EverQuest 2 Wiki
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iname2 = |
 
iname2 = |
 
idesc2 = |
 
idesc2 = |
abbrev = |
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abbrev = Vek: ST|
 
introduced = The Shadow Odyssey|
 
introduced = The Shadow Odyssey|
 
pzone = |
 
pzone = |
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slock = | <!-- success lockout -->
 
slock = | <!-- success lockout -->
 
pmin = 18 hours| <!-- min time until you can release the persistence -->
 
pmin = 18 hours| <!-- min time until you can release the persistence -->
pmax = 1 day 11hours| <!-- max time until the active persistence expires -->
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pmax = 3 days| <!-- max time until the active persistence expires -->
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uid = 390|
 
}}
 
}}
=General=
 
Zone in from underwater in the Fens - same location as Veksar.
 
It starts with the same layout as {{Zone|Veksar: The Invasion|Veksar}}, but continues on further passed what was the back of the last named room.
 
   
  +
This zone may simply be abbreviated as '''Vek''' or '''Veks''', since many players no longer play through [[Veksar: The Invasion]]
=Progression=
 
As per the original Veksar, there are mobs that are hidden until you approach them, generally in pools. Two new ones "a hunting shade" (which may respawn) are at -31, -3, -112 and -78, -2, -86. The chest for an extra shard is at -110, -2, -122. The key is a mob drop. There are 4 staffs that appear to have 2 uses, firstly to open the door at -11, -3, -138, then to perform a light show in the final named's room. Other clickables open doors. Book at 24, 6, -201 and orb at -129, -2, -112 for example.
 
   
 
==General==
==Ul'lugh the Divine==
 
 
Zone in from underwater in the Fens - same location as Veksar {{loc|631| -179|290}}.
Cold and slashing damage, no real tricks.
 
 
It starts with the same layout as {{Zone|Veksar: The Invasion|Veksar}} but continues on further past what was the back of the last named room.
   
==Gruerg the Ravager==
+
==Unknown Items==
  +
:{{Item|Golem Switch}}
Another not too difficult one
 
  +
When the golems are fighting, use the Golem Switch on the Massive golem to get them to switch places putting your Golem on top. Your golem will then defeat the other golem.
  +
 
==Progression==
  +
As per the original Veksar, there are mobs that are hidden until you approach them, generally in pools. Two new ones [[a hunting shade]] do respawn after a few hours are at {{loc|-31|-3|-112}} and {{loc|-78|-2|-86}} but they do not see invis.
  +
The chest for an extra shard is at {{loc|-110|-2|-122}}. The key drops from a mob that spawns in {{Named|Cribblekeep|}}'s room.
  +
There are 4 staffs that appear to have 2 uses, firstly to open the door at {{loc|-11|-3|-138}}, then to perform a light show in the final named's room for the quest [[A Long Lost Secret]]. The staves are located in the following location :
  +
* {{loc|80|6|-175}} at {{Named|Boss Riggledub|}}'s room entrance.
  +
* {{loc|5|-4|-145}} near the closed door in {{Named|Cribblekeep|}}'s room. This staff is used to open the door.
  +
* {{loc|-82|0|-21}} in {{Named|Garudon|}}'s room at the intact paw of the skeleton.
  +
* {{loc|0|-3|-74}} in {{Named|Lord Sasil|}}'s room at the left of his sarcophagus.
  +
  +
The Book at {{loc|24|6|-201}} is used to open the door to {{Named|Boss Riggledub|}}. A breakable wall at {{loc|-129|-2|-112}} hides an orb that opens the door to {{Named|Lord Sasil|}}.
  +
  +
The House item is a tapestry inside a sarcophagus against the left wall when entering in {{Named|Lord Sasil|}}'s room.
  +
 
==={{Named|Ul'lugh the Divine|}}===
  +
Cold and slashing damage, no real tricks. To get to him you must move the statue in the first room on the left to the left. This mob has a knockback.
  +
  +
==={{Named|Gruerg the Ravager|}}===
  +
Move the statue again to open his door. Spawns 4 adds which then put an uncureable poison DOT on the group. After killing Ul'lugh the Divine, go back to the statue and move it to the right to access the rest of the zone, including this boss.
  +
 
==={{Named|Boss Riggledub|}}===
  +
Read the book in the Runearium chamber just past the Golem Factory and to the right to open the door {{loc|22|7|-201}}.
   
