Lower Guk  

Quick Facts

Type: Indoor
Continent: Antonica
Instanced: No
Keyed: No
Level Range: 30 - 50
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LOWER GUK: Home to the Frogloks of Guk (both living and undead).

Note: For the higher level revamp version of this zone (available only in special events - usually branded as "Hardcore Heritage", running several weeks in the spring and/or summer), click here.
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PL
# Mar 11 2009 at 11:31 AM Rating: Decent
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Regardless of it being a hotzone or not, this is STILL, if not the best, one of the best powerleveling zones in the game, mainly for levels 20-40. The main method of powerleveling at those levels these days seems to be train / ds pulls on a higher level character, which is quite effective. I have done pulls in this zone without hotzone status that gave my character 4 or 5 levels from like 31-36. The mobs here don't hit very high (70-120), there's a lot of them on the undead side, and sometimes they don't even run and all wind up killing themselves on the ds.
PL
# Jul 22 2016 at 10:52 PM Rating: Decent
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Agreed, as a shaman, I can cast lassitude on myself and maintain 100% aggro, so when mobs get around 75% whoever I PL can use their PBAE spells. If no PBAE, I let them use my Blued Two-Handed Hammer.

Can do the same tactic from 45 to 71 (with getting max aa for that level) in crypt of Nadox. I got a wizard to level 71, ~200AA and still had newbie food left lol.
Try this Zone its the best!
# Nov 07 2008 at 7:28 PM Rating: Decent
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I am burning through AA's right now at 52 after getting 3 levels in 3hours (6 uses of Lesson vet reward over course of week only playing 35minutes at a time) and I can even solo frenzie room as a warrior with no need to break room.. can tank all 3 spawns.. I see no changes in Hps whatsoever.. so as for Hotzone.. I love this place and will be here till I finish banking AA's to save for 55.
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Zone modified
# Oct 20 2008 at 5:20 PM Rating: Decent
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This zone must have been amped up big time since either it was made a 'hot' zone, or since that revamp they did when they made this a level 70-80 zone. Fighting blue and light blue mobs down here now at level 44 is like fighting yellows and reds that are high 40s-low 50s. Every mob has had their Hit Points drastically increased, and hit in the low-mid 100s. Don't come here expecting to mow thru blue mobs like as if it were a typical 'old world' zone for fast exp. Simply put, this is more like a SoF zone now.
Zone modified
# Jun 28 2014 at 11:49 AM Rating: Decent
Got Supplier for Burlap Sack
Camping Frenzy now
And I'm sure I can take the King for Ykesha weapon

43 necromancer with just me, my pet, and my Rogue merc. Extremely easy; lot of adds; lot of rooting, snaring, and DoTing. But it's JUST like old times. Yes they hit for 100 damage, but Frenzy always hit that high.... And at 43, getting closer to Frenzy and King are all blues, but near Supplier and Live Side zone-in are light blues. Happy hunting and safe journeys, friends!
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Franklin Teek quest
# Aug 21 2008 at 6:32 PM Rating: Decent
43 posts
The quest that Franklin Teek gives you for this zone is "Kill 5 Dar Frogloks". Just completed the quest with my 45 SK no problem. Got roughly 1 yellow bubble worth of xp. That was the only reward I noticed. Was grouped with a 52 druid.
Hot Zone x 2
# Aug 20 2008 at 12:28 AM Rating: Decent
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Since this will become a hot zone again on August 20, 2008, will it keep the drops from the time it was a HZ previously?
Raster of Guk?
# Jul 14 2008 at 10:25 AM Rating: Decent
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188 posts
Just wodnering, does Raster still spawn in New guk? or was he moved elsewhere? Came back for the events and I'm working on my monk's epic... if he doesn't spawn I guess I'll have to camp brother qwinn and beg higher lvl chars to kill him for me. =(
Raster of Guk?
# Jul 14 2008 at 9:21 PM Rating: Good
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451 posts
Raster still spawns, and is still grey to 70s. I killed him yesterday.
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The Darkened Ruins of Old Guk...
# Jul 11 2008 at 10:22 AM Rating: Good
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451 posts
...is the new "temporary" zone name for the revamped Lower Guk, with darkened items drop.

