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Discolored Signet  
 

MAGIC ITEM LORE ITEM NO TRADE
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Item Lore:Obtained from a Dragorn in the Sewers of Dranik
Item Type:Misc
Stackable:No
Submitted By:Fleven
Lucy Entry By:Skirren [Cats in Hats]
Updated By:unknown
Source:Live
Updated:Sat Jul 7th, 2018
Omens of War Item


Rarity: Common
Level to Attain: 70

[Drops | Quests | Recipes | Comments ]

Drops: This item is found on creatures.

Sewers of Dranik ASewers of Dranik BSewers of Dranik C

Quests: This item is used in quests.
Used in 1 recipe.
Recipe list - Premium only.

Zone(s) Found In:
Item Lore: Obtained from a Dragorn in the Sewers of Dranik
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FYI
# Sep 18 2017 at 5:39 PM Rating: Excellent
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515 posts
From June 21, 2017 Patch Notes:
Access to Asylum of Anguish - A Cunning Dragorn in the Sewers of Dranik and the Insidious Dragorn in the Dranik Catacombs no longer have placeholders and are now guaranteed to spawn in all three versions of these instances. They now carry six signets, but will not respawn.
finess
# Mar 22 2008 at 5:57 PM Rating: Decent
8 posts
this exped gave me a lot of trouble they like to mix up see invis and undead mobs in here. i duod this exped with 77 war 78 clr 2 boxing .. was pretty easy jsut rely on invis luck .... i invisd up to the traps let them h it me and was just ready to click invis right there they were not an issue at all the only problem i had was getting ivu off so i killed the 2 mobs and pather right outside the murkgliders invis undead and was a breeze only had to fight ph and pather at camp piece of cake
how you know you got the right one....
# Jan 09 2008 at 7:54 AM Rating: Decent
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92 posts
look for Ukun Sentinel in the text he gives you. If he says that then you will get instance C.
Tricky
# Nov 11 2007 at 8:38 AM Rating: Decent
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1,197 posts
From our troubled experience with this mission, here's a few tips:

1. The PHer is called "a twisted stoneworker".

2. The signet mob is called "a Cunning Dragorn".

3. The trick of tracking for the cunning dragorn in the northernmost room of the east passage (Ie moving east from first room, and then getting as north as possible from this route) DOES still work. By parking someone at the grand historian, and a ranger outside the mission, you can very quickly get a mission with the cunning dragorn already up.

4. You can invis through the majority of the expedition (and invis vs undead through much of the rest).

5. After any trap has fired, you have a period of between 1 and 2 seconds before the trap will fire again. In otherwords if you have a bard, monk, SK etc then they can trigger trap while the rest immediately follow behind, and FD the ensuing agro. You do need to move fast behind the trigger player. I had a box on /fol with me and neither of us ever triggered the trap this way.

6. Soon after trap 4 you will see your first murks. Some saw through regular invis and some did NOT; though at one visit they all saw invis. I do not know if the non-see-invis ones can see through invis vs undead.

7. At the trap 4 room, we first attempted to set up camp in the NW section so as to fight our way through to the cunning dragorn. This worked great until all 4 of the wanderers in the area (two elite noks and elite ukuns) added. This is still a feasible strategy still imo, but be sure to time their wandering and pull them to avoid suprises.

8. If attempting to invis vs undead past the first murks (by the trap 4 room) then be warned: there is a dragorn a the south of this corridor who sees through invis vs undead (but cannot see you in regular invis).

9. Be careful how you engage the cunning dragorn. If you have invis vs undead on, and you simply charge him from the south, 2 murks will add. However if you're already in his corridor to the north, you won't get any. Sneaking up behind him for that first engage might work. We had a bard run through, pull him to the NE corner of his corridor, then fade as we ran in.

10. Kill the cunning dragorn in the NW corner of his corridor. The only mob who can add is the murk who wanders the corridor. Hold off killing it for about 5 minutes after the cunning dragorn dies and you will be gauranteed single fights for the rest of the camp.

11. The mobs in this expedition seemed to hit for about 750-800 max, to a 75 time geared ranger with 650 AAs. They all were partially slowable by the bard, and all seemed to have self buffs as they were much easier after a shot of Nature's Entropy.

