Echo Caverns  

Quick Facts

Type: Indoor
Continent: Luclin
Instanced: No
Keyed: No
Level Range: 20 - 45
EQ Atlas Link
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The Echo Caverns are twisting maze of tunnels beneath the surface of Luclin. They are filled with alien life and mined by Shadow Haven residents. The caverns connect to two of the more dangerous parts of the Luclin underground: Fungus Grove and the Deep.

The Echo Caverns are also home to a band of Haven Smugglers as well as a bizarre group of gnomes, whose area is referred to as the Kingdom of Above and Below.
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The LiftNeedlite InsectsBogling AliensMutants
Taskmaster Torkazh and Mining SlavesThe Kingdom's LoyalistsKings of Above and BelowThe Treacherous Path to Fungus Grove
Smuggler GuildmastersHiding a Dark NecromancerThe DukeLeading the Haven Smugglers
Post Comment
High side Leveling as a duo
# May 04 2006 at 10:55 PM Rating: Decent
For the past few nights I have been in the high side of Echo. I started out soloing lvl 51 ranger. I took on firelcaw and tril solo about died even with virtue. (4171 hps) tril stuns bigger than crap.

At any rate I teamed up with a 46 necro one night. He and I owned the zone. Started with the first 4 underbulks I would root on down the line and he dotted. As soon as i finished rooting I ran back to the first one which was about dead and killed the last three. Then we moved to the underbulks and feinds near the deep doing the same thing. Took down the tril and fireclaw. Then we moved to the middle cave and killed everything there.

Once all that is done go back to the first set you killed and start all over everything should pop as you kill the first four. Repeat till you get bored lol.
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Ranger of 58 seasons and Lost pirates of Karana(The Rathe)
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Reebo's Lessers
# Oct 04 2005 at 2:21 PM Rating: Decent
15 posts
So, the plant is considered a trap? Do the Reebo spell work on it? I've never found a use for them, so I have no idea how they work.
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Your soul... It tastes like fruitloops.
after this zone
# Sep 05 2005 at 8:23 PM Rating: Decent
19 posts
any idea where i should go after this zone?currently im lvl 38 and i plan on leaving around 40-45 any sugestions?
and if i should leaver sonner/later please tell

Edited, Mon Sep 5 21:36:25 2005
RE: after this zone
# Feb 20 2006 at 6:51 AM Rating: Decent
34 posts
I would not leave the hard side intul 50 or 51, but thats just me. Much easier to get XP here.

Edited, Mon Feb 20 06:52:21 2006
Post on Mob Thread -Repspawn Rate
# Jun 21 2005 at 11:42 AM Rating: Decent
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249 posts
a mid jun 2005, post on the thread for The Great Shroom says timer is 2 hours and 45 minutes
respawn of shroom
# May 09 2004 at 10:25 PM Rating: Decent
14 posts
anyone know at what rate the mushroom called the great saprophyte respawns? the room with four boggling cultist?



respawn of shroom
# May 01 2005 at 2:40 AM Rating: Decent
if i remember correctly once killed takes 2 hours to respawn
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Dsastr Chyld
67 Necro Druzil Ro
respawn of shroom
# Apr 22 2005 at 7:33 PM Rating: Decent
4 posts
the spawn time is either 3 or 6 hrs mate sorry been a while since ive killed it
plant traps
# Jan 24 2004 at 1:05 PM Rating: Decent
42 posts
The plant traps seem to vary from day to day... Yesterday I could stand right under the one by the needlite room and not get rooted, today if I go anywhere near it I get rooted, including running down the right side hugging the wall...
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Mordainn lvl 75 Dwarf Berserker
Nameless server
<Ashen Vendetta>
General Tatics?
# Jan 16 2004 at 2:04 PM Rating: Decent
As I remember, General drops an ornate sword that most 1hs melee drool over. The General is behind the secret wall to evil vendors cave. He is in the far back building with the caster trainers.

Heres how I remember takin him down:

1: Get 2 groups of 55+ with one tank must be min. 59 and Chanter 59+

2: Park both groups far back left wall outside aggro range of the Melee trainers. There will be an obvious niche where the groups put there back up against.

3: Have 59+ tank in full base 100+ spell MR. The caster trainers will try to root you once you tag General.

4: run from General and his 2 Ascounds back to the waiting groups. Keep him near the wall, not in it away from the trainer building. You cant kill Marshal and don't need extra Ascounds.

