a glowing cliff golem  

Monster
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Uploaded July 24th, 2007
Updated November 17th, 2008

Category: EverQuest

Level: 55
Known Habitats:
  The Overthere
Factions Decreased:
  Venril Sathir -100

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Faction Hit
# Jul 24 2018 at 5:13 PM Rating: Excellent
Scholar
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30 posts
The faction hit on the Coirnav server is -100 Venril Sathir.
my way
# Sep 25 2009 at 10:12 PM Rating: Decent
16 posts
hand it with sk, log out to higher lv alt,
alchemist repops and depops in 2 secs,
golem will march out and stand outside with like 5~6 undead
log in and kill with high lv char,
then log sk back in to loot
make sure original golem is up
# Nov 16 2008 at 3:45 PM Rating: Decent
*
104 posts
I know probably noone does this quest anymore, but-- just last night I did the turn-in, on the way i noticed someone had killed the golems but i knew the glowing was an instaspawn off the turnin, so i didnt' think much about it. I did the turnin and the golem didn't pop. His skelly friends did but the golem didnt. Thankfully a GM helped out today, but just for safety's sake, wait till the existing golems respawn to do your turnin.
Easy fight with 59 trio
# Jul 02 2007 at 11:34 PM Rating: Decent
Scholar
**
463 posts
Took him down with a 59 bard, 59 sk, 59 cleric. The cleric mostly stayed out of it, healing us near the end of the fight and then gating out to avoid the faction hit. It dropped my SK from amiable to indifferent at the outpost, so probably a 100 or 150 point hit. Not irrecoverable, but worth avoiding if you care about outpost faction.
____________________________
Sukrasisx (105 monk) / Terrwini (67 druid) / Teviron (59 shadowknight) / Wizbeau (36 wizard)
-- Mystic Coercion, EMarr
Info
# Mar 24 2006 at 5:26 AM Rating: Decent
11 posts
Definitely a negative faction hit to Venril Sathir.

Rampages a little, melee only. About 24,000 HP; my 7200 HT did about 30%. A 65 Warrior tanked him with 1 HoT. Max hit on me (65 SK) was 122. Group was 65 Warr, SK, Rogue, Cleric. Festering Darkness landed 2 out of 2 times.

I pulled him as soon as he popped with Festering, then pulled him to the book and then toward the shore, no adds. Waited til 11 PM when the Dragoons left the outpost, but might not have been necessary.
Quest
# May 31 2005 at 12:33 PM Rating: Decent
Scholar
*
130 posts
My 58 sk gnome did this, in a group with my other two boxes (57 mage, 58 shaman) and my 70 necro guildleader.

Immediately after turn-in, about 4 skels and a named skel (Watch Sergeant Grolj?) walked out of the colony entrance that is between the PoK book and the Alchemist. I can't remember if the skells were the same ones that normally stand around in OT.

The skels took a post position in a circle just outside the OT entrance...about one minute later, A Glowing Cliff Golem walked out and took a position in the center of the circle. If a player is quick, he might be able to immediately pull the golem before it gets within agro range of the skels. Don't worry about the cliff golem that is normally at the entrance, it despawns when the alchemist despawns.

I decided to wait until the golem left his guards like what the quest write-up mentioned, however, he did not move after taking post. Instead, after about 5 mins, the skels started to despawn. After the last skel despawned, I panicked (lol) and attacked the golem for fear that he too would despawn. The golem did not seem to throw any spells or be especially powerful, just perhaps alot of HP. Hard to say what its capability was because my guildleader smooshed him like a bug in no time.

Unfortunately, during the wait for the golem to leave his guards, one of the evil guards wandered by and killed my shaman (sham was scowls to VS) and attacked the necro. Necro FD. Mage was ok cause mage erudites are apprehensive to VS, and sk was amiable from doing the gate hammer quest (Worker's Sledgemallet).

Also, those guards seem to have a huge agro range..one came out to help the golem and attacked my mage. Fortunately, was able to zone mage before he died. Anyone doing this quest might want to make sure they are as far as possible from the evil colony, and try to pull the golem far too.

Killing the golem changed my sk gnome from amiable to threateningly...thats more than 600 faction points against VS. 8-( My mage's faction was undamaged, as he zoned out before the golem died.

Golem dropped the chunk and Rune of Trauma.

Good luck with your own greenmist,
Shadome
Faction
# Jan 05 2005 at 11:01 PM Rating: Decent
3 posts
He have any faction hits for killing him?
summon?
# Dec 04 2003 at 3:42 AM Rating: Decent
*
53 posts
does someone know if he summon?
____________________________
arnalh freesinger
bard of tunare
from vallon zek
details on taking this guy down?
# Sep 18 2003 at 1:13 PM Rating: Decent
I was wondering if anyone has any strategy plans on this guy, and how they have done it in the past.
____________________________
Nazgaull
Crusader of Greenmist
Bertox Server
----------------------------
Jongo Ferr
Bothan Smuggler / Pirate
Bria
RE: details on taking this guy down?
# Sep 21 2003 at 4:42 PM Rating: Decent
Guru
*
182 posts
I have taken him down twice in the last week just using two SKs, 62 shaman for slower, and 60 cleric. And the cleric just sat there and did nothing anyway... was not needed at all.

We spawned the Golem after 10 PM gametime, when the goons are off on patrol. They start to leave at 9PM but can take a while to get on their way.

I am level 63 and found it no problem to pull the Golem single with a STR debuff. If memory serves correctly, I also got him single when I did my own Greenmist 6 months ago at level 61.

There was nothing special about the pull. The skellie guards walk out from the outpost and I tagged the Golem as soon as he walked out to join them.
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