Levels: 45 54 Hunting Area: Burning Woods Location: 700, 1000 Description: The giant camp is hardly ever camped and good experience for a balanced group. Melees and a cleric are inevitable, together with a slower you have a perfect set up.
Levels: 50 55 Hunting Area: Karnors Castle Locations: Start with Drolvarg Captain and the moats, move on to the Hand, Warlord and last but not least Verix Description: A lot of trains but good experience doesn’t seem to fit very well together? If you are able to stay away from the safe spots (trains are usually directly pulled there for some reason) and got a good group it is the best group experience for this level range. Groups are being formed at the entrance. It is rather easy to escape if you screwed up since it is an outdoor zone (sow works) and the zoning can be reached very fast. As long as you stay away from the zoning it is pretty safe in this dungeon
.
Levels: 48 65 Hunting Area: Howling Stones Location: Zone in is located in Overthere in the pit (-250, 950) Description: You need a key to enter this dungeon and it isn’t easy to get here unless you got an Overthere sledgemallet. Cross Overthere, walk down the pit, enter a small labyrinth with kill on sight scorpions (they don’t see through invis though) and get into the dungeon through an orb, similar to the one found at the entrance to Sebilis. All scorpions have got Harm Touch and assist each other dispelling group mates is a fun way to add some excitement and makes you everyones darling
. Once inside you immediately get attacked by two mobs, if
you are out of look both got harm touch up. Try to let your group zone in at once. A snarer is highly recommended (yes, that can be you =) ), a crowd control class a must (necro won’t suff?ce, bard works more or less and an enchanter would be perfect), a rogue useful for locked doors and last but not least a cleric (it is a long run if you die). The required group setup is quite a challenge, ,but the reward makes up taking the time to form one. Experience can be very nice – just as the loot. The dungeon isn’t easy and there are many traps (all small carpets and the stairs east from the zone in).
Levels: 56 – 60 Hunting Area: Sebilis Location: Sebilis is in Trakanon Teeth, inside the abandoned city Description: Once the most well known and populated high end dungeon in the game it nowadays is nothing else than an outdated oldworld location. The dungeon is very large and there are more than ten spots for full groups, plus some mobs than can be soloed while you are waiting for an invite. The exit is not at the same location as the entrance: Depending on how camped the dungeon is you can get there quite safely.
Levels: 56 63 Hunting Area: Chardok Location: Zone in is in Burning Woods in the north east corner Description: The tunnel is usually the best place for a group with several spawns nearby and not too far from the zone. Be careful when zoning in, mobs could be awaiting you and the entrance and exit are in different places (like in sebilis). At 59 most mobs can be pulled without any adds, so you may move in much further. For a levle 60+ group the graveyard should be very interesting. Extreme fast respawns with very nice experience and three named mobs. It is recommended to go to Chardok with a group, pickup groups are an exception however you can solo from 59 on. Watch out for the dogs, they see through invis.
Levels: 57+ Hunting Area: Solusek CLocation: zone in Is from Solusek A or B. Description: Solusek is a new temporary ??pocket” zone, with good loot and experience. Likeall the Solusek dungeons, caster mobs can see invis. The zone scales up as you go deeper, till it’s for 65’s at the bottom. Lull works fine with no problems here, and respawn is fast.Mobs are too densely packed for soloing, but it is excelent for groups.
Levels: 60+ Hunting Area: Fungus Groove Location: Mushroom Camps (-280, -370), (110, -260), (1850, 1750) Description: Groups yes full groups no. Teaming up with a shadow knight or a bard is the best way to hunt here. The necro is the healer, since most mobs are casters and as your resists at this level are usually high enough you should get along fine. You may even try the caller quest with a very good group.
5.2.3 Experience reas for levels 61 to 65:
Most of the areas listed here provide experience for levels 61 to 65, sorted from medium to top experience.
Levels: 61 65 Location: Ssra Temple The lower area is rather boring for a group, the second floor however can be recommended for experience hunting. Be careful with Elite Temple Guards, who are capable of 400dmg flurries. A warrior and a cleric are a necessity in here (unless you got a very well equipped paladin or shadow knight as a tank). The named commanders drop key parts for the emperor key as well as keys for the High Priest / Creator and the Arch Lich
Levels: 61 – 65 Location: Temple of Droga This zone can be recommended provides ok experience for pick-
up groups starting at level 61. The deeper you got the more difficult it gets The Copper Hammer of Striking is a common drop, just as the quest pieces required for the free the slaves quest.