5: Have Chanter mez both Ascounds that came with Genreal. Doing nothing but keeping them mezzed.

6: Most important: 59+ tank must hold aggro the whole time. Let him beat on General for a couple min.s both everyone jumps in. Wait for Tank to call it. General has 50k+ Hp

7: Kill General, loot the no drop, finish off both Ascounds. With out Aggroing trainers in the build next to camp.



If I missed anything please add to it.
43 monk
# Aug 26 2003 at 6:33 AM Rating: Decent
23 posts
Can a 43 monk solo this place? Advice would be appreciated
My pet and I rock this place
# May 14 2003 at 6:24 AM Rating: Default
Scholar
46 posts
I just dinged lvl 30 and my pet and I rock the place (as long as i have KEI and AEGO). Whether I kill mutants or bogglings I always use Screaming Terror to pull with; as it allows me to erase aggro and kill one mob at a time. (They haven't aggro'd singly yet) I DOT the mobs and then DD them while my pet is tanking. The mutants resist my Shock of Poison everytime, but the bogglings take normal damage from it tho. The xp here is very nice.

I think if one doesn't have uber buffs a group would be necessary for at least three or four more levels as these guys can really wail on ya.

If anyone is on Veeshan server and looking for a group send me a tell.
____________________________
Deccesia 76th Season in my research of death in the service of Innoruuk. Veeshan/Luclin-Stromm
Sylania 70th Season of music inspired by the flames of Solusek Ro. Veeshan/Luclin-Stromm
SlimyJugs 20th Season of Beast affinity in service of . Morden Rasp/Povar

May hate, death and decay fall upon all thine enemies.
44 beast
# Apr 11 2003 at 7:29 AM Rating: Decent
ok im a 44 beastlord....i love to solo, i need to know can i make good exp solo in here? whats camps? and what is the exp bonus of the zone???
thanks
Perfect for Small Group
# Mar 31 2003 at 10:25 AM Rating: Decent
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172 posts
Yesterday a small group of a L40 cleric, L38 bard and L38 paladin did the Fireclaw room near the zone to The Deep and when our cleric had KEI, we had almost non-stop action and very good experience.

Paladins and clerics are perfect here because of their Soothe/Pacify line of spells which allow them to pull single mobs. There are NO wandering monsters here so its very easy to set up camp near the entrance and pull to there without fear of adds. We only got adds once when a mob resisted the soothe and a quick fear sent him out of harms way. In about 6 hours of this, this only happened once and was easily dealt with.

Fireclaw and Trilcor can be tough but with FM on the cleric can be handled. We found that chain stuns cast by the cleric decreased the attack rate of both dramatically.

Later with the addition of a L43 paladin, we solo'd the TM room without a problem too. The TM room is made for paladins and clerics with all the undead there.
____________________________
-Baelnorm ElMarr
65th Season Paladin of Marr
Knights of Marr

- Pjrell Champeaux
68th Circle Shaman of the Tribunal
Exp Bonus?
# Feb 18 2003 at 7:16 PM Rating: Default
41 posts
Is there an exp bonus in this zone? if so what is it? Also if anyone knows of a site with all the zone exp bonus's listed please tell me.
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If life gives you lemons, throw them at passing cars and share the misery.

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Muhd Budha
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RE: Exp Bonus?
# Oct 14 2003 at 4:11 AM Rating: Decent
28 posts
Go to the sister site of EQAtlas.com for the XP bonuses there. You'll have to look at each zone seperately but on the front page it'll tell you if there is a bonus and how much
solo boggles
# Jan 31 2003 at 11:25 AM Rating: Decent
1 post
you can solo boggles out of lily pad room (room on right before fungus grove zone.
snare and pull out of entrance if more then 1 comes run in to fungus zone turn around run back out, the boggle you snared will be alone on way back.
i have soloed these from 29-31 so far have not died yet with this method.

shadowgray 31 ranger
shadowgre 38 ranger
elevator
# Dec 31 2002 at 1:12 AM Rating: Decent
40 posts
Before I commit my small Halfling body to this thing, I'd like to know what's waiting for me. Where does it take me and who's on the other end?
Also, just an aside, I notice no one has posted much about the EC level that leads from Short and Stout in Shadow Haven. Doesn't anything go on there? Doesn't it lead anywhere? I'm there right now myself and I'll find out some things on my own, but I'd love some more experienced players' input.
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Milry
Halfling Druid
Tholuxe Paells
250 Baker+trophy
200 Potter,200 Jeweler, 200 Brewer
188 Smith, 158 Tailor
group
# Dec 18 2002 at 8:04 PM Rating: Default
**
934 posts
would it be wise for me lvl.32 monk to try to group here ?
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Lord Kroakinfrog NeverKroaks <High Order of the Dragon>
Lvl. 70 Froglok Paladin protector of Mithaniel Marr
Tunare(ECI) server
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"A hero is no braver than an ordinary man, but he is brave five minutes longer."