Try zoning in, and you'll see "You have entered the Darkened Ruins of Old Guk". I assume post-04Aug08 it will revert to Lower Guk.
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revamp expiry date
# Jul 08 2008 at 8:26 AM Rating: Decent
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119 posts
lower guk will be a 70+ zone until 08/04/2008 - so you better get down there and check it out!
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Amazing Links.
# Jul 07 2008 at 2:35 AM Rating: Decent
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I saw some links to stuff in the bazaar. All were Darkened xyz. All had some amazing atats for something from Guk, which is where they came from according to the /ooc seller. The one item had a name similar to something from Lower Guk IIRC, so maybe he was correct on the origin of these items. That item had a clicky Primal Guard. Get on down there!


Edited, Jul 7th 2008 7:47am by Guyyug
Amazing Links.
# Jul 07 2008 at 7:26 AM Rating: Excellent
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Guyyug wrote:
I saw some links to stuff in the bazaar. All were Darkened xyz. All had some amazing atats for something from Guk, which is where they came from according to the /ooc seller. The one item had a name similar to something from Lower Guk IIRC, so maybe he was correct on the origin of these items. That item had a clicky Primal Guard. Get on down there!


Edited, Jul 7th 2008 7:47am by Guyyug


Please upload these items to Lucy.
Yes, Revamped
# Jul 07 2008 at 12:14 AM Rating: Decent
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Yes, apparently there has been a revamp of this timeless zone. 70+ At least now. Mobs hitting 1.6kish at least. A group of 75+ is forming on Cazic Thule to check it out now, so will post more info as it comes.

New drop found...
Enameled Black Greaves
Class: War Clr Pal Shd Brd
Race: All

Req: 71
Rec: 76

AC: 87
HP: 355
Mana/End: 360
Purity: 50
Str: 17+1
Sta: 19+2
Int: 15
Wis: 20+3
Agi: 16
Dex: 17+1
Cha: 16

MR/FR/DR: 15
CR: 20
PR: 25

Attack: 15
HP Regen: 3
Spell Shield: 1
DS: 3
DoT Shield: 1
DS Mit: 2
Avoid: 6
Acc: 2
Strike Through: 1
Heal Ammount: 2
Clairvoy: 3

Ferocity 3
Zealotry of the Moonfang 1
Edited, Jul 7th 2008 4:16am by Woaglador

Edited, Jul 7th 2008 4:41am by Woaglador
revamped?
# Jul 06 2008 at 11:46 PM Rating: Decent
9 posts
zoned into it this mornin and it was lower guk for a bout idk 30 mins then out of nowhere every mob dies and new mobs respawn and kill me hittin in thousands
zone back in again to check out if it was a glitch..seems they revamped it to be called the darkened ruins of old guk..and everything is higher then a 67 monk so far that ive seen ..
revamped?
# Jul 07 2008 at 5:52 PM Rating: Decent
15 posts
btw... very cool that you were actually in the zone when this happened. Sucks that it's such a massive revamp that you died almost instantly though :)
wood elf crown
# Aug 31 2005 at 2:15 AM Rating: Decent
Wood Elf Crown
# Aug 09 2005 at 4:05 PM Rating: Decent
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What's the wood elf crown that people farm faction for down here? I did an item search for it but couldn't find it.
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RE: Wood Elf Crown
# Aug 11 2005 at 8:10 PM Rating: Default
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66 posts
The crown you get in the back of Sebelis. Its the Reet Crown or something like that, no drop and same stats as froglok crown. There is an npc frog in upper guk that requires faction in lower guk. I think you have to kill the undead froggies to improve the faction with the npc in upper guk. Then you turn in the crown and a couple of other items to get the illusion woodelf crown.

