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Stronghorn's Horn  
 

MAGIC ITEM LORE ITEM NO TRADE PLACEABLE
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 30
DMG: 18 Dmg Bonus: 31
This item is placeable in yards, guild yards, houses and guild halls.
STR: +7 STA: +15 HP: +25 ENDUR: +25
SV DISEASE: +15
Effect: Knockback (Combat, Casting Time: Instant)
WT: 7.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC BER
Race: ALL
Slot 1, Type 4 (Weapon: General)
Slot 2, Type 20 (Ornamentation)

Item Type:1H Blunt
Stackable:No
Lucy Entry By:Divine
Item Updated By:SwiftyMUSE
Source:Live
IC Last Updated:2022-01-14 17:45:25
Page Updated:Thu Oct 9th, 2008

Expansion: Scars of Velious Scars of Velious


Rarity: Very Rare
Level to Attain: 55

[Drops | Comments ]

Drops

This item is found on creatures.

Western Wastes
NPC Name
Strong Horn
The Fabled Stronghorn



Zone(s) Found In:


Zone Name
Western Wastes
Screenshot

Uploaded November 27th, 2008
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Strong Horn confirmed
# May 23 2013 at 11:38 PM Rating: Decent
31 posts
Strong Horn hasn't retired and I just killed him at 10:00PM and he drop the horn
Strong Horn Retired?
# Mar 09 2013 at 11:55 AM Rating: Decent
Scholar
43 posts
Mob out of game?
not actually that useful.
# Jan 03 2009 at 12:07 AM Rating: Decent
Scholar
*
204 posts
when i happened upon Stronghorn in Western wastes, and looked up his loot on allakhazam, i was excited. i thought, hey, here's a way i could interrupt those damn nameds that complete heal 8 times per fight.
turns out, the knockback effect from this weapon doesn't interfere with a monster's casting whatsoever. several times i watched a named begin to cast complete heal, my proc landed 5 seconds later and the mob jumped two yards away from me, and then five seconds later his CH landed.
might be kinda fun in the arena though.
not actually that useful.
# Aug 19 2009 at 9:04 PM Rating: Good
**
293 posts
I mainly use it to shove mobs into corners while raiding. It'll get them there pretty quick when it procs.

:)
PRoc LVL
# Apr 26 2005 at 1:01 AM Rating: Decent
I'd say lvl 45 as all the other knockback procs (chetari wardstaff) etc. are 45+

Dang i messed up the spelling of the wardstaff =P

Edited, Tue Apr 26 02:02:32 2005
Proc level?
# Feb 05 2004 at 1:20 PM Rating: Decent
Anyone know what level this procs at? It doesnt proc for me at level 10.
Necro
# Jan 10 2004 at 10:11 AM Rating: Default
Saw him up today, tried to kill him as a 65 necro

Saryrn's Companion up & hasted
Pulled him with snare, had to recast twice to get it to stick, sent pet
Horror highly resisted, Dark Plague resisted a bit too, no problem with Pyre, Splurt, SK or Blood of Thule

Kill took ~ 3mn from snare sticking to death of the mob
Spawning
# Apr 12 2003 at 1:52 PM Rating: Decent
I found this guy just past the Dragon slayers, and off to the right. Took this guy out two nights ago with a Paladin friend. Agro kited for about 10 minutes, had a blast doing it. Dropped its Horn. *If* I am using a Melee weap, I have been know to crit for 199 Dmg, regular Dmg ranges from mid 50's to about 117.

