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Difference between revisions of "The Estate of Unrest"
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Trains here deserve special mention. A great deal of the hunting in the zone consists of pulling from the house, where some lucky individual runs into the house, whacks a nearby monster, and runs back out with monster in tow. The problem is that these monsters sometimes don't always follow you. They will occasionally take circuits around the house gathering their friends to come with them ("Let's go have a picnic in the gazebo!") or there are other undead within aggro range when you pull. The end result is that very often there are overpulls from the house to the yard. Now, when this happens, usually a train results, and people fighting along one of the walls run for the entrance. The phenomenon are unique to this zone. The first is that the entryway tunnel is very long. If a train has entered that tunnel, it's safest to wait for it to come back out and disperse rather than go in after it. You will catch it coming back out and likely be torn to bits. The other problem is that often, because of the pathing in the zone, trains will seem to take a little trip around the outside of the yard, especially the higher level trains. One of these trains will result in there being about five people in the tower wondering where everyone else went. | Trains here deserve special mention. A great deal of the hunting in the zone consists of pulling from the house, where some lucky individual runs into the house, whacks a nearby monster, and runs back out with monster in tow. The problem is that these monsters sometimes don't always follow you. They will occasionally take circuits around the house gathering their friends to come with them ("Let's go have a picnic in the gazebo!") or there are other undead within aggro range when you pull. The end result is that very often there are overpulls from the house to the yard. Now, when this happens, usually a train results, and people fighting along one of the walls run for the entrance. The phenomenon are unique to this zone. The first is that the entryway tunnel is very long. If a train has entered that tunnel, it's safest to wait for it to come back out and disperse rather than go in after it. You will catch it coming back out and likely be torn to bits. The other problem is that often, because of the pathing in the zone, trains will seem to take a little trip around the outside of the yard, especially the higher level trains. One of these trains will result in there being about five people in the tower wondering where everyone else went. | ||
− | The yard is a very busy part of the zone. There are roaming monsters all over this area, mostly lower level creatures, and the death beetles. Groups pull from the house and fight monsters, mostly along the back and west walls. Dangers in this area are mostly the trains (as described above) and the death beetles. The death beetles will attack anyone fighting in this area. At high levels, they are a constant nuisance, but at lower levels they can be downright dangerous, and many of us have handily fought off undead only to be | + | The yard is a very busy part of the zone. There are roaming monsters all over this area, mostly lower level creatures, and the death beetles. Groups pull from the house and fight monsters, mostly along the back and west walls. Dangers in this area are mostly the trains (as described above) and the death beetles. The death beetles will attack anyone fighting in this area. At high levels, they are a constant nuisance, but at lower levels they can be downright dangerous, and many of us have handily fought off undead only to be pecked to death by several beetles. |
The first floor of the house is where most of the people pull to the yard from. Mostly high-teens level monsters wander around here, nothing special. The second floor has some higher level creatures, but otherwise the only thing of note is the Reclusive Ghoul Magi room in the back, and a NPC named [[Khrix Fritchoff]] that spawns in a closet near the Magi room. The third floor contains the barroom, which is also busy. Although a good place to camp, the barroom is so close to the tower above, that you really need to have a group camping each room. What happens otherwise is that if you attack someone in the barroom, the entire tower runs down the stairs to help out. You better order a drink when you hear them pounding down the stairs. The tower is a little safer, and is kind of out of the way. You generally don't have to deal with much else when you're up there. The other area of interest all the way on top of the manor is the Hand Room, where the hand spawns. This room is a nice spot to camp, as it is out of the way of all but the craziest trains (Puller -- "I know, I'll run out through the hand room, that will work!"). It is also a quick escape, as you can run out on the balcony and onto the roof of the patio and it's a straight shot to the zone. | The first floor of the house is where most of the people pull to the yard from. Mostly high-teens level monsters wander around here, nothing special. The second floor has some higher level creatures, but otherwise the only thing of note is the Reclusive Ghoul Magi room in the back, and a NPC named [[Khrix Fritchoff]] that spawns in a closet near the Magi room. The third floor contains the barroom, which is also busy. Although a good place to camp, the barroom is so close to the tower above, that you really need to have a group camping each room. What happens otherwise is that if you attack someone in the barroom, the entire tower runs down the stairs to help out. You better order a drink when you hear them pounding down the stairs. The tower is a little safer, and is kind of out of the way. You generally don't have to deal with much else when you're up there. The other area of interest all the way on top of the manor is the Hand Room, where the hand spawns. This room is a nice spot to camp, as it is out of the way of all but the craziest trains (Puller -- "I know, I'll run out through the hand room, that will work!"). It is also a quick escape, as you can run out on the balcony and onto the roof of the patio and it's a straight shot to the zone. |
Revision as of 22:05, 24 May 2024
The Estate of Unrest was once the home of a dwarven noble, in ages past. Following the unholy destruction that created Dagnor's Cauldron and the following takeover of that region by evil creatures, his estate was overrun by the undead, and is now one of the great havens of the unliving in all of Norrath.
