Rating Scale:
0 = Never want to go back there again
5 = Indifferent
10 = Don't want to tell about it for fear of ruining the zone
(Befallen)
This is the worst dungeon in the game. You often find yourself
overcome with swarms of green. The only option for escape is to run
through a couple of locked doors dragging the mobs up to the much lower
level people on the 1st and even 2nd floor. The "a shadowknight"
spawns take so long, that if you find yourself without a 3rd floor key,
you could be waiting an hour just to get down there.
Ratting: 2 (only because I am a paladin)
(Guk)
I haven't had much experience here, but it seems to suffer from the
same green swarm problems of Befallen. The only escape from the many
trains it to run over a little balance beam.
Rating: 3
(Unrest)
Not bad, but way too crowded most of the time. When there are 50+
people in the zone, you might as well just leave -- you will be waiting
10 minutes to find a spawn. On the other hand, if there are not enough
people in the zone, you get to see the humorous sight of trains
involving 10+ mobs. When there are the right number of people in the
zone, very good loot and exp. can be found here.
Rating: 5 (but varies)
(Cazic)
Sometimes it is a bit crowded, but even then you usually aren't waiting
too long for a spawn. The loot and exp. is great. The only big
problem is that for us good folk, there are no city anywhere nearby.
One quickly becomes encumbered with fine steel and coin. It is not
uncommon to find piles of copper, silver, unlooted corpses and fine
steel weapons laying around. Also, when one of us melee people go
down, we have a 30 minute corpse run to look forward to.
Rating: 8
(Mistmoore)
I have only spent a couple hours here, but so far it seems great! When
there were 70 people in unrest, I came over here and there were only
25. The dark blues do not destroy me. There are bronze weapons and
gargoyles that have 10 plat eyes. Greater Faydark is right there
around the corner. Seems too good to be true, I will find out this
weekend.
Rating: 9
Runnyeye seems to be a wait for spawn type of place, but I was only
there for about 20 minutes. Let me know what you think.
-Aznel
Sent via Deja.com http://www.deja.com/
Share what you know. Learn what you don't.
thanks, Wodan, cleric.
Aznel heeft geschreven in bericht <7n9sun$mvl$1...@nnrp1.deja.com>...
>
>(Mistmoore)
>I have only spent a couple hours here, but so far it seems great! When
>there were 70 people in unrest, I came over here and there were only
>25. The dark blues do not destroy me. There are bronze weapons and
>gargoyles that have 10 plat eyes. Greater Faydark is right there
>around the corner. Seems too good to be true, I will find out this
>weekend.
>Rating: 9
>
- Gladimir, Barbarian Shaman of Clan Blackwatch, Cazic-Thule
Merana wrote in message <7nadlq$53qa$3...@reader3.wxs.nl>...
(Crushbone)
Too crowded, too many people, too good loot for such a low lvl dungeon. Too
many killstealers on trainer, warlord, and King Crush. An outside dungeon.
Rating: 2 (I go back occasionally to reminisce and solo DVinn)
(Unrest)
WAY too crowded, WAY too many people, amazing amounts of lag. Unrest's
level range is too wide... you have lvl 15s killing yard trash, lvl 20-30s
doing the house, and lvl 30-37s doing the Garanel Mucksif camp. As such,
Unrest is probably the laggiest zone in the game, even though it does have
a nice design. An outside dungeon.
Rating: 1 (I never want to go back, I've got MY dwarven work boots, thank
you very much)
(Befallen)
As you say, the worst dungeon in the game. The vertical design, locked
doors, and swarms of greens make it hell. I haven't spent much time in
here, and I didn't need to. It's an inside dungeon too, which makes it suck
oh so much more.
Rating: 1
(Mistmoore)
Mistmoore is a VERY cool place. Around level 20 to 27 you can pull the
initiates to the zone for great experience, at 27 to 34 you can do the
graveyard and Catliff, and at 35 plus you can do the castle itself. The
design, while EXTREMELY buggy, is very very cool looking and has lots of
atmosphere. Even the monsters are different, with dark elves, hunched over
little will sappers, stone gargoyles, and vampires galore. An outside
dungeon.