Level 60 61 Location: Plane of Innovation Best setup: Tank / Cleric / Ench or Shaman + Necro Easy experience, kind of boring and not too rewarding. At least you don’t have to bother about the non-snareable mobs. Good way to get exp here is to chain move around without stopping or pulling – just rush the mobs.
Level 60 62 Location: Plane of Nightmare Best setup: Tank / Cleric / Ench or Shaman + Necro Easy but not THAT great exp. The spider camps are one of the most popular ones and will do fine. Don’t bother staying here if you have a group waiting for you in one of the following zones.
Level 60 65+ Location: Plane of Storms Best Setup: Tank / Cleric / Ench or Shaman / Fd or Harmony puller (can be a SK = tank also) Now here you can get some serious exp. Every giant camp provides great experience, though a Harmony or a FD puller is required. One of the best exp camps in the game, yet almost never camped are the frog caves. From the zone in head along the right wall until you reach the first river – just a step behind it is a hole in the hill. Another note: Don’t clear the cave completely or a named will spawn in the middle of the room as well as a lot of adds all above the cave. Making a long story short: Wipe. The named is is hardly killable with less then 2 great or 3, 4 good groups. He won’t despawn and the whole cave spawn won’t come back until he is dead.
Level 60 65+ Location: Plane of Valor Best setup: Tank / Cleric / Ench or Shaman + Necro Another great experience zone in the game. You can expect it to share the fate of Lower Guk, Old Sebilis and Velketors soon though. A big advantage in here: It’s outdoors. Camps are plenty available while the best experience waits to the left in the caves. Gargoyles or the Destert (see the solo section below) make good spots as well. Nothing special in here, just pull, tank, slow, kill ??boring though rewarding.
Level 63 65+ Location: Halls of Honor A Best Setup: Tank / Cleric / Ench or Shaman + Necro As shown in the solo section: You can kill everything in here. Best spots for groups are the upper areas of the temple with plenty of mobs around. Pay attention to the bugged pathing and have a FD puller do the work until your friends know the pathing.
DoTs take quite a bit of time so they should only be used if the opponent is still going to be alive for some time. Otherwise nuking is a better use of mana. A dot dealing only 50 % of its damage before the mob is dead, lowers the mana-damage ratio severely (by 50% to be exact
). Don’t ever DoT mobs which are not the target of the main tank. The aggro caused will almost certainly get you killed as the dot prevents any form of mesmerize.
5.2 Experience Areas for groups
5.2.1 Levels 1 – 48
Levels: 1 5 There is no sense in grouping before level six, the classes haven’t developed their special abilities yet and usually it slows you down.
Levels: 4 13 Hunting Area: Field of Bone Locations: -1000, 600 or 1100, 1500 Description: Not only a good solo place, but many mobs can be killed by duos or even with a whole group in a very efficent way.
Levels: 5 7 Hunting Area: East Commons Location: 500, 1000 near the houses Description: Lionesses, spiders, scarabs. Very easy to kill for a group, stay away from snakes (strong poison) and Lions.
Levels: 9 13 Hunting Area: West Karanas Locations: Camp 1 (300, -6500), Camp 2 (900,-7000), Camp 3 (- 300, -8500) Description: Bandits en masse. You need a small group since you will always have 3 to 5 mobs incoming at once. The dropped sashes can be turned in in Qeynos for awesome experience.
Levels: 8 12 Hunting Area: East Commons Locations: 950, 4450 and 900, 2600 Description: Orc Camps, very easy to get a group around here and the experience is nice. Between the spawns you can spull various roaming mobs: Orc belts can be turned in at the Freeport Warrior guild for some experience.
Levels: 12 18 Hunting Area: Oasis Location: Dock (900, -800) Description: Here you may also hunt ungrouped a very nice place to level up, except for peak times when the zone is totally crowded (the depopulation of the newbie zones hasn’t spared this one and so 70 people in the zone are a thing of the past). Crocodiles and orcs are the main targets for groups. Watch out for sand giants (they show up without any outside influence) and spectres (they need help of beyond- hope-druids who screwed up their pull). Levels: 13 16 Hunting Area: West Commons Locations: Dervish Camp (750, 1000) Descriptions: Same as the above mentioned orc camps easy to find a group, nice experience. Be sure to pull more than only dervishes to speed up experience a little. Thugs are pretty hard, either ally up with others to take them out or stay out of their way.
