Summoning Beasties  

Quest Started By:Description:
Where:
Who:
What:
Rating:
*****
(From 1 rating)
Information:
Level:50
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Quest
Quest Items:
Related Creatures:
Era:Shadows of Luclin
Recommended:
Group Size:Solo
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Wed Jan 23 05:13:16 2002
Modified: Tue Dec 5 05:21:04 2023
This is a ring event that is triggered by turning in one of the following three items (which item you use affects the time intervals between mob spawns):

- Small Bottle of Blargrot (3 minutes between mob waves)
- Jug of Blargrot (2.5 minutes between mob waves)
- Huge Keg of Blargrot (2 minutes between mob waves)

These items can be bought (~40pp, ~90pp and ~130pp) from Trader Snugrut at /loc -190, -640 (in the first hut on the right when you enter the caves [not the outpost]).

The Callers, Groo (450, -585), Murkin (500, -480), and Torgal (495, 450) are in the next Tarmok Village, near a big cave opening leading down to an open area with three ramped caves going to the east, the north and the south off it. The caves go in a bit and slope down before they end.

Turn in one of the Blargrot items to trigger the event.

You say, 'Hail, Caller Groo'

Caller Groo says 'Ho ho! You come to hunt beasties? I bet so, many o' you kinda people come to hunt beasties. I call beasties fer ya, yub yub. Werk hard, work cheap too yub. You wanna hunt beasties, you bring blargrot here yub! More blargrot, me work harder yub.'

You say, 'What blargrot?'

Caller Groo grins and rubs his belly, 'Blargrot! Loves it, yub! You bring blargrot and me call beasties outta tha cave for ya, yub. Bring me a lil' jug, I call a few beasties. Bring a big ol' hruge jug, me call more beasties than ya ever see, yub!'

Upon turn-in:

Caller Groo says 'Aieee! Beastie huntin' fer us! Le's go! You give me back da contrac when you had nuff beasties, yub. Me quit then, an' call no more beasties. I wait a minute so you make ready. Then ya follow me, and I take ya to da cave where we find beasties...'

When you do a turn-in you receive a contract and are told to gather up a group of hunters. One minute later, the Caller heads down the big tunnel towards the smaller ones. If you inspect the contract, it tells you which tunnel he is going to.



The Caller paths down to the tunnel listed, goes inside, and after a pause (two minutes after initial turn-in), emotes a call which summons three fungus mobs:

Caller Groo goes to south tunnel.
Caller Murkin goes to north tunnel.
Caller Torgal goes to east tunnel.

Caller Groo moans and waves his arms, then shouts 'Graka! Mootogo Ta Naga!'

Mobs spawn either just outside the tunnel in the open area, or down at the back of the tunnel, or at both locations. After spawning, they path towards the Caller.

You'll get five waves in a row (intervals depend on which item was used to triggered the event). After the fifth wave, you get a five-minute break (timer starts immediately after the fifth wave spawn):

Caller Groo wipes the sweat from his brow, 'aaaagh, tired tired. Hard werk. Take da sit uh huh. Me call more soon as me rest up.

The types of mobs that are spawned (rootable/mezzable):

- Fungusfiends (small sized; hits for a max ~100; high attack rate; low hitpoints)
- Fungusbeasts (large sized; hits hard and fast; has more hitpoints)
- Fungus Priest (shaman mob; casts dispells and heals)
- Fungus Healer (cleric mob; casts heals including Complete Heal)
- Named Mobs (rare spawn; tougher mobs; tend to be casters; lots of hitpoints)

All mobs proc a lure-based snare that can be resisted, but usually isn't. Disease resists may help with resists. Note for mezzers: These mobs are reportedly sensitive to mez casts, meaning mezzes will generate more aggro than normal. It is advisable to have someone timing the waves.

You can stop the event at any 'down time' (while no mobs are aggro) by turning in the contract to the Caller:

Caller Groo grunts and says, 'Oook! Tanks fer da werk, I see ya later!' before vanishing into the tunnel.

You get a small reward (platinum or vendor fodder item) and some group experience.

The event will abruptly end if the Caller dies (note: the Caller remains permanently rooted throughout the event). If this happens and fungus mobs are left idle, they despawn after five minutes time. Mobs can also be trained away to the other Tarmok mobs, who will kill them (be mindful of their snare proc if you become desperate enough to do this).