Rating: 7
(Cazic-Thule)
Cazic-Thule is a great dungeon with lots of problems. Since its the only
place to find rubicite, it's extremely packed (60+ people) every night
which induces Unrest-like lag. Cazic _is_ an experience dungeon (as opposed
to a loot-centered dungeon) so it's pretty much the place to be between 25
and 40 or so. At earlier levels you can easily do solo pulls from the maze
for great experience, and once you hit 30 or so you can start entering
rubicite groups. Not my favorite place, but it serves a purpose.
Rating: 8
(Najena)
Oh sweet Jesus how I hate Najena. Of course thats a side effect from my
fruitless days of camping for JBoots, not the dungeon itself... but Najena
isn't really an XP dungeon, it's an item dungeon. You can get some fairly
nice stuff here (barbed leather whip, bands of flesh, blackened sapphire,
travelers' pack, JBoots, ogre war maul) and I imagine it's not bad xp for
lvl 20's or so.... but.... I shiver whenever I think about going back
inside and I just can't give it a good rating. Never again. Ever.
Rating: 0
(Upper Guk)
Upper Guk is an amazingly complicated HUGE maze of a dungeon. It wouldn't
be so bad if the EXTREMELY green froggies didn't attack you... but they do,
so you're forced to use see invis and invis to get your party to anywhere
blue. This is an inside dungeon, and as a Ranger I hate inside
dungeons. There's some nice loot in here though, so it might be worth it if
you can still get XP inside.
Rating: 3
(Lower Guk: Live Side)
Lower Guk is a dangerous place to be. The live side is one huge maze full
of minotaurs and rather difficult froggies. Still, it's decent experience,
and some VERY nice items come from the live side... runed falchion, bag of
evil eye, manastone, silvered leggings, etc. Obviously an inside
dungeon. I'll be back.
Rating: 6
(Lower Guk: Undead Side)
The undead side is a VERY dangerous place to be. It's kinda mazey too, but
not as bad as the live side, it's fairly good xp, and it seems like ALL of
the really nice items in the game come from here. I'll be back.
Rating: 7
(Solusek A)
Once you get past the very frightening lava at the zone, Solusek A is much
less scary than you think. Some nice XP and very nice items in here for
lvls 27 to 34 or so. I was only here briefly (too high lvl when I
discovered it) but it's a very nice very underutilized dungeon.
Rating: 8
(Solusek B)
Solusek B is the "experience dungeon" following Cazic-thule. Once the
lizards stop giving xp, come on down to Solusek B and try some lvl 38
Solusek Kobolds, why dontcha? There are _some_ nice items in here (mithril
bracers and BP, staff of writhing, erudite heart amulet, chitin shell
protector) but Solusek B isn't primarily an item dungeon, it's a place to
level up in a nice group pulling kobolds. The kobolds apparantly will give
experience up to level FIFTY, so there's no NEED to ever go any deeper, but
if you want to there's a whole section with lvl 43+ bugs deeper in. If THEY
bore you, well, there are some fire giants (including Warlord Skarlon)
deeper yet.
Rating: 9
(Runnyeye)
Never been there.
(Blackburrow)
Never been there.
(Infected Paw)
Never been there.
(Kedge Keep)
Never been there.
Sam
az...@my-deja.com (Aznel) wrote in <7n9sun$mvl$1...@nnrp1.deja.com>:
>(Mistmoore)
>I have only spent a couple hours here, but so far it seems great! When
>there were 70 people in unrest, I came over here and there were only
>25. The dark blues do not destroy me. There are bronze weapons and
>gargoyles that have 10 plat eyes. Greater Faydark is right there
>around the corner. Seems too good to be true, I will find out this
>weekend.
>Rating: 9
>
>Runnyeye seems to be a wait for spawn type of place, but I was only
>there for about 20 minutes. Let me know what you think.
>
> -Aznel
>
>
>Sent via Deja.com http://www.deja.com/
>Share what you know. Learn what you don't.
--
/| Sam Schlansky <sam[at]operation3d[dot]com>
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Befallen:
I got killed by a green necro in here because a giant rat was blocking the door
of my escape and getting to the necro, this zone sucks ass because I'm so
large. FIX SHRINK or give me my 10pp back.