25-50?
# Nov 20 2002 at 6:32 PM Rating: Decent
someone tole me that u can lvl here form lvl 25 to lvl 50
RE: 25-50?
# Jan 05 2003 at 3:48 PM Rating: Decent
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67 posts
You can most certainly go there at 25, just stick to the "secret side", it is much easier. Depending on what class you are, you can solo the Needlites or get in a Bogling group. May be a little low for the mutants, some of them are pretty tough casters.
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Ggoomba
Ogre Prophet
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RE: 25-50?
# Dec 16 2002 at 9:39 AM Rating: Default
Nah...I wouldnt go there at 25. Maybe mid 30s is the lowest but youd need a grp...or to be powerlvled by a healer.

____________________________
Kumdaan 63 Oracle
Phanlaster Dreadcaster 60th HIE Wiz
Reliant Mortalguard 51st Pally
Meeky 50 enc Runin 51 nec
Asalisse 39th lvl DE Cleric Nozfahr 40 SK
RE: 25-50?
# Mar 29 2003 at 9:20 AM Rating: Decent
11 posts
I would definately go to Echo from the time you leave Palludal Caverns, around lvl 25 is perfect.

I've brought 3 characters up on bogling meat. My cleric (lvl 41) still visits frequently to group or partner either in the Deep zone or the TM room. She's been in Echo since lvl 23, tho didn't solo til mid-late 30's. With a good group who know their roles, you can camp the mutants, even if one of your group is low or mid 20's. Having a cleric there helps, who can lull the mobs for single pulling, and then heal. Main mutants to look out for are Crinthia - who casts and will root/dot, and Darian who you should kill first if possible because he will heal the others. Dack is a nasty one who casts too, but he is easier if you have someone who can stun or bash him each time he tries to casts.

Echo is definately 'doable' at lvl 25, and depending on your class some parts can even be solo'd

Just be aware that there are 2 seperate partss of this zone, the secret side that leads to Funus Grove and the main entrance through the halfling meeting place. Go to the secret side near the soulbinder from 25 up to mid 30's

Happy hunting
Finia, ranger of Brotherhood of the Lost
As long as everyone knows what everyone is doing there isn't a problem at all.
25-50??
# Nov 20 2002 at 6:31 PM Rating: Default
an overview
# Nov 20 2002 at 11:31 AM Rating: Excellent
Ok there are 3 parts to this zone - two accessable from the secret door next to the soulbinder, and the other through the meeting hall across the pool.

I've read below that some high lvl guy didnt like this zone...well I've got high lvl chars too and this zone isnt for them. Its for 35+ if in grp of 2 or more or 43+ solo. I defy you to find a better place for XP in the whole game at this lvl. Dawnshroud has too many adds and hard to find a grp for lower lvls. Using Echo I got my necro from 42 to 50 in 5 days.

I suppose Ill just tell you about the part of Echo across the pool from the soulbinder, this place rocks. There are 3 major camp areas - and respect them as a camp because since the spawn rate can be a little slow, a person needs to claim like 4 at a time.

Straight down the hall theres a 4 spawn area with 4 underbulks on the left. If you keep going theres a "deep zone" with (if untouched) 1 random mob as you come in the room, then 3 fungal fiends down low, 4 underbulks up top, with another random mob against the far wall. Some people call this the Fireclaw area because theres a big ass underbulk named ...fireclaw that is resists fire type attacks and cant be slowed. He can also spawn in another place but Ill get to that.
In this area there is also a named Fungal Fiend, Trilicor. Now I wouldnt reccommend anyone under 46 or 47 attempting to solo either of these.

If you take a right where the tunnel breaks...you will find the TaskMaster area. There are 6 spawns here and thats before you get to the TM's little room that has him plus at least 5 undead slaves. The stonegrabbers drop really nice plat...between 5 and 9pp each. Fireclaw and Trilicor can also spawn.

