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EverQuest II Instanced Zone Information
Introduced The Shadow Odyssey
Level Range 80
Zone in from Fens of Nathsar
Parent Zone None
Difficulty Group
Persistence 18 hours - 1 Day 11 Hours
Quests
Collections
NPCs Monsters Names
Drops   POIs Discos

What does this information mean?

General

Get to this zone off the Sokokar post at Omen's Call. Added as a fly in point with LU#50. Its a fairly linear zone, with no tricks to layout or mazes. There are levers that must be clicked to open doors to further areas, often the door opened is a room or 2 back. One of the harder zones in the expansion - orange mobs further in. Our group started off with 1 priest (and an illusionist), but for the final mob we had 2 priests (illus had to go).

Bosses

Sanedrac the Lost

First boss is visible from the zone in. He becomes active after the levers in the rooms to either side are simultaneusly activated (need to clear to them). The only real trick he has is reflects - bard green debuffs especially can be nasty. Also has a nasty trauma dot that if not cured from the respective group member will completely power drain that person. Once past him take the lift down to the next level, where there is a quest update near the spider that jumps you at the end of the left corridor

Selgrak the Monster

Down in the main hall, Selgrak summons friends from a (currently) sealed door to his south. They are the main problem as they have an aoe stifle. Tank Selgrak in the corner you entered from (-130, -57, -213), with your priest up the stairs a bit to avoid this, and make sure adds are tagged so they avoid the stairs. Add(s) look to come at 85%, 65%, 45% 25% and are immune to mez and root.

Sannik the Unfinished

Periodically puts a slime into people's bags, that slows them (unless your bags are full ;)). As he randomly teleports members to one of 3 sides of his room, this can be a problem. Stun/stifle work, but without an enchanter this mob would be pretty tough. A good tank spot is wedged in at -108, -52, -306, with the group opposite, so his knockback won't kick all over the room. Also throws out a deadly noxious AoE that can one shot your caster/healers if in range.

Guard Captain Kelkrin

No real tricks. I think the chest key mob was in his room. Chest itself is at -209, -72, -158 Power Drain, Stifles, has an AE.

Ka'El Ka'Vrish

Nasty. He has a nasty elemental aoe, not always preceeded by saying "I Summon the weapons from within". Aoe is joustable and he is rooted, so as our enchanter had to leave, we had 2 priests for this mob, and a brute force strategy was just stay ranged the whole fight and cure elemental / group heal+ward.

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