Rating: cheesy but -5
Blackburrow:
Haven't been there as my shaman, but as my old character, a monk, it's a good
zone, people hate it being crowded, but if you think about it, if it wasn't so
crowded there'd be 10 times as many trains.
Rating: 6
Cazic-Thule:
Another being large issue, also was crowded. I don't think I can really rate
this one since it seems that there's been a change since rubicite was removed
(damn, best thing I can wear as a shaman). But when I went it was chaos and my
initial impression was bad.
Before changes: 2
Crushbone:
Haven't been there as my shaman for reasons with the Indigo Brotherhood, but
did go as my monk. This is not a bad zone at the lower end of its scale, at
the high end the castle is just to camped, not to mention trainer hill and the
taskmaster.
Outside castle: 7
Inside castle: pointless, nothing to hunt because 15 people jump on something
as soon as it spawns.
Kedge Keep:
Ha, like I've been there
Kerra Isle:
Well yet another of my characters was an Erudite wizard when Prexus just had
come up. Well then I was considered a high level at 5, and went in with 3
people. My god, we wasted everthing up front, but that's the only opinion I
can offer, when a server is just coming up and there's 7 people in the zone
when it's crowded.
Rating: 8
Lower Guk:
Not yet
Mistmoore:
Not yet, but when I kill the dark elves there does my faction go down with
Neriak inkies, just wondering cause I'd like to see the zone some time, but not
lose faction.
Najena:
This has to be my favorite dungeon, for my ogre at least, odd huh, but with the
right group it works just fine. Now I've only seen the first part of it, down
to the goblin magicians. Once I got there with a group of 6 got great xp, got
great loot. Only 2 problems with the zone is every elemental attacks me, I'm
level 20, some go down as low as level 9, that's just a pain. Other is people
camping, tentacle terrors, ogre captian, bonecracker, Dreznala (that it?) and
Najena herself. First off, tentacle whips suck, just buy a combine, it's
pointless, and I hunted them for 3 days (this was actually for a decent amount
of xp) and got one whip in all groups I was in, it was my turn to loot, so I
twinked a bard I made just to see how they worked (I don't approve of twinking,
just my character can't use 1h slash), sold it for 15pp first chance I got, and
this bard is level 5, tentacle whips are inferior for level 5s because Lifetap
doesn't go off enough for it to be worthwhile. Anyways, enough rambling.
Rating: 7 (Only reason there's not a higher score is the excessive camping)
Paw:
Went here as monk, few trains, good loot (not that a monk needs it), good xp,
not crowded.
Rating: 10
Permafrost:
To many horor storys about giant dire wolves, hell no.
Runnyeye:
Seems disorganized, I've seen dazed goblin shaman running around with the
regular goblins, I don't really think it was a train because there was nobody
waiting in the Gorge when I zoned in. Still, doesn't seem to bad if you can
avoid the right things.
Rating: 6
Solusk's Eye (formerly Solusk A):
Liked this zone, except you have to tiptoe around so you don't fall in lava and
being an ogre, again, I'm way to fat, had to make the wiz lure cause I had to
duck, damn it sucked. Still, got decent enough loot, and not bad xp at that,
if you can get by a few problems from what I saw it looks like a good zone.
Rating: 6
Nagafen's Lair (formerly Solusk B):
Well, I only zoned in once just so I could say that I've been to Nagafen's
Lair, was immidiatly hit by a greater kobold for 78, I won't be back for
awhile. Can't give a rating for this.
Upper Guk:
I'm to big, bad trains, but sought after loot (Mesh, ghoulbane, etc.). I think
I could enjoy it if Shrink would work, but it doesn't yet.
Rating: 2
Unrest:
This is a mixed bag, bad lag, over crowded, but great loot and not that bad at
xp. Kind to hard to say, I think the good thing about it being crowded is
sometimes you might be lucky and get to pull something out of a train that you
could kill solo, but normally wouldn't get to without geting 80 more ghouls and
10 more things that could kick your ass. (happened with a greater dark bone in
my group once and we got some small bronze gauntlets). I'm gonna give this a
rating by number of people in zone, and brief explanations.
