Old Sebilis: Difference between revisions

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== Dangers ==
== Dangers ==
...some of those were hard dungeons, too. Kunark really came out before there was a massive inflation of a lot power, so those things were dangerous.
I remember spending some time even on that first bridge as you go down into Sebilis.
Playing as an enchanter, trains are coming back out of there, all sorts of crazy stuff going there...
Balls to the wall crazy action happening. Those were solid fun for me.
-Rich Waters, Sr. Creative Director [https://www.youtube.com/watch?v=OHchEL2_pZ8]


This is one of the dungeons where the entrance is not the same as the exit. Upon passing through the entry portal, you are dropped into the entry room on the first floor. From there, it may seem like a short run to the exit, but it really is not given the powerful inhabitants of the zone. Although there are two portals out in this zone, it is almost a necessity to be able to teleport out in order to do so safely, as trying to make it to these teleports is not at all easy.
This is one of the dungeons where the entrance is not the same as the exit. Upon passing through the entry portal, you are dropped into the entry room on the first floor. From there, it may seem like a short run to the exit, but it really is not given the powerful inhabitants of the zone. Although there are two portals out in this zone, it is almost a necessity to be able to teleport out in order to do so safely, as trying to make it to these teleports is not at all easy.
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One of the other problems is that there are several doors in this dungeon that are locked and require a Rogue with a substantial Lockpicking skill in order to open. These areas that are cut off by a locked door include the Crypt Area and the area with Trakanon in it, so if you want to go to those, be sure to bring a Rogue along with you. The door leading to Trakanon can actually be opened without a Rogue, so it isn't as difficult as it first seems.
One of the other problems is that there are several doors in this dungeon that are locked and require a Rogue with a substantial Lockpicking skill in order to open. These areas that are cut off by a locked door include the Crypt Area and the area with Trakanon in it, so if you want to go to those, be sure to bring a Rogue along with you. The door leading to Trakanon can actually be opened without a Rogue, so it isn't as difficult as it first seems.


Trakanon resides deep within the dungeon in an open-aired cavern. He is waited on by his assistant Tolapumj, and they are both exceedingly powerful monsters to try and take down, although they also drop some of the best equipment in the game. The other problem with fighting them is that the area around where they are is very tricky to navigate because of the water nearby, so fighting here is more of a hassle.  
Trakanon resides deep within the dungeon in an open-aired cavern. He is waited on by his assistant Tolapumj, and they are both exceedingly powerful monsters to try and take down, although they also drop some of the best equipment in the game. The other problem with fighting them is that the area around where they are is very tricky to navigate because of the water nearby, so fighting here is more of a hassle.


== Benefits ==
== Benefits ==

Revision as of 04:47, 27 April 2023

File:Placeholder.jpg
Placeholder text.

Sebilis is the vast, ancient capital of the Iksar Empire, founded long ago by the Emperor Venril Sathir. From here, the Iksar Empire ruled for many years. After Emperor Ganak's destruction over the Field of Bone a rogue faction of the Ring of Scale, led by Trakanon, reigned death upon the capital city. Trakanon has remained to revel in his victory. Now the city lies beneath its ruins in Trakanon's Teeth. The Iksar remnant moved to New Sebilis, otherwise known as Cabilis. A Trakanon Idol is required to gain entrance to Old Sebilis and it can be obtained via the Key to Sebilis Quest.

Level of Monsters: 48 - 60
Types of Monsters: Froglok Bok Knight, Bok Shaman, Bok Wizards, Dar Knight, Ilis Knight, Ilis Shaman, Ilis Wizard, Jin Shaman, Jin Wizard, Kor Shaman, Kor Shaman, Krup Knight, Krup Shaman, Krup Wizard, Krup Ghoul Knight, Reet Knight, Reet Shaman, Reet Wizard, Zol Knight, Myconid Adepts, Priests, Reavers, and Warriors, Sebilite Golems, Guardians, and Juggernauts, Imperial Crypt Guardian, Pox Scarab, Leprous Scarab, Sepsis Scarab, Iksar Necromancer, Skeletal Baron, Champion, Crusader, Duke, Harbinger, and Heirophant
Notable NPC's: Arch Duke Iatol, Arch Heirophant Galek, Baron Yosig, Blood of Chottal, Brogg, Crypt Caretaker, Emperor Chottal, Frenzied Pox Scarab, Froggy, Froglok Armorer, Froglok Armsman, Froglok Chef, Froglok Commander, Froglok Ostiary, Froglok Pickler, Gangrenous Scarab, Gruplinort, Harbinger Freglor, Heirophant Prime Grekal, Myconid Spore King, Sebilite Protector, Tolapumj, Trakanon
Adjacent Zones: Trakanon's Teeth
Name in /who: sebilis
ZEM Value: 2
Type Indoor
Expansion Ruins of Kunark