==Boss Riggledub==
 
 
The main trick is NOT to AoE the epic x 2 "massive golem". Once the room is clear apart from Boss & Golem, construct your own "not-as-massive golem" out of the parts to keep the epic occupied while you kill Boss Riggledub.
 
The main trick is NOT to AoE the epic x 2 "massive golem". Once the room is clear apart from Boss & Golem, construct your own "not-as-massive golem" out of the parts to keep the epic occupied while you kill Boss Riggledub.
   
  +
The parts are located on various tables in the room. Move all of these parts in the correct order of Leg, Leg, Chest and then head over to the small grey circle on the ground near room entrance. Once the golem becomes active the Massive golem will charge over and they will fight.
==Cribblekeep==
 
  +
Cribblekeep spawns 6 {{Monster|an aqueous protector}}. At least half of the protectors need to be killed in order to allow {{Named|Cribblekeep}} to take damage. The protectors spawn on the pillars in the room after you pull the boss.
 
  +
Pull off Boss Riggledub and kill him. You may leave the room while the golems continue fighting for a few minutes.
Mainly magic damage from {{Named|Cribblekeep}}, the AoE Squall Surge especially, so a priest that can group cure arcane is handy.
 
  +
 
==={{Named|Cribblekeep|}}===
 
Cribblekeep spawns 6 {{Monster|an aqueous protector}}. The protectors ward him for 8000 points of damage each, for a grand total of 48,000 points. This ward can be burned down by heavy DPS. The protectors spawn on the pillars in the room after you pull the boss.
  +
Mainly magic damage from {{Named|Cribblekeep}}, He has 2 main AoEs. One puts on a short, incurable stun. The other does large damage(7K+). If you chain stun him, he will not cast his AE attacks as often.
  +
  +
A common strategy is to burn him down ignoring the protectors. This strategy will require heavy DPS and hard healing.
  +
  +
Another strategy, while slow requires a chanter to mez the Cribblekeep when the orbs pop, while the rest of the group kills the orbs, sometimes you will get him down a couple percentage between orb pops, sometimes more. Makes for a long fight but worked. His small throwback can cause havoc.
  +
  +
Yet another strategy is to chain stun him with a Coercer/Illusionist duo, and burn him down. He does not spawn protectors then.
   
==Lord Sasil==
+
==={{Named|Lord Sasil|}}===
Activated by clicking on his coffing. During the fight there are 4 attackable coffins behind him, kill each and the body part it spawns in order to make Sasil vulnerable. Order may be important - Front right, back right, back left, front left, named worked.
+
Activated by clicking on his coffin. During the fight there are 4 attackable coffins behind him, kill each and the body part it spawns in order to make Sasil vulnerable. The order has no importance whatsoever.
   
==Garudon==
+
==={{Named|Garudon|}}===
 
Tricky boss. His fight has 3 stages, each looks to have an AoE stifle and power drain, so priests stay ranged.
 
Tricky boss. His fight has 3 stages, each looks to have an AoE stifle and power drain, so priests stay ranged.
 
* Solo heroic
 
* Solo heroic
 
* Group of adds including heroic
 
* Group of adds including heroic
* Single heroic. This last one is a dragon, and as such is fiesty - tail lash especially. magic AoE also
+
* Single heroic. This last one is a dragon, and as such is fiesty - tail lash especially, magic AoE also. Chain stuns can limit his damage and interrupt his AOE.

Revision as of 22:57, 23 November 2019

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EverQuest II Instanced Zone Information
Introduced The Shadow Odyssey Vek: ST
Level Range 80+
Zone in from Fens of Nathsar
Parent Zone None
Difficulty Group
Persistence 18 hours - 3 days
Quests
Collections
NPCs Monsters Names
Drops   POIs Discos

What does this information mean?