70+: nothing to hunt, maybe one lure every five minutes, to crowded, gets a 4.
40-69: Enough people so that you can get help, and stuff is getting killed
fast enough usually so that a train isn't started all the time, but is
sometimes, get an 8
Less then 40: Sure, no lag, but nothing gets killed so that when you pull one
thing you pull a few of it's friends and trains happen more often then with
lots of people.
>
>(Befallen)
This is the worst dungeon in the game. I hate the doorways ( all
which require camping for keys and having to unlock. ) Also the undead
tend to be rather too aggro .
0 ( i cant give it any lower)
>
(Guk)
ugly trains , Incredible items available.
infinately campable once you get used to it. Just the green aggro
that annoys me.
8
>
(Unrest)
great loot, easily fought creatures( except hags) nice variance of
lvls( clearly defined and allows for multiple groups keeping to their
area. All that makes for overcrowding , Huge amounts of lag and pretty
bad trains even for the higher lvls.
6 ( this is actually a great dungeon and more of them should be
designed around the curve. This will simply alleviate the lag and
crowds . then ti will be eaily the ebst dungeons around )
>
(Cazic)
Far from home.( for good characters) , great loot , again another
largely well designed dungeon. Makes for huge amounts of ppl and alot
of rubicite camping. Lets face it 1 lizzie spawning for 1 piece? So
that will not encourage camping eh? Oddly its not as laggy as Unrest
tho. Trains will probably chase all but the strongest parties away (
lvl 35 plus)
7
>(Mistmoore)
very nasty place. very hard to get into due the the number of very
tough spellcasters ( nearly as much htpoints as a warrior type mob ,
hits as hard and has possibly near infinate mana if left alone ) .
Hasnt been fully explored/exploited by even the much higher lvled
groups mainly becuase of the huge power of the casters. Even so the
loot is impressive for the higher lvled creatures and the bind point
ofr non binders is close ( greater fay)
7
Runnyeye
hard to judge as i only really went there whe i was too low lvled and
got killed several times retrieving my corpse. Still my bias from that
experiance ( and broxx) also adds to the fact that the mazey , twisty
passages make for a confusing hunt. Only 2 real resting areas ( for
purposes of safety ) plus the fact that the goblins tend to be off a
certain lvl even deep down. So once you get past the initial high lvl
goblins theres not much within that can interest the group. Ok loot
with few exceptions. Not a particularly great lvl design compared to
unrest
5
Crushbone.
crowded . nuf said
5
Kedge keep
an incredibly difficult to enter dungeon, Almost impossible to rest
and to top it off theres no loot. ( creauteres there give nothing..)
probably a bug but they haent finished it either way
shoot the designer. please..
1
Solusek, a b
windy passages and very high lvl creatures ensure that this place will
not be crowded . Going deeper is kinda suicidle unless you want
Nagafen himself.( or the warlord) also the kobolds wiill give you xp
till you reach lvl 50.....lots of risk but possilby the best rewards
available.
8
Najena
item dungeon , lots of camper plus some key camping. Lot of annoying
powerful casters also. Avoid unless you want certain items. considered
a soloist dungeon by some tho..
3
Permafrst
teleport bugs , creatures bugs, windy passages , see thru wall casters
and green aggro make for a one of the worst dungeons available . Still
some ppl like it.
3
Cant think of any other.
"I can picture in my mind a world without war , a world without hate . And I can picture us attacking that world because they'd never expect it. " -Jack Handey
Crushbone: I wouldn't start expecting to get good items out of here until
you are level 15 or higher. But, it is a great place (if you can find a
group) to get from level ~5 to ~20. When it approaches 40 or more people in
here, it is time to head some place else. Items of interest: Shiney Brass
Shield, Dragoon Dirk, Bracer of Battle, Screaming Mace[quest], Leather Whip,
small and medium Raw-hide armour, small and medium cloth armour (I made a
full small size set).
Rating, 6
Oasis of Marr: It was different, can be very dangerous is some fool trains a
few sand giants to you. It had pretty good experience but was very
overcrowded. I'm not sure how I can rate it, because I was about level 13
or so while I was there.