Levels: 14 20 Hunting Area: Paludal Caverns (Luclin) Location: near the zone Description: Pull everything you can find to the zone in. If things are start to get too easy move further in. There you will find higher level mobs, LOTS of them. Try not to get lost – print out a map (available at www.eqmaps.com) so you can make a run for the zone if things go bad.
Levels: 17 24 Hunting Area: Highpass Hold Location: -850, 250 Description: Orcs are spawning near the zone to Kithicor Forest. Usually it is camped by one or two groups, depending on your server it is a friendly FFA?? ( everyone is allowed to attack everything?? may the better group get the experience), or splitted up between them. Not only do you get some nice experience but faction with the guards and merchants in the zone important if you plan to level inside High Keep later on.
Levels: 20 28 Hunting Area: South Karanas Location: -6700, 1300 Description: On peak times there used to be more player than trees in the zone, but nowadays you usually have the camps to yourself. The experience is awesome grouped and solo. There is an Aviak Tree with birds of a large level range and a rare spawn Pegasus who drops an item for the Magician Epic if you manage to aquire its cloak, congratulate yourself to tons of platinum the actual amount varies depending on your server.
Levels: 22 30 Hunting Area: High Keep Location: Near the bank, downstairs (50, -150) Description: The upgrade?? to Highpass Hold. The nice thing about this rather small area, is that there are enough spawns for three groups. Depending on the time and your server you might need to wait a little to get into a group in the meantime you can solo the dogs in front of the door, or the bard at the entrance of the city. You can start soloing in the two spawn room very early and with a bit of causion you will be able to even kill red conning mobs.
Levels: 28 30 Hunting Area: West Karanas Location: -3800, -2500 Description: Together with a partner you can take out Ulrich McMannus. Later on you can continue here on your own.
Levels: 31 40 Hunting Area: Overthere Location: -2800, 3400 Description: Your group should be good enough to chain pull, at 35 you can fight on your own or stay grouped and pull masses of mobs. Everything here can be killed except for city guards.
Levels: 35 45 Hunting Area: Lower Guk Location: Zone in, later on Lord King Frenzied Magus Description: The number one loot zone of the old?? EverQuest before Kunark came out. Still the items that are dropped here, are very nice for the level, for example the weight reducing backpacks mentioned in the item section. There is a live?? and a undead?? side of the zone, killing undeads raises your faction with the live side especially as Necromancer you should prefer the undead side.
Levels: 41 49 Hunting Area: Dreadlands Location: 1100, -1900, around Karnor (ridge) Description: The ridge is usually the most popular place to hunt on, a nearby zoning helps in case you screw up. It is important to get a good, fast-pulling, well-balanced group. In the meantime you may solo in the area.
5.2.2 Levels 49 – 60
Supporting the tanks is the focus in this setup and in lower and mid levels often accompanied by dealing additional damage (for example with the level 34 nuke Torbas Acid Blast). Help the healer out with backup heals (shadowbound) together with vampire dots (vampyric curse) to keep your hitpoints and those of your group mates up. In high level zones in 90% of the cases the necro heal comes in handy. A primary healer in the group however makes things way easier of course. You will be responsible for backup heals especially if the healer get’s attacked, is low on mana or simply away from keyboard. Use lifetaps and DoTs with a short duration for some extra damage. In certain situations necro mesmerize can be used as well (lvl 24 screaming terror). It can memblur the mob (erase its hate list): this makes it much safer to use. Only drawback is the short duration Also, your undead slow can come in handy as well in lower groups provided you’re fighting undead mobs of course.
5.1.2 Caster groups
In the early levels your role is simple: deal damage. The lack of melees will require the group to rely on spell-inflicted damage. As the necro has got the best mana / damage ratio you may show off a little
. Use Dots in longer fights, while applying nukes and life taps during short encounters. In outdoor zones or where pathing and plenty of space allows it, you may use fearkiting strategies in the group see solo strategies if you are not familiar with them yet. Your pet provides a basic melee replacement to a certain degree, so be sure to use the pet with the most hitpoints. This way the complete heals from your cleric will have the best effect possible. Later on, at higher levels, the basic strategy remains the same, but mobs will get way more dangerous, so the keeping them away from the casters by snaring, fearing (if possible) or rooting becomes your top priority.