Once you clear the ones out in the room, it is possible (if you are 48+) to solo the TaskMaster..and single pull him. At least I did.

If you kill all the undead slaves, then the TaskMaster will be replaced by another big bad meanie that you DONT want to tackle unless you have 3 55+ers - so leave the one in the back alive.

I highly reccomend this place ... but it gets camped (on the Nameless) so come in the middle of the night ;) Oh and necros...the mining picks that the undead slaves have are great for your pets. Get them dual wielding and they kick even more azz.


Edited, Wed Nov 20 16:46:25 2002
____________________________
Kumdaan 63 Oracle
Phanlaster Dreadcaster 60th HIE Wiz
Reliant Mortalguard 51st Pally
Meeky 50 enc Runin 51 nec
Asalisse 39th lvl DE Cleric Nozfahr 40 SK
#Prislin, Posted: Aug 12 2002 at 7:27 AM, Rating: Sub-Default, (Expand Post) I heard that there is a way to exploit kill General Jared Blaystich, the guy that drops the Ornate Sword of the General. If anyone knows about it please reply.
Levels
# May 27 2002 at 12:28 PM Rating: Decent
3 posts
Can a 24 Cleric, 24 Pally and a 26 Necro fight together in this zone safely? Or will we be wiped out in short order. Tired of HK.

Durglin
24th Cleric of Brell
RE: Levels
# Jun 12 2002 at 8:03 AM Rating: Decent
Scholar
23 posts
I think if you were careful you could probably work the Mutants as they are close to the zone line, but watch for the named mobs. Some are really hard and undercon. As a Cleric I was particularly pleased to take out Crinthia, she drops a +4 wis ring :)
You would probably do better in Paludal til you are all up to 26. I came here at 26 got a good group easily and hit 27 in a night. I think I will probably be here til about lvl 35

Bereck Ymdroi
27th Cleric of Brell Serilis
Master Potter and Drinker

Edited, Wed Jun 12 08:58:04 2002
____________________________
Bereck Ymdroi of Faydark's First
Cleric of Brell Serilis
Master Potter and Drinker
RE: Levels
# Dec 02 2002 at 6:58 PM Rating: Default
13 posts
I can't believe a cleric would kill these poor unfortunate mutants. They used to be normal people before the decease struck them. I would be supprized if this doesn't come back to haunt you later in life.
RE: Levels
# Oct 15 2003 at 6:27 AM Rating: Decent
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59 posts
Eh, my cleric is a dark elf. Since when do we care about your so-called "normal people?" Kill 'em all and let Innoruuk sort 'em out!
Another Happy Place
# Apr 07 2002 at 6:22 AM Rating: Decent
10 posts
Echo Caverns is great for the casual player. Most classes can solo here just because of the low aggro range of most mobs. The respawn rate is fairly slow for level, so it is not well suited to long camps by large groups and the traps are hazards unless you hunt mutants or evil merchants or have a rogue or bard. There are guards to either fight or protect you if needed. The experience is very lovely, the loot is adequate.
Groups
# Mar 24 2002 at 9:38 PM Rating: Decent
43 posts
You think anybody can find a group here lvls 32-39? Getting sick of sitting in Katta/Tenebrous/Twilight area praying for a group =)

Edited, Sun Mar 24 21:36:12 2002
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Daladran
Human paladin of Mithanniel Marr
Task Master
# Mar 18 2002 at 12:14 PM Rating: Decent
***
1,262 posts
Task Master is not a hard target for a group between 38 & 45. He is Undead.

I can get Liquid Silver (anti-undead) poisons to stick on him. Sometimes they are resisted but I never get "This poison can only be used against undead" message. Had a cleric in our group who tried undead warding spell on the TM. The cleric pulled so much aggro we almost lost him.

TM hits hard and fast, too. Its hard to pull without getting the undead slaves, also. So a mez is critical. The slaves seem to auto-aggro on any form of caster that tries to spell them.

