Karnor's Castle: Difference between revisions

From EQArchives
Jump to navigationJump to search
 
(One intermediate revision by the same user not shown)
Line 131: Line 131:
None.
None.


== Garden Variety's Glorious Adventures and Travel Guide ==
== Nazwadi's Glorious Adventures and Travel Guide ==


Information needed.
Information needed.

Latest revision as of 23:52, 12 May 2023

Karnor's Castle stands bleakly in the center of the Dreadlands. Once one of the major military establishments of the Iksar Empire, it now stands in ruins. The inhabitants within are maintained in their unholy life by the eternal iksar vampire, Venril Sathir.

High above the castle looking at the protective moat.
Level of Monsters: 45 - 60
Types of Monsters: Decayed Kylong Iksar, Decayed Prisoner, Decayed Soldier, Drolvarg Bodyguards, Guardians, Ragers, Sentries, Skeletal Guardians, Spectral Callers (?), Curates, Knights, and Protectors
Notable NPC's: Caller of Sathir, Construct, Construct of Sathir, Cursed Hand, Drolvarg Captain, Drolvarg Pawbuster, Drolvarg Warlord, Hangnail, Human Skeleton, Knight of Sathir, Sentry of Sathir, Skeletal Berzerker, Skeletal Captain, Skeletal Caretaker, Skeletal Jailor, Skeletal Scryer, Skeletal Warlord, Spectral Turnkey, Undead Jailor, Venril Sathir, Venril Sathir Remains, Verix Kyloxs remains, Wulfwere Bodyguard
Adjacent Zones: The Dreadlands
Name in /who: karnor
ZEM Value: 1
Type Outdoor, but Kunark Dungeon Evac Spells work
Expansion The Ruins of Kunark

Map

Karnor's Castle Main Level

Upper Level

Note that Red #s above correspond to the level of area 13 that the hallway takes off from

Note that letters lead to the corresponding areas on the map above

C leads to area C on the Catacombs map

Karnor's Castle Catacombs

Catacombs

C leads to the stairs marked C on the Upper Level Map

D leads to well marked D on the Upper Level Map

Note that the letter A's sections connect to one another

Note that the tunnel leading to the tower section has been truncated

Safe/Evac Spot

18, 302 (Zone line to Dreadlands)

Dangers

This dungeon is one of the highest level dungeons in all of Norrath, and as such, is very dangerous for many reasons. First of all, all of the monsters that you meet are at least 45th level, and many are in the 50's. This means that they have some very powerful abilities, including complete healing, gating, etc. Secondly, it is very difficult to separate spawns when pulling, and most of the time you will need to fight at least two monsters with every pull. This requires either an excellent puller, a very well-balanced and functioning group, or an enchanter for crowd control, and it is recommended to have all three.

The layout of the dungeon is also noticeable. There is only one major exit for the zone, and everyone entering and exiting goes through one common area. It is important to remember this when either entering the zone or fleeing a train to the zone, in order to keep yourself or others from getting killed. Typically you should enter from the right hand (southern) side and flee on the left (northern) side. Be sure, however, to find out the local server rules regarding this, as people can get very upset if you train the wrong way and get a dozen people butchered.

Monsters also seem to have a long aggro range, and will generally attack you from a seemingly large range. They will jump out of the moat to join in, or join in attacks if you start going after monsters a level below or above you.

For evil races, care must be taken if you wish to hunt in this zone. The faction hit that you take is Venril Sathir, which is the same as the faction in the outpost in the Overthere. If you hunt here long enough, you will no longer be welcome in your only outpost on Kunark

Venril Sathir also has made Karnor's Castle his home. He is considered one of the most powerful creatures in all of Norrath, for he is resistant to most damage spells and procs a massive lifetap spell every time he hits a creature, healing himself in the process. Destroying him takes the coordinated effort of several groups, and there are only a few strategies known to work against him. Proceed at your own risk...

Benefits

Karnor's Castle is where many of the class-specific armor from Kunark comes from. Many of the lesser items drop from random monsters, and there are many separate monsters where the more powerful items drop. Many groups are here to acquire this equipment. There are also some incredible weaponry and other equipment here as well.

This zone is also considered to be an outdoor zone in terms of what spells you can cast (like SoW, Wolf Form, Harmony, etc), but you can also cast the Kunark Dungeon Evac Spells, which are generally indoor only. This makes the zone very druid- and ranger-friendly.

Traveling To and From

Karnor's Castle is reached through the Dreadlands. It's location is approximately 500, -2250.

MINIMUM LEVEL 5 TO ENTER

When Entering or Exiting Karnor's Castle it's common practice to enter on the right and exit on the right.

Karnorenter.png

Foraged Items

None.

Nazwadi's Glorious Adventures and Travel Guide

Information needed.

Bestiary

There are a total of 0 known NPC's in Karnor's Castle:

{{#dpl: category=Karnor's Castle Mobs | includesubpages=false | mode=unordered | ordermethod=title | noresultsheader= }}

Items

Found 0 items that are found in Karnor's Castle.

{{#dpl: category=Karnor's Castle Items| includesubpages=false | mode=unordered | ordermethod=title | noresultsheader= }}

Quests

Found 0 quests that start in Karnor's Castle.

{{#dpl: category=Karnor's Castle Quests | includesubpages=false | mode=unordered| noresultsheader= }}