| Quest Started By: | Description: |
| If you have Swiftwind and Earthcaller or have finished the pre-quest:
Step 1: The First Hints Althele may be found at -3600, -1600 in Eastern Karana. You say, 'Hail, Althele' Althele says, 'Hello, friend. Beautiful is what I would call such a day normally, but lately? I sense that something is [out of balance].' You say, 'What is out of balance?' Althele says 'I don't know for certain what is wrong. It feels like the start of a cold, a sort of tickling at the back of Norrath's throat, if I may make such a poor metaphor. In much the same way that I can sense that you have wielded the power of nature, probably in the form of the weapons known as Swiftwind and Earthcaller, I can sense a power of illness creeping upon the land. Please, if you come across anything suspicious bring it to me. I am worried, this does not feel like a natural sickness to me. Go with the blessing of the Mother and the speed of the Storm, my child.' Go to the Rathe Mountains and forage Sickly Maiden's Hair, a rare forage. Give it to Althele. Althele says 'This plant has an illness that I have never sensed before.' Althele pauses in thought for a moment. 'You are a hunter, so I shall put your skills to work. First, take this to Corun in Surefall. He is an expert on animal illnesses. Then put your hunting skills to work and see if you can capture any animals that may have eaten this plant. Corun will want to see them to help him discover what the sickness is.' You receive a Tuft of Sickly Maiden's Hair. Step 2: Corun Gives Advice Give the tuft to Corun Finisc in Surefall Glades. Corun Finisc says 'Well, this is certainly an unpleasant sight. If Althele sent you to me it must be because I've had a lot of experience with sick animals. If you can find me some animals that have become ill by eating this plant perhaps I can discover something about this disease. You must not kill these animals. It is never good to harm an animal if you do not need to. It is also important that the animal be alive when you take samples of their blood. If any animals have eaten this plant and become ill, you need to find a way to capture them and use your fletching kit and these vials to gather blood samples. Althele is rarely wrong about what she senses from Antonica. Be careful with that medicine bag, I borrowed it from a friend in Halas a while back. I'll need you to use it to store some samples as you capture the animals. Don't lose it, you don't want Lars angry with you!' You receive a Borrowed Medicine Bag, a 6-slot SMALL container, and 6 x Magical Sample Vial. Step 3: Construct Traps The clue to the next step is in Corun's "fletching kit" reference. If you open your fletching kit (any fletching kit or planar/collapsible only?) and search for recipes, you'll see a Large Butterfly Net and Eight-Loop Lasso listed, along with the subcombines for each: Large Butterfly Net = 1 x Long Net Pole (crafted, see below) + 1 x Phase Netting (crafted, see below), trivial 15 Long Net Pole = 1 x Fallen Tree Branch (foraged in Dranik's Scar) + 1 x Whittling Knife (purchased in Abysmal Sea), trivial 15 Phase Netting = 4 x Phase Spider Silk (dropped in Dragon Necropolis from "a phase spider") + 1 x Pine Sap (foraged in Jaggedpine Forest and Nedaria's Landing) Eight-loop Lasso = 8 x Fibrous Rope (crafted, see below), trivial 15, minimum skill required 100 Fibrous Rope = 1 x Golanda Nut (foraged in most if not all Omens of War zones) + 1 x Smithy Hammer (purchaseable at many fine smithing merchants), trivial 15, minimum skill required 100 Step 4: Capture the Animals...Crikey! When using the lasso, make sure to equip something that won't do damage in your offhand slot, e.g., a fire beetle eye, your fletching trophy, etc. The mob should despawn at 25% and you will receive a captured version of the animal on your cursor. You then combine the captured version with a Magical Sample Vial in your fletching kit to craft a blood sample appropriate to that creature. Note that there's ~20% chance the capture will fail even if you did everything right (first person to do damage was using the magical trap/weapon. The animals are: a twitching swordfish in Siren's Grotto at -156, +75. Use the Large Butterfly Net. You will wind up with a Captured Swordfish on your cursor, which you should then combine with a Magical Sample Vial in a Fletching Kit to craft a Twitching Swordfish Blood Sample (trivial? minimum required skill? no-fail?). a sickly mosquito in Cazic Thule at +990, -55. Use the Large Butterfly Net. You will wind up with a Captured Mosquito on your cursor, which you should then combine with a Magical Sample Vial in a Fletching Kit to craft a Sickly Mosquito Blood Sample (trivial? minimum required skill? no-fail?). a bloated drogan spider in Temple of Droga at +450, +410. Use the Eight-loop Lasso. You will wind up with a Captured Spider on your cursor, which you should then combine with a Magical Sample Vial in a Fletching Kit to craft a Bloated Drogan Spider Blood Sample (trivial? minimum required skill? no-fail?). a leprous chokidai in Chardok, Halls of Betrayal (a.k.a. Chardok B) at +165, +40. Use the Eight-loop Lasso. You will wind up with a Captured Chokidai on your cursor, which you should then combine with a Magical Sample Vial in a Fletching Kit to craft a Leprous Chokidai Blood Sample (trivial? minimum required skill? no-fail?). Step 5: Combine the Samples Combine the four samples and hand the Closed Medicine Bag to Corun. (Note: you can skip this step by combining all 6 samples before handing in to Corun, but we'll provide the flavor text for completeness.) Corun Finisc looks over the contents of the medicine bag with a thoughtful expression. 