Revenge on Farsoth  

Status: Incomplete

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:1
Maximum Level:85
Monster Mission:Yes
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Loot
Quest Items:
Related Zones:
Related Creatures:
Era:Depths of Darkhollow
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Mon Dec 5 20:20:17 2005
Modified: Thu Jan 7 11:29:28 2010
"a gnollish zealot" may be found at +2460, +695, near the bridge in South Karana.

You say, 'Hail, a gnollish zealot'

a gnollish zealot says 'Not too long ago, a more powerful clan of gnolls known as the Verishe Mal did overthrow the long-established Lair of the Splitpaw. Under the leadership of the great necromancer, [Ishva Mal] these gnolls thrived. And if you're interested in a story of revenge, I can tell you how the centaurs and aviaks wronged [my kind] and our plan for action.'

You say, 'The Ishva Mal?'

a gnollish zealot says 'The Ishva Mal's power was absolute until he was overthrown by a caste of wizards within the lair during an unexpected uprising. Unfortunately for us all, the Ishva Mal had a son named [Farsoth].'

You say, 'Your kind?'

a gnollish zealot says 'My brothers and sisters have realized a misfortune that befell them during the chaos when Brell's minions broke through to our home. The aviaks and centaurs of the region took [advantage] of our plight and stole many of our riches while we were preoccupied.'

You say, 'Farsoth?'

a gnollish zealot says 'Farsoth Mal sulked under his father's leadership for years, turning instead to elemental and magical summoning as opposed to following in his father's necromantic footsteps. When his father lost power, Farsoth sought to summon forth beings from the planes in order to [overthrow] the council that had so embarrassed him.'

You say, 'Overthrow?'

a gnollish zealot says 'Unfortunately, with no mentor to teach him, much of Farsoth's knowledge was gained by trial and error, and planar summoning is a tricky business. Instead of a great summoning to aid him in battle, Farsoth ripped a hole into this plane that crossed over many plains, and the inhabitants of those planes quickly overran us. That [coward]!'

You say, 'The coward!'

a gnollish zealot says 'Yes, Farsoth is not only a coward, but a murderer! Instead of warning his people of what he had done, he fled deep into the lair and hid while his people fled or were slaughtered. He is still there today, while several of our kin remain imprisoned in the lair. Are you [brave] enough to do what he could not?'

You say, 'I'm brave enough'

a gnollish zealot says 'I can help you see and become one of us for a short while, if your bravery is true. [Venture] into our lair and free the survivors, and don't let Farsoth escape alive!'

You have been assigned the task 'Revenge on Farsoth'.

Choose from templates: 70th level Gnoll Brute, Mage, Cleric, and Enchanter are options.



Speak to the zealot about venturing into the lair 0/1 (South Karana)

You say, 'Hail, a gnollish zealot'

Your task 'Revenge on Farsoth' has been updated.

You say, 'We wish to venture into the lair...'

Good luck to you, my friends.

LOADING, PLEASE WAIT...
You have entered The Lair of the Splitpaw.

Seek revenge on the elemental invaders! 0/10 (Infected Paw)

? ? ?

? ? ?

? ? ?

? ? ?

? ? ?

? ? ?

(Details needed surrounding missing steps)

In summary: You'll need to go the jail area, free some prisoners, kill 10 more elementals, kill Farsoth to spawn a chest (called?), loot a Shard of Wisdom, and speak to a gnome (named?).



Common loot is a Riftstone, which can transmute to:
Trinket of the Rift (level 1-10)
Essence of the Rift (level 11-20)
Bauble of the Rift (level 21-30)
Shard of the Rift (level 31-40)
Aura of the Rift (level 41-50)
Vision of the Rift (level 51-60)
Artifact of the Rift (level 61-70)

Rare loot is a Relic of Mal (ARTIFACT), which can transmute to:
Switch of Mal (level 1-10)
Cudgel of Mal (level 11-20)
Stave of Mal (level 21-30)
Wand of Mal (level 31-40)
Runestaff of Mal (level 41-50)
Sceptre of Mal (level 51-60)
Relic of Mal (level 61-70)
Rewards:
Send a Correction
Post Comment
Need to change it from solo to Group
# Sep 09 2007 at 3:55 PM Rating: Decent
5 posts
These missions from the gnollish Zealot doesn't have a soloable one they are all groups. Since no one really does missions any more unless they are dains and I am to bored of doing dains so I would try to find a mission that I can do different and soloable, so I would try this one and they wouldn't let me into any of them unless I was in a group.
Cake now
# Jan 18 2007 at 1:26 PM Rating: Decent
*
54 posts
BTW this mission is really easy now. A couple runs through today after not doing it for a long time, and sony removed a lot of the adds. So smaller pulls and such and its easy.
____________________________
EQnoob forevuh!
Humbug
# Apr 26 2006 at 11:34 AM Rating: Decent
Three-boxed Farsoth down to 27% this morning before the mission ended and he poofed. Will get em next time. /sigh

A few things that help me get there:

IF YOU TRAIN OUT... you will be at the entrance to the actual Splitpaw and you have to go all of the way back north to the zealot to get back in. The only toon I train out is my warrior (because it's arguably more efficient to let the squishies die). I have him bound at the zealot so when I get to South Karana, gate, and head back in.

