 )
- Ulteran Spire Network takes you to Teren's Grasp, at the center of Kylong Plains.
- Druid Ring takes you to just outside the walls of Teren's Grasp.
- If you've had enough of the tall trees of Faydwer and want to begin questing in Kunark at higher level, there are two boats that offer direct travel to Kylong Plains:
Of course, you can always just use a Mariner's Bell to arrive at any zone in Kunark, except Kunzar Jungle.
Travel in Kunark[]
Travel in Kunark is done by the use of sokokar. In order to gain access to the sokokar network, players must complete a short questline in Kylong Plains. Previously, players had to have a young sokokar in their inventory, rewarded from the final quest of that questline, to be able to use the sokokar posts. Furthermore, each individual sokokar post had to be traveled to on foot and examined before it could be flown to. All of this is no longer required and upon completion of the questline, all sokokar flight paths within the entirety of Kunark are unlocked.
Zones[]
Outdoor Zones[]
Timorous Deep Coast (courtesy of Ten Ton Hammer)
- Timorous Deep
- Levels 1-20
- Sarnak starting area
- Kylong Plains
- Levels 65-70
- Location of EQ's Dreadlands, Burning Woods and Firiona Vie
- Fens of Nathsar
- Levels 60-75
- Location of Lake of Ill Omen, Field of Bone, Swamp of No Hope and Warslik's Woods
- Kunzar Jungle
- Levels 70-75
- Location of EQ's Emerald Jungle, City of Mist, Sebilis and Trakanon's Teeth
- Jarsath Wastes
- Levels 77-80
- Location of Overthere, and Skyfire mountains
Dungeons[]
Major Instances[]
- Charasis: Maiden's Chamber
- Charasis: Vault of Eternal Sleep
- Emperor's Athenaeum
- Chelsith
- The Crypt of Agony
- Court of Korucust
Raids[]
- Tier 3
- Tier 4
Contested Bosses[]
Notes[]
- For the house item, see Rise of Kunark (House Item).
References[]
- Allakhazam Interview
- TenTonHammer - Rise of Kunark Video Preview with Scott Hartsman
- SOE Press E3 Fact Sheet
- EQ2 Battle Mage
- Rise_of_Kunark(ZAM)
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Charasis: Vault of Eternal Sleep
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