'I wonder if this illness can affect so-called sentient beings. Take this back for now. Go and seek intelligent creatures that may have been affected by this illness. I don't care if you have to kill them, that's fine. Such beings are not of my concern. A couple of samples of their blood should be enough for me to discover something about this disease. I have been hearing from others that the course of this disease is not natural. As your own work corroborates, this illness has spread across species and locations that indicate an unnatural force. Please hurry, even I am beginning to believe that the term plague is appropriate in this situation. I shudder to think how this might affect this sacred glade.' You receive the Borrowed Medicine Bag and previously combined blood samples back. Now you must collect two more samples. As the text suggests, you may fight and kill them normally. The blood samples do NOT have to be combined with the two remaining Magical Sample Vials. Step 6: Collect the Remaining Samples a neuralgic huntress may be found roaming the Western Wastes between the two canyons. Other mobs will assist her, so bring some crowd control. Triples for 600. Loot some Neuralgic Wyvern Blood. an asteatotic highborn may be found in Veksar near -335, -270. Need fight info. Loot some Asteatotic Veksar Blood. Combine the two new blood samples with the four previous blood samples in your Borrowed Medicine Bag to craft a Full Medicine Bag. Bring this back to Corun. Corun Finisc says 'This is frightening. A disease that can affect mosquito and wyvern must be a truly horrible thing. I will examine these samples carefully and pass knowledge to others who are working to repair this. From what you've shown me I can tell that the disease affects both the mind and the skin. Others seek information about illnesses of the skin. I need you to uncover information about diseases of the mind. I know not where to find such information, but you are a seeker and a worthy ranger. Find someone, somewhere, that knows enough about disease that affects 'more advanced' creatures such as men. Learn about the diseases of the mind. I will seek among the folk of the glade and pine for assistance with a cure for the Maiden's Hair. Please do not give up the search, no matter how difficult. This is a terrible illness and we must stop it from spreading. Take a copy of my notes with you, they may be of use to someone with the right knowledge.' You receive Corun's Notes, which read:
Step 7: Someone, Somewhere Talk to Shana Liskia, the enchanter guildmaster on the second floor of the Academy of Arcane Sciences in West Freeport, at -180, -910. You say, 'What diseases of the mind?' Shana Liskia says, 'I study the mind. My most recent research deals with, well, I'd rather not discuss that. Unless you need something specific, I don't really have time for long random conversations right now.' Give her Corun's Notes. Shana Liskia says 'Well, this certainly is an interesting puzzle. I see here that these creatures were infected in their spinal columns. I'll tell you that a part of my research involves the use of the fluids of the brain and spine. I suspect that further details might be unpleasant. I might be able to help you, but I'll need materials to work with. Gather fluids from the brain of the creature with the greatest mental power that you can find. I'll test it and see if it's strong enough and has the right properties. If I can duplicate what you saw in these infected creatures, perhaps I can help. Aslo, bring back those notes that Corun made, I'll need them as well.' Shana makes a few hasty scribbles in the margins of Corun's Notes and hands them back to you. You receive Corun's Notes - annotated, which read:
Step 8: Gather Materials Go to the Deep. an ancient thought horror spawns from a trap near -750, +400 or -830, +380. It hits for 400, summons, can be slowed and snared, and enrages. Loot some Thick Spinal Fluid. Bring this and the annotated notes back to Shana. Shana Liskia says 'Perfect! Yes, this will work nicely.' Shana looks through Corun's notes while gathering items from her stores. 'This should work. What I'm going to do is grow a crystal around this fluid and some of the key ingredients of the disease. The crystal will focus the power of the fluid and the elements of the disease will guide it. If this goes well, I should be able to create a crystal that will guide you to the disease.' Shana places the gathered items into a violet-tinted container and casts a spell over them. A moment later she retrieves a crystal from the container. The crystal is clear except for a dark, murky coloration at the center. 'Take that crystal and see if you can locate any creatures with the disease. If you have any success, please return and let me know.' You receive a Mind Crystal. Step 9: Locate Creatures with the Disease Head back to Eastern Karana. The crystal glows warm in the presence of Althele and Tholris. You say, 'You are diseased.' Tholris looks at you indignantly. You say, 'You are diseased.' Tholris kicks dirt at your feet. You say, 'You are diseased.' Tholris shakes his head. Then he catches a glimpse of the Mind Crystal and looks thoughtful for a moment. Then he reaches into his pocket and produces two unusual crystals and hands them to you. Althele says, 'Tholris found these on the shore a little while ago. I don't see how they could be related to your search, but take them if you need them.' You receive a Red Crystal and a Violet Crystal. Take these back to Shana. Shana Liskia says 'Ah, well, it seems as though the crystal was attuned to these other crystals. They must have come in contact with a rather large element of the disease, otherwise I just can't see how the Mind Crystal would have noticed them. These crystals were created by someone with more experience than I have in this area. I will examine them further and attempt to learn something from them. I can tell now, though, that they were probably created in a fashion similar to the one I used to create the Mind Crystal.' Shana pulls out a piece of parchment and writes a note. She gives you the note and says, 'Take this note to Corun along with the Mind Crystal. He can use the crystal and my notes to seek out the plague in whatever fashion he thinks is best. I need to get to work investigating these new crystals.' You receive a Letter to Corun, which reads:
Take the letter and the Mind Crystal back to Corun. Corun Finisc looks at the crystal for a moment; confusion, disgust and curiosity chasing each other across his tired face. After reading the letter, he looks up at you. 'This crystal seems strange, but if you and this Shana believe that it will help, then I know just the person to put it to work.' Corun puts the note and the crystal into a pouch. He reaches into another pouch to retrieve something small and hands it to you. 'This seed was brought to us by a druid of great skill. It should provide the cure we seek, but we do not know the place or circumstances under which to plant it. We have agreed to leave it to you to find that place and that time. I urge you to hasten, we do not know how long it will be until the plague is released upon us in earnest. The only thing that I know is that there may be a link between those that created the disease and the Plane of Discord. A very tenuous link, but keep the seed with you at all times, you never know when you will need it. May the Mother smile on your effort.' You receive a Red Dogwood Seed. Step 10: The Link with Discord Gather a small raid force (has been done with 3 groups of Time-equipped players) and form up in the Bloodfields at a safe distance from the three buildings in the northwest before the Ruined City zoneline. Have someone else pull and clear the buildings and roamers in the area, as they will assist otherwise. When ready, go near the buildings (approximately +300, +750) with the seed. Several mobs will spawn: Marshal Histent - Level 73+ - Roughly 500k hp, hits in the 1600s, rampages, procs Spirit Rend, is slowable with shaman's Balance of the Nihil Grinbik the Fertile - Level 70 - Hits for 1100, is snareable and mezzable, moves slowly. He is controlled by the marshal to some extent. 2 x an eager student - Level 68 an enslaved earthmover - Level 68 - Mezzable. Several other adds (names, fight info?) will spawn throughout the fight, and the 3 x a noc darklurch in one of the buildings will assist. The encounter stays up for 40 minutes if not engaged and has a 2 hour respawn. Grinbik the Fertile respawns non-aggro upon winning the encounter. Grinbik the Fertile says 'I wish to speak with the one that freed me.' You say, 'Hail, Grinbik the Fertile' Grinbik the Fertile shouts, 'Aaaah!' A deep rumbling voice flows along the ground. 'I thank you, ______. You have freed me from such torture! Imagine me, Grinbik the Fertile, forced to kill and destroy! I was created to nurture and protect! I must go back to my own home and begin again to be what I was ment to be. I am honored and grateful to you for saving me. I see that you carry a powerful seed, nearly a seedling with its desire to grow! As my first act upon regaining myself I must aid you. If you wish that seed to flourish, you must find the land here that remains fertile. It is a rare thing but I have seen it. Take with you my blessing. This is a portion of my own power and it will aid you and that seed. I also know that my cousin Senvial is a slave here somewhere. You will need his aid as well to achieve your goal. Deliver that seedling and our blessings into the fertile ground and it will grow very quickly indeed! Thank you again ______! All present should praise you for your kind heart and warrior soul.' You receive Grinbik's Blessing. Grinbik the Fertile will despawn, and a chest may spawn with additional loot. Step 11: Senvial's Aid This is similar to the fight with Marshal Histent. In Natimbi, head straight west from the magus zone-in and you will be close when you hit the west zone wall. The mobs spawn at -550, +1600. Several mobs will spawn: Spiritbinder Trenzar - Level 70 - hits in the 2000s, unslowable, has an AE cold 1500 DD (-300 FR check). Senvial of the Mist - he will spawn during the fight with Spiritbinder Trenzar and aggro. a bound earth spirit a bound fire spirit Fight Spiritbinder Trenzar until Senvial of the Mist spawns and goes aggro. Kill Spiritbinder Trenzar, then fight Senvial of the Mist until he is around 10%, at which point he will stop attacking (presumably respawn as a non-KoS version) and you may hail him. Senvial of the Mist stops moving and, with obvious effort, becomes more like mist than water. The elemental spirit remains in this position as it struggles to maintain control of its own will. You say, 'Hail, Senvial of the Mist' Senvial of the Mist says 'Thank you for freeing me, ______. I am not sure how it is that you broke the power that commanded me, but for that I am very grateful.' The water spirit looks at you carefully before speaking again. 'I sense that you will need my aid in the future. To repay my debt to you I give you my blessing. This is no mean thing, it carries with it a portion of my own power. Mine is the cool rain and soft mist. I am the essence of morning dew and the lazy fog. I have no doubt that you will use it wisely. There are more of my kin enslaved by these beasts and others like them. You appear to have the power to rescue them as you have me. I am not a being of foresight or far-seeing, mine is the realm of small, gentle things, but even I can see that you are a being of portent. I am honored to have met you. I must return to my realm. I shall never forget this place and what it has made me do, nor shall I forget the one thing that freed me.' You receive Senvial's Blessing. Step 12: Seed to a Tree At +1380, -960 in Jaggedpine Forest, you will find a ground spawn 3-slot SMALL container called Fertile Earth. Combine the Red Dogwood Seed, Grinbik's Blessing, and Senvial's Blessing in the container at that location (no other locations will work). A tree will start to grow and you will see this: The seed grows rapidly the moment you push it beneath the soil. It appears at first as a mere shoot, but within moments grows into a stout sapling and then into a gigantic tree. The tree is one you've never seen before. It is the coloration and thick bark of a redwood with the thick bole indicative of the species. The tree is, however, far too short and has spindly branches sprouting from it with beautiful flowers that you would expect on a dogwood. You take all of this in at a glance. It takes you a moment longer to realize that the tree is moving. Red Dogwood Treant looks about for a moment. It peers at the sky and the earth for a while. It then looks down and says, 'We finally meet. Thank you for helping me to grow. I understand that I have been blessed by spirits of rain and earth and that is why I can speak to you and move. You have given me much, my friend. Now I would give something to you.' The great treant gently pulls a small piece of wood from its bole. The wood is hard and dark. It then reaches down with one of its high branches and plucks a singular flower, smaller and of blue color that differs from the white of the others. The petals fall from the flower as he reaches out and hands you these two items. 