5.1.3 General setups
5.1.3.1 Nuking in groups
Nuking while being grouped was quite unusual for necros in the early days of EverQuest. Today things look a little different: In level 24 and 34 you receive 2 rather effective poison nukes, which do considerable damage. Damage-wise you cannot compete with wizards of course (unless you fight undead mobs). But through your lich form, you won’t constantly need clarity/clarity2/kei like other casters, making you twice as effective without an enchanter around. From level 49 onwards a necro uses his lifetaps as direct damage spells. The high manacost doesn’t matter and there are no alternatives. The skeleton nukes of level 44 and 55 are not very efficient as they are very mana intensive with an extremely high recast time and are easily resisted (many tanks don’t like the spell because it makes it harder to stay on the target)
When do I use nukes in a group?
Basically whenever mobs need to be taken down fast where dots would be a waste of mana. If you don’t have other important tasks, like providing mana for others or healing, feel free to throw in one or two nukes as well. An important requiring a certain feeling for timing is off- nuking (finishing a mob low on hitpoints by chain-nuking it) mobs capable of gating or complete heal. DON’T use off-nukes when facing non-castermobs as it is very mana intensive.
5.1.3.2 Mana pumping basics
Mana reserves are quite often a deciding factor. A healer without mana can keep nobody alive. A Wizard doesn’t do any damage (though I doubt that even with mana they are capable
of it), enchanters are unable to mesmerize or buff. The principle is the same as in solo fights: Lich form on and vampire dots in conjunction with life taps.
When do I provide mana?
Whenever a situation becomes critical (for single target mana transfer group taps are always useful). A group may find itself in an emergency situation where clerics need more mana or when enchanters have to keep many mobs under control. Checking on your group mates mana and supplying them with your own can be a life-saver in those cases. This strategy can also be useful to increase the effectiveness of the overall group, i.e. if moremobs are about than the group can safely pull. For events things have changed: Providing mana is no longer the only thing a necro. Thanks to improvements made to dot focus, dot stacking with the same dots, and pet improvements, necros are now a sustainable form of damage both in groups and on raids.
5.1.3.3 Healing tactics
Often belittled, though never with a real right to do so: Necro heals. A necro can heal slowly but steadily and without any mana problems. This can not make up for a healer, but if’s an excellent way of increasing a group’s efficiency. The principle is easy: Vampire dot on mob, hp transfer to party members
When do I heal in a group?
Most definitely if there is no other healer available as well as in low to midlvl groups with a healer. In these cases it can be more effective to assist with healing rather than providing mana to the healer, due to the mana transfer ratio. It is very effective as well in small highlvl teams, alongside SKs or Paladins.The level 60 healdot is unbeatable in experience groups. You can take away most of the pressure from the cleric, depending on the location and combination of the group if there is a slower (necros can slow undead creatures!) in the group.
5.1.3.4 Applying dots the right way It’s mana efficient damage. But damage over time prevents mezmerizing spells! It is therefore essential to always assist the maintank. Only the fast poison Dots are suitable while playing in a group (of course long lasting fights permit other forms as well).
When do I DoT?
-
15% chance of saving a small reagent each time you cast the spell
Reagent Conservation
Reanimation Efficiency Less mana costs
Undead Pets only
Reanimation Haste Reduced casting time
Spell Haste Reduced casting time
No CH
All Pets (except undead)
Summoning Efficiency Less mana costs
Summoning Haste Less casting time
5. Grouping for necromancers
Your tasks in a group vary a lot, depending on your level and the specific group you are in. There is no general one-size-fits-all strategy for grouping as a necro, but a few basic ones cover most of the situations. With a little experience you will know when to use which one.
5.1 Altering your strategy to match types of groups
While most groups may be described in form of a standard setup (the usual healer, tank, crowd control, debuffer, damage dealers setup) it’s worth taking a look at the odd ones as well: Either you lack certain roles or you got a very specialized team. A group consisting only of melees will be quite different from a caster only group in terms of the role expected from you.
