Maiden's Eye

Quick Facts

Type:
Outdoor

Expansion:
Luclin

Instanced:
No

Keyed:
No

Level Range:
45 - 60

Send a correction
Travel carefully upon passing through the Maiden's Eye. With a mixture of undead, bats, vampyres and wolves, as well as a host of traps, this is one of the most treacherous areas on Luclin.
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The Maiden's EyeMaiden LakeStatueTo Akheva RuinsA Hilly TerrainCoterie CampsiteSome Luclin NativesAged RuinsGoranga ScoutsShady CharactersTo the Umbral Plains
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AKHEVA BLOOD
# Dec 13 2001 at 9:27 AM Rating: Decent
I was wondering if Akheva Blood drops in this zone, and or in other zones? Who are the Akheva, the aliens? I might have found a quest. If I find the blood, I'll let you know what I get.
Soloable?
# Dec 12 2001 at 3:59 PM Rating: Good
I thought I'd post my Soloablitity Index on this zone. Soloing is doable, but not recommended. This zone has an obvious design for groups in mind. I have a 55 druid and was able to pull mobs solo in the field out to the right of Dawnshrowd entrance. It wasnt easy, I would pull with snare, invis up and run back to the zone wall, left of Dawnshroud Peaks zone (if your facting) Umbrious Toilers were easiest to pull, second to Vampyre Bats. The mobs in this zone have incredible HP's (Umbrious Toiler took 6 Winged Deaths to kill 6x1274 = tough) The Vampyre Bats only about 3 or 4 Winged Deaths. The problem is everything is social in the zone. I had an Umbrious Toiler get away from me, so I waited a little bit to see if he would come over, or if they are like the Kunark/Velious mobs that lose aggro after certain distance to limit training. I can say the mobs here are in big supply and they all are social so after about 5 minuites, I had an autopull that reminded me of Plane of Fear. The good news is the Bats, Toilers, and Gorangas can be rooted and snared, the bad news is for gaming ettiquite, you should not attempt to solo here, as you will inevitably end up training someone.
Zone Overview
# Dec 11 2001 at 12:29 PM Rating: Good
28 posts
Entrance - (From Dawnshroud Peaks)

When you enter the zone you will be on some steps which are about 20 feet from the actual zone line. There is a good chance that you may zone into a bunch of mobs are there are MANY trains to the zone here. As you continue up the steps you will enter the zone open area. If you look straight out you will see a building which comes out of the wall on the left after the corner. Some of the named X mobs are inside this wall area and have some nice weapon drops (you will see the weapon on the mob if they have it).

Camp areas:

HILL LEFT 1: Groups usually camp high on the zone wall HL1 overlooks the Goranga spawn area. Further left is a hump which I refer to as HUMPL1.

HUMPL2. Area high on wall and within sight of the walled X's named area. Goranga tree camp is below with shaman, scout, lookout, follower, gatherer, or hunter (he has better drop table).

HILL RIGHT 1: Immediate hill camp from entrance. Mixture spot really because you are farther away from the goranga area and can pull umbrous toller's (aliens - and these have some nice weapon drops) and other roaming X's named mobs.

HUMP RIGHT 1: (HR1) Hump overlooking valley to X's named building to left and Vampire huts, Hump Right 2 and 3 are campable but you get more adds there. Most people continue all the way right until they come to the Akheva temple entrance.

AKHEVA OUTSIDE RIGHT(when facing temple dome - good pull area). X named, doggies, umbrous tollers and the named 6 armed X's are available inside temple and/or outside depending on who is camped in the general vicinity of the temple

AKHEVA OUTSIDE LEFT (good area to fight but you will get adds here so lvl 55 ench or higher is need for definite CC.

INSIDE TEMPLE ENTRANC/ZONE to AKHEVA - Pretty good sized room which can support two groups for pulling X's pop here. Two Xius types at front with two umbrous tollers as guards. Other random pops inside temple dome.

I have not ventured further around the zone to make a circle yet and will post some more of the camp spots available.

NOTE: Getting a group farther away from the zone in provides safety from the constant trains that occur.

with kind regards,

Tedahmeister
Lvl 57 Warrior - ECI
nerfed
# Dec 11 2001 at 7:00 AM Rating: Decent
I've been fighing here for three days and have seen some amazing drops. Until Yesterday. The Coterie (vampires) had been dropping some very nice stuff. But yesterday 12-10-01 I fought there for two hours and nothing. I saw five pair of the AC 12 +4 str +4 agi +4 sta +4 dex +4 int +4 wis +5 cha boots All/all drop in three hours a coupla days ago. Also three of the uber Grodan's Idols dropped in a span of two days.

