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Difference between revisions of "Lower Guk"
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There are few specific dangers to note in Lower Guk. The few that exist are that there are quite a number of shaman and wizard frogloks in this dungeon, which can be very problematic because of the DoT and DD spells. Most groups tend to remove them from battle sooner rather than later. The Huge Water Elemental is important to note on Live side, because even if frogloks are your friends, he will attack you and the nearby frogloks will assist him. He can see through invisibility. | There are few specific dangers to note in Lower Guk. The few that exist are that there are quite a number of shaman and wizard frogloks in this dungeon, which can be very problematic because of the DoT and DD spells. Most groups tend to remove them from battle sooner rather than later. The Huge Water Elemental is important to note on Live side, because even if frogloks are your friends, he will attack you and the nearby frogloks will assist him. He can see through invisibility. | ||
+ | |||
+ | == Monsters == | ||
+ | |||
+ | Much like Upper Guk, frogloks come in different varieties. In Lower Guk, there are no warriors.. only knights, shaman and wizards. The live side has knights and shaman, the dead side has knights and wizards. The dead side creatures can also ghoulroot like any other ghoul. | ||
+ | |||
+ | * Shamans are shaman types of mobs. They are much more annoying in Lower Guk than in Upper Guk, mostly due to the pets that they have, as well as some of the nastier DoTs (Scourge, Venom of the Snake). They are usually the first targets, followed by knights, and then the pets. | ||
+ | * Wizards are much more annoying than shamans. They are only on the dead side. They nuke hard and have few hitpoints. Always kill the wizards first. | ||
+ | * Knights are basically standard warrior type mobs. | ||
+ | |||
+ | |||
+ | In Lower Guk, there are a completely different set of clans from Upper Guk. | ||
+ | |||
+ | * '''Shin''' - These range from 27 to 31 or so. | ||
+ | * '''Vis''' - These range from 31 to 34. | ||
+ | * '''Wan''' - These range from 34 to 37. These are the bread and butter mobs of this dungeon. | ||
+ | * '''Zol''' - These range from 37 to 40. | ||
+ | * '''Dar''' - These range from 40 to 42. Even at level 50, most classes can't solo them without a pet. | ||
+ | * '''Bok''' - From 43 to 45. Very dangerous. | ||
+ | * '''Guk''' - The most dangerous clan in guk, they range from 45 to 47 I believe. Wizards and Shaman at this level are also "Guk" | ||
+ | * '''Tsu''' - Shaman/Wizard Counterparts to the Shin. | ||
+ | * '''Tal''' - Shaman/Wizard Counterparts to the Vis. | ||
+ | * '''Urd''' - Shaman/Wizard Counterparts to the Wan. | ||
+ | * '''Yun''' - Shaman/Wizard Counterparts to the Zol. | ||
+ | * '''Kor''' - Shaman/Wizard Counterparts to the Dar. Very dangerous. | ||
+ | * '''Jin''' - Shaman/Wizard Counterparts to the Bok. Not fun. | ||
+ | |||
+ | |||
+ | There are also many other monsters in Lower Guk. The most common is the Greater Minotaur, which you can find on the live side of lower guk. These guys are very similar to Wan Knights in ability and level. On the dead side, you will find Gargoyles, Black Widows, Vampire Bats, and Greater Ice Bone Skeletons, all of which range from 30-35. Rarely a Basilisk will randomly spawn somewhere in Lower Guk. They are extremely weak and easy to kill. | ||
= Benefits = | = Benefits = | ||
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This is also a great area for experience for higher level characters. It is also something of a training ground for fighting in the higher level dungeons on Kunark, as the skills that you develop here for advanced grouping are absolutely essential when you move to the even more dangerous dungeons of that once-lost continent. | This is also a great area for experience for higher level characters. It is also something of a training ground for fighting in the higher level dungeons on Kunark, as the skills that you develop here for advanced grouping are absolutely essential when you move to the even more dangerous dungeons of that once-lost continent. | ||
− | = | + | |
+ | = Traveling To and From Lower Guk = | ||
There are several entrances to Lower Guk from Upper Guk. Specifically, there are three entrances that come out in relative proximity in Dead side from Upper Guk. Two of these require a short swim through the rivers, and the dry one is closest to the front entrance of Guk. The one entrance to Live side is the deepest into Upper Guk, and isn't as commonly used. | There are several entrances to Lower Guk from Upper Guk. Specifically, there are three entrances that come out in relative proximity in Dead side from Upper Guk. Two of these require a short swim through the rivers, and the dry one is closest to the front entrance of Guk. The one entrance to Live side is the deepest into Upper Guk, and isn't as commonly used. | ||