|
Map
Estate of Unrest
The lettered stairs lead to each other. |
Unrest Manor
|
Dangers
Unrest is a small outdoor estate occupied from top to bottom with undead. The principal areas of note in the estate are the manorhouse, the yard, and the maze. The manorhouse has five levels, including the basement.
Trains here deserve special mention. A great deal of the hunting in the zone consists of pulling from the house, where some lucky individual runs into the house, whacks a nearby monster, and runs back out with monster in tow. The problem is that these monsters sometimes don't always follow you. They will occasionally take circuits around the house gathering their friends to come with them ("Let's go have a picnic in the gazebo!") or there are other undead within aggro range when you pull. The end result is that very often there are overpulls from the house to the yard. Now, when this happens, usually a train results, and people fighting along one of the walls run for the entrance. The phenomenon are unique to this zone. The first is that the entryway tunnel is very long. If a train has entered that tunnel, it's safest to wait for it to come back out and disperse rather than go in after it. You will catch it coming back out and likely be torn to bits. The other problem is that often, because of the pathing in the zone, trains will seem to take a little trip around the outside of the yard, especially the higher level trains. One of these trains will result in there being about five people in the tower wondering where everyone else went.
The yard is a very busy part of the zone. There are roaming monsters all over this area, mostly lower level creatures, and the death beetles. Groups pull from the house and fight monsters, mostly along the back and west walls. Dangers in this area are mostly the trains (as described above) and the death beetles. The death beetles will attack anyone fighting in this area. At high levels, they are a constant nuisance, but at lower levels they can be downright dangerous, and many of us have handily fought off undead only to be pecked to death by several beetles.
The first floor of the house is where most of the people pull to the yard from. Mostly high-teens level monsters wander around here, nothing special. The second floor has some higher level creatures, but otherwise the only thing of note is the Reclusive Ghoul Magi room in the back, and a NPC named Khrix Fritchoff that spawns in a closet near the Magi room. The third floor contains the barroom, which is also busy. Although a good place to camp, the barroom is so close to the tower above, that you really need to have a group camping each room. What happens otherwise is that if you attack someone in the barroom, the entire tower runs down the stairs to help out. You better order a drink when you hear them pounding down the stairs. The tower is a little safer, and is kind of out of the way. You generally don't have to deal with much else when you're up there. The other area of interest all the way on top of the manor is the Hand Room, where the hand spawns. This room is a nice spot to camp, as it is out of the way of all but the craziest trains (Puller -- "I know, I'll run out through the hand room, that will work!"). It is also a quick escape, as you can run out on the balcony and onto the roof of the patio and it's a straight shot to the zone.
The basement is a different matter. The basement is a deathtrap to someone by themselves or in a group that doesn't know what they're doing. The monsters, many of which are the dangerous Festering Hags, spawn down here in groups and quickly. The pace is fast (22 minute timer) but the experience may make it worth it (assuming you don't die much). Mortuary fungus here are also lethal, as they have a tendency to cast drowsiness on the melee types, making it very difficult to take them out without some magical backup. In the end of the basement is the dwarven ghost, who spawns some of the rarest items in the zone. He is protected by a room full of the toughest monsters in the zone, all of whom will swarm you if you don't kill them off first...
Benefits
The Estate of Unrest is one of the great zones in the game. I have friends and know a lot of people who essentially lived there for ten levels. It is a fast-paced, dangerous zone, but that is also what makes it fun. People can gain experience quicker than many other places in here, and also become rich while doing so. A lot of the mainstay items in the game come out of Unrest, so there's a ready market for your excess loot.
