Firiona Vie

Quick Facts

Type:
Outdoor

Expansion:
Kunark

Instanced:
No

Keyed:
No

Level Range:
20 - 35

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At one time, Firiona Vie was the site of a picturesque city. An allegiance of Faydwer inhabitants, including the Emerald Warriors and Storm Guard, established themselves here, setting up vendor shops, a guild hall, and provided a safe haven for those adventuring in to the volatile lands of Kunark.

Since then, a war raged on between the forces of Firiona Vie and Lanys T`Vyl, and the alliance of Venril Sathir took over the once-flourishing outpost of Firiona. The elves of Firiona were evacuated out of their outpost and set up a makeshift establishment in the east, while the dragoons and cliff golems took over their former city.

Outside the city boundaries lies a stretch of land full of highly aggressive creatures.
Young adventurers travelling to the Lake of Ill Omen will know all-to-well the dangers presented by the Mistmoore drachnids which are found, along the path and stream reaching out from the city.

There are also the drolvargs, a superbreed of gnolls which roam the forest and occupy an abandonned tomb in the east. And there are many creatures native to Kunark, such as the Kromdul forest giants, goblins, frenzied leeches, and the occasional froglok.

Neither the Venril Sathir alliance, nor the Inhabitants of Firiona Vie will tolerate any perceived threat from the creatures of Kunark. City boundaries are well-patrolled, and any intruders posing a threat to their people or their outposts are swarmed, attacked, and dispatched with relative ease.
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WaterfallA Pilgrim Overlooks What Remains of a Once-Flourishing CityKromdul CampTimorous DeepMoonlightDrolvarg OutpostAgent of MistmooreTo the Dreadlands
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HOW TO TRAVEL ACROSS FIRIONA VIE AS A LOW LEVEL
# Mar 02 2001 at 1:03 PM Rating: Excellent
In my short experience in Kunark as a lvl 17 druid my first great problem was to travel across firiona vie heading to Swamp of No Hope or the Lake of ill omen, without being slained by a drachind, a froglock or any creature roaming around. In my first two attemps I figured that i can easily do it with sow and camouflage (druid invis) and following the road to Swamp, great mistake. There are aggresive mobs everywhere, and u know invis can fade at any time. In addition, there are mobs that can see through invis and i can assure u that sow would not help you to overrun them after the two very high point hits you are going to take before u notice u are in trouble. Just to give you an idea of how painful can those hits be, i´ll say that the third one will take u directly back to your bind point, and then you are going to start wondering how are you going to recover your stuff with all those high lvl monsters around. In my case, i have to wait for a kind high lvl bard to drag my corpse back and that service cost me a pretty high amout of pp (for my lvl of course).

Well, in my third attempt i put in practice a tecnique that i read about before, but applied to trips from Qeynos to Freeport for very low lvls. I decided to follow the shore to the west after leaving the bridge that connects the elven outpost with the rest of the firiona vie zone and run without stopping till the zone end (eyes wide open of course). u will find some cliffs there that are the western border of the zone, climb and follow them to the north running as high as you can,and you will first reach the dreadlands entrance (a tunnel sorrounded with ruins that u can pass walking on the cliff over it) then the Lake of Ill Omen entrance (easy to find cause the only river that u will find on your way leads to it) and if you cross the river and continue running along the cliffs you will finally reach Swamp of no Hope. The cliffs are not in a straight line, so u will always have to be in attention about the zone border, always stay very, very close to it. I have done this two times (once going to swamp and once returning) and have absolute no problem, just a few mobs roaming around, few enough to keep an eye on them while you run. In those two crossings i only see two drachnids an a firiona drixie and can easily avoid them, great difference with the road where u can see a mob everywhere you turn along almost all the way.

Hope this help u reach your destination in Kunark.

