Beasts of Sunderock  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:65
Maximum Level:95
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Items:
Related Creatures:
Era:Serpents Spine
Recommended:
Group Size:Solo
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Mon Oct 2 01:46:12 2006
Modified: Mon Apr 23 08:00:31 2012
This task begins with Syrrengar the Hunter in the Sunderock Springs (has a short roam path north-south in the central part of the zone's southernmost section).

You say, 'Hail, Syrrengar the Hunter'

Syrrengar the Hunter says 'We are both far from our homes, eh little one? Tell me, do you also hunt the [legendary creatures] of Sunderock and Direwind?'

You say, 'What legendary creatures?'

Syrrengar the Hunter says 'When I was young, my grandfather told me stories of the great beasts that rule these valleys. I search for such legendary animals now. Indulge the ramblings of an old minotaur and I will tell you [tales] of the ancient beasts.'

You say, 'Tell me tales.'

You have been assigned the task 'Beasts of Sunderock'.



Return to Syrrengar with Trideath's Mane 0/1 (Sunderock Springs)

Trideath summons and is rootable/snareable.

Return to Syrrengar with Skyrake's Horn 0/1 (Sunderock Springs)

Skyrake hits for a max ~2,300; flurries; summons. Skyrake's AE also has a significant toss-up component.

Return to Syrrengar with Komodokin's Claw 0/1 (Sunderock Springs)

Komodokin hits for a max ~4,620; rampages; flurries; summons.

Return to Syrrengar with Tortugone's Shell Spike 0/1 (Sunderock Springs)

Tortugone hits for a max ~4,200.

Return to Syrrengar with Sandstorm's Fin 0/1 (Sunderock Springs)

Sandstorm Wizard hits for a max ~1,294; AE rampages; flurries; blinds; and summons. He also summons three elemental adds which hit for ~890.

Upon completion:

Syrrengar examines the hunting trophies you have brought him and then hurls them towards the sky! 'By the four winds, may these torphies be an offering to the gods of the hunt! You have battled the great beasts of Sunderock and lived to tell the tale! Well done, little one! You are more resourceful then I thought. Take this bracer, master hunter, and let me know when you are ready to hear the [tales] of the legendary creatures of Direwind.'



Reward:

(NOTE: This is reported to be unavailable at times; maybe due to level?)

Mark of the Sunderock Hunter
MAGIC ITEM LORE ITEM NO TRADE
Slot: EAR
AC: 10
STR: +7 DEX: +7 STA: +7 CHA: +7 WIS: +7 INT: +7 AGI: +7 HP: +145 MANA: +145 ENDUR: +145
SV FIRE: +6 SV DISEASE: +6 SV COLD: +6 SV MAGIC: +6 SV POISON: +6
Recommended level of 60. Required level of 53.
WT: 1.3 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 7 (General: Group)
Submitted by: Haix Lucifuges, Machin Shin
Rewards:
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Notes
# May 19 2017 at 2:07 PM Rating: Good
-REDACTED-
Scholar
21 posts
One thing before I get into specific tips for working through this quest: Unless you're level 75+, bring full mana on any character who uses it to each of these fights, especially healer mercenaries. You'll usually need it.

Komodokin:

Hits like a truck, and whacks things behind him with his tail from time to time, so don't let anyone be directly behind him (the rogue mercenary could take it, though). If you have defensive disciplines, use them; I barely survived this fight as a level 68 Warrior with autogranted AA and Hero's Journey gear, with my 68 Shaman and healer mercenary struggling to keep me alive, because I forgot to do this--he would sometimes chop off 70% of my HP in a single round. His ATK must not be very high, because he didn't do this often--I would have simply been toast if he did.