Other than using the entrances from Upper Guk to leave, there is one additional exit. From the King's Room on Live side there is a zone exit in the back that will take you to Upper Guk right beside the entrance to the swamp. It isn't an exit for casual use, as it leads you directly past the toughest monster in Lower Guk, but it's there if you need it. | Other than using the entrances from Upper Guk to leave, there is one additional exit. From the King's Room on Live side there is a zone exit in the back that will take you to Upper Guk right beside the entrance to the swamp. It isn't an exit for casual use, as it leads you directly past the toughest monster in Lower Guk, but it's there if you need it. |
Revision as of 17:28, 8 May 2010
Contents |
Description
The Ruins of Ancient Guk is a vast array of tunnels that connect between the ruins themselves and the upper tunnelways that eventually lead to the Innothule Swamp. It is also the battleground between the living frogloks, led by the Froglok King, and the undead who have taken over most of the deepest ruins, led by their Ghoul Lord.
Lower Guk is one of the two primary dungeons for high level characters (35-50). While there are other hunting areas open now, lower guk continues to be one of the most crowded dungeons at primetime. One of the major reasons for this is that the loot here is very good, with many of the "best of" class items available here. Lower Guk can give very good experience, especially at the off hours, but during primetime, finding good uncamped hunting areas can become very difficult.
Lower Guk is accessible from Upper Guk in 4 areas, however, 3 of the 4 entrances lead to near the same spot, called the "dead side entrance". The entrance from upper guk that is further away from the rest leads to the "live side entrance". Guk is typically divided into two sections, live side and dead side. The live side contains live frogloks, while the dead side contains froglok ghouls. These two factions are supposedly warring, although they won't attack each other or anything like that.
The live side is less camped than the dead side, because many people don't want to hurt their froglok faction. Live side also has alot more wanderers, so it can be considered more dangerous, and I'm sure many many people get lost in the maze on the live side. The monsters here range from the Shin Knights at minimum level 27, to the Froglok King and Guk knights, who reach level 49.
Dangers
This dungeon is generally regarded as one of the two most deadly dungeons on the continent of Antonica. It is divided up into two general areas, the "Live" side and the "Dead" side, named for the life/unlife status of the majority of the frogloks within. There are general dangers for the dungeon, as well as for each side, that I will mention before going into specific dangers.
Lower Guk has as its main defense the confusing nature of how it is set up, as well as lack of ready access to the deeper areas of the dungeon. It is quite easy to get lost if you don't know where you're going in these tunnels, and this is especially noticeable in the maze area on Live side. Also, getting to a particular point in the dungeon from which to pull is not an easy task for most, because they are deep in and past many aggressive creatures. The use of invisibility is helpful, but only with large cautions to it. First of all, the distinction between Live and Dead side is not absolute. On Dead side there are many "live" creatures that can readily see through Invis v Undead, most noticably the vampire bats. On Live side, it is possible to encounter undead creatures because of infrequent trains to the exit, although this is much less likely. Also, there are occasionally creatures that can see through invisibility as you travel through, so be careful as you go. Now onto each individual side.
Live side is a typical dungeon that you are likely used to, in the vein of the Solusek dungeons. The only specific danger to this side is that hunting here can seriously hurt your froglok faction, which for many is important in order to safely travel Upper Guk as well as most of Live side. If you are unfortunate enough to lose faction when you didn't want to, killing undead frogloks will increase your faction with the living ones. Dead side's only real danger is the number of undead monsters. This is a big bonus for those classes with special skills in this area, but for the others brings with it the fun that fighting the undead always brings. Most of Dead side is also very far away from any exits, so you had better have an evacuator in case of trouble.