Asuran
Lvl 17 human druid
E´ci
RE: HOW TO TRAVEL ACROSS FIRIONA VIE AS A LOW LEVEL
# Apr 30 2001 at 12:39 PM Rating: Decent
As a 24 Rogue I have found that I can hide/sneak past all the bad things in FV on my way to the lake, perhaps I have just been lucky to date but I have not been aggroed in FV yet (damn happy bout it to) I have heard that the Drachnids (sp?) can see through invis, does anyone have an accurate answer to this? I would hate for that to be the case as I am usually buck naked on corpse retrieval when travelling through here.

Loxizelna
24th Rogue
Cazic Thule
RE: HOW TO TRAVEL ACROSS FIRIONA VIE AS A LOW LEVEL
# May 09 2001 at 7:15 PM Rating: Default
Loxi, The only thing I have consistently noticed is that if a Drachnid fights something and lives; for some reason they can see through Hide/Sneak. I have stopped to watch a fight between a Silkstrander (the only Drachnid not listed in the zone guide and the highest level) and a Pilgrim only to have the Spider finish that up and turn to me. If it chases someone to the zone and comes back to its' "route" it can often see invis as well. I have no idea why, maybe another Drach buffs them? Anyhow, avoid fighting Drachs, also Con any that are in your path, if they are scowling, give them a wide berth...

Anyhow, the usual thing to do at that moment is to die, horribly and quickly. Then you go get your corpse...

If it makes you feel any better, I can kill them now with a little help from my Druid friend and I give the Leg Tips out to little Rogues ;)

Wescott Blackmist
33 Rogue <League of People>
'Just like watching a murder'
RE: HOW TO TRAVEL ACROSS FIRIONA VIE AS A LOW LEVEL
# Mar 13 2001 at 1:34 AM Rating: Default
I always sow and camo and ive only been agroed on once and i got away easyily after a single 30 hit. Traveling through here is VERY scary but its not that dangerous.

P.S. why did you decide to be a human there the worst druid race?
HOW TO TRAVEL ACROSS FIRIONA VIE BEING LOW LEVEL
# Mar 02 2001 at 12:28 PM Rating: Decent
This was a mistake, read the post over
this one
FV Necro (Iksar I think)
# Feb 24 2001 at 8:57 AM Rating: Decent
I was traveling the area near the water just over the hills after the ruined building, on my way to LOIO and got whacked by some Necro guy with a pet. He had to be at least lvl 45 prolly more. He casted on my some DOT that said my Skin burned as poison entered my blood, or something similar to that. It was nasty. If I wasn't FOM I would have been dead. I'm a lvl 27 Druid with about 550 hp's (I think) and I couldn't cast the highest heal spell I had fast enough to heal myself. I can't be 100% sure, but I would approximate he hit me for like 1000 points easy. I started healing at 2 bubs left and by the time I was OOM and the spell wore off I was down to 1 Bubble...eek :)
RE: FV Necro (Iksar I think)
# Apr 27 2001 at 12:05 AM Rating: Default
Her name is Vekis, and she is a female(i think)iksar necro. she is approximately level 52, and has ran into me only twice in the ten or so levels ive gotten in the lake. The first time, her pet killed me VERY fast. The seccond time, she dd'ed me for half my health (about 450 at the time). be careful, and dont go on thr right side of the river at night.

24th Shaman
Kabane Totemkeeper of the Trubunal
What to do if you r an evil race
# Feb 19 2001 at 2:48 PM Rating: Default
Hello, i am a lvl 17 gnome necro. I was traveling to FV with a friend who was also a 17 gnome necro. Anywas, after the ship docked my friend went off and got kos. After I heard a grunt, I knew something was wrong. So than i jumped off the boat and swam to the cliffs to the right after that, I ran to Ill omen. My friend died 3 times before he reached Ill omen. As one can assume, this would be a safe stradegy to Ill omen if your an evil race.
RE: What to do if you r an evil race
# Feb 20 2001 at 11:59 PM Rating: Default
You could have gone through the overthere but, that takes a lot longer to get to the lake of ill omen than to go directly through firona vie.
A To Drolvarg Underground
# Feb 16 2001 at 1:07 PM Rating: Default
Is their a map to this areas some were?
A To Drolvarg Underground?