Lalithan 63 Ranger of Tunare.
Fun Effect
# Jan 06 2003 at 3:01 PM Rating: Decent
I solod Strong Horn with my lvl 61 Druid last night. I just charmed and hasted a velium hound. Then I snared strong horn about 10 times to make him love me. Then I kited him around for 20 minutes while pet ate at him and I dotted. Charm broke twice, but rooted strong horn while I re-snared/charmed/hasted pet and once root broke, sent pet back in. Once, just to see the effect, I sent pet back in while Strong Horn was rooted. It was worth it. The hound flew out of my sight and came running back with 25% of his hps gone. I looted the horn with my Lvl 52 pally and he had a great time sending frost giants flying in GD later that night. Won't use it for exp or raiding, but what a fun toy !
Does Stronghorn really exist?
# Dec 30 2002 at 4:48 PM Rating: Decent
I've been checking the zone every day 4-5 times a day for 2 weeks and havent seen stronghorn pop. Is there a catch to making stronghorn pop in WW or is he no longer in the game?
RE: Does Stronghorn really exist?
# Jun 23 2003 at 7:14 PM Rating: Default
I was the only fellow in the zone for a long stretch fighting velium hounds, brontos, and mastodons... When he had popped i saw him on track after killing about 8 brontos in a row. I suspect a certain bronto is his PH. only saw him up him up that one time, usually i dont fight the brontos much as there loot is the least desirable of the 3 types...

I had my wizard friend 60 come help with with the kill as i was a 56 ranger at the time... I chucked ensnare on him and then the wizard did his worst to him as i meleed his bum. A couple times i gained aggro and was punted about 200 yards by his knockback proc (dang fun ride : )). In the end The fight lasted about 20 minutes and was pretty fun. I won the horn and havent found too many chances to use it yet. but i suppose if i am ever on raid requiring a cornered mob it will be helpful then.
He IS Soloable.
# Nov 27 2002 at 2:20 PM Rating: Decent
This guy is EASY to solo for a Bard post 50. Just chant kite him for about 3 or 4 min to be sure of agro then grab a pet. Velium Hounds make the best because they have fast high damage. Sick the pet onto Stronghorn and run in a simi tight circle. keep the chants going to keep him off your pet and recharm the Hound when charm breaks. Takes about 30 min to do but really easy.

Tamb 58 Bard of Lanys
http://www.magelo.com/eq_view_profile.html?num=370631

Edited, Wed Nov 27 13:59:40 2002
Great weapon
# Jan 13 2002 at 6:46 PM Rating: Decent
Hehe, I want one of these weapons. There is probably absolutley no chance I will see one in my eq life:(. I can dream /sigh. Nice ratio, nice sta add, and nice effect. Obviously not to be used in some places, but for ranger soloing, and the archery hits at lvl 51+!!. Nice
RE: Great weapon
# Apr 24 2002 at 4:31 AM Rating: Decent
**
514 posts
An amazing friend let me loot this Horn in after she solo'd him! (/wave Desbarolis) The 18dmg/30delay +11dmg bonus with +72%haste is unbelievable! =) The Knockback random combat proc is unbelievable! =( hee hee.

I don't use it all the time because of the proc, but when something absolutely must die I face the wall and shove them into it - assuming the wall is a good place to shove them.

The proc is random in combat. The horn has knocked a shardwurm twice in under 5 seconds and has also gone other fights with no proc.

Temerance - Bard - EMarr
____________________________
~ Muse Temperance the Elf
~ Lyricist of <Mystic Coercion> on Erollisi Marr
~ with a <Variety> of alts to keep me busy
Knockback
# Aug 30 2001 at 3:48 AM Rating: Decent
My alt just got one of these. It does anywhere from 1-10dd, knocks back target 100' or so. and is a short duration stun. If it was only offhand, i would use always.
Stronhorn is in W.W. also, we pull him, and just make sure our backs our to a wall. He really is pretty easy. Just hits kinda hard, was like 377max on 56tank, and long fight. He has quite a few hps.
Have one
# Jun 07 2001 at 12:17 PM Rating: Default
I got one of these last night.
First of all, it says that it fits in either melee slot for inventory. This is wrong, it's Primary Hand only.
Second, the effect is just like it sounds, knocks you back. Way back. Strong Horn is a lvl 65 Rhino. Hits for 200 to 350. Doesn't summon, and doesn't move during whole fight, except to turn around, and hit the closest person to him. Aggro means nothing, he just hits closest person. Was constantly getting knocked back...so if you plan on fighting him, make sure to have Levitate or DMF up, or you will probably be thrown off the cliff, cause it knocks you way back. Dueled a guildmember with this, and worked on him as well, as well as it worked on a dragon we were fighting after that. Nice weapon, just need to make sure that you're in a safe place to use it.