5.1.1 Melee groups
The effect of the focus item is always the same. It’s level determines the maximum spell level to which it applies though. Effects:
Name Effect
Limitations
Affliction Efficiency Less mana costs
DoT only
Burning Affliction Increased dot damage
DoT Only
Affliction Haste Reduced casting time
Enhancement Haste Shorter casting time
Buffs only
Extended Affliction Longer spell duration
Extended Enhancement Longer spell duration
Extended Range Increased range for spells – Improved Damage Increased damage
DD Spells only
Only applies to heals, but not to DoTs
Improved Healing Better healing effect
Mana Preservation Less mana costs
Journeyman Boots It used to be a true must for every necro, as the effect on these boots help you to outrun nearly every mob in outdoor zones. This effect has become less important with the introduction of run speed. Another benefit is that the effect is instant cast, which means you can recast the effect while running, and in case you are fighting a debuffing mob you can cast JBoots before you get buffed and as soon as he dispells the effect you simply recast it. Getting these boots requires a Ring of the Ancients, a shadowed Rapier and 3250 gold pieces (no platinum!).
Ring drops of the Ancient Cyclopse in South Ro, Ocean of Tears and South Karanas.
South Karanas you will have tons of Mages sitting around who wait for their epic spawn, you can talk someone of them into multiquesting the boots with you for a certain amount of platinum. South Ro is often camped by many players, who also kill the low level mobs to speed up his spawn. I recommend sending your pet after the desert trash?? and save your mana for the Cyclops, . On most servers people FFA for the Cyclops, which means everyone who sees him attacks him no matter if someone else got him first. You can petition this though if someone steals from you, GMs will always apply the play nice rules, no regard on what is common rule on the server. Ocean of Tears is a fixed spawn point, camped 24/7. On some servers there is a list (doesn’t work very well.. you basically ask to get on the list, the person who has the camp writes your name down and hands on the list as soon as he leaves the camp), on some it is FFA and on some it’s simply who sits there the longest time has got the right to kill it. Depending on your play style it varies where you want to camp it, the spawn time varies a lot, some claim OOT is the best place, some SRo. The Cyclops in SRo is about 10 levels lower than the OOT one, so OOT is a choice as soon as you got Ice Comet, while you can start camping the SRo one already around level 40.
The rapier drops of Shadowed Men in several zones, the item is no rent,
which means it disappears if you log out, so I recommend getting this one as last item Gold pieces, drop from most of the creatures in Norrath =)
Pre-nerf Circlet of Shadow This item no longer drops and steadily increases in worth since there are more and more people who need it but no new ones are coming into the game. It has got an instant cast invis effect. The Circlet of Shadow??S?? has got a cast time of five seconds, which only saves you a spell slot, that’s it. Instant invis enables you to stay constantly invis since you can recast it any time without getting visible.
Velious Quest Robes This one was mentioned in the Velious Armor section already. The effect on it is Summon Corpse VERY useful, especially in raid situations. It still uses a coffin, but if you are not level 57 yet, you can still use the stackable coffins together with this robe. Since it doesn’t use any mana it speeds things up a lot especially if your raid got wiped and you need to summon 30 corpses.
Bonebracelet of Codemnation It is a common drop from Velketor the Sorcerer. The effect is a 500 damage nuke, right-clickable with moderate casting time. Velketor is a raid mob though and usually requires about five groups to take him out.
Bonering of Codemnation Another common drop from Velketor with a 75hp life tap effect not really devastating, especially since you need to kill a raid mob for it, but:
The ring has got awesome stats, especially a lot of hitpoints If you are soloing with Lich up, you will be glad for each hitpoint that you can get out of your opponent without having to use any mana Finishing spell, a mob is down to few hitpoints and you only got your 25k damage spells memed
, no need to waste mana (editor’s note: keep dreaming my friend)
4.7 Focus Items
One of the later additions to the game, focus effects influence your character in quite a new way. Finally casters get comparable increase regarding their fighting power compared with melees if it comes to nice equipment. Levels
Fokus Items Spell Levels
Level 1-20(24)
I
Spells
II Level 1-44 Spells
III Level 1-60 Spells IV Level 1-65 Spells
Reagents
Take the Symbol of Insanity to Drendico Metalbones in Timorous Deep at 6500, 3800. In return you will get a journal and the information required to complete your Epic. He asks you for an Eye of Innoruuk, Slime Blood of Cazic Thule and a Cloak of Spiroc Feathers (Plane of Air quest).