'I have been with you and your people for a while. I know what you seek. That seed will grow the plant you need. The heartwood is for you. May it serve you well.' You receive Red Dogwood Heartwood and a Spring Dogwood Seed. In yellow text, you see: The Red Dogwood Treant speaks directly into your mind. 'My day of growth is a glorious one, but now that I can sense the world directly I feel a dangerous presence invading it. There is a force of chaos here, I can feel it in my limbs. I am not the only one that feels this, for I hear others thinking about it. Many of them do not know what it is, they can not understand its force, but they are reacting to it. I sense that our world is becoming more dangerous, that there is a change coming. I also feel something closer, something coming. Something knows I have become aware. It is a servant of the chaos. It... it reaches for me!' The Red Dogwood Treant screams in pain. 'Something has grasped my very soul! It seeks to consume me!' The treant begins to wither. In your mind you feel the treant suffering and asks your permission to serve you rather than suffer consumption. Of course you agree, and you feel the treant's relief. You sense the spirit of the amazing creature leave its own body and enter the heartwood that it so recently gave to you. It speaks to you once more before completely merging with the wood. 'I sensed another there, a great nature spirit enslaved. It was this spirit that was forced to find me and be a conduit for my destruction. You must find and free him! He suffers so! I can aid you as I did before with Senvial and Grinbik, though it may be difficult for me to speak to you again. Thank you for everything, friend.' Go back to Corun in Surefall Glades and give him the Spring Dogwood Seed. Corun Finisc look at the seed, perplexed for a moment. Then he suddenly goes into motion. He pulls a sheaf of papers from a backpack and riffles through them. He mutters to himself as he compares the seed to sketches in the notes. 'This is it! If we plant this seed and its seeds widely enough, it should protect and even cure the Maiden's Hair with its pollen! You've done it! Thank you! The Glade thanks you. You've saved many good and fair things from death.' Corun looks crestfallen for a moment. 'I only wish I had something to give you to express our appreciation. From what you have told me I think this may help you. It is a rare metal, I hope you can find a worthy use for it.' You receive a Block of Purest Silver. Step 13: One Last Fight Bring a raid to the Ruined City of Dranik. Head north from zone-in and turn right when you reach the east-west valley. Up the slope is an entrance to a courtyard with many snakes and a red /con ogre called Krekk Brimblade (part of the warrior epic 1.5). North of the courtyard is the entrance to a fort. Have your raid clear the west wing of the fort then back out to the entrance. When ready, you should head in to +1400, -900, causing Sverins Fireskin and Uisima Lord of the Depths to spawn (need levels and fight info). Similarly to the previous two fights, keep Uisima busy via off-tanking or kiting and kill Sverins Fireskin, who procs Matter Dispersal and spawns mezzable/snareable/slowable adds called "An Earthbound Golem." Once Sverins is dead, slowly take Uisima down to low health until he respawns as non-KoS. You say, 'Hail, Uisima Lord of the Depths' Uisima Lord of the Depths says 'It is good to be free again. Thank you for your help. Now, let us forget the past, for that is the only way that I shall be able to regain my life. Let us look into your future and the future of your friend the treant. I must somehow make amends for the pain that I have caused him. Please let me see the heartwood in which he now resides.' Give it the Red Dogwood Heartwood. Uisima Lord of the Depths holds the wood for a while, peering into the smooth grains. After a few moments he speaks. 'We are in agreement, the treant and I. You have been my savior and his creator. There seems only one way to repay your efforts on our behalf.' Uisima holds the heartwood at arm's length and breathes lightly to it. You feel as much as hear the treant sigh with pleasure at the feel of the breath. You too feel the breeze brush our face and in it you understand what is happening. Uisima is freeing the wood and the treant inside to take a shape of its choosing. The wood grows, changing shape to become something more than it was, Uisima hands the wood back to you. 'The Red Dogwood treant is a rare creature, gentle in spirit but strong in conviction. He says that he is honored to serve you in this fashion. Take this wood and form around it a blade made of the finest silver. We both thank you but I must go now or I might be captured once again.' Uisima despawns and you receive Wind-blessed Heartwood. A chest may spawn with additional loot. Combine the Wind-blessed Heartwood and Block of Purest Silver in a fletching kit to craft the Heartwood Blade, a.k.a. ranger epic 1.5. You also receive 5 AAs and access to your new epic title, Earthguard. Need missing dialogues and information on any chests we don't have listed. | |
| Submitted by: Tenani, Willowflower, Coffeapot, Lilheart, the folks at eqrangers.com and The Ranger's Glade | |
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You say, you look diseased
Tholris stares at you with a confused look.