"The Mighty" BARAXIN
lvl 32 Ranger
KOS?
# Feb 16 2001 at 12:13 AM Rating: Decent
Would a Dark Elf Shadow Knight be KOS here, just wondering. This place looks pretty cool.
RE: KOS?
# Feb 19 2001 at 2:38 PM Rating: Default
Most defineitely because me and my gnome necro friend were traveling here. he went off first and got kos but i jumped of in the water and swam to the cliffs nearby. after this, i ran as fast as i could to lake omen. My friend well, he died about 3 times before he got to lake of ill omen.
Those Evil Drachnids
# Feb 15 2001 at 1:03 PM Rating: Decent
I'd just like to know if there's some secret to gettin' past'em to get to the Lake, and Invis/Camo sometimes works, but some can see trough Invis/Camo, and I'd like to know how I can get past'em easy, and if you raise Faction with the Mayong Mistmoore then will you still be KoS with those stupid Drachnids? thenks for any help, Peace.
RE: Those Evil Drachnids
# Apr 09 2001 at 4:10 PM Rating: Default
Easiest method I've found is to get an invis, and wolf if you can manage it. Then hit the tunnel under the bay, the entrance is straight out from and slightly to the right of the bank. Once you exit the tunnel on the far side, turn around and head directly back from the entrance to the zone edge. Hug that zone edge as you head north (you'll have to dodge a couple trees/rocks) until you come to the stream leading to the Lake. Drachnids very rarely come close to the zone edge (usually trained by players hunting them, or aggroing on the wandering guards)so you ideally only have to worry about dodging one or two at most. This will also take you right past the tunnel entrance to the Dreadlands, but if you're high enough to surivive there, the drachnids should no longer be posing a threat to you.
RE: Those Evil Drachnids
# Feb 15 2001 at 2:19 PM Rating: Default

Well from my exp U have to just make sure u dont get to close thats about all u can do oh ya make sure u get a SOW that will save u.
good luck
Savyore dwarven pally, 28th season
RE: Those Evil Drachnids
# Feb 16 2001 at 1:05 PM Rating: Decent
All you have to do is con them, if they are ready to attack stay awy from them. if they are amm.. then they cant see ya.

"The Mighty" Baraxin
lvl 32 Ranger
RE: Those Evil Drachnids
# Mar 29 2001 at 2:09 PM Rating: Default
In my experience, I just run like the wolf and stay away from the spidies. Always ask for SoW before leaving the outpost, a druid, ranger or shammie are always willing to give you SoW. Just ask. Having SoW does not always save you since the spiders can cast root on you. And if your a caster like me, you will be taken down quickly.
Warrior guild?
# Dec 29 2000 at 4:06 AM Rating: Default
I have been told there is a warrior guild trainer in FV, but the wood elf warrior in the tunnel building (who seems to be THE warrior in town) doesnt want to train a Barbarian!
Any chance to get trainig in FV or is it a boat ride to Kaladim?
RE: Warrior guild?
# Jun 28 2001 at 9:12 PM Rating: Default
Boat Ride my frind sorry
Alidaan
# Nov 28 2000 at 10:35 AM Rating: Default
Why wount the Guards defend a High Elf from the bad guys (leech)? In any OTHER city, training the nasties to a guard is a safe way out!
RE: Alidaan
# Dec 10 2000 at 5:37 AM Rating: Good
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101 posts
This isn't a newbie zone. If you're hunting here, you're a big boy (or girl) now, at least low 20s. If you're in trouble, go zone, don't run to the guards. If you do choose the guards, they will attack Drachnids and Drolvargs (and they will do a good job on them) but hey completely ignore leeches. If you go ahead and train a leech into town, it will happily go on a PC killing spree until someone dispatches it. No NPCs anywhere in the outpost will show the slightest interest, and the leech will ignore the NPCs as well. Since the bridge and bank are two popular spots to sit, naked, while waiting for a nearby rez, this is not a quick way to make friends.
Training drolvargs and drachnids on drixies and pilgrims
# Nov 24 2000 at 4:57 AM Rating: Excellent
I guess all of those lvl 30+ players who have been hunting either drolvargs or drachnids have known the frustration of a pilgrim or drixie stealing your kills and leaving you with low HP, low mana and nothing to show for it.