Trideath:

Defensive disciplines make Trideath's melee hits almost trivial, and I see reports of 2300 max hit without defensive disciplines from his page (which should also be manageable for a tank in Journey gear with auto-granted AA), so the latter might be good to list here. Also notable is that pathing in the cave is strange; when I tried to pull him away from his spawn because his mate was uncomfortably close, he pathed to his room's exit before I caught him again, which caused her to add. Try to fight him where he stands and not let this happen, her melee is pretty light but she fears. This caused my Warrior to die, though my Shaman and mercenaries managed to win the fight. Trideath is otherwise a relatively straightforward tank-and-spank, and not a difficult one at that.

Tortugone:

He hits like a truck, so use defensive disciplines or bring a tank mercenary. You're not going to molo this one either way, due to how he swallows the first tank early in the fight; a healer merc will teleport to you if you're tanking him, and if you're alone with your merc, he will lose aggro at this point and regenerate to full health; if your mercenary is a tank and you're not, I imagine you'll just die. It's even worse if you're not mounted, because it's very easy to become stuck in the terrain in his belly and be unable to hit his gullet to get yourself out (you can still use Origin or Throne of Heroes to leave the zone, however). Bring a friend who either is a capable tank or has a mercenary who can do the job. A level 68 Journeyman 1 rogue merc was enough for me, though ultimately a level 84 Paladin came to help (thank you Darcet); a J1 tank merc would have been plenty.

Sandstorm:

As a 68 Warrior, his melee hits were mostly trivial, even though my defensive disciplines were still recovering after a successful Trideath kill. The adds appear to spawn based on Sandstorm's remaining health--one at 50%, two at 25%, and a set of 3 that I didn't check his health when they spawned. They will probably go for your healer/healer merc right away; the easiest way I found to deal with them was to mark myself Main Assist and switch my target them whenever they spawned, so the DPS merc would go after them. Their HP seemed very low, so I found this effective even though I was blind and unable to navigate to them myself. Switching all DPS to them when they spawned seemed the most effective thing to keep their numbers from becoming overwhelming.

Skyrake:

I saw he has a gravity flux ability, so I looked at my Shaman and thought, "Hey, I'll counter that with Levitation like in the old days, and be golden." Yeeaaaah, don't do that. The result is that he punts you into the sky and you have to run back down if you don't have enough aggro for him to summon you instead of switching targets. Also, if you're boxing this fight, be very, very careful about which characters are in his frontal arc. Any character who is tabbed out when the gravity flux hits them will die from the fall instead of taking about 700-800 falling damage (this will also kill the character's mercenary). I don't know why EQ can't process falling distance and damage correctly when the window is tabbed out, but it doesn't. Also, don't leave a squishy character in his rear arc; he tail lashes like a boss (which I suppose he is).

As far as tanking him, the damage he puts out isn't overwhelming if you have a defensive discipline, but his melee damage plus his breath attack can be a lot to deal with otherwise.

The fight itself aside, be a little patient in pulling him. If you're like me and are a Warrior without much in the way of crowd control (even on a boxed Shaman), you'll want to pull the drakes around him first; most of them path around the area enough that you can pull them without getting him as an add. The one closest to him you can't really separate from him without some form of pulling ability, but it can be rooted easily enough.
2012 -- Hero's Journey
# Sep 23 2012 at 9:54 AM Rating: Decent
Scholar
21 posts
This is for those of you who hit this item on the Hero's Journey and are wondering about the necessary level/gear to complete this task with 2012 (or later) gear/buffs. This post should give you an idea of what to expect.

I use a two-box group consisting of a druid, a beastlord, a J1 healer merc, and a J1 wizard merc. I tank with the Beastlord. That's relevant because these fights might be a little easier with a conventional tank. The mobs don't have a lot of HPs by modern standards, but they are capable of burst DPS that was a little rough on the Beastlord.

At level 67, wearing standard defiant armor (mostly elaborate, but with the odd piece of intricate or earlier in some slots) and using defiant weapons, and with high level buffs that I picked up from random MGBs in the Guild Lobby, I had no problem with Tortugone or Komdokin. Trideath was a litle too much, though. Even with the druid helping on heals, I couldn't keep the Beastlord up. I did get Trideath down to 25% or so one time, so this might be doable at 67 with a different group configuration. I came back and got him at 70, then polished off Sandstorm and Skyrake without much trouble.