You say, You look diseased
Tholris shakes his head then crosses his arms as if perhaps you have offended him.
You say, You look diseased
Tholris looks down at his feet as he shakes his head no.
It may not be much but I recommend adding those onto the guide.
I have at 1 time a few months back ,got lucky enough to get a grp for this hit and a SK in the grp killed my Mob,was accident so moved on ,been months and finaaly got a grp together lastnight.
Grp cleared area and I came in and NO spawn,have seed,have spawned him once before and lost?? do I have do something now since I lost,We spendt a hour in there killing grey mobs and I tried zoneing at both ends and still no spawn and Ideas please and Thanks .
I got the medicine bag no problem, the two extra vials are only in case your captured animal combines fail, I think. I didn't have any fail so I destroyed the extras.
I had no problems with the animal captures except the spider. I pulled the chodikai with an arrow out of the pen after clearing the rest out, still despawned to my cursor, no problem. Swordfish was relatively easy to get to, thanks to the amulet of the grey wastes I can breathe underwater indefinitely. Just had to fight my way in slow. The mosquito in Cazic Thuke took a while to get to, because I went via the pools with the planks over them, and the silly bugs see invis, and then you have oozes all over you. Vinelash Cascade is a ranger's best friend when she's soloing! I got a cool aug off a changeling in there though, didn't expect that. Anyway back to the spider. Super easy to get to, invis all the way in (not that far), clear the humanoids around it first, gotta love headshot! :) But the bloody thing wouldn't de-spawn to my cursor. I killed it and it was a 2-hour respawn. took off ALL buffs, attacked only with the lasso. Put a shield in my left hand and no nukes, no kicks. STILL wouldn't work. I took the shield off, leaving my hand empty, and voila, on the fourth try, there it was.
Neuralgic huntress is a one-group fight, I'd like to tell you more about it but my group had her dead before I even caught with them. They were uber though. The highborn was done with me, a tank and a healer, but OMG it's a long way in to it. That place is deeeep under the ocean (Amulet of the Grey Wastes again!) and it's a long maze to get to your mob, full of undead and see invis mobs. They aren't too tough but there are so many of them, that place is packed.
Ugh.....the Deep. I never, ever, ever wanna go there again. My mob spawned on the east side of the chasm, so you don't have to tiptoe across the invisible bridge and possibly fall to your death. (I looked for it on the west side, fell to my death, got stuck in the chasm with no gate pots and origin not up for 30 more minutes, and also got eaten by a giant freaking worm.) You cannot CotH in this zone, so don't bother begging a friend to come get you out of the pit. You can get out, on to the west side, but it's a one way trip, there is no going back east. If I haven't been clear by now, STAY AWAY from the stupid pit, the mob is on the east side at the end of a southern tunnel. Killed it with myself and a 78 SK, it would have slaughtered me alone, no matter what people say about soloing it, that would NOT have worked. It had me at 8% health, popped weaponshield disc, SK tanked and killed the adds, I BARELY survived, and only because he came in to help with DPS at the last min.
Back in Karana, I never had to even say Diseased, or put anything on my cursor, I just showed up wuth the crystal and hailed him, then I got the turn-in.
Ok Bloodfields: did this with two groups of levels 68-80. They all come running out of the building at once when you pull them (clear area before you zone in), but they can be beam-rooted if you have no chanter for crowd control. I took agro too quick on grinbik and he killed me, but I did do some damage. Got a rez pretty quick thereafter, and even though others did most of the damage to grinbik, I was able to hail him immediately after we killed the main mob and got my item. That fight was UGLY with the adds, and only for the prodigious skill of those who came along we would have wiped.
Natimbi fight we did with one group of Uber folks. Pally tanked main mob while we all whaled on it until adds spawned. We took the adds as they came slowly down the ramp, one or two at a time, think there were 4 waves. We actually had to tone down DPS on main mob because we were killing him too quick (my add hadn't spawned yet). When it popped, I tanked it with two HoTs on me while they killed the other adds, then we burned the big bad guy to the ground. They all stood and watched me take down my mob until he de-aggroed at 10%, and with a hail I got my piece.
The tree growing was cool...just a note though, if you throw a bag on the ground to pick up the fertile earth container, grab it back up before the tree covers it or you can't get it back LOL.