There are few specific dangers to note in Lower Guk. The few that exist are that there are quite a number of shaman and wizard frogloks in this dungeon, which can be very problematic because of the DoT and DD spells. Most groups tend to remove them from battle sooner rather than later. The Huge Water Elemental is important to note on Live side, because even if frogloks are your friends, he will attack you and the nearby frogloks will assist him. He can see through invisibility.
Monsters
Much like Upper Guk, frogloks come in different varieties. In Lower Guk, there are no warriors.. only knights, shaman and wizards. The live side has knights and shaman, the dead side has knights and wizards. The dead side creatures can also ghoulroot like any other ghoul.
- Shamans are shaman types of mobs. They are much more annoying in Lower Guk than in Upper Guk, mostly due to the pets that they have, as well as some of the nastier DoTs (Scourge, Venom of the Snake). They are usually the first targets, followed by knights, and then the pets.
- Wizards are much more annoying than shamans. They are only on the dead side. They nuke hard and have few hitpoints. Always kill the wizards first.
- Knights are basically standard warrior type mobs.
In Lower Guk, there are a completely different set of clans from Upper Guk.
- Shin - These range from 27 to 31 or so.
- Vis - These range from 31 to 34.
- Wan - These range from 34 to 37. These are the bread and butter mobs of this dungeon.
- Zol - These range from 37 to 40.
- Dar - These range from 40 to 42. Even at level 50, most classes can't solo them without a pet.
- Bok - From 43 to 45. Very dangerous.
- Guk - The most dangerous clan in guk, they range from 45 to 47 I believe. Wizards and Shaman at this level are also "Guk"
- Tsu - Shaman/Wizard Counterparts to the Shin.
- Tal - Shaman/Wizard Counterparts to the Vis.
- Urd - Shaman/Wizard Counterparts to the Wan.
- Yun - Shaman/Wizard Counterparts to the Zol.
- Kor - Shaman/Wizard Counterparts to the Dar. Very dangerous.
- Jin - Shaman/Wizard Counterparts to the Bok. Not fun.
There are also many other monsters in Lower Guk. The most common is the Greater Minotaur, which you can find on the live side of lower guk. These guys are very similar to Wan Knights in ability and level. On the dead side, you will find Gargoyles, Black Widows, Vampire Bats, and Greater Ice Bone Skeletons, all of which range from 30-35. Rarely a Basilisk will randomly spawn somewhere in Lower Guk. They are extremely weak and easy to kill.
Benefits
There must be something that keeps bringing people to Lower Guk, because it traditionally has been one of the most packed dungeons around, and you were able, in the past, to walk nearly freely as the frogloks were dead within seconds of appearing in their homes. Things have gotten a little bit less crowded in there, but the draw is the same: experience and loot for high-level characters.
The items in this zone are probably the most sought after items in the game for this level range. Skimming through the listing reveals mainstays of high-priced auctions, like Short Sword of Ykesha, FBSS, Runed Falchions, to name a few. Most people come here to hunt with the dream of ancient froglok treasures to carry them into the swamps.
This is also a great area for experience for higher level characters. It is also something of a training ground for fighting in the higher level dungeons on Kunark, as the skills that you develop here for advanced grouping are absolutely essential when you move to the even more dangerous dungeons of that once-lost continent.
Traveling To and From Lower Guk
There are several entrances to Lower Guk from Upper Guk. Specifically, there are three entrances that come out in relative proximity in Dead side from Upper Guk. Two of these require a short swim through the rivers, and the dry one is closest to the front entrance of Guk. The one entrance to Live side is the deepest into Upper Guk, and isn't as commonly used.
Other than using the entrances from Upper Guk to leave, there is one additional exit. From the King's Room on Live side there is a zone exit in the back that will take you to Upper Guk right beside the entrance to the swamp. It isn't an exit for casual use, as it leads you directly past the toughest monster in Lower Guk, but it's there if you need it.