Items that can drop during the event:

- Cloak of Tiny Shadows - clicky invis range slot item for BRD ROG - lvl 55+ to use
- Tarmok Focus Staff: 12/28 caster/priest 1HB 8wis 8int 25mana 8DR 8PR 5% Channeling
- Swollen Fungus Beast Gland - 10 chg clicky snare item - all/all
- Pod of Blue Fungus - LORE TEMPORARY ammo slot item - 90 pt instant heal - 1 chg
- Pod of Red Fungus - TEMPORARY ammo slot item - 250 pt instant mana - 1 chg
- Fungus Beast Eye - sells for 9 plat with good charisma
- Fungus Beast Brain - sells for 23 plat with good charisma
- Fungus Beast Scales - junk, doesn't stack, less than 1pp

Side Note: If you give a Caller multiple containers of Blargrot, you will get multiple contracts but only one Caller will path down.
Rewards:
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AOE > Melee
# Jun 06 2002 at 5:10 PM Rating: Decent
This kicks *** with AOE. Heavy melee is a drag. This is how to do it and get the good stuff.

Give the caller 3 bottles and three of em will walk down together, but the other 2 will poof. However they will continue to call :)

Get a couple people to whack the caller so you have agro so he faces you rather than attacking the mobs as they go by.

You get 9 mobs per spawn this way. Have a beefed up tank / monk / sk agro the mobs and bring em to their death with a massive AOE.

We waited for over 27 mobs to be up once and it was a total rush. Got heart of fungus etc.

Enjoy.
Ellvish
# May 25 2002 at 12:34 AM Rating: Default
Tiny cloak of darkest night dropped off Katcha
Brd/Rog - Ammo - Shroud of stealth - 1.5 sec cast time.
Mez
# May 07 2002 at 5:00 PM Rating: Decent
I believe he meant rapture or dazzle. Gonna try it tonite, let you know if rapture is needed.
Keg, Katcha
# Apr 18 2002 at 9:54 AM Rating: Decent
We did keg with 60 ranger, 60 rogue, 60 beastlord, 60 bard, 60 shaman, and 60 cleric.

We encountered <a href="http://eqbeastiary.allakhazam.com/search.shtml?id=7581">Katcha</a>, who dropped nothing for us.
Callers
# Mar 15 2002 at 4:02 AM Rating: Excellent
Caller Groo - South
Caller Torgal - East
Caller Murkin - North

We did this last night and everytime I turned in a bottle to one of the callers.... this was the direction they called.

Bonezcrusher Deadlyfist
45th iksar monk
Tiny Cloak of Shadows
# Feb 24 2002 at 4:50 PM Rating: Decent
The Tiny Cloak of Shadows is an AMMO slot item..not ranged. That makes it a very nice item since you get to keep the bonuses from your normal ammo slot item.

Many will say that its not much use for a rogue, but its actually very useful and covers up for some of the holes in the normal rogue hide/sneak ability. It will allow you to zone or log while invis, and will allow you to invis underwater and swim at full speed underwater.
RE: Tiny Cloak of Shadows
# Mar 10 2003 at 3:13 PM Rating: Decent
IMHO, this is more a bard item than a rogue item for the very reason the above poster metioned. Rogues are invis to just about everything at 55+ with sneak/hide, so this would be of decent value to cruise through invis areas. The benefit for bards however, that already have Travel song which is speed, lev, invis, see invis, is for charm kiting. Right now I have to time my invis song perfectly and allow margin for fizzles when charming. With an insta-click invis item, charm breaking would be very cool, get as low as you want and hotkey this so you hit 8 and your charm breaks. Invaluable... That being said, I'm sure the rogues amongst us are very right in saying they want this and should have it.

Sinfonian
RE: Tiny Cloak of Shadows
# Jun 29 2003 at 11:05 PM Rating: Good
*
248 posts
The cloak isn't insta-click. It's close, with a casting time of 1.5, but you can BUY or trade for Boots of the [link=www.magelo.com/eq_item_info.html?num=27836]Mosquito[/link] which are instant invis to animals (and All/All) instead. Leave this No Drop item for the rogues. =) Or just keep chopping until you get another one!

Edited, Sun Jun 29 23:25:19 2003
Caller Faction
# Feb 24 2002 at 2:20 PM Rating: Decent
Our guild did this quest the other night and the only problem we had was that we could not trigger the Caller to begin the quest at first. After turning in a container of Blagrot, we realized that "dubious" was not high enough to trigger the quest. We had to have a monk sneak in order to become indifferent to the Caller and trigger the quest.