Edited, Thu Aug 11 21:17:23 2005
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Halfling-slaughter traps @ Safe Hall...RP
# May 08 2005 at 7:38 PM Rating: Decent
7 posts
I have finally figured out what the bloody slots in the walls in Safe Hall are for. Halfling traps. Maybe gnomes too. I accidently backed into one once and got very stuck in the walls. Could have sucked if I had mobs on me... Would be interested to know if the ghoul froggies could be made stuck also by kicking them in with a bash or knockback spell. Someone let me know plz...

- Iboga Headtrip
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Halfling-slaughter traps @ Safe Hall...RP
# Jun 18 2005 at 4:32 PM Rating: Default
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148 posts
I have a dwarf cleric and I was able to move in and out of them without any problem, plus most NPCs can "warp" through walls, objects, etc. So I doubt your idea will work.

Edited, Sat Jun 18 17:33:39 2005 by thermopylae
LGuk solo romp
# Sep 25 2004 at 10:56 AM Rating: Decent
At level 56 as a necro, I can plow my way through the dead side with very little challenge. Killing any MOB is just a matter of time, not whether or not it can be done, and it can be done faster than they repop in a huge area of the dead side. MOBs vary from green to dark blue. Anything light blue or below can be eaten by the lvl 56 monk pet once it is slowed. The Ghoul Lord is single-pullable and not a huge challenge. Slow, dark, Splurt, BoD, heal pet, etc.

I wish I had spent more time here around level 50, but the fabled MOB event was going on, so it wasn't a viable dungeon at the time with lvl 60+ fabled pops at all the named placeholders and lvl 65 groups camping them.
#NoobForLife, Posted: Nov 19 2003 at 11:23 AM, Rating: Sub-Default, (Expand Post) I am actully going to try to lead my 1st raid down into their soon. If anyone would like to join me from Xev. Look for iaidiar.
Camp Pop/Drop List
# May 21 2003 at 6:02 AM Rating: Decent
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60 posts
Today I am camping ***/Sup Room, here is the pop/drop report, maybe this will help.

1. Arrived, no named up
2. Assassin - dropped Mask
3. No named popped
4. No named popped
5. Assassin - dropped Mask
6. Supplier - dropped Sack, Assassin - dropped Mask
7. No named popped
8. No named popped
9. No named popped
10. No named popped
11. Assassin - dropped Mask
12. No named popped
13. No named popped
14. Assassin - dropped Mask
15. No named popped
16. No named popped
17. Assassin - dropped Mask
18. No named popped
19. No named popped
20. Assassin - dropped Mask
21. Assassin - dropped Mask
22. No named popped
23. No named popped
24. Assassin - dropped Weighted Gloves
25. No named pop
26. No named pop
27. Assassin - dropped Mask
28. No named pop
29. No named pop
30. No named pop
31. No named pop
32. Assassin - dropped Mask
33. No named pop
34. Assassin - dropped Mask
35. No named pop

I am lvl 55, all mobs were green with 20-30% of them light blue. Breaking camp was pretty easy... IvU... climb the ladder, target one, go back down, pacify and climb up again to aggro the other two... pull them down the ladder (helps if you cleared the nearby spawns first), kill them, go back up, clear the pacified mob.

Even with the ghoul supplier being a rare spawn, this seemed too rare for me, so I send a /bug report... hope it does not get lost in the maelstorm like every other bugreport I have written so far.

Edited, Wed May 21 21:03:35 2003
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RE: Camp Pop/Drop List
# Nov 03 2003 at 11:03 PM Rating: Excellent
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57 posts
I too have seen how rare the supplier can be. Let alone both Assasin and Supplier being up at the same time. This dungeon has not been tweaked for a LONG time. Mostly because it does not need tweaking. This dungeon is one of THE originals. It was THE dungeon to be in before Kunark came out. The rarity of the items and spawns gives insight to how things were when EQ first started. Before PoP where you can find a boss mob at every corner drug store. Such a fight as Ghoul Lord . . . this was a 2 - 3 group raid, Pre-Kunark.
Although it may seem too rare by today's standards, back then it was right on target.
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Soloing the Entrance Zone
# Dec 02 2002 at 4:11 PM Rating: Excellent
I took my 31st Order Paladin (with Ghoulbane and Instrument of Nife) to Guk for the first time because, while heading across the Commonlands towards North Karana, received a tell inviting me to join a group there. I reached 32 there and had much trouble keeping that level over the following sessions while I learned the ropes of my new hunting area. These following sessions were mostly spent soloing with some parternering. This writeup will focus mostly on the zone entrance area and my Paladin's experience there.