TM sometimes drops Shissar Organs need for a Katta Castellum quest for a water breathing necklace.
RE: Task Master
# Jun 14 2002 at 12:47 PM Rating: Decent
5 posts
Taksmaster also drops the Phosphorescent Whip .. 1hs - 7/24 with +2 disease dmg <which makes it 9/24> .. +5 sv disease and poison .. not a bad drop whatsoever ..
Warrning:
# Jan 12 2002 at 1:57 PM Rating: Decent
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52 posts
Stay away from the plants on the wall, they are a trap. Trap is root and dot, and it recasts fast.
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I'm never lost, just misplaced.
-Santell
RE: Warrning:
# Feb 20 2003 at 1:46 PM Rating: Decent
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69 posts
Yes I ran into those a long time ago, fortunately I was able to gate out. Was unnerving not being able to move and watch my HP draining away. Do they still exist. I went back to the same spot a while back and there wasn't a plant. I didn't go exploring, though, other than where I saw the one plant.
RE: Warrning:
# Mar 29 2003 at 9:35 AM Rating: Decent
11 posts
Yep they still exist unfortunately.
I've heard that they can be disarmed but have never seen it done.
THey can see through invis and they will get you even if you have sow. They also tend to aggro more frequently if they have trapped you once. Not sure if this is coincidental, but i found that if i had been rooted once, i was always rooted several more times, and as far in as the needlites room, and about half way into the boglings room where the shrooms spawn, so the range can be quite long. I have tried to zone in and out to see if that clears the aggro but am undecided as to whether it does or not)

Just one observation tho, I have never been trapped and rooted by these plants with my mage, and most frequently get trapped by my ranger. What's the diference in these two chars? My guess is it has something to do with the extra 25-30 magic resist my mage has over my ranger Certainly, whenever my ranger has had endure magic cast on her she doesn't cop for the the bloodsuckers quite as often.....

Finia, Ranger of the Brotherhood of the Lost
RE: Warrning:
# May 20 2003 at 9:11 PM Rating: Decent
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67 posts
I've noticed the same thing. Once they get you once, they try to get you every time you go by one. Once this starts happening I just zone and it seems to reset it. Not sure how they get to notice you in the first place, I think maybe if you are going by one and brush against it, then they get a taste of you. Also, they do indeed have a very long range. The one at the entrance to the Needlite room has gotten me all the way in the back of the room. I too had more trouble with my Ranger when he was doing that side of Echo, and much less trouble with my Warrior and Shaman. Could just be the amount of time spent in zone, or the way you are hunting hard to say.
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Ogre Prophet
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Luclin Necro Spells are Sold Here
# Jan 01 2002 at 5:07 PM Rating: Decent
There new luclin necro spells are sold by one of the merchants in the tents outside of the big building. He is in one of the few tents that has two merchants in it (I forget which one but there are not that many).
Those tentacle things
# Dec 26 2001 at 10:09 PM Rating: Excellent
4 posts
As it turns out, those blood-sucking tentacle things on the way to Fungus Grove are traps. My level 34 bard and her 34 rogue companion went to FG and back without a problem - he disarmed the trap-tentacles as we went through.


Harmonae Brooksong, Bard of 34th Song
Lyri Prayerblade, Paladin of 39th Circle
Tunare, Aegis Wolves

RE: Those tentacle things
# Feb 27 2002 at 5:49 AM Rating: Default


Edited, Wed Feb 27 05:52:34 2002
RE: Those tentacle things
# Dec 27 2001 at 2:28 AM Rating: Good
Woo, good to know.
____________________________
Leafbringer, Pathfinder
Leafdefiler, Undead Enchanter
Leafcat, Once a pet. Once.
RE: Those tentacle things
# Dec 27 2001 at 2:28 AM Rating: Good
Woo, good to know.
____________________________
Leafbringer, Pathfinder
Leafdefiler, Undead Enchanter
Leafcat, Once a pet. Once.
Echo/FG
# Dec 23 2001 at 11:32 AM Rating: Good
Don't much care for this zone, but certainly it's a necessary travel in getting to FG from Shadow Haven. I'm opposed to mobs that can do damage to you, yet are non-targetable, as are the worm-tentacle things. They killed my invisible enchanter many times, to the point that I /petitioned. No, you cannot target them. No, your pet will not aggro on them. They do not exist. They are merely a trap there to kill you. When doing the peaceful faction-raising quests of Shadow Haven, these are a major pain in the side to anyone under level 40 or so. The best defense is a high magic resistance, but invisibility doesn't fool them, and SoW will only work if they (luckily) don't see you running through. Five out of ten travels through this place resulted in being rooted and dotted to death or nearly to death with barely a chance of escape (on occasion it broke and I somehow got away). I couldn't even gate, as the spell kept being interrupted. I suggested to the GM that this was bug-like in that no hope for escape or defense was terribly unfair. And I'm not even a whiner. Suffice it to say, you'll see a lot of corpses on the path from Shadow Haven to FG.