Toliaas Savagewolf
Level 50 Warrior
Crimson Tempest
The Nameless
duh
# Jun 01 2001 at 1:41 PM Rating: Default
If you ever played a monk the only way you can interrupt a caster is to either use an attack skill and get lucky, or have someone else stun them. Only pc spells can be interrupted by a monk.

Anon 45th Monk
re: duh, on the contrary
# Mar 19 2002 at 9:49 PM Rating: Default
Actually, monks are the best class to push the mob in the game, which is essential in fights where you cannot stun the mob, such as Adjutants in Kael Drakkel. Normally the main tank will be close range on one side....

0=MT
R=rog
E=Other melee (monks, etc.)
]=mob, facing the direction of the notches


0->]<-R
^
|
EEE

Main tank tanks it while the other melee push. Monks, due to their attack speed, epic or otherwise, push alot more than any other class...yes, even rogues.
RE: re: duh, on the contrary
# Sep 18 2002 at 11:29 PM Rating: Decent
Yeah, that's it.

Chanters manaseive and manatap, bards suck the mana out of the mob = no casting mob.
#Anonymous, Posted: Jun 12 2001 at 8:20 AM, Rating: Sub-Default, (Expand Post)
#Anonymous, Posted: Apr 27 2001 at 12:57 PM, Rating: Sub-Default, (Expand Post) Knockback is not an effect...it's a proc. What it does is reduce the casting time of your spells. So if you're casting a spell that takes 6 seconds, and this thing procs, the spell will go off 4 seconds after you start to cast it.
RE: people are ALL WRONG!!
# May 02 2001 at 8:43 AM Rating: Default
Rofl shorten the casting time you are such a moron its not even funny. Knockback same effect that tentacle terrors use to throw youinto the wall.
RE: people are ALL WRONG!!
# May 10 2001 at 8:44 AM Rating: Default
Agree!

Verant have stated that there is NO way on shortening cast time on spells.
voice of a small child "NUH UH!"
# May 18 2001 at 8:08 AM Rating: Default
hehe there sure is a way to decrease casting time ;) they call it specialization at level 20 for pure casters =)
RE: voice of a small child
# Jul 12 2001 at 6:26 PM Rating: Decent
Nope, actually it just decreases cost and likely hood of resists, test it some time if you doubt, your spells have a casting time you can set a macro to sit you down when you are done casting it, useing /pause #, number being the casting time of the spell and /sit on. whole macro looks something like this.

/cast 1
/pause (casting time X 10)
/sit on
that will sit you down exactly at the end of casting... now decrease the pause by 1... you will see this message
cannot execute this command while casting
try it some time.
RE: voice of a small child
# Jun 06 2001 at 2:42 AM Rating: Decent
Can you melee and cast at the same time?
Duels
# Dec 19 2000 at 5:51 AM Rating: Default
In my opinion Knock Backs are good for duels and PVP servers.

Someone trying to kick your ***? Knock them back into that crature behind them! muahaha
Knockback
# Dec 16 2000 at 4:50 PM Rating: Default
I believe it is the same effect that Tentacle Terrors in Najena have

Ccraxtd Skullz
Tallon Zek
Knockback?
# Dec 16 2000 at 11:14 AM Rating: Default
im assuming that the proc literally knocks an opponent flying and/or stuns them. can anyone say what the proc does tho?
RE: Knockback?
# Jul 17 2001 at 8:21 AM Rating: Decent
Please stop flaming each other.

A hit that does damage does indeed have a chance to interrupt. There is some formula about number of hits and amount of damage, but I don't know what it is. It seems that both are involved.