Problems:

The initial problem I had with Lower Guk is the nasty Ghoul Root (or plain old roots from the Wizards for that matter). With a SvMagic of only 45; resisted the root only 5 times out of 21 attempts (24%). On one trip to the bank, upgraded my SvMagic to 70 by swapping in my Shiny Brass Shield and Crown of the Forlorn and buying a Sarnak Emblazened Tabard in Bazaar for 50pp (could have gotten it for 29pp if I had waited a couple of minutes as a new vendor come on with one). Was then able to resist roots 15 out of 41 attempts (37%) and they seemed to fade quicker - a significant improvement and enough that I no longer died while rooted.

The real problem with camping the entrance area is that this is the main thoroughfare into/out of the deeper dungeon and higher levels without Invis vs Undead may need to fight their way down. They may unfortunately need to take out "your" ghouls in the process. Has gotten to the point recently (late Nov 2002) where I avoid the zone at peak hours. There is also the rare higher level who is leaving the zone leading an undead horde and not telling; this can be insta-death even with Lay on Hands - got overrun once this way and barely zoned a second time.

Also the Ghoul Wizards have four DDs - Fire for about 240, Frost for up to 187, Thunder for about 260, and Magical for up to 148 - do not let them cast! Died three times in quick order and only my puny 10% and a very kindly Cleric's 96% rez (thank you Alaru - good soul for a DE!) allowed me to quickly regain a tenuous level 32. Was a long run from East Freeport before Amazon finally delivered PoP and I bound in Plane of Knowledge.

Layout and spawns:

There are several static ghoul spawns near the entrance; these are commonly Shin Ghoul Knights (levels 29-31) or, uncommonly, a Tsu Ghoul Wizard (30), Shin Ghoul Warrior (27), Vis Ghoul Knight (30-34), Tal Ghoul Wizard (32-34) or Nol Ghoul Wizard (only saw him once and not sure of the level). There are several static live Frogloks spawns here also. Since I wanted to be able to travel freely in Upper Guk, I left the live ones alone.

From the entrance is a short hallway to a left corner leading to a down ramp. There is a T-intersection at the bottom of this ramp. Going left leads down a slimy ramp (fun doing pirouettes while sliding down) to a dog-leg to the right . This continues through a room which leads to the Spiral Staircase/Waterfall near the other two Dead Side zone-ins from Upper Guk. There were several static live frogloks along this route with three in the room. If you go right at the T, you go down a non-slimy ramp with two dog-legs to the left at the bottom. At each dog-leg is a static ghoul spawn on the inside of the turn - can't see till you are upon them. This path ends at a water course with an alcove on the other side with two static ghouls. Swimming the water course to the right leads to the Bedroom. There are a couple of wandering ghouls of the types mentioned above. (edit 4/16/03) One spawns at the first dog-leg on the right from the T. It wanders up the ramp, heads down the slimy ramp to the room with the three live frogloks, heads back up to the T, down the other side to its spawn point, and then continues to the water course, swims to the Bedroom where I lost track of its route. It will pause at a number of spots along this route including near the T. It eventully returns to repeat the above path or another wanderer spawns somewhere else and retraces the first's route. (edit 4/16/03) The other wanderer spawns at the foot of the spiral staircase leading to the Waterfall; it tracks the same basic path but in the opposite direction; i.e. heads towards the Bedroom first. Just be aware of them; got jumped several times by the second one while fighting the first one.