12. The cunning dragorn and PHer were very doable by ranger and cleric box, and I suspect I could have soloed him if I'd had the need. It would have been extremely difficult to get there without the bard though!
murks
# Jan 27 2007 at 9:48 AM Rating: Decent
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236 posts
Murkgliders are now undead so all see thru regular invis. There is just enough room and time for a few quick switchs from invis to invis to undead between the last regular mob (rat) and the first murk. If you hug the left wall nothing will see thru invis to undead except the signet mob or PH.
____________________________
The Power of Hate conquers all foes.
Leader of The Silent Minority a Rathe Guild
Tracking Cunning Dragorn
# Jan 07 2007 at 10:41 PM Rating: Decent
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53 posts
If you are trying to track the Cunning Dragorn from zone-in (to save yourself from killing PHs), move to the round room at the end of the tunnel to the east of the zone-in area. From loc 538, -418 I could see him on track (75 ranger, 200 tracking, no track AA), but could not see him on track from the ent.
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The internet is apparently not made out of people, but opinions about people created by a long series of tubes.
3 boxed.
# Sep 14 2006 at 5:44 AM Rating: Good
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451 posts
3boxed. 70Pal, 70Clr, 64Bst.

Strat-
Request instanced. Get zone C instance. Invis up.

1st trap- Entry room trap. Avoid it. Go thru the North tunnel hugging left.

2nd trap- At left corner. Wait in hall for roamers to leave. Creep toward left corner slowly. poof! trap goes off. Click invis pot. Run thru.

3rd trap- Around bend, near doorway. Make sure ukun roamer is gone. /ignore static ukun in corner. Stay HIGH on left wall-- but NOT DUCKING. Inch forward slowly. poof! Click invis. Run thru. (died a few times here, too close to corner mob. Can be done safely. Stay high on wall. No ducking. Re-invis FAST).

4th trap- In cubby. /ignore it, hug right wall and run past.

Murkgliders- randomly see invis, usually no more than 2 see invis at a time. Maybe 3. Luck of the draw here. Either time the roamers, or DA/suicide run while the others run to camp. (Roamer murk at camp never saw invis for me).

Camp- Murkglider + Dragorn/sonteworker both on 20 min repop (like all Dranik instances). Set a 19minute egg-timer after killing roamer. Always kill roamer 1st, if solo or boxing. kill Draggy/stoneworker afterward. SNARE mobs before they hit 20%, or expect adds.


Bring a few stacks of invis pots + dont be afraid to die a few times, till ye get it down :) If bringing a rezzer, maybe they can rez you at camp. The roamer murk takes his time between visits to Dragorn/PH room.

GL :)


Edited, Sep 14th 2006 at 6:53am EDT by Aegishopi
____________________________
Aegishopi the Royal Jester, Paladin of Stromm

"Should not the measure of one's self-discipline also be the measure of one's self-worth?"
3 boxed.
# Nov 10 2007 at 10:00 AM Rating: Default
Good write up. Didn't read this till after I had already completed it, but almost exactly what I did (on the 5th try anyway lol). Didn't bother going high up on the wall when setting off traps, but yah...inching forward till trap sets off, then immediately stopping to re-invis is the best thing to do. If you set traps off and run even a little farther forward, you will agro a static mob, so just stop immediatly and reinvis.

I don't know if it was different in 2006 or what, but every murkglider is undead and will see you if you are just using regular invis. So you have to switch to invis to undead right before going into the murkglider area. Safest/only place to do it is the front of the hallway right behind the rat. There is sometimes a roaming murk that will stand right there, wait for him to roam away, then go in just far enough to hide behind the corner in the hallway from the rat....not so far you agro the murks. Then click your invis to undead potion (make sure you have these) and continue on. There is a static dragorn at one end of the hallway right where you turn left, hug the walls and you won't agro. Then you enter a room with murks and stone golems ( stone something, forgot name). The stone golems stay on the far right of the room usually, maybe one or two roamers, but they are easy to avoid.

Just remember that the PH/named is not undead so if you go near him, he will agro. For me, I ran my mage in and left him in the room with the murks till I got 2 bots in zone for coth, then attacked named with my rogue, ran mage into safe area from murks and cothed my healers in.