This zone may simply be abbreviated as Vek or Veks, since many players no longer play through Veksar: The Invasion

General

Zone in from underwater in the Fens - same location as Veksar ( 631, -179, 290 ) Copy. It starts with the same layout as Veksar but continues on further past what was the back of the last named room.

Unknown Items

Golem Switch

When the golems are fighting, use the Golem Switch on the Massive golem to get them to switch places putting your Golem on top. Your golem will then defeat the other golem.

Progression

As per the original Veksar, there are mobs that are hidden until you approach them, generally in pools. Two new ones a hunting shade do respawn after a few hours are at ( -31, -3, -112 ) Copy and ( -78, -2, -86 ) Copy but they do not see invis. The chest for an extra shard is at ( -110, -2, -122 ) Copy. The key drops from a mob that spawns in Cribblekeep's room. There are 4 staffs that appear to have 2 uses, firstly to open the door at ( -11, -3, -138 ) Copy, then to perform a light show in the final named's room for the quest A Long Lost Secret. The staves are located in the following location :

  • 80, 6, -175 ) Copy at Boss Riggledub's room entrance.
  • 5, -4, -145 ) Copy near the closed door in Cribblekeep's room. This staff is used to open the door.
  • -82, 0, -21 ) Copy in Garudon's room at the intact paw of the skeleton.
  • 0, -3, -74 ) Copy in Lord Sasil's room at the left of his sarcophagus.

The Book at ( 24, 6, -201 ) Copy is used to open the door to Boss Riggledub. A breakable wall at ( -129, -2, -112 ) Copy hides an orb that opens the door to Lord Sasil.

The House item is a tapestry inside a sarcophagus against the left wall when entering in Lord Sasil's room.

Ul'lugh the Divine

Cold and slashing damage, no real tricks. To get to him you must move the statue in the first room on the left to the left. This mob has a knockback.

Gruerg the Ravager

Move the statue again to open his door. Spawns 4 adds which then put an uncureable poison DOT on the group. After killing Ul'lugh the Divine, go back to the statue and move it to the right to access the rest of the zone, including this boss.

Boss Riggledub

Read the book in the Runearium chamber just past the Golem Factory and to the right to open the door ( 22, 7, -201 ) Copy.

The main trick is NOT to AoE the epic x 2 "massive golem". Once the room is clear apart from Boss & Golem, construct your own "not-as-massive golem" out of the parts to keep the epic occupied while you kill Boss Riggledub.

The parts are located on various tables in the room. Move all of these parts in the correct order of Leg, Leg, Chest and then head over to the small grey circle on the ground near room entrance. Once the golem becomes active the Massive golem will charge over and they will fight.

Pull off Boss Riggledub and kill him. You may leave the room while the golems continue fighting for a few minutes.

Cribblekeep

Cribblekeep spawns 6 an aqueous protector. The protectors ward him for 8000 points of damage each, for a grand total of 48,000 points. This ward can be burned down by heavy DPS. The protectors spawn on the pillars in the room after you pull the boss. Mainly magic damage from Cribblekeep, He has 2 main AoEs. One puts on a short, incurable stun. The other does large damage(7K+). If you chain stun him, he will not cast his AE attacks as often.

A common strategy is to burn him down ignoring the protectors. This strategy will require heavy DPS and hard healing.

Another strategy, while slow requires a chanter to mez the Cribblekeep when the orbs pop, while the rest of the group kills the orbs, sometimes you will get him down a couple percentage between orb pops, sometimes more. Makes for a long fight but worked. His small throwback can cause havoc.

Yet another strategy is to chain stun him with a Coercer/Illusionist duo, and burn him down. He does not spawn protectors then.

Lord Sasil

Activated by clicking on his coffin. During the fight there are 4 attackable coffins behind him, kill each and the body part it spawns in order to make Sasil vulnerable. The order has no importance whatsoever.

Garudon

Tricky boss. His fight has 3 stages, each looks to have an AoE stifle and power drain, so priests stay ranged.

  • Solo heroic
  • Group of adds including heroic
  • Single heroic. This last one is a dragon, and as such is fiesty - tail lash especially, magic AoE also. Chain stuns can limit his damage and interrupt his AOE.