The other benefit, and something that is probably key to its success, is that the zone is broken up into specific areas designed for various levels. The rooms are designed for characters of a certain level range, and if you fit that range, you're going to have a good time there.
Astuce's Guide to Unrest
The wonderful world of Unrest!
Some classes can begin hunting in Unrest as early as level 9, although it's safer to wait until around level 12 to go there. The earliest hunting you can do here is what's commonly referred to as yard trash; death beetles, tormented dead, greater skeletons, and jack-o-lanterns. These areas can be taken on either solo or in a group; yard groups will usually claim the left, back, or right ("Gazebo") wall. Everything but the death beetles are undead, so classes with anti-undead direct damage spells will have a strong advantage (Cleric, Necromancer, Paladin, and Shadow Knight). For Rogues, several poison making materials commonly drop from the yard trash as well. The experience is amazing -- on account of the zone's high experience multiplier -- and you'll find yourself ready for the next camp in no time.
When pulling mobs from the inside of the estate to the outside, bear in mind the dangers of pulling them through the front door, an oft-trained area. The side and back doors are generally a safer bet. Ghouls and Carrion Ghouls can proc Ghoul Root on you stopping you in the train tracks. Druids and Rangers are the best pullers in Unrest because it's considered an outdoors zone, allowing them use of the Harmony spell (unresistable area of effect pacify).
Once you are level 14 to 16 as a priest or caster, you can handle camps inside the house on the first floor without too many problems; for melees your mileage will vary depending on gear, and duoing or grouping is usually suggested. You can hunt either inside the side door (where the lesser blade fiend who drops Pugius and Gladius spawns), usually considered an extension of the back room (BR), or in the center room known as main room (MR). The main room is more risky because of the stairs leading to the second floor where trains sometimes path. Notable mobs are the an undead brewer who drops Preserved Hops, an item needed for the Cleric-only Brell Serilis symbol quest.
At around level 22 to 24 (for main healers, Greater Healing will often be necessary; Cleric gets this at 24) when the experience rate slows down and mobs begin to con green, you can graduate to the second floor. The most common camp spot here is called fireplace (FP) with an average mob level of 24-25, and from there you can reach quite a few named mobs with noteworthy loot drops. There are two mobs all but the strongest groups will be careful to avoid: the gnome Khrix Fritchoff and a priest of Najena. Named mobs this camp can pull from the various rooms on the floor (which is easily manageable with a solid group and a Druid or Ranger using Harmony) include the reclusive ghoul magus (Savant's Cap, Dusty Bloodstained Gloves), an undead barkeep (Thick Leather Apron, Opalline Earring), a reanimated hand (Ivory Bracelet), and if your group is brave you can also pull the third floor that holds 3 festering hags (Festering Cloak), with the one in the middle being the placeholder for the undead knight of unrest (Bloodstained Tunic, Bloodstained Mantle), a Shadow Knight who will cast Harm Touch and Fear -- so be ready!
The second floor experience rate will be good until 30 or so. When it slows down, or if you're at least level 28 and want a change of scenery, it's time to descend into the bowels of Unrest and camp the dreaded basement. A fake library on the wall on the first floor is the door to it. Many stronger mobs await you in this gruesome area. Torture props and blood everywhere are the standard decoration for this camp. Greater dark bone skeletons, dusty werebats (drops an Enchanter quest item), skeletal monks, and festering hags populate the first section. Dark terrors, tentacle terrors (knocks back players and drops Tentacle Whip and a Shaman quest item), and mortuary fungus (drops a Necromancer quest item) are further in. There is even fake lava in one hall to trick players into trying to go around it where they'll fall into a trap. Other than the numerous quest items that drop here fairly commonly, there is one notable mob: the ghost of the estate's dwarven owner, Garanel Rucksif, who drops Jagged Band rings and the popular Dwarven Work Boots.
Overall, Unrest is a great XP zone that someone can stay at until about level 35 if they so choose, soloing, duoing, or grouping. There is usually at least one group even in the morning, and by prime time hours the zone can reach about 30 people. The trains can be frequent and deadly but as long as you stay off the tracks you should remain safe.