There is a way to turn that problem into your advantage (at least for druids, but other classes might find ways to use it as well).

First find a nice drolvarg/drachnid and snare/burn kite or root/dot it to half health. This takes about 1/3 of my mana at present. If rooted, med some and have a snare ready. Switch on tracking and pick the nearest pilgrim or drixie and lead the snared drolvarg/drachnid to it. Root it right besides the pilgrim or drixie (otherwise it will stay agro on you and your most important spell might be interrupted). Usually the pilgrim/drixie will now happily melee away at the mob, giving you some time to med in safety. When the drolvarg/drachnid is at one bubble of health, kill it with a final decisive combust. You will get the kill because you did more than half damage (only if you timed it right; if the mob survives your blast barely, it is very likely that the pilgrim drixi will finish it before you get another blast off, I keep careless lightning memmed for a second blast due to it's low casting time).

When it works it will net me exp for a blue or yellow with less than 50% mana spent (even less with clarity or the like) and it works about 70% of the time.

Now the really adventurous can try this with drolvarg snarlers (red to me at lvl 32) but the increased resistance for snare and combust makes this somewhat riskier.

Another variation with reds is to lead the snared snarler directly to a pilgrim and let him finish the pilgrim first(preferably cast creeping curd on him though) while you just keep it rooted. This tends to leave the snarler at about 50% to 70% of health (still anice challenge at level 32). It seems that one does get the kill if the pilgrimm is in flee mode even if it is doubtfull that one has done 50% damage.

It took me some time to get these strategies working and I expect, that with some additional training (and the added security of another level or two) I might still improve on it. Be prepared to loose a couple of kills in the beginning until you get your blasts timed correctly.

Happy hunting.
RE: Training drolvargs and drachnids on drixies and pilgrims
# Jul 13 2001 at 6:00 AM Rating: Default
this is a strat. i use in the crystal cavern in velious it work wounders on the terror's
De necros?
# Nov 02 2000 at 8:58 PM Rating: Default
if u are a De necro can u bank and do what ever here? without beeing kos
RE: De necros?
# Nov 08 2000 at 3:35 PM Rating: Default
No idea about DEs, but my gnome necro was KOS to the guards and pilgrims of the area; while the former weren't hard to slip by via Gather Shadows, the latter apparently have infravision and were able to decimate my character via force strike quite quickly...given a few of them wander various parts of this zone, I suggest taking the Oasis/Tim route to The OverThere to venture to Kunark...as my Gnm Nec is able to bank/buy there, though one needs to be careful given the high level mobs in the zone.
Ask for Enchanter Quest
# Oct 13 2000 at 5:34 AM Rating: Default
Want to know Enchanter Lv 20 spell scroll :Illusion Iksar
Start Quest-NPC location and the name,send tell please
Thanks any friend
#Anonymous, Posted: Oct 22 2000 at 10:46 PM, Rating: Sub-Default, (Expand Post)
Barbarians in FV
# Aug 31 2000 at 2:05 PM Rating: Default
How does a Barbarian Warrior sell/buy items in FV? We can't fit through the doors, and when I tried the windows, all I get is the con message. I have found the Shaman Guild, the hut that sells alcohol, and the bank but cant sell/buy items from other merchants.
Duh
# Mar 27 2001 at 1:45 AM Rating: Default
Us barbarians only need beer!
RE: Barbarians in FV
# Mar 07 2001 at 9:33 PM Rating: Default
I found that with the bank I opened the door, left clicked on the banker and after a few attempts I was able to bank there.
RE: Barbarians in FV
# Jan 01 2001 at 6:06 PM Rating: Default
you can use the window trick for food an water at the hut by the gate. However, I am finding that most of the vendors are just too far back from the windows for that to work. (GRRR especailly the Rogue trainor....ah, well - back on the boat)
RE: Barbarians in FV
# Dec 21 2000 at 6:54 PM Rating: Default
Can't you use <D> to duck down and walk in. As an Orge I need to duck regularly to enter puny human buildings.
RE: Barbarians in FV
# Mar 13 2001 at 1:42 AM Rating: Default
I set my moving controls to esfd so how do i duck?
RE: Barbarians in FV
# Sep 06 2000 at 10:07 AM Rating: Decent
If you approach the window as closely as possible, you will be able to open the trade window. You might also try casting vision on another player who is buying/selling and click on the vendor from their perspective, Havent tried this but have been told it does work
RE: Barbarians in FV
# Sep 05 2000 at 4:08 AM Rating: Good
It is a race thing. FV is a High Elf area, and they and barbs just don't get along. Try killing a thousand Goblins in Lake of Ill Omen and Warsilk's Woods, and your FV faction may improve enough to shop around.