Fungus is a nice place if you can get to it safely. There are actually drops here, in the form of high-level Luclin spells. They seem to drop with frequency. In addition, Thar, in the settlement just as you zone into FG from Echo, is the guy you do the delivery quest with for faction adjustment of Shadow Haven. So there are reasons to get to FG from Shadow, to be sure. Just prepare to encounter root/dot traps.

So far my 52 ranger, 39 chanter and 9 bard have explored almost every zone in Luclin, sometimes in raid-size groupings of 20 or more, sometimes in powerful single groups, sometimes solo, and in reaching various depths of various dungeons, in the entire time Luclin has been out, I've maybe seen one or two drops TOTAL, anywhere - this makes the risk/reward system a bit tilted toward risk at this point. The other thing I've noticed about Luclin is that the mobs here seem to have fewer hit points, but hit a LOT harder.

There are exceptionally fun zones - Grieg's End comes to mind immediately, and a FEW other zones with hopes for a nice drop or two (like Maiden's Eye and it's adjoining castle zone, the name of which I can't recall offhand) - but at this moment the moon seems like a place to go if you want to do a lot of questing (almost everything that does drop is a meaningless item unless you're on a specific quest), or just treat yourself to some great eye candy as you level up.

Edited, Sun Dec 23 11:39:00 2001
____________________________
Leafbringer, Pathfinder
Leafdefiler, Undead Enchanter
Leafcat, Once a pet. Once.
RE: Echo/FG
# Dec 18 2002 at 8:47 AM Rating: Decent
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81 posts
I have made the trip from Shadow Haven to Fungus Grove approximately 3 dozen times. I have NEVER been hit by these tentacled traps. My wife was hit by one ONCE, and that was because a mob knocked her back into it.

The simple solution, barring a talented trap disarmer/disabler is to simply steer clear of them.

Believe me, it works. I think I have only run into one place where it didn't look like you could squeeze by if you hugged the wall furthest from them.

And for anyone who thinks it's unfair that only rogues and bards can disable them... Remember, most classes don't have Safe Fall, and pits are the most basic of traps.
RE: Echo/FG
# Jun 17 2002 at 2:17 AM Rating: Decent
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53 posts
these tentacle are not mob, they are trap... deadly trap that is.... they are made to be disarmed by a rogue or a bard, not killed.... and if you think that s not fair for other class... you ll learn there s way nastier way to die....
ex: it s a sham of being recalled by a mob as a tank... i just been killed by a bunch of light blue in hollowshade moor, cause mob were constantly call me back to them... no way to escape without tp or gate..there s no resist or interupt on recall.. that s not a spell, they just make you spawn on them.
____________________________
arnalh freesinger
bard of tunare
from vallon zek
RE: Echo/FG
# Jan 02 2002 at 10:48 PM Rating: Decent
**
324 posts
Ok.. Those Tentacle things can be avoided. I am a 14th lv Ranger, and I don't know whether sneak worked or just navigating to keep them as far away as possible did the trick, but I just ran to Fungus Grove and back.

Bile of Underhulk
# Dec 21 2001 at 3:47 AM Rating: Good
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156 posts
Okay guys I have picked up this No rent item many times. The Vendors say they will buy it for a good 7 to 9 pp, but it is no rent so they will not buy it. Who do you give this stuff too or can you even give it to anyone?
____________________________
May Karana Bless You All,

Rauvin Darkfeather
Protector of the Great Storm and Follower of Karana
Beware the Tentacle Plants
# Dec 12 2001 at 3:55 AM Rating: Decent
3 posts
I agree with Krunkett that this zone will be overrun soon, mostly because it is so small, and a main traffic path to Fungus Grove.

But is it just me or does everything on Luclin undercon and/or hit hard? All the mobs I encountered here were either green, cyan or blue, and there is NO WAY you can solo a blue bogling at lvl 32. Not only do they usually come in pairs, or with shroom friends, but it took a 35 SK and 32 Pally to fight them off and even then just barely.