BlackBurrow: Ahhhhh!! Good lord, the only thing that can describe this
dungeon is DEATHTRAP. I would only go here if you like to lose levels.
Rating, 0
Dagnor's Cauldron: While I went here at level 17 I didn't stick around too
long (But I'll be back later!) If you want to train safe fall, this is THE
place! I gained 8 safe fall just moving around.
Rating 10 ;>) (Especially on Fennin Ro! STAY OUT!)
SSssssoooooo, how would a level 18 rogue fair in Unrest?
--
Sean S. -:- ICQ: 1826323
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Aznel wrote in message <7n9sun$mvl$1...@nnrp1.deja.com>...
Blackburrow: Not too bad if you learn your way around, know the
shortcuts, and go with a good group. Just don't attack anything when
there's a train around. - Rating 7
Splitpaw: Never spent much time here. It's good to be of higher
level than you were at Blackburrow, because the gnolls are harder. VERY
crowded (gnoll-wise, not people). Rating 6
Upper Guk: Don't even get me started. This place is hell.
However, as long as you run to the zone everytime your enemy gets away and
you aren't under level 12, you should be fine. Frogloks are generally a tad
bit slower than most people, but some higher level ones are exceptions. -
Rating 3
Crushbone: WAY too many people. Not too bad if the crowd is thin,
which is practically never. - Rating 4
Runnyeye: Haven't spent much time here either. Watch out for the
eyes, as they will charm you. Trains, as always, can be a problem. -
Rating 5
Befallen: Do not even attempt to solo here unless you are very high
in level. Get yourself a group going, and it's a great place to be. -
Rating 7
Robert Coleman
----------------------------------------
Gaeodar
15th Level Human Wizard
Taolas
4th Level Half-Elf Bard
Veeshan Server
Sean <NO....@WILL.SEE.THIS> wrote in message
news:FNmm3.205$Yk3...@newsr1.twcny.rr.com...
AD
CB brings out the worst in everyone, (including me). I've NEVER
seen any kind of orderly camping, especially for the SBS (trainer).
I hate kill-stealing, but that's the ONLY way you'll ever get one.
>Oasis of Marr: It was different, can be very dangerous is some fool trains a
>few sand giants to you. It had pretty good experience but was very
>overcrowded. I'm not sure how I can rate it, because I was about level 13
>or so while I was there.
Death trap.
>BlackBurrow: Ahhhhh!! Good lord, the only thing that can describe this
>dungeon is DEATHTRAP. I would only go here if you like to lose levels.
>Rating, 0
You're 100% dead wrong here. BB has the most manageable trains
of any dungeon. Unless you are stupid enough to hang around at
the zone entrance, but thats true of any dungeon.
--
--
=================
can...@netcom.com
Unrest: Wow! I wouldn't suggest soloing this place at all. People who are
lower than level 17 should probably stay in other places because it will be
difficult to join a group. On groups, Clerics and Druids own groups: Cleric
heals, Druid casts SoW... Pretty good stuff in here, Lot of undead things
(bring your magical weapons/gloves/boots!)
Downsides: If you die, you have a loong walk to get your corpse. The
nearest town is Kaladim. You have to run through a dangerous area to get to
Unrest/Kaladim.
Rating - 8, definitly heading back when the packetloss/ping drops :>)
--
Sean S. -:- ICQ: 1826323
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Sean wrote in message ...
>In order of visiting:
>
>Crushbone: I wouldn't start expecting to get good items out of here until
>you are level 15 or higher. But, it is a great place (if you can find a
>group) to get from level ~5 to ~20. When it approaches 40 or more people
in
>here, it is time to head some place else. Items of interest: Shiney Brass
>Shield, Dragoon Dirk, Bracer of Battle, Screaming Mace[quest], Leather
Whip,
>small and medium Raw-hide armour, small and medium cloth armour (I made a
>full small size set).
>Rating, 6
>
>Oasis of Marr: It was different, can be very dangerous is some fool trains
a
>few sand giants to you. It had pretty good experience but was very
>overcrowded. I'm not sure how I can rate it, because I was about level 13
>or so while I was there.
>
>
>BlackBurrow: Ahhhhh!! Good lord, the only thing that can describe this
>dungeon is DEATHTRAP. I would only go here if you like to lose levels.