Traveling To and From
The Estate of Unrest is reached by passing through the length of Dagnor's Cauldron to a small tunnel on the south end. Most people run along the west end of the lake close to the water, but you need to be careful of the numerous aqua goblins moving throughout the area. At least one swims out a little bit into the lake.
What's in this zone?
NPCs - Found 35 NPCs that spawn in The Estate of Unrest:
NPC Name | Race | Class | Level | Location | Known Loot | Description |
---|---|---|---|---|---|---|
A Crazed Ghoul | "zoneTopTable" ! Level of Monsters: | |||||
A Dark Terror | "zoneTopTable" ! Level of Monsters: | |||||
A Death Beetle | "zoneTopTable" ! Level of Monsters: | |||||
A Dry Bone Skeleton | "zoneTopTable" ! Level of Monsters: | |||||
A Dusty Werebat | "zoneTopTable" ! Level of Monsters: | |||||
A Festering Hag | "zoneTopTable" ! Level of Monsters: | |||||
A Greater Dark Bone | "zoneTopTable" ! Level of Monsters: | |||||
A Greater Skeleton | "zoneTopTable" ! Level of Monsters: | |||||
A Lurking Mummy | "zoneTopTable" ! Level of Monsters: | |||||
A Skeletal Monk | "zoneTopTable" ! Level of Monsters: | |||||
A barbed bone skeleton | "zoneTopTable" ! Level of Monsters: | |||||
A carrion ghoul | "zoneTopTable" ! Level of Monsters: | |||||
A ghoul | "zoneTopTable" ! Level of Monsters: | |||||
A gnomish spelunker | "zoneTopTable" ! Level of Monsters: | |||||
A jack o lantern | "zoneTopTable" ! Level of Monsters: | |||||
A large skeleton | "zoneTopTable" ! Level of Monsters: | |||||
A priest of najena | "zoneTopTable" ! Level of Monsters: | |||||
A reanimated hand (Unrest) | "zoneTopTable" ! Level of Monsters: | |||||
A tentacle terror (Unrest) | "zoneTopTable" ! Level of Monsters: | |||||
A werebat | "zoneTopTable" ! Level of Monsters: | |||||
An Undead Brewer | "zoneTopTable" ! Level of Monsters: | |||||
An undead barkeep | "zoneTopTable" ! Level of Monsters: | |||||
An undead knight of Unrest | "zoneTopTable" ! Level of Monsters: | |||||
Dark Boned Skeleton | "zoneTopTable" ! Level of Monsters: | |||||
Garanel Rucksif | "zoneTopTable" ! Level of Monsters: | |||||
Khrix Abomination | "zoneTopTable" ! Level of Monsters: | |||||
Khrix Fritchoff | "zoneTopTable" ! Level of Monsters: | |||||
Lesser Blade Fiend | "zoneTopTable" ! Level of Monsters: | |||||
Mortuary Fungus | "zoneTopTable" ! Level of Monsters: | |||||
Reclusive ghoul magus | "zoneTopTable" ! Level of Monsters: | |||||
Serra | "zoneTopTable" ! Level of Monsters: | |||||
Shadowpincer | "zoneTopTable" ! Level of Monsters: | |||||
Torklar Battlemaster | "zoneTopTable" ! Level of Monsters: | |||||
Tormented Dead | "zoneTopTable" ! Level of Monsters: | |||||
Zombie of an Unrest Noble | "zoneTopTable" ! Level of Monsters: |
Items - Found 78 items that drop in The Estate of Unrest:
Item Name | Drops From | Slot | Stats |
---|---|---|---|
A Werebat Wing
A Werebat Wing ![]() MAGIC ITEM LORE ITEM NO DROP |
None? | (None) | |
A fungus eye
A fungus eye ![]() LORE ITEM NO DROP |
None? | (None) | |
