Zones
City of Mist
The fog-drowned ruin of a Sarnak city in northern Kunark, patrolled by the spectral remains of its old garrison and the creeping faction politics that come with them.
- Emerald Jungle
City of Mist is the ruined upper city of a long-dead Sarnak settlement in northern Kunark, sitting at the edge of the Emerald Jungle and looking out over the canopy below. The city died long before any player walks its streets — what remains is a permanent overcast, a thick ground fog, and the spectral garrison still walking its old beats. Faction politics here cut more than one direction. The greenblood goblins, the spectres, and the Cult of Bertoxxulous all share the ruin and all hate each other unequally, so what you kill to clear a camp determines who later lets you walk past untouched. Bertoxxulous-aligned undead occupy the inner palace; the outer streets are spectre and goblin territory; named lieutenants rotate through the central plaza and the side temples. The zone is a mid-Kunark camp dungeon — small groups, clean pulls, and a faction track that rewards picking a side before the first body drops.
Content
- Spectral guards — the standing patrols of the old city, walking fixed routes through the streets and plazas.
- Greenblood goblin raiders — opportunist scavengers picking through the ruin, on a separate faction from the spectres.
- Cult of Bertoxxulous undead — the deeper inhabitants, holding the inner palace and the named drops attached to it.
- Named lieutenants — rotate through the central plaza, the side temples, and the palace approach; the loot worth coming for sits on these.
- Mist wolves and ruin spiders — outdoor wildlife filler around the city walls.
- The Cazic-Thule altar — a quest hub tied to the older Sarnak religious history of the site.
- The palace interior — the deepest pull point, with the strongest named and the strongest faction consequences.
Why bother
City of Mist is one of the cleanest mid-Kunark camp dungeons. The level band lands on the awkward stretch between the Field of Bone outdoor zones and the deep Sebilis push, and the city's named carry pre-Sebilis weapons, casting items, and a few caster-focus pieces that hold up well into the late forties. Faction is the real long-term reason to come, though. Greenblood and spectre kills move several Kunark religious factions at once, and the right grind here unlocks vendor access and quest turn-ins elsewhere on the continent. The Last Camp runs any race in any class, so an Iksar Cleric or a High Elf Shadow Knight can both work the same camp — Bertoxxulous and Cazic-Thule don't care about the body wearing the armor, only what it kills. The city also gives a clean answer to the "what now" gap between the mid-thirties Kunark dungeons and the high-forties push into the deeper continent.
The fog is part of the design. Visibility is short, pulls feel claustrophobic even in open plazas, and the spectres' ghostly model makes the patrols easy to lose track of. That tone is the point — it's the only Kunark zone that consistently feels haunted rather than infested.
Using it well
Pick a faction before the first kill. Camping the spectre patrols and the greenblood camps simultaneously is a bad trade — both factions move the same direction on the meter, and the third group, the cult undead, won't open up unless the first two stay hostile. The standard plan is to clear the outer streets, push the central plaza, then commit to the palace once the named in the courtyard is on a known timer. Pulls run through the fog cleanly if the puller stays patient; rushing the patrol routes is how groups get adds.
Bring undead-effective gear and a class that can handle ghost flag — pure melee with no magical weapon stays useless against the spectres. The cult undead in the inner palace are the hardest fights in the zone, and the named in that wing drop the loot most groups come for. Bind in the Emerald Jungle approach, not at the city itself, since the zone has no bind and the corpse run from a wipe deep in the palace is long. Watch the fog: the visibility cap is short enough that named on a patrol can walk into a fight before the puller sees them coming.