Final fight was done with two groups: 79 Warrior, 80 Shaman, 80 paladin, 80 ranger, 78 Druid, and one more DPS (but I forgot already) in the first group and 80 Paladin, 80 ranger, 75 ranger (me), and 80 cleric in the second group. We all burned svenril until uisima popped, then the Pally tanked Uisima while I attacked from behind. (Shammy DoTs almost killed him, which would have flubbed the event.) Adds were tough in here too but they are slowable and when all dps switched to them, we took them down fast. All DPS except me and the tanks, of course. Cleric in my group kept the pally alive, shaman in first group kept the tank alive.....almost. 80 Ranger stepped in and tanked, but she fell as well. We burned him just in time, a quick hail to uisima and we were donE!
Hope all this helps.
Edited, Oct 15th 2008 7:04pm by ScathaighCathan
TO CLARIFY fight Spiritbinder Trenzar do not kill untill Senvial of the Mist spawns then KILL Spiritbinder Trenzar BEFORE Senvial of the Mist goes non-agro. After Spiritbinder Trenzar dies you keep fighting Senvial of the Mist beat him down to 15 % good then around that time slow down on dps i have not verified what happens if you do or even can kill him he should go non agro and be hailable at 5%
Edited, Sep 25th 2008 1:08am by Bakethesnake
Long Net Pole = 1 x Fallen Tree Branch (foraged in Dranik's Scar) + 1 x Whittling Knife (purchased in Abysmal Sea), trivial 15
Phase Netting = 4 x Phase Spider Silk (dropped in Dragon Necropolis from "a phase spider") + 1 x Pine Sap (foraged in Jaggedpine Forest and Nedaria's Landing)
Eight-loop Lasso = 8 x Fibrous Rope (crafted, see below), trivial 15, minimum skill required 100
Fibrous Rope = 1 x Golanda Nut (foraged in most if not all Omens of War zones) + 1 x Smithy Hammer (purchaseable at many fine smithing merchants), trivial 15, minimum skill required 100
Please note that it should just read "minimum skill required 100". Trivial at 15 is incorrect, as I had 58 fletching at the time, and was unable to make the items till I made arrows real fast to hit 102...
a)
Those elemental adds - there are 2 up in the beginning (fire+earth) and after a while, while you dps the named down - they spawn again - along with an air elemental IIRC - kinda easy trash, but if you are multi-boxing they might team up on your Cleric with no def-AA's when not aggroed and kill him ;).
Mana wasnt an Issue - but Cleric died towards end of the fight bc of the Adds.
b) Trigger was up after max a minute when the grp got close to the spot - maybe even faster.
Both Rangers were ready for the fight - relogging and rezoning/moving to fightspot (of both) did NOT retrigger in half an hour after the fight so there is a FORCED DELAY after the fight.
Did this fight with
Rogue (80) - Solteris geared
Shammy (75+) - Twink, decent gear - boxed by Rogue
Ranger (65) - Twink, crap-ass gear
Ranger (75) - Alt - 500ish AA, buffed @ 13,5 k HP, 2,5k AC
Druid (80) - Alt - boxed by Ranger (75) - 470ish AA, 13k Mana
Cleric (75) - Twink - boxed by Ranger (75) - 80ish AA, 1.5, 11k Mana
Heard a rumor that ranger has to do all the DPS to each of the three repop-as-non-aggo mobs, so i tanked the first two and had a pally NDT the last one, but he forgot to put away his weapon for NDT so I'm sure he riposted, but nontheless, it still worked.
Guild Leader
Lycans of Legend
Ranger
MiniAbe Lincoln (57Rng), of Tarew Marr and Grim Tidings
The Mind Crystal grows warm.
You say, 'You are diseased.'
Tholris shakes his head. Then he catches a glimpse of the Mind Crystal and looks thoughtful for a moment. Then he reaches into his pocket and produces two unusual crystals and hands them to you.
Althele says 'Tholris found those on the shore a little while ago. I don't see how they could be related to your search, but take them if you need them.'
I received the two crystals on my cursor the second I said "You are diseased" repeatedly saying it didn't do anything. The crystal was in my bag at the time I said it to him too.
Trenzar must be kept alive until Senvial pops, but must be killed prior to Senvial respawning non-aggro.
I did this fight last night, 5/8/2007, and Senvial deaggroed at about 20%, while Trenzar was still being off-tanked. He regen'ed to 100% health and wouldn't respond to any hails. Also could not be attacked. HoTT showed he still had me targeted. I zoned out and back in.. nothing. I camped out and back in... nothing.
From EQOutrider.net
The nature of the 3 Ranger 1.5 raids is thus:
1 Boss mob.
1 controlled NPC.
Some adds, varies with the encounter.
The "boss mob" MUST DIE before the "controlled NPC" can deaggro and give you the epic piece. The adds themselves don't matter.
- Wood Elf Ranger in his 85th Season
Prophet Grumilla
- Vah Shir Shaman in his 84th Season
Residing on: Quellious (Rodcet Nife )
Best tactic here, is to keep any other rangers at zone in or at very least, well back of the encounter until the epic fight ranger actually spawns the encounter.