Sweet!
# May 17 2006 at 2:25 PM Rating: Decent
24 posts
My boyfriend and I took a group to help us get our sigs last night. We got there and the Cunning Dragorn was up. We killed him and my bf got his sig. Then we waited for the respawn. The Cunning Dragorn popped again. Killed him and I got my sig. I am told this never happens. So, in the words of Napoleon Dynamite.. "Luucky" :)
Fustration!!!!
# Jun 07 2005 at 2:56 PM Rating: Decent
After my countless hours camping the VT shard quest. I promised myself that I was not going to put myself through that again. Well here I am again on my last signet to complete my quest and I've spent about 10 hrs with no luck =/

Some how I have the feeling that SOE likes to put ppl through this kind of fustration. =/ Pray for me to get this last sig tonight and end my misery. =)

On the bright side its a good camp to get some fairly good AA experience compared to VT camps. Although I really think that SOE should adjust the aggro range of these mobs. Mobs from across the room shouldn't aggro the way it does.
RE: Fustration!!!!
# Jun 15 2005 at 11:34 AM Rating: Decent
I feel your pain lol been down here countless times for hours and hours and havent had much luck i'm usually last on list and groups tend to fall appart by the time the 5th or 6th person on list is up. Getting to this camp is just nasty usually unless you have a rogue with ya at all times to disarm traps. But think of it this way if you get your signets your done and getting to Anguish is definitally worth the trouble in my opinion =)
____________________________
EQ2:
Healah-80 Inquisitor- Blackburrow Server
EQ:
Camoeb Shadowlurker-70 Wizard(Retired)
RE: Fustration!!!!
# Jun 15 2005 at 6:15 PM Rating: Default
heh took me about 8 hours to get my signet in the first 6hour expedition we got 2 the entire time got 2 so far in this one.
____________________________
EQ2:
Healah-80 Inquisitor- Blackburrow Server
EQ:
Camoeb Shadowlurker-70 Wizard(Retired)
RE: Fustration!!!!
# Jul 04 2005 at 8:59 AM Rating: Decent
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77 posts
Up to almost 10 hours in Dranik's Sewers various times. I've seen 5 or 6 signets drop, but I lost the roll each time. Guildmates have started farming the minibosses in Anguish, and I'm still stuck on that 1 signet. *sigh*
not a common pop
# Apr 28 2005 at 10:26 PM Rating: Decent
Scholar
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102 posts
In C, spent 3.5 hours in the U section, no named... Many ph's and the wandering murky.

Some days the rng just doesn't play fair.

Edited, Thu Apr 28 23:27:33 2005
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Xislaben The Rising Sun <Crimson Tempest>
Camp Site
# Jan 03 2005 at 7:21 AM Rating: Decent
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82 posts
Map -
http://eq.mapfiend.net/view.php?map=draniksewersc_1_4323.txt&bg=b&id=291

ph mob = a golem in the hall: a twisted Stone___
instance = Sewers-C (have to zone in to see if it's -a or -b or -c)
respawn = 19 mins
duration = instance lasts 6 hours
group: monk / wiz / sham / necro (some qvic, type8+)

The location of the mob/placeholder is in the ne corner of the zone. In the upside-down-U-shaped hallway before the 2nd last room. The 3rd last room is filled with murkgliders and the 2nd last room doorway has some golems.

There's traps that do nothing but pop invis. A bunch of the murkgliders saw invis. We decided to FD flop to the campsite, and necro summon/CoH the shaman / wizard (bots).

We camped in the 'u' shaped hall where it spawns. At the camp, there's one roaming murkglider (that sometimes sees invis) that roams into the east / ne part of the 'U' hallway. The PH/Dragorn spawns in the bottom left of the 'U', and agro's the nw corner of the U when he spawns, so we set up in the ne corner of the 'U'.

We started by killing the roaming murkglider when it roamed into the NE corner, then pullin the PH/Dragorn to our camp. Then we'd wait 19 mins for another murkglider to float into camp and kill the ph/dragorn again.

We got 3 Signets, but we had to stay until the zone expired (6 hours) to do so. the last possible mob was our 3rd insignia dropper.


Edited, Mon Jan 3 07:22:30 2005
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Jolo, 80th Ashenhand, Iratus Lepus, Xegony
what drops it
# Nov 28 2004 at 6:37 PM Rating: Default
which Dragorn drops it and it's PH plz
RE: what drops it
# Dec 02 2004 at 1:33 PM Rating: Good
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55 posts
A Cunning Dragorn from Dranik Sewers C. PH is a twisted golem, its just after murdlikers.

To get expedition say: Sewers to Grand Historian Rygua and he must reply:
-Grand Historian Rygua says 'You have chosen to explore the Sewers of Dranik. Beware during your travels there should you come across a dragorn known as the Dragorn Foreman, or an ukun known as the Ukun Sentinel. Both are rare and powerful adversaries. Should they come out of hiding, you will have a tough battle on your hands. However, some would say the riches are well worth it.'


Others would be sewers A or B, signet only drops in C. GL :)


Edited, Thu Dec 2 13:41:49 2004
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