Avoid pulling anything you can go around. You don't need the extra kills wasting your time.

After you pass your first set of doors, don't linger in that room, just head through the next door, otherwise the spawn above will aggro and you already have too many to kill as it is. There's another one that can aggro in that room too if you linger and I really have no clue where it comes from.

Air elementals are a pain; they make you whirl and they tend to chain it on you making for joy of joys. Therefore I always keep them mezzed to kill last if I have 2 or 3 baddies.

The little elbow just beyond the first bridge is my make or break point. I have my 10 kills by then, but if there are three static at the elbow, I can't do my sacrifice run to the jail without getting early aggro. Normally at this point there are two you could see and one that you won't see (if it's there). The one you don't see is the one you can't avoid aggro on. And if there are any air elementals, well, so much for that mission.

Once you make it to the second bridge, you're really home free (time-permitting) as the pulls arent too bad.

Last bit of advice, make sure before you move up that all possible roamers will be in front of you.

Edited, Wed Apr 26 11:32:11 2006
____________________________
EQnoob forevuh!
More Info
# Mar 24 2006 at 11:36 PM Rating: Decent
12 posts
Took us 8 tries to beat this. You get 40% of 1 AA now, not 2.03 AA if that's the way it was before.

Death limit wasn't the problem, the problem was the time limit. Somehow we got lucky and won the last attempt. But yeah, 8 tries, 8 hours, for 40% of an AA.

One tip I can offer is after you get the message after the first 10 kills or whatever it is, suicide your warrior into the prison area to release the prisoners if you can. That way you get credit for the additional kills you have to kill just up to the prisoner area, and by the time you get to Falsoth/executioner area, you should have the additional 10 to spawn him.

Oh well, nice items though. We got the scepter.
Some additional information
# Jan 17 2006 at 5:12 PM Rating: Decent
While hard, this mission is pretty straightforward. We won on our second attempt using the 'standard' setup noted above. Because it is on a timer, I strongly recommend entering the mission, setting aa's and keys, maybe a practice pull or two, then abandon and start over.

I set up my warrior with max HP, max defense, max avoidance. Did not worry too much about dps. Buffed I was over 15K.

My Healer did go LOM (we had one for each warrior)despite taking full mana regen, mana conservation and the mana buff, but the number two cleric was able to switch in easily.

We had 15 minutes to spare. There was no timer for reentry, although we weren't able to do a second go for the typical reasons.

The major drawback it the difficulty of getting there. I think Arena -> Lake Rathetear -> SK is probably the reliably shortest route running. A druid port to NK is likely to be the fastest by 5 minutes. You might get lucky with the Antonica portal from the Nexus, or not.
____________________________
Think of it as evolution in action
aa
# Dec 21 2005 at 4:09 AM Rating: Decent
4 posts
what is there any aa points for finishing this mission?
RE: aa
# Jan 17 2006 at 5:17 PM Rating: Decent
2.03 aa at 70
____________________________
Think of it as evolution in action
RE: aa
# Dec 21 2005 at 10:35 PM Rating: Decent
2 posts
You do not get experience until the leader (could be anyone in the group, I don't know yet) hails the gnoll zealot after you have completed the mission. If people are still zoning while the leader hails the gnoll, those people will have to zone once more before they can get the experience.
Took three tries to master this MM
# Dec 20 2005 at 2:20 PM Rating: Excellent
2 posts
*spoiler - I will explain the mission rather thoroughly*

This is a rather difficult Monster Mission, but the rewards are worth it.

Like the poster on SK Quest page, my typical group consists of 2 warriors, 2 clerics, 1 mage, and 1 enchanter. You are all level 70's. The reason for 2 clerics is that even with Clairvoyance, your mana regen will be pitiful - because you have rather unforgiving time limit. If you play perfectly, and I mean completely flawlessly, you might be able to get away with a single wipe. Our record is 40 minutes from the zone in to the defeat of Farsoth, and that's me boxing three (warrior, enchanter, and cleric) and my friend boxing two. (mage, cleric) One might be able to do it even faster than that.

There are few things going on your side to this rather unforgiving mission however. There are no repops. Death count is 11. Given that you have innate run speed, if your group is sure to wipe, then have some people run for the zone - that way you might be able to afford even two wipes. Also, Farsoth himself is rather weak - he has a lot of HP, but the enchanter will be able to fully slow him, unlike the elementals.

Now the bad part. Some elementals have fixed spawn points, but there are a lot that are not. Furthermore, many of them roam and if you are not careful, they will shred your casters to bits under five seconds from behind. Like I posted above, none of them can be fully slowed. While you get a lot of abilities and AA, this can be a curse because you might be spending precious time at the zoneline pondering which AA to get. (If you have played LSM's Naggy MM, you are in a similar situation) Air elementals will proc a long duration spin stun on whoever it's meleeing - so it really helps to have two warriors. (having one warrior stunned then having the elemental go after casters is the suck)

The worst part about the mission, however, is the agro and pathing. Elementals can agro across the wall, there are bridges that can cause huge trains, and their agro radius, while not ridiculous like some other MM's mobs (HHK's goblins come to mind) can catch you off guard. There are several areas with this pathing, and I won't spoil it too much, but anywhere there is a bridge, you need to be aware. Watch out for roamers on those areas, and you'll be fine.