The ghoul at the first dog-leg turn on the right can be attacked without agroing the three ghouls further down the hall and the Alcove; just don't let it run away because it runs towards those three ghouls and will agro at least the ghoul at the next dog-leg - keep it rooted. Attacking the ghoul at the next dog-leg will agro the right hand ghoul at the Alcove. If you attack this one and try to pull it, it retreats a bit and triggers the other ghoul in the Alcove. Two strategies on the second dog-leg ghoul -

Sooth and zone pull.

Sooth Strategy:

(edit 4/16/03) Sooth has been modified lately and greatly simplifies breaking this spawn. Cast Sooth on the two ghouls in the Alcove. Attack the ghoul at the second dog leg. Haven't had either of the two Alcove ghouls agro with this tactic. If either of the ghouls at the Alcove comes, then revert immediately to the zone pull strategy.

Zone Pull Strategy:

Attack the ghoul at the second dog-leg, run like heck to the zone, pause a moment to make sure they catch up, zone out, and then immediately zone back in. Hopefully one is still hanging around the zone line and you can take it. Sometimes they are still at the zone necessitating zoning back to Upper Guk. Sometimes both will be heading back to their spawn points and you will have to do it again. Sometimes you can catch up with one and pull it back. And, rarely, there is a bug where a ghoul warps back to its spawn point and then paces inside the walls. Repeat the process for the two at the Alcove. Strongly urge having full health and mana before attempting each of these pulls.

If left alone, there are enough spawns to keep you plenty busy.



Some Stats:

Level 31/32
HP ~1060
AC ~600
DEX 118 (146 during first trip)
SvM 45, upgraded to 70



Ghoulbane/Instrument of Nife procs:

DEX #ghouls #slashes GB IoN slash/GB slash/IoN
---------------------------------------------------------------------------------------
118 69 713 48 47 (4 wholely/partially resisted) 14.9 15.1
146 20 124 10 12 (2 wholely/partially resisted) 12.4 10.3

#Slashes is total number of 1HS hits (excluding misses which I've turned off). The slash/GB or slash/IoN is the number of 1HS hits per proc - lower is better. Nice improvement in the frequency of IoN procs with DEX 146; but only marginally better for GB - probably need more data.



Notes:

1. Finding a group here is very difficult at 32 as the zone mostly contains 10 or so 40's and 50's; bring your own group! Was able to partner several times. Once with another Paladin (42); this was the best team as we could take all the entrance area ghouls plus the Bedroom (we were lucky once as a Vampire Bat killed one of the three BR ghouls just as we got there) plus bats/spiders though not the nearby Greater Icebones. By then the Entrance area ghouls would be respawning. A Shaman (DEX buff for GB/IoN procs) and/or Cleric partner (heals/Undead spells) are great also. Starting to see more 30's Paladins and Clerics coming here so partnering opportunities exist.

2. Took the Ghoul Wizards down by casting Invis vs Undead, walking up to them, hitting melee, then bashing to break their first cast. Used the level 1 Cease stun with Bash to keep the Wizard pretty immobilized with minimal damage received. Was able to take the casters with about 1 bub loss.

3. Loot is uncommonly FS and up to 4pp plus words/runes/pages. Illia reports mid-level gems up to Black Pearls (about 20pp to a vendor); these are very rare drops around the entrance - (edit 4/16/03) looted several gems in about 350 kills. Commonly got Undead Froglok Tongues which are used in Broog's Old Peculiar (temper for Troll or Ogre smithing) and in a new PoK quest.

4. Experience is okay for a dungeon; about 1/4 to 1/2 blue bub for killing dark blues. Was able to solo yellows (Vis Ghouls Knights) for much nicer experience.

5. The negative faction hit for killing a single live froglok appears to be much greater than the positive faction hit for killing the ghouls. Killed or helped kill about (edit 4/16/03) 350 ghouls and just turned apprehensive to the live ones. Reminds me of trying to get Paineel faction by hunting The Warrens; you have to go deeper in and get the high level named ghouls to have Frogloks of Guk faction rise fast (if you care).