Anyway, the information you will find about the fights on this web site is substantially accurate. All of these mobs (including Skyrake, with the help of a lull spell) can either be single pulled or fought in an add-free location. Beastlord slow landed on all of them. They each dropped three of the quest items.
wot
# Nov 14 2009 at 9:18 PM Rating: Default
what a wot
steps
# Sep 18 2008 at 5:14 PM Rating: Decent
Return to Syrrengar with Trideath's mane 0/1 sunderock springs
Return to Syrrengar with skyrake's horn 0/1 sunderock springs
Return to Syrrengar with komodokin's claw 0/1 sunderock springs
Return to Syrrengar with tortugone's shell spike 0/1 sunderock springs
Return to Syrrengar with sandstorm's fin 0/1 sunderock springs

All named in Sunderock

http://eqbeastiary.allakhazam.com/search.shtml?id=22367 = trideath
Summons: Yes
Rootable/snareable: Yes

http://eqbeastiary.allakhazam.com/search.shtml?id=22573 = Skyrake
Max hit ~2,300; flurries; summons.

Skyrake's AE also has a significant toss-up component.


http://eqbeastiary.allakhazam.com/search.shtml?id=23417 = komodokin
Hits for up to 4620. Rampages. Summons. Flurries.


http://eqbeastiary.allakhazam.com/search.shtml?id=22465 = Tortugone
Max hit ~4,200.

http://eqbeastiary.allakhazam.com/search.shtml?id=22463 = Sandstorm Wizard

Max hit: 1294; blinds; summons; AE rampages; flurries.

Summons three elemental adds which hit for ~890.



Edited, Sep 18th 2008 7:17pm by rpggod
Komodokin
# Jul 17 2007 at 5:40 AM Rating: Decent
Another mob for this quest is Komodokin.
http://eqbeastiary.allakhazam.com/search.shtml?id=23417

The drop is his claw.
https://everquest.allakhazam.com/db/item.html?item=52758
Komodokin
# Jul 17 2007 at 6:08 AM Rating: Excellent
****
6,998 posts
Tradeskillsforyou wrote:
Another mob for this quest is Komodokin.
http://eqbeastiary.allakhazam.com/search.shtml?id=23417

The drop is his claw.
https://everquest.allakhazam.com/db/item.html?item=52758


Updated, thanks.
reward
# Oct 08 2006 at 5:20 AM Rating: Decent
***
1,352 posts
reward for this mission is Mark of the Sunderock Hunter , checked with preview reward.

Mark of the Sunderock Hunter
MAGIC ITEM LORE ITEM NO TRADE
Slot: EAR
AC: 10
STR: +7 DEX: +7 STA: +7 CHA: +7 WIS: +7 INT: +7 AGI: +7 HP: +145 MANA: +145 ENDUR: +145
SV FIRE: +6 SV DISEASE: +6 SV COLD: +6 SV MAGIC: +6 SV POISON: +6
Recommended level of 60. Required level of 53.
WT: 1.3 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 7
reward
# Jul 17 2007 at 6:08 AM Rating: Excellent
****
6,998 posts
DukeLatan wrote:
reward for this mission is Mark of the Sunderock Hunter , checked with preview reward.

Mark of the Sunderock Hunter
MAGIC ITEM LORE ITEM NO TRADE
Slot: EAR
AC: 10
STR: +7 DEX: +7 STA: +7 CHA: +7 WIS: +7 INT: +7 AGI: +7 HP: +145 MANA: +145 ENDUR: +145
SV FIRE: +6 SV DISEASE: +6 SV COLD: +6 SV MAGIC: +6 SV POISON: +6
Recommended level of 60. Required level of 53.
WT: 1.3 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 7


Updated, thanks.
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