Keirith Karukeion
Hegemony of Rodcet Nife
#Anonymous, Posted: Feb 14 2002 at 8:08 AM, Rating: Sub-Default, (Expand Post) HAHAHA all he did was cut and paste from the quest into his post. LOL
RE: Gimme a break
# Feb 15 2002 at 4:59 AM Rating: Default
No, actually the exact opposite is true. The site administrators cut and paste from his post into the quest description.
Nice post
# Feb 13 2002 at 7:11 AM Rating: Default
Only one thing - you cant root a charmed mob if you arnt xteaming on a PvP server - Thx

#Anonymous, Posted: Feb 12 2002 at 9:16 AM, Rating: Sub-Default, (Expand Post) Why wouldn't they let halfling's use considering almost all rogue's = halflings
Keg
# Jan 24 2002 at 2:00 AM Rating: Decent
Did Keg with a 60ranger, 60shaman, 58chanter, 60rogue, and 58 warrior(me). We did it for about one hour before we finally gave up. No deaths and we got the 32AC priest shield.
did this with guild
# Jan 21 2002 at 12:31 AM Rating: Decent
i did this with my guild, not exactly sure which difficulty we did, i do know we had 2 groups though, wasn't too much of a problem, sorta high lvl people though, main tank was 60warrior and we had a 57+ cleric in both groups, also had chanter couple druids(me being one) and a bunch of other melees, i got a mootogo focus staff, pretty nice item...
Gusiam
# Jan 20 2002 at 2:45 PM Rating: Good
Done the quest a few times. I should mention that you can controll his calling. Since he does not call when he is engaged in combat. So if you get a little behind, fight the mobs close to the caller so he can hit on it too. He may get the final blow on a mob or 2 and you wont get the exp, but thats better then having 9 mobs up already and him calling more.
Level of Biesties?
# Jan 19 2002 at 7:11 AM Rating: Default
Can anyone list the level ranges of the fungus creatures that are summoned?
RE: Level of Biesties?
# Jan 21 2002 at 5:21 PM Rating: Default
Level range is about 40 to 51.

Some light blues, some nameds.

Played with this on the weekend. Had the following group:
60 War
60 Rog
60 Rang
58 Ench
60 Shaman

Kept trying to feed the caller more stuff to make him summon faster than the Keg version. No luck ;(

some details
# Jan 18 2002 at 4:00 PM Rating: Excellent
The cost of the blargrot is a bit lower with good cha - about 37, 68 and 98 I believe - they are bought from the vendor in a hut in the Tarmok area nearest the outpost.

The Callers, Groo, Murkin and Torgal are in the next Tarmok Village, near a big cave opening leading down to an open area with 3 ramped caves going to the East, the North and the West off of it. The caves go in a bit and slope down before they end.

When you give one of the callers a container of Blagrot, you get a contract back and he then tells you to gather up your group of hunters, and a minute later he heads down the big tunnel towards the smaller ones. If you inspect the contract, it will tell you which tunnel he is going to.

He will path down to the tunnel listed, go inside a bit and after a pause "call" out an emote, which summons 3 fungus critters. These will spawn either just outside the tunnel in the open area, or down at the back of the tunnel, or at both locations - but the total is 3 mobs. (Note: sometimes I have seen a 2 pop, but never a 4).

The size of the container - small bottle, jug or keg - does NOT affect the levels of mobs spawned - it simply adjusts the timing of the spawns, with the bigger containers having less time between spawn "calls".

small bottle = 3 minutes between calls
jug = 2.5 minutes between calls
keg = 2 minutes between calls

The caller will spawn mobs 5 times in a row, and then call for a 5 minute "break". This starts immediately after the last call, not when he emotes it. Med up and rebuff during this time. Occasionally a call gets "skipped" for some reason, usually right when starting the quest. No clue why this happens.

The types of mobs that are spawned are:

Fungusfiends: small mobs, hit VERY fast, but not too hard (100ish) - low hp
Fungusbeasts: big mobs, hit hard and fast - decent amount of hp
Fungus Priest: shaman mob, dispells, heals - Tot works on these
Fungus Healer: cleric mob - DOES CHEAL - Tot works on these
Named Mob

Named mobs are pretty rare, but they are the ones that drop the cool stuff. Each named mob is pretty tough, lotsa hp, hit hard and fast, and most seem to be casters as well.

All mobs proc a lure-based snare - nasty - that can be resisted, but usually isn't. DR seems to help with resists, but most people end up having it stick to them. Note: this proc dispells CHA buffs (lure)

Mobs spawn at the bottom sides or back of the tunnel and outside the tunnel on either side out a bit. All of them path towards the caller.