For the Cloak of Spiroc Feathers you will need to speak with Jzil Gsix. He needs a Silver Disc, Spiroc Feathers and a Black Silk Cape. The Silver Disc drops of mobs on the second isle, especially Azeracks. Watchful Guardians on the 3rd Isle drop Spiroc Feathers. They are around level 54. The Black Silk Cape is a rare drop of the level 60 boss of the fourth island, Keeper of Souls (watch out for his death touch Rangers are of a certain use in this situation). He quads for 400, so be sure to have a strong enough raid party. Take the items back to Jzil to get the Cloak of Spiroc Feathers.
The easiest way to get the Eye of Innoruuk is to kill the mini bosses (Maestro, Magi P’tasa and Master of Rancor etc.) and Ashenbone Drakes in the Plane of Hate. Please note though that it is a rare drop. Since the old school planar patch, Slime Blood of Cazic Thule may drop of all three Golems in the Plane of Fear.
Take all three Items back to Drendico and receive the prepared reagents box.
Scythe of Shadowed Souls
Take this box to Master Kazen. He will hand you a Tome of Instruction which must be taken to the Plane of Air. Give it to the princess on isle one, this will spawn Gkzzallk on isle four at the Gorgalosks. Give the tome to him and receive: Gkzzallk in a bottle.
Travel back to Lake Rathe and give Gkzzallk in a bottle?? to Master Kazen to receive your Scythe of Shadowed Souls.
4.6.2 Miscellaneous items
Visceral Dagger
This quest is done solely in Dalnir. Basically every blacksmith’s heart will open when they see what is being forged here. Yes forged, but skill is not required.
Required items are:
sharp metal Shard jagged metal Shard dagger hilt dalnir’s forging hammer
Take these components to the ??always works” forge (see below) and combine them in there.In theory it’s very easy in practice the camping makes it a pain in the back.
Sharp metal Shard: Located in the shackle room on the second floor of Dalnir. Keep sharp left when you jumpdown. The mob is called ??A Kly Imprecator” and has many placeholders. The drop itself iscommon, but with ??bad luck” you end up with the rare drop, which is required (or not) for anunsolved quest. Easily done with a small group lvl 30 35, solo fighters need to be around lvl45 +.
Jagged Metal Shard:Move to the laboratory on the same floor, only two rooms further on. The name of the mob:again ??A Kly Impercator” and again there are several placeholders. Droprate is 100 %, so farthere are no known unwanted rare drops. Level requirements are the same as above.
Dagger Hilt: The room is on the 3rd floor and resembles a chuch to some degree. The only problem are the numerous spawns in here which is why a highlvl (lvl 50 is sufficient) is recommended forpulling. A good enchanter will also do. Again the adversary is called A Kly Imprecator and healso has placeholders. Groups here should be lvl 35 to 40. A 50 + necro is able to do it on hisown.
Dalnir’s Forging Hammer:A skeleton roams around the anteroom of the chapel complex: The Undead BlackSmith. It isthe strongest adversary for this quest. On the positive side he doesn’t have any placeholdersand no rare drops. A group lvl 40 can cope with this, should a necro attempt this alone heMAY succeed from lvl 50 onwards,at 55+ it is no problem.
Always Work??-Forge:Found close to the exit near the Kly. If you look at him take the last corridor on the right.There are three spawns: One Iksar that should be killed instantly upon spawn. When you got rid of all mobs, put all quest items in the forge and (IMPORTANT!!) after creating the daggertake it out straight away. No drop items will instantly disappear if left in the forge!
Venenzi Oberzendi says ‘Thank you, Seorn . I did not think you would track down Najena and slay her. I think that I am going to return to my old life in Neriak. I am sick of the way Kazen has been treating me. He never seems to teach me anything worthwhile. Don’t forget to give his lapdog that symbol with the reagents. I’m sure he will give you a new one.
Emkel’s Tasks
Back again to Lake Rathe give the symbol and the moss to Emkel who is located next to Kazel. Your will be rewarded with the Symbol of the Serpent.
You say, ‘Hail Emkel Kabae’
Emkel Kabae says ‘I am Emkel Kabae, first apprentice to Kazen. If you have a symbol, tell me its name.
You say, ‘what about the twisted symbol of the apprentice’
Emkel Kabae says ‘Very good, Seorn , you have done as the master asked yet again, take this as a reward.’ Emkel reaches into his robes and pulls out a small symbol. He holds it out and the tiny symbol floats to your hand.