>Rating, 0
>
Gotta defend Guk here :)
Hunted in Guk from lvl 12-20 (now, still hunting), and I love the place.
It's deadly, with train from the bowels from Hell... but that's what I love
about it. It's a real challenge. When you come out of Guk, it's with a real
sense of achievement.
And the Woven/Mesh loot is cool too.
The obvious downside is that as a Wood Elf Ranger, death means a long trek
from Freeport, but I think the regular Shaman and Druids along the way are
starting to recognise me, and I've never had a problem gettting a SoW.
Take a walk on the wild side, plunge into Guk :)
Walk with Tunare,
Ranger Carnagh Sidhe
[SNIP]
> (Guk)
> I haven't had much experience here, but it seems to suffer from the
> same green swarm problems of Befallen. The only escape from the many
> trains it to run over a little balance beam.
> Rating: 3
[SNIP]
Then when you get to dagnors (just a short trip from the GF/BB zone
SW) just head down to the water, and run along the coastline, very
rarely do you get attacked, but if you do, and you need to run, either
carry on to unrest, or go back through to BB
Simioni Talfryn 20th Cleric - Erolissi Marr
On Sun, 25 Jul 1999 15:53:40 -0400, "Sean" <NO....@WILL.SEE.THIS>
wrote:
Yep, I give it 0. Absolutely hate the stupid lock and key thingy.
>(Guk)
>I haven't had much experience here, but it seems to suffer from the
>same green swarm problems of Befallen.
>Rating: 3
Ummm... that's because you haven't had any experienced in Guk.
I'd give Guk a 9. It doesn't get 10, mainly because for a
dungeon of this size, Guk has a dearth of good items. What's
good about Guk? If you know your way around and are good at
handling runners, you can fight your way from level 10 to 34.
It's very easy to pick a fight with only 2 or at most 3 frogs
at a time. The only reason you get swarmed is because you
let runners go. As for green aggro problems, well, don't blame
Guk. All post-newbie dungeons have this problem. The critters
have to be utterly green before it becomes non-aggro. Permafrost
has it. Runnyeye has it. Mistmoore has it. Basically, all
level 20+ mobs don't stop being aggro until they are about 10
level below you, even if they are green when they are 6 or 7
levels below you.
>(Unrest)
>Not bad, but way too crowded most of the time. When there are 50+
>people in the zone, you might as well just leave -- you will be waiting
>10 minutes to find a spawn.
>Rating: 5 (but varies)
The spawn is just crazy. Once you're pass teen, there is no
way to partition the zone into small manageable chucks. Basically
you have to rely on the crowd to keep the spawn manageable. What
I'm trying to say is this is essentially a 1 zone with a virtual
single spawn point (the house) which produces massive spawn.
Whether you make it or not isn't the function of how good you
are with tactics. If nobody is in the zone, you die, it's that
simple.
I'll give it 3.
>(Cazic)
>Sometimes it is a bit crowded, but even then you usually aren't waiting
>too long for a spawn. The loot and exp. is great.
>Rating: 8
Uninspiring design. Basically an upgraded CB with phat lewts.
I'll give it 6 at most.
>(Mistmoore)
>I have only spent a couple hours here, but so far it seems great! When
>there were 70 people in unrest, I came over here and there were only
>25.
>Rating: 9
Buggy as hell. Again another uninspiring design. Huge outdoor area,
arbitrarily segmented into different sub-zones. Again, phat lewts
are the only reason it's so popular.
I'll give it 5.
>Runnyeye seems to be a wait for spawn type of place, but I was only
>there for about 20 minutes. Let me know what you think.
Horrendous design, a no-brainer. Basically it's one continuous
hallway with huge linked mobs to give it air of invulnerability.
Unless you can do the monk FD pull or you visit it when most
gobs are green, it's to be avoided.
I'll give it 0.
Later...
BlackBurrow: I cut my teeth on BlackBurrow and, yes, it is a deathtrap.
It's a good design, IMHO, just scary as hell for a newbie. You can
secure a few areas and be relatively safe from trains. It can get
ugly fast though. I give it a 6.