This I know from sad experience when one of our guild's rangers ran to the forefront before the boss spawned and took my chance of final fight in Natimbi.
If you zone into the deep from echo caverns he is in the tunnel all the way south of you at the end of the dead end.
Note... it reads above that this guy can be snared... this is not true and when he gets to 20% he runs and aggroes several other mobs so loot him and run away before it gets ugly.
Hardest part on captures is to make sure you have DS off and the correct capture weapon. I screwed up the swordfish more times than I care to admit.
Looking forward to the three final fights soon.
Wolvestooth Morguefriend (75 Ranger)
Nituyene Morguefriend (74 Cleric)
Gutan Morguefriend (65 Shaman)
MiniAbe Lincoln
57th Season Half Elf Outrider of Tarew Marr
MiniAbe Lincoln (57Rng), of Tarew Marr and Grim Tidings
Roxxiana Darkheart-81 Cleric
Desteney Darkheart-80 Ranger
Deniria Darkheart-80 Druid
Fariona Darkheart-80 Wizard
Darxana Darkheart-80 Enchanter
Xanteny Darkheart-65 Magician
Fanamoru Darkheart-65 Warrior
Proud Leader of Erollisi's Tear
http://erollisistear.guildportal.com
The Nameless server
Edited, Dec 28th 2006 3:38pm by nonolynn
You say, 'You are diseased.'
Tholris looks at you indignantly.
You say, 'You are diseased.'
Tholris kicks dirt at your feet.
You say, 'You are diseased.'
Have crystal on your cursor when you do this!
71 Bard [Time Destroyers]
Fennin Ro
Exar Kuun
63 Ranger [Extortion]
Fennin Ro
Messor
61 Shaman [Extortion]
Fennin Ro
Deaun Velicenda - Landroval. Member of East Coast Company
Facebook ftw?
Ran all Althele, hailed, and said 'What is out of balance?' She responded:
Althele says 'I sense something foreboding, young one, but you should think nothing of it. The sons and daughters of nature will be able to deal with this problem.' So, I'm assuming you HAVE to be a minimum of level 65 to start the quest. But I'll try foraging the maiden's hair and handing it in.
Deaun Velicenda - Landroval. Member of East Coast Company
Facebook ftw?
They can leave everything as is but one "They Nerfed Bow damage"
We ranger here never ment to best at anything. only best at having full skill All weapons we were designed to be
>trackers and utility spells
>back up tanks
>DPS
BUT WE ALWAYS WERE MASTERS OF BOW
why do you think we were only ones to get endless quiver and bow aa's
We rangers did have one thing that none else had and it was ower biggest benefit
BOWS we have melee damage are ranger or 2x damage -- we have Endless arrows.
and they Decided to cap Damage and Put it on a sliding curve
would they do this to Melee, hell no not there pet classes would be hurt. (SK Zerker necros)
they gave everyone ower gifts at bow --- given it helps to have over 75 skill
for all care give everyone the skills ( they did that )
Give them all 2X damage ( they did that )
But done take away ower upper level damage it makes having better higher damgae bows a waste of time..
my 28/25 bow with 13 damage bonus with all my bufs hit for max about 900
my 62/52 bow with 23 damage bonus with all my bufs hits for only 1200
41 damage per hit vs 85 Damage per hit and only 30% more per hit
Should be max 1800+ damage
now in melee you get even damage
if your Damage for weapon and Bonus is 50 and you switch to 100 damage you do even damage of 100% more, not a sliding curve of 30%
used to be the same range or melee they put it on curve long time ago but had everyone else without the 2x bonus and the lower skill.
if they give everyine else upgrades to there bow skill give us back the ONE THING give up back the high end damage, Remove the Sliding cuve it is not right.
why not make is fair and even 2x damage and the rased skills and let those of us with skills and bufs do more damage it si fari and even we did the work
dont punish us for it
Dont give the rest a bonus they will almsot never use and take away what we had to start with
Wildblood of Saryrn
Member of Gukaluka
what has happened to other rangers - after the combine - did you get the fertile earth back - did it turn right back into a box? so I am done with the weapon - but still have the box - this portion wasn't really covered in depth anywhere and was looking for some feedback on what happened to your boxes after the combine to start the tree growing.
http://www.tribalfury.org
This is really easy to do; find a fletching merchant and stock up on:
Wood Shafts
Hooked Arrowheads
Large Nocks
Round Fletchings
These are all really cheap and the resulting combine trivials at 102. I went from 56 to 102 in about 10 minutes for about 20PP.
Hunter, EMarr
"In a crowded Universe, when the talking turns to noise, you almost start laughing"
Sentinel Zraddare
Ranger of the 68th Season, Luclin
Beasty pulled, then I took agro and tanked with WS disc until slow was on him nice and solid. Dropped agro and activated TS disc and we got him pretty low on HP. The beasty's pet nearly died and so did my friend, but I told him to just keep tanking as long as I kept critting him for 2k. 10% he did enrage, but didn't seem like he was trying to run.
Best thing to do kill very quickly on your way down, mobs repop fast. Let someone else pull until most of the mobs to him are down, then aproach the end of the tunnel and he will be triggered.