Amanita Phalloide
Amanita Phalloide ![]() QUEST ITEM |
None? | (None) | |
Barbed Bone Chips
Barbed Bone Chips ![]() WT: 0.1 Size: SMALL |
None? | (None) | |
Battle Axe
Battle Axe ![]() Slot: PRIMARY SECONDARY |
None? | (None) | |
Battleworn Canteen
Battleworn Canteen ![]() MAGIC ITEM LORE ITEM NO DROP |
None? | (None) | |
Bloodstained Mantle
Bloodstained Mantle ![]() MAGIC ITEM |
None? | (None) | |
Bloodstained Tunic
Bloodstained Tunic ![]() MAGIC ITEM |
None? | (None) | |
Bone Barbs
Bone Barbs ![]() MAGIC ITEM LORE ITEM NO DROP |
None? | (None) | |
Bronze Two Handed Battle Axe
Bronze Two Handed Battle Axe ![]() Slot: PRIMARY |
None? | (None) | |
Bronze Two Handed Hammer
Bronze Two Handed Hammer ![]() Slot: PRIMARY |
None? | (None) | |
Bronze Warhammer
Bronze Warhammer ![]() Slot: PRIMARY SECONDARY |
None? | (None) | |
Charred Dagger
Charred Dagger ![]() Slot: PRIMARY SECONDARY |
None? | (None) | |
Charred Pearl
Charred Pearl ![]() WT: 0.1 Size: TINY |
None? | (None) | |
Charred Ruby
Charred Ruby ![]() WT: 0.1 Size: TINY |
None? | (None) | |
Cracked Giant Scarab Carapace
Cracked Giant Scarab Carapace ![]() WT: 5.0 Size: MEDIUM |
None? | (None) | |
Cracked Glass Key
Cracked Glass Key ![]() WT: 0.1 Size: TINY |
None? | (None) | |
Dark Bone Chips
Dark Bone Chips ![]() WT: 0.1 Size: SMALL |
None? | (None) | |
Dark Boned Bracelet
Dark Boned Bracelet ![]() MAGIC ITEM LORE ITEM NO DROP |
None? | (None) | |
Darkbone Marrow
Darkbone Marrow ![]() QUEST ITEM |
None? | (None) | |
Darkbone Skull
Darkbone Skull ![]() MAGIC ITEM LORE ITEM NO DROP |
None? | (None) | |
Diablerie II
Diablerie II ![]() WT: 0.0 Size: TINY |
None? | (None) | |
Dull Bone Chips
Dull Bone Chips ![]() WT: 0.1 Size: SMALL |
None? | (None) | |
Dusty Bloodstained Gloves
Dusty Bloodstained Gloves ![]() MAGIC ITEM |
None? | (None) | |
Dusty Old Backbone
Dusty Old Backbone ![]() LORE ITEM NO DROP |
None? | (None) | |
Dwarven Work Boots
Dwarven Work Boots ![]() MAGIC ITEM |
None? | (None) | |
Ebon Dagger
Ebon Dagger ![]() Slot: PRIMARY SECONDARY |
None? | (None) | |
Ebon Wand
Ebon Wand ![]() MAGIC ITEM |
None? | (None) | |
Festering Cloak
Festering Cloak ![]() MAGIC ITEM |
None? | (None) | |
Ghoul Carrion
Ghoul Carrion ![]() MAGIC ITEM LORE ITEM NO DROP |
None? | (None) | |
Giant Scarab Legs
Giant Scarab Legs ![]() WT: 0.5 Size: MEDIUM |
None? | (None) | |
Gladius
Gladius ![]() MAGIC ITEM |
None? | (None) | |
Globe of Mist
Globe of Mist ![]() MAGIC ITEM LORE ITEM NO DROP |
None? | (None) | |
Gossamer Amice
Gossamer Amice ![]() MAGIC ITEM |
None? | (None) | |
Gossamer Cap
Gossamer Cap ![]() MAGIC ITEM |
None? | (None) | |
Gossamer Cape
Gossamer Cape ![]() MAGIC ITEM |
None? | (None) | |
Gossamer Collar
Gossamer Collar ![]() MAGIC ITEM |
None? | (None) | |
Gossamer Gloves
Gossamer Gloves ![]() MAGIC ITEM |
None? | (None) | |
Gossamer Leggings
Gossamer Leggings ![]() MAGIC ITEM |
None? | (None) | |
Gossamer Sash
Gossamer Sash ![]() MAGIC ITEM |
None? | (None) | |
Gossamer Sleeves
Gossamer Sleeves ![]() MAGIC ITEM |