Befallen: Nice if you're hunting the top level (and it is appropriate
for your level). If it is not crowded, you can just run around and
kill skellies. The absurd key thing knocks a point or two off the rating
of it, however, especially since the smoked glass key disappears when
you log. The key-carrying SKs have way too long a spawn time. Last
time I was in Befallen, (level 22) I found that I was attacked by a
lot of green aggros. I have not spent too much time on the third floor
but it seems like the loot sucks. If you get into deep sh*t, you're
probably going to die, because the run out is a bitch of keyed doors,
obstacles and rats blocking passages. I give it a 4.
Runnyeye: I've camped it for some stuff and did really well on exp.
The key is you need a party of 22 25 to hold a lower level area. A
good party. Loot was so so. Crowds are not bad. Can be hard to get
out if someone is fighting at the zone.
Paw: Went there a few times and hated it. Green aggros out the wazoo.
A huge pain. Non-mojo types have a hell of a hike if they die. I see
no appeal. I give it a 3.
Najena: Only been in once. Seemed ok, but it was camped. Snobby campers
too. "Uhm we're camping this room so you might as well leave." campers.
There are also traps in here so watch out. I give it a 5 out of ignorance.
Ps- careful going into Lavastorm if you play a non-evil race. I was
running from a deadly dragoon and looking for the lavastorm zone (had
never been there) and I accidentally zoned into NERIAK. 8-0
Crushbone: I like CB for level 12 17. Pretty good loot and it's exciting.
Fairly easy to get out if you're in trouble. Forget about trying to get
the screaming mace or a shiny brass shield. You'll be a lot happier.
I give it a 7.
Unrest: My favorite place so far. First place I ever got phat lewt.
The key is to get into a good party and know when to run. It is camped
like crazy but that is because it is good exp and good loot. It is the
best I have found for levels 19 25. Once it hits about 50 people, it can
mean. Then again, when it is at around 25, you see some nasty trains.
I give it an 8.
Mistmoor: Only briefly went in, but I have heard good things about loot
and exp. I won't rate it.
I have not been to Cazic yet. Going to wait a few levels.
--
S. Jason Enyart | When you have shot and killed a man, you have in some
----------------- measure clarified your attitude toward him. You have
given a definite answer to a definite problem. For better or worse you
have acted decisively. In a way, the next move is up to him. -R.A.L.
Kerra Isle: One of the four zones in the game I have never visited (along
with Kedge Keep, Arena & Guk Bottom)
no rating
Blackburrow: Never hunted there. Ever. Yesterday I fell in the huge pit
and ran around trying to find my way out for twenty minutes or so before I
gave up and gated. Note that although I am an idiot...this has happened to
me twice (!).
no rating
Permafrost: Although there is the nasty
goblin-get-down-to-a-few-hit-points-and-teleport-back-to-five-buddies bug in
the entrance, this doesn't seem to be a problem deeper in. Uncrowded.
Three groups there during prime time. Good experience, good loot - medium
bronze armor as everyone now knows. Can get crowded on the way in - but
once you get spots staked out past the flag room - manageable with druids
and rangers to snare things on the way out.
8/10
Paw: Perhaps the most well-designed dungeon in the game. Fairly sparsely
populated enough that you can go deep without worrying too much about
colossal trains - great experience and fairly decent loot for lower levels.
I think you could make a career out of Paw between levels 8-15 - after which
too much is green and its not really worth your time. Most of you folks
seem to be too lazy to run twenty minutes back from Qeynos/Surefall when you
die though, so this is pretty much off-limits to you, although of course,
you can bind in Arena, which I've been told is closer.
8/10
Runnyeye: I've only fought deep here once and it was a bad Borxx
encounter - why the wood elves always get singled out to be slammed in a big
group, I'll never know, but it certainly seems like I've got a sign on my
head for ubermobs to come after me first. I've heard good stories about
this place and bad ones and I witnessed a bad one. I'll be back though, I'm
not going to let one bad experience ruin a whole dungeon, especially when we
were the only group there when I was there.