You say, ‘What is the symbol of the serpent’
Emkel Kabae says ‘There are more reagents to be gathered. The time draws near for our master’s ascension. Travel to the lands of Kunark and seek out Ssessthrass. He is a very wise Iksar herbalist helping me in my endeavor to please Master Kazen. Be careful not to insult his speech, or you may end up dead before you serve your purpose to the master. Be
sure to show him the symbol as proof or he may consider you dinner.
Chardok
The next part is one of the harder ones of the Epic. First The herb drops of Sarnak herb Collectors, who resides in the Kind area in Chardok. Either you got an excellent killing party, or an awesome area group. The alternative are 4 groups of level 55+ people. Spawntime is approximately one hour and he has got a placeholder. Usually you hang around in the King and Queen area to obtain epic parts for the Warrior and the Cleric epic and while killing several spawn cycles.
Swamp of No Hope
Look for an ugly Iksar in the Swamp of no Hope, at 3800, 1600. You say, ‘Hail Ssessthrass’
Ssessthrass says ‘I do not wisssh to be bothered.
Hand him the Symbol of the Serpent
Ssessthrass says ‘Sssso, Emkel ssssent you to retrieve the manisi herb? I do not have the herb. The ssssarnak guard the herb. Apparently it is ssssacred to them. Only memberssss of their royal family are allowed to partake of it. They live deep in Chardok. They are hoarding what little of the precious herb there is. If you have an army, perhapssss you can bring me the herb and I can prepare it for Emkel. Bring back this ssssymbol as well.
On handing him the Scaled Symbol of the Serpant and the herb, a Refined Manisi Herb changes owners.
Travel back to Emkel, to retrieve your Symbol of Testing. Give this Symbol to Kazen, this will spawn three Golems. You need about 2-3 high level groups, the last one of the Golems will drop a Symbol (surprise !
, the Symbol of Insanity.
Kazen Fecae ’s eyes seem to glow as he turns to you and says, ‘Leave me be if you have no reason to be here, mortal!’
You say, ‘I wish to study the dark arts’
Kazen Fecae looks you up and down, his eyes glowing with a soft red light. After a moment he begins to speak though his lips do not move. ‘You wish to study under me? Perhaps, if you prove yourself to follow the twisted path. If you prove to be as coldhearted as I then I will let you become my servant.’
You say, ‘How can I prove myself’
Kazen Fecae says ‘The wandering ‘knight’ Sir Edwin Motte recently slew one of my lesser servants. This foolish knave travels from town to town pretending to be ‘good.’ Separate his head from his body and return it to me so I may work my magics upon it. This fool will become another plaything for me, even in death.
Freeport
Go to East Freeport, and look around in the bar near the docks. It’s a level 33 paladin and on the same spawn cicle as Tumpy Irontoe. Cast invis, enter the bar, move up the stairs, summon a pet and command /pet guard here. As soon as he spawns you can pull him up here and finish him (don’t be surprised by foolish resistance in form of lay hands and minor heals). Starting at level 49 you can do this part of the quest safely on your own.
Give the head to Kazen Fecae and receive the Symbol of Apprentice.
Kazen Fecae says ‘Excellent!’ You watch Kazen hold the head by the hair and begin to cast a spell. A flash of darkness centers around the head and the eyes of the dead knight open, a terrible scream emanating from its lips. ‘This poor fool here – I think I will keep him in my bag from now on. You have done well, my new apprentice. Take this symbol and know that you can do other tasks to advance within my apprentice ranks.’
You say, ‘How can I advance?’
Kazen Fecae says ‘I share great secrets with my more powerful servants who show me they are willing to serve without question. Tell my servant the name of any symbol he gives you and he will instruct you. If I give you a symbol, speak its name to me so I may instruct you.
You say, ‘What about a symbol of the apprentice?’
Kazen Fecae says ‘You have a long way to go before I teach you the true secrets of life and death. Visit Venenzi Oberendi in the Nektulos forest and show her the symbol. She is collecting reagents for one of my experiments and is taking far too long. I do not wish her dead, yet. I simply need the reagents soon. Retrieve the reagents and give them to my assistant Emkel Kabae. I do not wish to handle them myself.
Najena
Go back to your fome forest and hand the symbol back to Venenzi. You receive the Twisted Symbol of the Apprentice in return.
