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WAR zone:Mount Gunbad  

Mount Gunbad
Mount Gunbad
Zone Type Dungeon (Group-Solo)
Controlled by Contested
Level Range (Tier 3)
Adjacent Zones Badlands
Noteworthy
Persons
Objects POIs

Overview

Gunbad is best suited to players between levels 22 and 30. Each wing has a different ideal level range so you can progress through the content in a natural manner. The West Wing is level 22-23, the East Wing is level 24-25 and the South Wing is for levels 26-29. While there are some soloable mobs here and there, the majority of the content is intended for a full party, and occasionally a warband.

Lurking in the far northwest of The Badlands, the fetid depths of Gunbad lie in wait for inquisitive adventurers such as you. Those brave (or foolish?) enough to enter its dank depths will discover a land quite unlike the surface worlds.

An ancient tunnel leads from The Badlands deep into the mines below Mount Gunbad. These mines are a major source of Brightstone (Kh. Brynduraz), a rare metal needed by the Dwarfs to forge the mighty weapons known as Doomstrikers.

Gunbad contains three themed wings, each with three PQs and an instanced wing boss. You'll need to gain enough influence from the PQs to access the wing boss. You'll also need to be in a group. As all the monsters in Gunbad are at least Champion level, don't expect to solo this Dungeon!

Once you've completed all the wings and taken down each of the wing bosses, you can face the final challenge of Gunbad: the mighty Squig Boss, 'Ard Ta Feed. Mutated by years of exposure to Morkain power (and the tainted flesh of mushroom gobbling Goblins) 'Ard Ta Feed is a two-headed nightmare of teeth, claws and vomit.

Multiple Quests will take you into Gunbad, as will the desire for some of the delicious items that can be gained from the PQs and bosses. There are also several unique titles to be unlocked and some hidden puzzles for explorers to collect.

Areas of Interest


Flora and Fauna


History


In an age long past, the Dwarfs mined Brightstone from the tunnels beneath Mount Gunbad. It was in the Time of Woes that a horde of Night Goblins attacked the gold-rich mines and drove the Dwarfs out. Many years later, Mourkain Necromancers divined the existence of a powerful intersection of magical lay lines beneath the Gunbad mines. Determined to reach this nexus of power, they used their undead laborers to dig a great tunnel joining the mines with their own Empire, which at that time stretched across the Badlands. In the deepest hollow of the Gunbad tunnels, they built a great obsidian henge to channel the potent energies of the lay line convergence. The Mourkain never had the chance to use this power, for their great empire was destroyed soon after the completion of the henge.

Rumors of the existence of the Mourkain tunnel eventually reached the Dwarfs, but the tale was widely dismissed as a fanciful legend. Interest in the story was renewed when the High King announced his ambitious plan to forge the Doomstrikers. Because the Gunbad mines were the only known source of Brightstone, the Dwarfs had tried many times to reclaim it. All such attempts had failed disastrously, for the Night Goblins were too well entrenched. A secret tunnel leading into the depths of the mines, however, might just give the Dwarfs a chance.

Notable NPCs


This page last modified 2008-10-04 22:10:19.