3/10, to be revised
Befallen: Everyone else seems to hate the locked door thing - me, I think
it's great. Anything that makes a dungeon more difficult is to be praised,
I think. I died behind the second locked door one night and it took most of
the night and a few more deaths to get back to my body. I had a friend fall
down the well and instead of stopping and gating, he ran around for a little
bit before he ended up dying in the back opposite from the troll
shadowknight side. He had probably ten corpses down there and I've heard
stories about people losing multiple levels having this happen. All in all,
a good experience dungeon for the midteens.
7/10
Upper Guk: Bitch all you want about the trains, but again, if you have good
snarers, they will never be a problem. You shouldn't ever have to fight
more than five or six mobs at a time, tops, and most times quite a few less.
Good rare loot, great experience in the late teens, good spots to set up
"camp" where the spawn comes in a controllable, yet fast-paced amount. I
like it here. This is one of two dungeons where I think it is too far to
have to run back after death as a tank. Has any adventurous ranger or bard
ever been bound right inside Grobb?
8/10
Lower Guk: Not yet.
Cazic-Thule: This place is fine. Fairly uninspiring design, with lots of
LONG hallways and doors and that maze, whew - that maze. Trains are rarely
a problem, since the place is so overcrowded...but, what do you expect? I
can't figure out why I hear people bitching all the time about paw being too
far from a bind point, but nobody complains about this place. But, then
again, I guess rubicite armor is a "necessity" at high levels, like
Journeyman Boots are. Yep, a necessity. Can't play without 'em. This
place is too crowded, but when it's not, it's a good place to fight.
6/10
Solusek's Eye: I'm sworn to secrecy about this place. Can't share what I
know. Can't tell you whether its a good place to go or not, or what levels
its good for. But I do know that there are ...
Nagafen's Lair: At least two entrances to this place, from two different
zones, where Greater Kobolds hit for 70. Not for me yet.
Najena: Love it. Can't wait to finish scoping it out. Average loot - good
experience, big enough spawns to create trouble in some areas. Great in the
late teens. Again, sometimes I'm in here with 30 players, sometimes it's 2.
I can't figure it out. Oh wait...
Unrest: It's because everyone is here. Why? This one will always remain a
mystery to me. There's really good loot here, a wide variety of magic items
and small bronze armor all over the place. But what I can't figure out is
why it seems that most everyone who comes here to get small bronze armor
buys it anyway, because they come before they're of sufficient level to kill
the mobs that load bronze, yet, they still stay and fight here even though
the lag and packet loss in here has gotten me killed more than once. This
is clearly the most poorly thought out dungeon in the game. There is one
spawn spot - the house. Yes, there are rooms, and in a crowded zone -
groups camping inside will keep things under control - but if you want to
kill the barkeep to get what he drops, you've got to wait for someone to
train the whole room out of the house along with anything else in the way -
or fight your way up there and hope you can handle this room and the two
festering hags in the room above that will come down. Me, I was lucky
enough to get a savant's cap the first night I went looking for one off of
the first Reclusive Magi we killed. I can safely say I'll never be back
here until I'm ready for the dwarven ghost.
1/10
Kedge Keep: Not yet.
no rating
Crushbone: Personally, I spent most of levels 6-12 here. This is good
experience and average loot, although the cool stuff is all much higher and
heavily camped even on the first few weeks of a server. I died so much here
it wasn't funny during my formative years - but it all ended up well in the
end. Fairly small, supports 35-40 players well enough, pretty good spawn
rate - pretty good place for high singles and low teens, after that, you run
into the too much green problem except in the throne room.
6/10
Mistmoore: The other fabulous dungeon. Uncrowded. Great experience.
Underpowered mobs, except those odd wizard type characters out front.
Haven't been too deep so can't comment on the "cool" loot, but I got a TON
of experience my first week here (at level 19). I heard that this place was
"21 and over" (thanks dundee! we talk about your post on this place from
months ago still.), but you can hack the zone area at 19 and 20 with a good
group and if people are courteous in shouting out the ridiculous trains that
they sometimes create - literally 15 or 20 folks. Plus this was the first
place I got charmed. And I was charmed for a while, healing up all the
initiates and pledges. I was disappointed that the negotiator didn't have
me cast and damage spells. oh well.
9/10
Is that it? Comments welcomed...