Now I've got 3 tough raids ahead of me, 00.
Edited, Jul 31st 2006 at 5:25pm EDT by Keldramir
Aerindir Felstar - Cleric
Maelin Starpyre Server
---
70 Halfling Ranger
Tholuxe Paells
Edited, Tue Jun 13 01:59:15 2006
75 Exemplar of Innoruuk
Proud Leader of Monarchy of the Dead
Seventh Hammer
<a href="http://RowanLersa.gamerdna.com"><img src="http://sig.gamerdna.com/warhammer/4020.png"></a>
[img]http://sig.gamerdna.com/warhammer/4020.png[/img]
[img]http://sig.gamerdna.com/warhammer/4021.png[/img]
Ummmmm, no..in a fletching kit
Quest and recipes updated, thanks.
Voltaire 70 Ranger FV
Edit: I now can do the combines after achieving a fletching skill of 108 so it could be that you need a 100 skill level in order to do these.
Edited, Fri Feb 10 16:08:33 2006
Edited, Wed May 10 22:45:13 2006
My other toons
Edited, Sun Feb 5 22:41:23 2006
First of all, have the ranger stay at zone in. Make sure no other rangers present have their Red Dogwood seed on them. Place the raid on the North Wall, just north of the huts where the encounter spawns. When raid is ready, have the ranger move to the raid to spawn the event. I believe it stays up for only 45 min and has a 2 hr reset time. Once event is triggered have a pally stun aggro Grinbik while the ranger whales on him from behind. The rest of the raid should burn the Marshall down and clear the adds. Grinbik will respawn non aggro under 10% health. Make sure the rest of the raid stays off Grinbik. Once he respawns non-aggro, just hail him. Get Cold resist up. (4 groups recommended)
Natimbi Fight:
Similar to the Bloodfields fight. Event takes place southwest of teh turtle pond. have the raid move directly west from magus and when they hit the wall, move slightly north.Do not burn down Spiritbinder. Adds will come one by one during the encounter and just have teh raid kill them as they come. after about 7 adds or so Senvial will spawn and aggro. Have a pally stun aggro while the ranger whales on it from behind. Now the rest of teh raid can Burn down Spiritbinder. Have the ranger beat Senvial to about 7% to have it respawn non aggro. Hail Senvial. Done. Get Fire Resist up for this one. (4 groups recommended)
Ruined City of Dranik Fight:
Set up the raid on the hill where Granitesmash spawns, when ready start clearing the way into the building near Krekk Brimblade. The Ranger can follow the raid up til the first room, going any further can spawn teh event prematurely. The event takes place in the NorthEastern most building, in the small room Southwest of the Northernmost room (the big room). (yeah i know it is kinda confusing but no locs at this time) Once raid clears the event room, have the ranger move to the raid to spawn the event. Again, have the pally stun aggro Uisima while the ranger whales on it from behind. The rest of the raid can burn down Sverins and kill the adds. Again melee Uisima down to 7% or so to have it respawn non aggro. Now give him the heartwood. Done. AE practically not resistable.(5 groups recommended)
Combine the Windblessed heartwood and the Block of purest silver in a fletching kit (can be collapsible one as well) to get ur epic 1.5 + Earthguard title + 5AAs.
Edited, Fri Dec 30 20:18:00 2005
<Union of Power>
Quellious Server
http://www.magelo.com/eq_view_profile.html?num=793005
Edited, Mon Jan 2 22:09:35 2006
that portion is wrong, it is +1380, -960. I just finished this and after 30 min of running around I found it.
Wahzoo 19 Twink Hunter - Horde - Area 52
Status 19 Twink Hunter - Horde - Area 52
Oozhaw 19 Twink Hunter - Alliance - Area 52
Fletching kit did just fine though.
I pulled him with an arrow and snared. Ate death. Had the cleric rez me. Medded up a little bit, rebuffed, and killed him alone.
The location of this guy is off of the RS room. If you kill him fast enough you will not have adds with the fight =) he spawns 2 waves of adds about 8 total. All of the adds are mezzable i believe. This is the easier of the 2 "raid" fights. Probably takes around 3-4 groups minimum.
Upon Tieranu's death, a chest will spawn. Inside the chest is a Ring of Warmth.
Find Herrian Warfrost in the Wall of Slaughter in the tunnels leading to the Muramite Proving Grounds. He is not an easy encounter -- his AE Winter's Freeze goes off frequently for 1500, quads for 2700, hits fast, and procs a 10 second stun which will make holding aggro a difficult task. He is perma-rooted. He also spawns with 3 x "an excited builder." Kill him, and loot the Hoarfrost Wand.
All of the adds are mezzable. He is VERY difficult to slow. He has a ton of HP. He has a rampage also. The AE is easily resistable but be sure to have Cold resist up =) He is located in the first room on the right of the right tunnel (if you are coming from MPG). Minimum for the fight would be about 5 groups. (altho 4 groups maybe able to get thru it with the right mix... but very very difficult)
i hope this helps anyone trying this for the first time.... walking in with no clue can be fun but it's nice to have some idea =)
70 ranger
Sheep of luclin!
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