Grodan's Idol AC 15 Str +12 Agi +10 hp +25 sv cold +5 sv poison +5 War Sk Pally Secondary and Ranged. No Drop.


Also I've seen some Mage only neck and earrings. Can't remember the stats though


The Centi Swords look very cool and are dropped by the Alien Guys.



Kaastle Speedmetal
55 Myrmidon
At Death's Door
Quellious Server
Bye Bye
# Dec 11 2001 at 3:00 AM Rating: Default
Zone was nerfed last nite it appears. Didn't get anymore goodie drops at all. :(
So sad, but had to happen I guess...
Rascalan Jaspers
Shammie of Vazaelle
More info
# Dec 10 2001 at 1:34 PM Rating: Default
30 posts
The guys who Death Touch can be found in the fort surrounded by the pond straight out from the zone in from Dawnshround. Easy aggro through the walls if you get too close. 600-700 pts of damage.

Invisibility seems to be working very strange. I conned some vampire bats and one couldn't see me and another could. Could be level related or how close I was to it.

Train Central
# Dec 10 2001 at 10:04 AM Rating: Decent
Fought here for about 6 hours on the weekend. There was some amazing loot that dropped and XP was good. For a few hours, we fought with a group of 5, having a lvl60 Shaman as our main healer (60 Pally, 60 monk, 55 rogue, 58 mage, and 57 shammie), so the mobs are not that tough. Occasionally, we would get mobs as high as lvl 57, but that was rare.

Now for the warning... Remember the Karnors train? How bout the CT trains? Ya, they are all childs play. I have never seen so many trains in my life as I did in a single day here. The entrance is just littered with corpses. Agro is huge in this zone, and adds are a guarantee unless you know the few places in which there are no spawns or wanderers. Don't even think about kiting here.
cool zone
# Dec 08 2001 at 6:59 AM Rating: Good
*
68 posts
this zone isn't the kinda place to wander around much, some things see invis, and traps get sprung. things hit for a lot and have huge aggro radius'. we hunted here for a while in a good group of 57-60's got decent exp and killed a lot of things.
the amount of mobs that aggro you is crazy.
Monster Traps!
# Dec 07 2001 at 6:46 AM Rating: Excellent
30 posts
Be aware that this is one of the zones with monster spawning traps in it. You'll be walking along and hear messages like 'The ground opens up under your feet', 'The Vampire bat swoops out of the sky at you' or the 'Drudge skeleton wakes up' or some such and monsters will spawn on you.
Honestly, it's over kill in this zone as it's so crowded with monsters. The aggro range is also pretty huge, especially with the Mar's Attack's looking guys (I have pictures and some info I'll be uploading later).
The monsters here tend to give you one good faction hit and 2 bad - again, will get that info up asap. It's been said that SoL will have 3 faction classes like Velious, but they're all seperate - so you can't get 2 of 'em good like you can in Velious. The ShadowHaven and Cat folks are seperate from that. We don't know who the factions belong to yet.
The Cowled guys do not start aggro - but will join if you are fighting just about anything else.
There are vampire bats, drudge skeletons, wraiths, cromag looking things (no faction hit - and they have a range of classes and levels; with blues, equals, yellows and reds to a 53rd lvl char. They tend to be near the zone in), the Xu Xuis or some such are the cowled guys - at this point they are unmezzable, but can be rooted, slowed etc - again, ranges from blue to red to a 53. There's worm creatures and the brainy alien looking things that are KOS to everything as well.
Basically, everything is KOS except the Xui.

At this point in time - Mobs do NOT see through Invisibility except the Wraiths. Wraiths are somewhat uncommon, so invisibility is a serious boon - and indispensible for CR. The new Enchanter Imp form is non-Kos to most things, but not the Drudge Skeletons. The Necro Wraith form might be as well.

There are forts and castle like structures scattered around the zone. Including a haunted mansion looking thing that was surrounded by bone piles. Each and every one of these seems to animate into a drudge skeleton. They're so close together that you'd aggro at least 5 of them. Unlike the Giant Death Squad outside Kael, though you can trigger the traps when invis, the mobs still do not see you.

Very dangerous, very exciting, some good loot dropped, and the xp was very good for lvl 60s even. There were also alot of no drop and even no rent quest like items that no one has a clue what they're for yet.
There's something that Death Touches, and though we lost 2 party members to it, we never actually saw it. Insane range, rather like the upstairs Hate guys.

Note to Druids: Please please please don't Kite in here. It may seem like fun, but you'll get so many adds that you'll end up having to run to the zone. And at this point, there's usually at least 3 groups camped near the zone, one to either side and one in front. Trains here tend to be 5+ mobs and pretty freaking sick already.

In all, reminds me alot of Burning Woods, but with even more monsters in it and a slightly higher level range.

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