How to END the Quest - Three Ways

1. During a break time, or at any time when none of the fungus mobs are in aggro range of the caller, hand him the note.

2. Let the caller die - the mobs are aggro on the caller, and will attack and kill him if they are not intercepted. Note, in a pinch, you can ROOT the mobs by the caller to cause this :)

3. Get wiped out. This is kinda like #2, as the fungus mobs will kill the caller. After all aggro is gone, they depop in about 5 mins or so. Easy CR. You CAN train them up to the Tarmoks in the camp, who will kill them. Hard to do when snared, tho.

4. You cannot mez, charm or otherwise prevent the caller from calling - he WILL aggro on illusions (WW, Imp, wolf but not bear) but CAN be blurred to clear aggro.

You will get a "reward" which seems to be a loot gem of increasing value for the longer you have had the quest going. Got a 20 plat jade ring for about 3 hours of questing. Not sure of the upper limit on this.


General Notes:

Go melee heavy on this quest - it is imperative that you have the capability to take out ALL the mobs that spawn in LESS than your allotted time - otherwise you are looking at a wipeout.

The small bottle can be done with a good single group.

The jug can be done with a GOOD single group or 2 decent ones (1 up top, one down)

The keg is definately a 2 group affair - IMO. Possible with a GREAT single group, but... no room for error.

Recommended that you have a good chanter (54+ for C2) a talented healer, and some serious firepower, probably melee for this. Casters tend to run out of mana by the 4-5 wave, and < 5 mins is not enough time to get it all back.

Chanter tactics - use allure to hold mobs, then root (immobilize works well) them before breaking it. Aggro for mezzes is INSANE in Fungus Grove. Blur useless, seems to rarely work.

Make sure someone is timing the spawns - nothing worse than a unsuspected spawn to ruin your day...


Other Items Dropped:

Cloak of Tiny Shadows - clicky invis range slot item for BRD ROG - lvl 55+ to use

Tarmok Focus Staff: 12/28 1HB 8 wis 8 int 25 mana 8 DR 8 PR 5% Channeling CLR DRU SHM NEC ENC MAG WIZ (looks like a big can opener :) )

Swollen Fungus Beast Gland - 10 chg clicky snare item - all/all

Pod of Blue Fungus - LORE NO RENT ammo slot item - 90 pt instant heal - 1 chg

Pod of Red Fungus - NO RENT ammo slot item - 250 pt instant mana - 1 chg

Fungus Beast Eye - sells for 9 plat with good charisma

Fungus Beast Brain - sells for 23 plat with good charisma

Fungus Beast Scales - junk, don't stack, less than 1pp


FINAL NOTE:

For the suicidal among you, let it be known that if you give a caller MULTIPLE containers of Blagrot, you will spawn MULTIPLE callers who will path down and call up MULTIPLE spawns of Funguscritters. Gawd-awful train potential here.


RE: some details
# Jan 22 2002 at 1:19 PM Rating: Default
3 cheers for the person who posted this info =) If we could only have posts like this all the time
RE: some details
# Jan 21 2002 at 4:50 PM Rating: Decent
Did the keg with one group.

60 warrior
60 bard
58 enchanter
58 wiz *velk robe for nuking*
60 cleric
60 shaman

we were able to keep up pretty well, could hve kicked the shaman however....didn't tell us he turned in a keg, until after about an hour and he had to leave
RE: some details
# Jan 21 2002 at 3:45 AM Rating: Default
Another way of ending the cycle is to kill the caller yourself. Though not really much point as you can just hand the note back.

Also one of the drops from this cycle is the new Fungi Tunic. When it dropped for our group it was No Drop, identical stats to normal Fungi EXCEPT that it didn't have the neg stats and it WAS usable by BST and VAH. It may have changed since then.
RE: some details
# Feb 15 2002 at 10:51 AM Rating: Default
It has indeed changed since then. It now has identical stats to the Fungi tunic, but less classes can use it, and only large/medium races. This does, however, include Vah Shir, and Beastlord.

Also, it is now droppable.
RE: some details
# Jan 20 2002 at 1:10 AM Rating: Default
It is good to see that there are people out there that can do truely amazing and thurough investigations of quests. Rock on.

Ferlan Deartrail
#Anonymous, Posted: Jan 19 2002 at 9:50 AM, Rating: Sub-Default, (Expand Post) This is fantastic information. Must read for anyone considering hunting here.
#Anonymous, Posted: Jan 18 2002 at 5:12 PM, Rating: Sub-Default, (Expand Post) oooo....train =)))
#Anonymous, Posted: Jan 18 2002 at 12:54 PM, Rating: Sub-Default, (Expand Post) what are biesties?...are they monsters or those items that are listed...lemme know
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