And don't forget about the Tentacle Plants. If you linger too long around one of these gems, it will root you and suck your blood. If this isn't bad enough you can't even target or con them! It's as if they don't exist, at least until they start draining your life at a very rapid pace. Unless you can break the root, which is difficult, or have someone to heal you, be VERY careful around them. In fact, as a rule, don't go past them alone unless you are well above lvl 35.

Boglings dropped a couple of average Lore spears, and a decent Bogling Mallet, that has a weight of ZERO.

Staunton Chessman
32nd Pally of Brell
Seventh Hammer
-Dawn of Enlightenment-
RE: Beware the Tentacle Plants
# Dec 12 2002 at 3:15 AM Rating: Decent
1 post
Tentacle traps are avoidable - experimented and their armlength range is not too bad. Saw a level 20 rogue disarm them- the disarm last about ten minutes. You can thread your way past them without the disarm. I have soloed the Bogling Scouts since 28th level and they can be killed without aggroing the other scouts. Scouts are Dark Blue till 32nd and then begin to see occasional green and lt. blues. Treasure is no coin- lore spears and mallet appear 20 percent of the time- Value 5.4 PP in my home town, 4.6pp in SH. If you get mobbed- root or snare one and take rest to guard on other side of doors- the guards will break the aggro on you and you can go kill the single Bogling that you glued to the ground. Once you kill the Scouts you have ten minutes to Hide, rest, heal, bring up your Mana and/or run to SH to sell the lore weapons. Then you start all over again. Boglins do 2-30 points of Damage, they bashstun and occasionally do 50 points of damage
NOTE to Rangers: set up your buff spells and leave the outdoor stuff alone- use Hide.

Raive Reviews
Ranger of Tunare, 32 Seasons
Nameless
RE: Beware the Tentacle Plants
# Nov 29 2002 at 9:35 AM Rating: Decent
Scholar
**
435 posts
"there is NO WAY you can solo a blue bogling at lvl 32. Not only do they usually come in pairs, or with shroom friends, but it took a 35 SK and 32 Pally to fight them off and even then just barely."

Certainly a good idea to bring a group if you're a melee class, but my Necro can solo two bogling warriors simultaneously at 34: root-dot one, chain-nuke the second, then let the pet finish the first when root breaks and the second is dead. Not how I like to play, and leaves me out of mana with the pet on low HPs, but it gets the job done if I can't single-pull.
RE: Beware the Tentacle Plants
# Mar 29 2003 at 8:56 AM Rating: Decent
11 posts
You can solo blue boglings at 32, depending what class you are. I've soloed the boglings on the ledge and the single one, without aggroing anything else at lvl 29 (ranger)

The way to do it is this (as a ranger) Walk or sneak up to the bogling that stands alone kick or bash then run back out of sight of the other boglings. It can be taken to the passageway or even pulled to the needlites room.
Once you've seen off that beauty return to the ledge boglings. Again walk up to the first bogling, and bash or kick and run back. If the other guy comes too, then root him and concentrate on the first one. Same for the other two boglings in front of the shrooms, tho i have experimented with roting one and then concentrating on the one that aggros. If you pull them far enough away, there is plenty of time to prepare when you get the messsage that root has worn off. It can be done, tho it is hard. It's easier with paladin class who can lull. I haven't had a go at the shrooms, tho. I'm not quite that suicidal ;)

I soloed the first four boglings near the metal gate at around lvl 24 with this method. It's hard and a couple of times i had to run to the guards, but it certainly can be done, as long as the boglings are snared/rooted to avoid them going near their mates, and you don't pull with arrows or spells. Just need to rest in between the mobs to regain mana/hit points - but, hey, isn't that what the big rock in the middle of the room is for))

Finia, Ranger of the Brotherhood of the Lost
RE: Beware the Tentacle Plants
# Dec 19 2001 at 9:17 PM Rating: Excellent
6 posts
The tentacles can be avoided pretty easily. Camo or invis helps by decreasing the agro radius and so does sneaking. Also I've noticed that if you take a straight path down the left side of the connecting corridor once in the back cavern where they are every where you can pick your path by going from one growth of the toadstools to another to avoid the tentacles.