As to size, get a shaman to shrink you.
RE: Barbarians in FV
# Dec 10 2000 at 5:25 AM Rating: Decent
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101 posts
Shamans can't use Shrink here, it's a dungeon-only spell.
RE: Barbarians in FV
# Mar 26 2001 at 9:28 AM Rating: Default
Then ge yerself one of those 10 dose Ant-potions (shrink everywhere) Available at your local Alchemist for around 200pp per 10-dose
Drachnids
# Aug 28 2000 at 12:08 PM Rating: Excellent
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121 posts
Drach's are excellant caster experience from 35 to 40 (when they start getting green). Being casters, they die easily, just avoid getting in melee range, whether by using your pet or rooting. My wiz just rooted and blasted away. When things get out of hand, gate...with poison and stinging swarm on you at the same time, you can't be messing around.

SoW is not terribly helpful here, since they like to cast grasping roots, which cancels it. It breaks pretty easy, but SoW is gone at that point.

My wiz hunted near the path just before the stream that leads to lake zone. Plenty of spiders there, and an ocassional frog, drolvarg, or goblin for variety. Bridge guards close for bad times (note, they won't help with goblins, for some strange reason).

The area is also thick with drixies and pilgrims, and they often steal kills, so try to pull away from them. On the other hand, they may help out if you are in trouble. For a real chessy mana-saving tactic, if you see a drach (or drolv or frog or goblin) going one-on-one with a drixie or pilgrim, check who is winning. If the baddie is, hanng around and let him win, then kill him off while he is hurt. Since my wiz is an amoral agnostic Erudite, his poses no roleplaying problems for me.
RE: Drachnids
# Mar 13 2001 at 1:47 AM Rating: Default
If the good guy is winning you can wait until the baddy is almost dead and then blast
Landmark List
# Aug 26 2000 at 4:29 PM Rating: Good
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141 posts
This list is in order of increasing distance from the FV Boat Dock where you arrive on Maiden's Voyage.

(-4400,+1300) FV Boat Dock
(-2800,+2200) FV Bridge, Outpost Side
(-2400,+2000) FV Bridge, Mainland Side
(-1900,+3400) Secret Tunnel into Outpost
(-0200,+3500) Dreadlands Tunnel entrance
(+0200,+5900) Dreadlands zone line
(+1300,+3300) Lake of Ill Omen zone line
(+0700,-2150) Drolvarg Fortress
(+1800,*0***) Cliff (+1600,+1100)-(+2000,-0700)
(+2300,-2900) Forest Giant Camp
(+4900,+2700) Swamp of No Hope zone line
(+4900,-2150) Swamp of No Hope zone line
(+4900,-2600) Swamp of No Hope zone line

The Lake zone line is where the stream exits the zone. The 3 Swamp zone lines are at the north end of relatively thin corridors. The Cliff is about a 300 point fall walking south, impassable walking north.
#Anonymous, Posted: Aug 26 2000 at 4:29 PM, Rating: Sub-Default, (Expand Post) This list is in order of increasing distance from the FV Boat Dock where you arrive on Maiden's Voyage.
#Anonymous, Posted: Aug 26 2000 at 4:27 PM, Rating: Sub-Default, (Expand Post) This list is in order of increasing distance from the FV Boat Dock where you arrive on Maiden's Voyage.
Those people at pirate/gornit camp in ocean of tears raise f
# Aug 24 2000 at 2:27 PM Rating: Good
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1,075 posts
I'm not sure if gornit does, but the other ones do, or at least some of them.