Venenzi Oberzendi says ‘I see you serve my master as well now. I assume you are here to take the reagents from me which I have gathered for him? I don’t know if I like the idea of you gaining the credit for my hard work here. I might consider giving you these reagents, if only you do a small [task] for me.
You say, ‘What task?’
Venenzi Oberzendi looks down at her robes and back at you. ‘There is a certain dark elf magician who has decided to wear the same fashion as I have on several occasions. I do not wish to attend another social gathering in Neriak and look exactly the same as another woman. Slay her and bring me her robe and I will give you my hard earned reagents.
You can either go and camp Najena, or probably at your level it is way easier to buy the robe prices are around 100pp. As soon as you give the Robe to Venenzi you will get some moss.
Drachnid Thyxl This one drops of a rare spawn, the dread widow in the spider camps at (- 5000, 1500) and (-5000, -1500) in the Dreadlands. Due to harm touch and the high amount of hps it is quite risky to take it out on your own -together with a partner it is easy as long as you both are level 49+. You actually need to kill pretty anything with eight legs inside one of the spider camps (she can spawn in both of them). Aproximately every 3-6 hours the Dread Widow (level 46-50, Shadowknight, 12296hp) spawns and always drops the thyxl. It’s no drop and has got a nice GBS (now where are the veterans?) look.
Heirophant’s Cloak Hitpoints, Mana, Stats everything a Necro wishes for. Prices dropped a lot so you might even be able to purchase one. It is a rare drop in Sebilis, but there are several rare spawns around its location and if you are killing the Emperor as well you even got the chance of getting one of the rare level 60 spells. Drop Location: Four Rooms Mob: Hierophant Prime Grekal
Shai’din Revenant Bauble One of the best earrings ingame and easy to get with an experienced group. Its effect: the shadow knight version of Dead Man Floating, cast time: 1.5sec. It provides a lesser increase in poison resistance and no see invis, but still it’s a mana free levitate. Drop Location: Chardok, Graveyard Mob: Battle Master Ska`tu
Loam Encrusted Armor Surprisingly there is (old school) plane-like armor to be found in an experience dungeon like the Hole. Loam Encrusted is even better in some slots than the armor found on the Plane of Fear. You can start hunting here at about level 40, the armor drops are a little further in, so below 45 you probably will have difficulties to get anything. Drop Location: The whole area past the ridge Mobs: Master Yael Robe
Stonegrinder Minion Leggins Elemental Crusader Amice, Shoes, Veil (the shoulder piece is awesome, shoes sell well to enchanters) Much Covered Elemental Bracelet Rocksoul Cap Fiery Fiend Choker Soulstone the Unmovable Cloak Gibartik Sash (nice resist items) Sleeves Bejeweled Elemental (probably the most interesting piece in here)
Oak Leaf Girdle Very easy to get mana/hp belt when taking its stats into account#. Depending on your level one group is enough already to hunt in here (you will have to time the Protector spawns), in case that doesn’t work out you can also buy the item. Drop Location: Plane of Growth Mob: Sanguine Kodiak
4.6 Right-clickable items
4.6.1 The necromancer epic Scythe of the Shadowed Soul
The dream of every necromancer used to be her or his epic. While better items have become available it’s still an amazing piece of equipment. The Scythe of the Shadowed Soul is one of the harder to get epics when looking at the required amount of time, other epics – like rogue and wizard ones are about as Epic as ham and eggs. Below you will find a complete walk- through.:
Nektulus
The quest starts in Nektulus Forest with Venenzi Oberzendi who is located at 1000, -700.
You say, ‘Hail Venenzi Oberzendi’
Venenzi Oberzendi says ‘What is it you want! Can’t you see I am gathering reagents for my
[master]? If I don’t get them for him quickly he might punish me.
You say, ‘Who is your master?’
Venenzi Oberzendi says ‘You do not know of my teacher? The great Kazen Fe’cae! I am one of his illustrious apprentices! If you fancy yourself a necromancer, travel to Lake Rathetear and tell Kazen you wish to study the dark arts. You say, ‘What reagents’
Venenzi Oberzendi says ‘My master is working on some great project. He’s always busy studying an old text he found and murmuring something about following in the footsteps of Miragul.
Kazen Facae is her master located in Lake Rathe at 340, -1600. He will ask you for the head of a paladin named Edwin Motte.
You say, ‘Hail Kazen Fecae’