Map

Map sebilis1.jpg

First Level

A is underwater tunnel to point A on map of Second Level

Map sebilis2.jpg

Second Level

A is underwater tunnel to point A on First Floor Map

Safe/Evac Spot

250, 0 (Zone-in)

Dangers

...some of those were hard dungeons, too. Kunark really came out before there was a massive inflation of a lot power, so those things were dangerous.
I remember spending some time even on that first bridge as you go down into Sebilis. 
Playing as an enchanter, trains are coming back out of there, all sorts of crazy stuff going there... 
Balls to the wall crazy action happening. Those were solid fun for me.

-Rich Waters, Sr. Creative Director [1]

This is one of the dungeons where the entrance is not the same as the exit. Upon passing through the entry portal, you are dropped into the entry room on the first floor. From there, it may seem like a short run to the exit, but it really is not given the powerful inhabitants of the zone. Although there are two portals out in this zone, it is almost a necessity to be able to teleport out in order to do so safely, as trying to make it to these teleports is not at all easy.

Every single one of the monsters in this zone is close to 50th level, and most are more powerful, and anyone fighting here has to be aware that this is what they are facing. Most of the monsters also come in at least pairs, and often in larger groups, so it is essential to have some sort crowd control when fighting here, as well as a good group. Few groups here are less than 50th level, even though it is possible to fight in the entry corridor at a lower level.

One of the other problems is that there are several doors in this dungeon that are locked and require a Rogue with a substantial Lockpicking skill in order to open. These areas that are cut off by a locked door include the Crypt Area and the area with Trakanon in it, so if you want to go to those, be sure to bring a Rogue along with you. The door leading to Trakanon can actually be opened without a Rogue, so it isn't as difficult as it first seems.

Trakanon resides deep within the dungeon in an open-aired cavern. He is waited on by his assistant Tolapumj, and they are both exceedingly powerful monsters to try and take down, although they also drop some of the best equipment in the game. The other problem with fighting them is that the area around where they are is very tricky to navigate because of the water nearby, so fighting here is more of a hassle.

Benefits

This zone has some of the best loot in the game outside of Veeshan's Peak, and is generally filled with level 50+ characters. In fact, this is as close as most of the even high-level characters can expect to get to Veeshan's Peak in terms of loot and experience. Expect to get very used to fighting in this zone once you break level 50.

Other than the loot (if that can even be said), this zone's main benefit is that of being a large hunting ground for players that are very high in level. The dungeon has several relatively separated areas that you can go to in order to hunt for the creatures that are there, and there are very few trains (as there is little place to run to).

Traveling To and From

Sebilis can be reached through Trakanon's Teeth, through a portal buried under the ruins of the city above. The easiest way to find it is to face west at the most eastern part of the surface town, and there you will see three buildings, one wide one on the right and two narrower ones on the left. Pass directly between the wide one and the middle narrow one and you will see a tunnel leading down. To enter, you need to find a red sphere buried under some ruins, and also have the correct key to activate the portal. The key can be obtained by getting two medallion pieces from a Froglok Hunter and Forager in Trakanon's Teeth and giving them to Emperor Ganak.

Foraged Items

Zone Item Edible Stack Lore Magic Nodrop Comment
All Fruit Y Y N N N can be used in brewing and baking
All Berries Y Y N N N can be used in brewing and baking
All Vegetables Y Y N N N can be used in brewing and baking
All Rabbit Meat Y Y N N N can be used in baking to make a stew
All Roots Y Y N N N can be used in brewing
All Pod of Water Y Y N N N can be used in brewing to make normal flasks of water
All Fishing Grubs N Y N N N Used w/ Fishing Skill
The Ruins of Sebilis Emerald Orange Y Y N N N Wakening Land Quest; can be brewed into juice

Garden Variety's Glorious Adventures and Travel Guide

Information needed.

Bestiary

{{#dpl: category=Old Sebilis Mobs | includesubpages=false | mode=unordered | ordermethod=title | noresultsheader= }}

Items

Found 0 items that are found in Old Sebilis.

{{#dpl: category=Old Sebilis Items| includesubpages=false | mode=unordered | ordermethod=title | noresultsheader= }}

Quests

There are 0 known quests that start in Old Sebilis.

{{#dpl: category=Old Sebilis Quests | includesubpages=false | mode=unordered| noresultsheader= }}