This would be a good way for an evil race to have firiona vie as high as they can before even going to kunark.

One odd thing is that these are pirates of gunthark faction, as are the bandits in timorous. The odd thing is that i am WARMLY with all of these, though I was once KOS. This means somehow my druid got pirates of gunthark THROUGH THE ROOF. Yet I searched the beastarity for kills which raise it, and allakhazams faction database for quests which raise it, and I came up empty.

How in the world did i get pirates of gunthark to warmly as a wood elf druid of tunare, when I remember it being kos?
RE: Pirate Factions
# Sep 12 2000 at 11:09 PM Rating: Good
I was just looking through the bestiary, and it looks like killing bloodgill goblins in the Lake of Ill Omen will raise your Pirates of Gunthark faction.
Firiona Vie for the lower levels
# Aug 24 2000 at 3:04 AM Rating: Excellent
First off I saw a post from an ogre complaining about how difficult it is for evil races in firiona vie. Evil races (ogre, trolls, DE's) should catch the barrel barge that leaves from the docks in Oasis of Marr. This takes them to ogre island on the timorous deep, where they must change boats to get to the Overthere, where there is a dark elf outpost for you to bank/shop etc..
Heaven help you if somehow you are an evil race with bad DE faction, as then kunark becomes a whole lot harder. For good races, catch the shuttles in Butcherblock to "the maidens voyage"...this takes you to the firiona vie docks, and if you are a good race/class/deity your faction will be good: no way to make them KOS without fighting in Kunark. The same applies to evil races: you need to go to kunark to get your Firiona Vie faction up. However - in one of the huts are several barbarians that I think are on the "Clan McMannus" faction - so be careful even once your FV faction is good. The main problem for all younger travellers to kunark is that save the actual town itself, the zone of FV is very very dangerous, as higher level creatures such as drachnids (evil DE/spider crossbreeds) and frenzied leeches (massive writhing worm things) are very common. If you do happen to get one on you, and cant outrun it, look for a pilgrim or a firiona drixie (butterfly), and head for that. They will always attack the creature, usually svaing you dying. Some of the drachnids can be hunted from about lvl 27 with care, but they are very social (means you always pull a crowd), have a horrible root, and nasty poison, so I dont reccomend this. The best place for anyone to hunt who is lower level is the lake of ill omen. To get there, just leave FV by the bridge, turn left and follow the water line. It will eventually form a little stream which if you follow up the hillside will lead to the lake zone. This area is often teaming with drachnids so be careful. If you cant either sneak past them, feign death, or SoW yourself, then ask around for some help, usually someone is killing higher level monsters in the zone and wont mind giving a few buffs. Many people have stated that the drachnids dont see through invis, but they have attacked me whil invis many times, so be cautious! Once you get into lake of ill omen, things are much safer. Invis will keep you safe, except from the sabretooth cats (not too hard), the skeletons (not too hard again) , and the goblin/sarnak casters (very dangerous, be careful even when grouped). This place has lots of hutning spots, people often camp the sarnak fortress, the goblin tunnels, and smaller groups usually just sit by the shore line and pull the occasional wandering sarnak/gobbie/skeleton. Generally this place is good exp from levels 18+
Once you have gotten past the deathtrap of FV it becomes alot easier.
Hope this has been of some help.
RE: Firiona Vie for the lower levels
# Mar 26 2001 at 9:35 AM Rating: Default
Actually Drachnids are HALF ELF (or High Elf) / Spider Hybrids, claiming Dark Elfs would lend themselves to become such an unworthy monster is rediculous.
RE: Firiona Vie for the lower levels
# Apr 03 2001 at 1:31 PM Rating: Default
Actually Drachnids are just a cheap ripe off of Driders. Driders where from AD&D and where part Drow and part sider. This was a form of punishment inflicted upon Drows that feel out of favor with Loth.