None? | (None) | |
Gossamer Veil
Gossamer Veil ![]() MAGIC ITEM |
None? | (None) | |
Gossamer Wristbands
Gossamer Wristbands ![]() MAGIC ITEM |
None? | (None) | |
Grave Mold
Grave Mold ![]() WT: 0.1 Size: TINY |
None? | (None) | |
Ipsor's Enlightenment IV
Ipsor's Enlightenment IV ![]() WT: 0.0 Size: TINY |
None? | (None) | |
Ivory Bracelet
Ivory Bracelet ![]() MAGIC ITEM |
None? | (None) | |
Jack-O-Lantern Fungus
Jack-O-Lantern Fungus ![]() WT: 0.1 Size: TINY |
None? | (None) | |
Jagged Band
Jagged Band ![]() MAGIC ITEM |
None? | (None) | |
Mixxy's Delicacies Vol 1
Mixxy's Delicacies Vol 1 ![]() WT: 0.1 Size: TINY |
None? | (None) | |
Opalline Earring
Opalline Earring ![]() MAGIC ITEM |
None? | (None) | |
Pouch of Silver Dust
Pouch of Silver Dust ![]() LORE ITEM NO DROP |
None? | (None) | |
Powder of Reanimation
Powder of Reanimation ![]() LORE ITEM NO DROP |
None? | (None) | |
Preserved Hops
Preserved Hops ![]() MAGIC ITEM LORE ITEM NO DROP |
None? | (None) | |
Pristine Giant Scarab Carapace
Pristine Giant Scarab Carapace ![]() WT: 5.0 Size: MEDIUM |
None? | (None) | |
Pugius
Pugius ![]() MAGIC ITEM |
None? | (None) | |
Sarcoscypha Fungus
Sarcoscypha Fungus ![]() WT: 0.1 Size: TINY |
None? | (None) | |
Savant's Cap
Savant's Cap ![]() MAGIC ITEM |
None? | (None) | |
Small Bronze Boots
Small Bronze Boots ![]() Slot: FEET |
None? | (None) | |
Small Bronze Bracers
Small Bronze Bracers ![]() Slot: WRIST |
None? | (None) | |
Small Bronze Breastplate
Small Bronze Breastplate ![]() Slot: CHEST |
None? | (None) | |
Small Bronze Collar
Small Bronze Collar ![]() Slot: NECK |
None? | (None) | |
Small Bronze Gauntlets
Small Bronze Gauntlets ![]() Slot: HANDS |
None? | (None) | |
Small Bronze Girdle
Small Bronze Girdle ![]() Slot: WAIST |
None? | (None) | |
Small Bronze Greaves
Small Bronze Greaves ![]() Slot: LEGS |
None? | (None) | |
Small Bronze Helm
Small Bronze Helm ![]() Slot: HEAD |
None? | (None) | |
Small Bronze Mask
Small Bronze Mask ![]() Slot: FACE |
None? | (None) | |
Small Bronze Pauldron
Small Bronze Pauldron ![]() Slot: SHOULDERS |
None? | (None) | |
Small Bronze Vambraces
Small Bronze Vambraces ![]() Slot: ARMS |
None? | (None) | |
Small Kite Shield
Small Kite Shield ![]() Slot: SECONDARY |
None? | (None) | |
Small Stone Key
Small Stone Key ![]() WT: 0.1 Size: TINY |
None? | (None) | |
Sphere of Unrest
Sphere of Unrest ![]() MAGIC ITEM LORE NO TRADE |
None? | (None) | |
Tarnished Bronze Key
Tarnished Bronze Key ![]() LORE ITEM NODROP |
None? | (None) | |
The End of an Age
The End of an Age ![]() WT: 0.0 Size: TINY |
None? | (None) | |
Thick Caustic Fluid
Thick Caustic Fluid ![]() LORE ITEM NO DROP |
None? | (None) | |
Thick Leather Apron
Thick Leather Apron ![]() Slot: WAIST |
None? | (None) | |
Torklar's Battle Hammer
Torklar's Battle Hammer ![]() MAGIC ITEM LORE ITEM NO DROP |
None? | (None) | |
Torn Page of Magi`kot pg. 2
Torn Page of Magi`kot pg. 2 ![]() LORE ITEM NO DROP |
None? | (None) | |
Warbone Chips
Warbone Chips ![]() WT: 0.1 Size: SMALL |
None? | (None) |