Drops In this Zone
# Dec 11 2001 at 3:05 PM Rating: Good
I killed the Taskmaster, a cool looking Viper/man. He was blue to 55, so Im guessing he was mid to high 40's. Approxamately 3000 HP's with a resistance to fire (I never hit him with full damage using Scoraie - 688 damage was hitting for 130). He can be rooted and snared quite easily. He hits for 100 (w/ 748 AC). His drops included a Phorphorscent Tentacle and a no drop/non wearable mask (that looks like a bone mask, ill post the name later, I temporarily forgot) The Phosphorscent Tentacle was Lore: 24 delay 7 damage, Disease Damage: 2, +5 SvPoi/+5 SvDis. I killed him twice, and he dropped the same two items each time, his respawn rate is about 30 minutes to an hour. To get to him, you have to enter Echo Caverns through the non-hidden entrance in the Short and Stout Quarter of Shadowhaven. Happy Twinking....er hunting
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Beebe Lytcaster 53 Heretic
Hiyeedi Fliess 55 Preserver
Sarany Richmen 34 Warrior
Audrea Vai 36 Enchanter
Payhn Reliepher 35 Cleric
Whispher Sweetnothings 25 Monk
Rallos Zek
RE: Drops In this Zone
# Jan 02 2002 at 8:54 AM Rating: Good
*
221 posts
The mask in question is a Cracked Shissar Revenant Skull. Looks like a sheer bone mask, but is only a skull.

This guys common drop is an Orb of Echo Ore. It's a ranged slot only 20hp 20mana crystal. It is LORE.

When you pull the Taskmaster, expect a Undead slave add... Undead slaves are tough, but both slave and Taskmaster are blue to a 47. Undead slaves drop a troop 387 mining pick, which are LORE as well. They sell for 5pp in Shadowhaven or you may sell to the gnomes in Echo caverns for 6pp and change. Just pull a slave or 2, loot, sell up the hall and come back and repeat... nottoo shabby at 6pp per slave.
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Zaloren V'Shnev
Enchanter of Innoruuk
Master Jeweler
Journeyman Smith
Vazaelle
RE: Drops In this Zone
# Dec 28 2001 at 3:24 AM Rating: Decent
The Taskmaster is also an undead mob.
Sounds like a cool place
# Dec 11 2001 at 2:16 PM Rating: Decent
9 posts
You've got mobs to fight, trainers, and vendors all in the same zone. I expect this zone to be overrun with groups, especially since it won't take that many groups to fill it up. Or at least the map makes it look that way. What do I know though? =)
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Krunkett Munkeyfist
Morrell Thule
Lvl 51 Monk of Quellious
RE: Sounds like a cool place
# Jan 02 2002 at 8:58 AM Rating: Good
*
221 posts
You are quite correct, the higher level area can sustain one group in their extreme upper 40s, or maybe 2 groups in their lower 40s.

Had a 44 cleric, 49 Druid and 49 mage take and hold the taskmaster room, including slaves, as well as the adjoining room spawns. This covers approx 13 spawns and was held for several hours. The balance of that area was pulled by a seperate group in their upper 30s.
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Zaloren V'Shnev
Enchanter of Innoruuk
Master Jeweler
Journeyman Smith
Vazaelle
New SK spell vendor
# Dec 11 2001 at 9:27 AM Rating: Excellent
1 post
I just wanted to confirm that the vendor selling the new SK spells is fixed and in place. He is in the Echo caverns vendor area in the tent nearest the entrance to the caster trainers.
If you do not know this area, I will elaborate. When you zone into Shadowhaven in the west arrival point, head north and go left. The first empty shop you come to on your right has two illusionary walls in the back that zone to Echo Caverns. Once you zone into Echo, take the first right tunnel and you will come to a large white in color rock wall. This is a left clickable sliding door that opens into a large vendor and trainer area. In this area you will find many vendors, trainers, and the necro and shadowknight spell vendor. When you first come into the large cavern the spell vendors are the last tent on the left straight from where you enter.
You will also find a building with most caster trainers near that tent with a banker on the patio of that building. To the left of where you enter the area is a building with melee trainers.
There is also a more hidden necro trainer in this area as well. Between the two training buildings is a small tunnel that goes back to a cavern with water. Swimming down into the water and following it to its end will lead you to a cavern with stone steps leading to the Necro trainer. The swim wasn't that far as to require EB and was well light to an Iksar SK.
The whole of these areas were safe as of 10 Dec 01.
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The best cure for stupidity is ...Death.
Echo Tradesmen
# Dec 08 2001 at 9:35 PM Rating: Decent
Anyone have any idea how we can bring faction to Trade with Echo?
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Bite the tail of the Dragon with your eyes open.

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