But even in EQ Drachnids are a combination of Dark Elve and spider. Just take a close look at them, they have the upper body of a Dark Elf.

Bril
hints for testing consider
# Mar 21 2001 at 3:11 PM Rating: Default
i'm an iksar monk (8th circle) who wantsss to meet some comradesss on BB. problem issss both zonesss going to the water are perilous for my level of massstery. my easssiest approach to water isss ssswamp to FV. problem isss FV trek (sssstraight line to town) goess through drachnid territory. anybody know of a less perilous "path" to follow that avoids drachnids and gets close enough to a pilgrim or similar for a "consider test" to see if i can get into the city yet. i've been working my faction, but need a "relatively ssssafe" way to test it before i do the nasty trek. thanksss in advanssse.

yatchaga (Initiate of 8th Circle of Pain)
It's all about the Drolvargs (druid 35-40+)
# Aug 23 2000 at 4:01 PM Rating: Good
26 posts
Warning: This zone is bad for evil characters. Unless your FV faction is good, I would recommend avoiding FV completely.

As a druid I can tell you there is no better place to go from 35-40 then FV. One early tip tho: DO NOT USE WOLFFORM EVER IN THIS ZONE! It causes the drixies to attack you! The experience received from the Drolvargs is amazing. 3 levels in 3 days (36 to 39) here. You can probably start earlier as some of the easier ones were green to me. The order of easiest to hardest goes savage, scavanger, growler, then snarler. At 40 there are some growlers that con green and some blue but all snarlers are blue and give decent exp still. I usually start at the southeast zone corner. Just take a right after you cross the bridge from FV and hug the cliffs. Be careful not to fall off the cliff otherwise you have to go all the way back to the bridge to get up top. The pilgrims and drixies will attack any dog that gets near them but the snarlers and growlers can win one-on-one vs a pilgrim or weaker drixie. This can be good and bad. Ever so often you will run into one who just killed a drixie or a pilgrim and is low on health which gives you an easy kill. However, the flip side is you will be occasionally KS'd by a wondering pilgrim or drixie. If they get the last hit in, they get the kill regardless of how much damage you did. The Drolvargs drop coin (1-4pp) and rarely drop medium bronze (I've got a full set now hehe). They also drop the occasional Canine which can be turned into Captain Neilath (sp?) in FV 4 at a time for coin, exp, and some elven trailmix (food).

Once you reach 41 you might want to move to the Forest giant camp. I wouldn't recommend a soloing druid for that camp before level 41 because of the high resists you will get. The best place to pull forest giants to is the area just before the zone to the swamp of no hope. No wondering monsters and lots of room to move around. Only Forest giant Arbors spawn here except for the rare spawn of a Verdant. The camp itself is a 3 spawn camp and I believe the spawns are on 6 minute timers =). The Verdants are tougher and have a lot more HP's then the Arbors so be careful if you plan on taking one of them down. The giants drop great loot: 1-6pp, the ocassion weapon (ranging from 10-30pp at vendors), Lumberjack Caps, Axes of the Iron Back, the occasional tunic (50-60pp at vendors) and the very rare forest loop. You can reach level 46 by killing giants here.
RE: It's all about the Drolvargs (druid 35-40+)
# Aug 24 2000 at 11:53 AM Rating: Decent
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121 posts
I have gotten equally good results from the drachnids, from 34 to 39, as a wizard. Being casters, they are easier for a caster to deal with, since they have less hp and less resists, and anytime they try to cast is time they are not beating on you. They do cast stinging swarm, which can take out a bubble of hp for my wiz, adn they do ppoison...having both on you is grounds to gate and yell for a heal, it will take you down fast. But for the most part, I just rooted and nuked, and, from time to time, ran like a newbie for the guards :). I could easily get a bubble of xp in two hours, probably more if I tried harder.
Faction
# Aug 23 2000 at 3:12 AM Rating: Good
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141 posts
Every "good" NPC in this zone, except for two, are on the faction FirionaVie. Assuming you are high enough to be able to farm faction the best place to do it is in Warsliks Woods at the goblin fort. 33 goblin spawns on fast timers, with the occasionaly Grachnist for his loot. It takes 1500 goblins to get non-KOS and 400 more to make the vendors deal with you.
The two non-FirionaVie NPCs are in the back of the shaman guild on the docks, one glares at me and one scowls at me and I still have no clue what faction they are on.
RE: Faction
# Aug 26 2000 at 2:56 AM Rating: Default
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56 posts
I've been working on my faction for some time.