6. The spawn time on these frogloks is 28/29 minutes (edit 4/16/03).

7. Would not have been able to solo at 31 without my GB AND IoN. The Shin Ghoul Knights hit up to 65 and it would have been a close sword-only fight with major downtime after each one. (edit 4/16/03) At level 36 with KEI, Shade, Swift like the Wind, and PotG; was able to solo the Bedroom with using Lay of Hands. Without SltW but with Silver Chitin Handwraps and a Wizard up, was able to solo the Bedroom using LoH.

(edit 4/16/03)
8. I think something has changed wrt to the bats. Used to they would not agro and would fight the ghouls; now they agro with a vengeance and two ghouls to boot; recommend not even thinking about standing - ZONE.

9. FROOOOOAAAAK!



Edited, Wed Apr 16 15:14:09 2003
Would we do good?
# Nov 14 2002 at 11:45 AM Rating: Default
How would a 49 Warrior, 49 Cleric, and 51 Necro fair here? Just three of us..
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Bats Dubious ?
# Aug 28 2002 at 9:11 AM Rating: Decent
2 posts
40 Agnostic monk here.

Ventured into Lguk last night with some friends. Cleared Bed room just after water and started into the bat area. Found the bats conned dubious to me and that they would neither assist the Frogs nor other bats. Made venturing through quite a bit easier.
RE: Bats Dubious ?
# Sep 19 2002 at 6:55 AM Rating: Decent
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120 posts
They won't attack a Quellious Human Monk, neither have them aggroed my Iksar Monk friend.
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RE: Bats Dubious ?
# Mar 12 2003 at 1:27 PM Rating: Decent
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The regular bats are not KoS, the Vampire bats are.
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Raid
# Jul 17 2002 at 12:33 AM Rating: Decent
10 posts
Considering this was done early in the morning(when there are fewer people in the zone) how many people level 30 -45 would it take to have a successful raid here.

How many 30 -35
How many 36 -40
How many 41 -45
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RE: Raid
# Jul 17 2002 at 7:05 PM Rating: Decent
39 posts
Depend which room do u want to do, i think 30 35 peeps stay at zone or not very far but it would be quite boring for them after a while.

36 40 can do room like exec, sage etc and 1 group of 40 45 can take frenzy or mage.

Now if you really want to raid the zone, dont bring the 30 35 and bring only 36 46 peeps, that way you can do most of the zone with 3 groups.
2 things
# Jul 11 2002 at 5:48 PM Rating: Default
36 posts
first of all for people that want to know was around creat a rogue get him to lvl 3 will take a couple min then train sneak / hide make sure u get succes messages then explore jsut dont go up tom the GIBS and gargoyals thwy see though it i think


and also i dont know what you peolple are talking about i can go passed the bats no prob with or with out IVU and i jsut run ont sqeeze or hug the all
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RE: 2 things
# Dec 13 2002 at 1:04 PM Rating: Excellent
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The Greater Icebone Skeletons didn't see though my sneak/hide at level 12. The gargoyles also conned indifferent, but I may have conned one that was facing away from me (in which case it just meant that sneak worked, not hide).
34 Cleric
# Jun 22 2002 at 1:00 AM Rating: Decent
8 posts
Is a 34 Cleric with his new spells welcomed here? would i be able to find a group?
RE: 34 Cleric
# Aug 14 2002 at 4:37 AM Rating: Decent
I first came here as a 31 Cleric with a 36 Pally friend, we picked up a 3rd at the zone and then camped the Bedroom, pulling Spiders & bats. Occasionally we have hooked up with 2 or 3 others and tried the *** Sup.
At 34 you have Superior Heal and a 50% rez, plus heftier buffs so I don't think you will have any problems getting a group.
I've died many, many times but I still managed to hit 33 in two good sessions, so the death/rez cycle is worth it & even the trivial loot from the BR pulls is not bad, earning about 100 plat a night (nearest merchant who will buy off good races is Rathmana Allin in the NW corner of South Ro, but it's still a long run to the bank)
Just remember to bind at the Zone and you will be ok - oh and never run, you just die tired and lost
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