There are also few quirks about this mission. I have not been able to charm a single mob thus far - you may have better luck. None of the mobs run, so Hamstring ability on warriors is not really needed. Mobs tend to have high resists, and our mage sometimes have been frustrated with how badly the nukes go. The worst part is that cleric heals are rather mana inefficient. (hence the recommendation for two clerics)

Walkthrough? There really isn't much to talk about - it's not complicated. First, kill 10 elementals. (don't bother killing any that you do not need - you waste time that way) Go to the jail area, free prisoners, then kill 10 more elementals. Farsoth spawns at the area 6 on EQ Atlas. Kill him. Loot box spawns along with a gnome. Loot, talk to the gnome, leave.

It sounds simple, and it will be if you are careful. Figuring this mission out has been fun, and I hope this post helps you in doing so.

Happy huntings.
possible spoiler
# Dec 10 2005 at 5:33 PM Rating: Decent
Scholar
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80 posts
OK.. thats a way to go:

- say "brave" to gnollish zealot
- choose chars (did it with 3war, 2clr, 1enc)

1. Hail the gnollish zealot in SK
2. say "venture" to enter Infected Paw
3. kill 10 elementals
4. find prisoners area
5. free prisoners (with two levers after getting
with a lever into the prison)
6. kill again 10 elementals
7. find Farsoth Mal (EQAtlas NW hall 3)
8. Hail Farsoth Mal
9. Kill Farsoth Mal
10. Open chest on the spawn place of Farsoth Mal
Loot your "Shard of Wisdom" for Experience and the Item
11. say "leave" to Gillamina Garstobidokis to go back to SK (spawns near Farsoth Mal after fight)
12. Hail Gnollish Zealot in SK

If you work your way to Farsoth Mal in the hall where the former judges and executioneer were you get your 10 elementals easy.

Nobody in your group should die 10 times.
Timer is set at a bit over 1 hour.
You must be ready or you get thrown out of the task.

This task is not easy and if you fail you get no experience or loot... if group dies then your time is really really close to end.. so if you do it the first time, you should have chosen your AA and Spells before you try this.. Good luck...
Farsoth Hiding Place
# Dec 10 2005 at 3:37 PM Rating: Decent
Scholar
*
80 posts
Part 6 seems to find Farsoth's Hiding place. Does anybody know where he normally is to find and how to get there easily ?
any hints ?
# Dec 09 2005 at 9:19 PM Rating: Decent
Scholar
*
80 posts
Problem is the Timer at moment

1. Hail the gnollish zealot
2. kill 10 elementals
3. find prisoners area
4. free prisoners (with two levers after getting
with a lever into the prison)
5. kill again 10 elementals
6. ???

Time was too short to go further. After somebody in the group was killed a timer goes down. After 10 deaths you loose the quest. After about 1 Hour of playing you loose the quest.

Soe is unable like in most other tasks or quests to get the timers right. They always start at 6 hours even if the quest times out in 1 hours.. really crappy programming... wondering if this quests are played anymore if you waste an 1 hours without getting even a single piece of experience or loot. They soon will be dead as LDoN.

If you think about Microsoft selling their OS and after a while of having sold many they limit the functionality of the OS and slow it down so that the people have to buy new computers in a time of 1-3 months.. or you buy a car with 200 PS and then after 2 months the car drops to a fifth to 40 PS ... they would be brought to court cause of fraud ..lol..
Anybody done this since patch ?
# Dec 07 2005 at 9:50 PM Rating: Decent
Scholar
*
80 posts
Bst70, Rog66, War66, Enc66, Clr66 and Dru66 started the quest with "brave", chose War/Clr/Enc and War/Clr/Enc/Mag combination and hailed Gnollish Zealot. First stage has been greened and done. But after that no info about the instance over compass. Tried to kill invaders in Infected Paw but no single count on the task moblist. The second part is to kill 10 Elemental Invaders in Paw. After some earth elementals, a fire elemental and two Air Elemental Invaders and no single count we gave up.... Is this broken ???

Andraax
RE: Anybody done this since patch ?
# Dec 09 2005 at 7:38 AM Rating: Decent
9 posts
First, to start this mission you DON'T zone into Splitpaw. After you said brave and decided what classes to play in mission you need to hail the gnoll zealos again, then say "Venture" to have him zone you into the mission. If you try to zone in from splitpaw you'll just go to the normal splitpaw, not the Monster Mission one.

Also if you zone out in the middle of the mission, you'll be place right outside the normal splitpaw zone in. Now, if you turn around then run toward the zoneline to zone in again, you'll enter the normal splitpaw. In order to enter the mission again you need to run back to the gnoll zealos(the gnoll Mission Giver) and say venture to him again.

This mission is very tough, especially after they put a live limit(limited how many times members of your party can die) in the mission. However it still can be done with a good group.
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