I'm now Amiable to all Iksar but Crusaders

FV faction is still pitiful, they glower. I need to whack more Gobs I think. Smacking Drovlargs in Karnors and a few billion Sarnaks never raised my FV faction.
RE: Faction
# Aug 24 2000 at 11:57 AM Rating: Decent
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121 posts
Goblins, drolvargs and (I think - can't quite remember) Frogluks will raise FV faction. If you are not KOS, the drolvarg and goblin raider quests will raise it further. The shamans by the docks have barbarian faction, so if ya killed them in WK, careful back there.
Ogres should stay away
# Aug 22 2000 at 4:01 PM Rating: Good
As an ogre, being bored one day in the southern region of the Butcherblock Mountains, I decided to go exploring. So I decided to hop the boat in BB that lead to Kunark (Fironia Vie). I had it all figured out, I'd jump ship when I got in zone, and being a shaman, I'd levitate myself, and just wander over to an uninhabited portion of the beachhead. So this much went as planned, and as I was looking around trying to decided which was to head, a butterfly came along and killed me.
Yes, a butterfly. Or more appropriately, a Drixie. These are nasty little buggers, and he killed me rather easily. I was level 19 at the time. Well, my mistake had been to bind myself on the beachhead, so when I came back, I immediately started looking for that Drixie. I saw him flying off into the sunset, but about that time, I met a wandering Pilgrim. WHAM! Death #2. So back to the beachhead, and into the water where it's safe. Think again. I decided to try and swim around the outpost to the other side, closer to the zone to the dreadlands...but got a little too close to the wall, and a guard hopped in the water and cleaned my clock. Finally I snuck in, and under cover of night, swam to my corpse, looted, and got a wandering druid to EVAC me back to Butcherblock.
In short, unless you can take the heat, lower level Ogres should avoid Firionia Vie.
(After all was said and done, I managed to lose about 2 1/2 bubbles of exp and went back down to level 18 :(
RE: Ogres should stay away
# Aug 23 2000 at 2:16 PM Rating: Decent
I had my ogre shaman there from lvl 24 to lvl 29 fighting drachnids with little problem. Jump off the boat when it zones in. Stick to the west edge of the zone. Sticking to the Lake of Ill Omen zone border is a good place to pull since the only wander mob that even comes close is a drachnid, no drixies or pilgrims.

You can even get to the boat if you use invisibility carefully. Head down the west edge of the zone, levitate out on the water. Go east on the water, staying far enough south to avoid any problems. I've never seen a mob in the water, so this is pretty safe. At the eatern most part of the docks is a ladder up to the docks. Cast invis, drop levitate, and climb up onto the docks. Now position yourself half-way down the docks to where the ship docks and wait. You should be far enough away from any quards if invis drops. When the boat arrives, just walk by the guards since they can't see through invis. If invis drops at the wrong time, you're dead meat, but I rather enjoyed the challange.

Arghargh, Shaman 29
RE: Ogres should stay away
# Aug 23 2000 at 3:09 AM Rating: Decent
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141 posts
The trick is to realize that not only the outpost is good, but a very large area around it as well. If you are going to swim to shore, do it on the western zone wall and just follow it north to wherever you want to go (you pass the zone lines to DL and LOIO and end up in the Swamp if you keep going north).
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