A slam or bash(unlike a kick) also has a chance to stun, in addition to some damage. A stun is an automatic interrupt.

AFAIK, a knockback is also a guaranteend interrupt. (It has nothing to do with the casting time of the person who commits the knockback.) It is great if you have casters, too, since it temporarily suspends melee. Neither you nor the mob melees, but your casters are gaining an advantage.

However a knockback can be bad, since there are times you don't want the mob moved backwards. You wouldn't want to knock a mob off the wall in KC for instance.
RE: Knockback?
# Dec 16 2000 at 3:50 PM Rating: Default
i hope it doesna knock them backwards.. be a pain in the butt chasing the mob all over the zone, and if it is already running and not snared, it will be even harder to keep up with them.
RE: Knockback?
# Dec 16 2000 at 4:40 PM Rating: Default
Frankly I hope it DOES knock them backwards... Can you imagine a MONK with one of those? WHACK - Interrupt Spell - WHACK - Interrupt Spell - WHACK - You get the picture...

#REDACTED, Posted: Feb 18 2001 at 9:25 PM, Rating: Sub-Default, (Expand Post) When you do DMG whatsoever, it interupts a spell. You dont have to push things back to interupt its spell.
poster of your an: idiot is a retard
# Mar 23 2001 at 10:29 PM Rating: Default
HOW DO YOU THINK SPELLS ARE INTERRUPTED. Attacking things move the caster. If you move them far enough for their channeling check to fail, then you interrupted the spell. Thats why we can tell that guy doesnt play on rallos zek, and btw, you shouldnt make comments about stuff you are guessing.
To the Utterly Clueless go a Clue
# Apr 03 2001 at 12:39 PM Rating: Default
Hello .. To the wonderfull player of Rallos who
A: realy needs to stop playing eq.. its gotten to serious for them.
B: doesnt understand the game dynamic for disrupting spells.
When a caster takes damage of any type it causes the caster to be forced to takea channeling check. This check is based on damage taken, type of damage, and the charactor's combo of scores.. (channeling, type of magic, and specialty.) However the Damage types that cause the check to be hardest are bash and kick.. bash more so then kick.

Now to the unsulting go the salt. Lets point out that rarely to people who make a comment other than a question refrequent the same item thus post. So your mean ness is lost on those. Try compassion and you might get more done..
RE: To the Utterly Clueless go a Clue
# Apr 15 2001 at 12:34 PM Rating: Decent
Excuse me, but the other guy was right. It is the knockback/movement that disrupts the spellcasting, not the damage per se. Any damage dealt has a chance to move the caster some and maybe disrupt it depending on its channeling ability. The chance for knockback is usually proportional to the damage done. Bash, which does not do significant damage, has a better chance to disrupt because it has a small builtin knockback/stun, just enough to disrupt most casters. It is easiest to see all this in action when you have a bunch of melee fighters on one side of a mob; it will get slowly pushed away from them.

On the same note, a player is more likely to get a spell off while getting beat on if their back is to a wall. This is assuming they dont get hit by the stun effect on the monster(s) bash (which many monsters have) or they dont get pushed sideways along the wall because the monster is hitting them at an angle to the wall. Frankly, it would be better to not get hit in the first place.

Madcoill Pacllathur (Zebuxoruk)
I don't know where you fight...
# Dec 18 2000 at 1:01 AM Rating: Decent
But knockback/whirldwind type effects on weapons are really only nice for the "wow" effect of seeing stuff fly across and hit a wall. Ykesha used to do this originally, they had to change it though since it was as worse as using an AE Proc in a dungeon, or any other close quarters areas, it was just asking to aggro mobs.
RE: Knockback?
# Dec 17 2000 at 1:09 AM Rating: Decent
Or what about WHACK - aggro another mob - WHACK -aggro another mob - WHACK - gate ;p
RE: Knockback?
# Feb 09 2001 at 7:53 PM Rating: Default
ok this Has to be great For a Monk in South Karana in a Duel think about on top of the KFC (Bird place) and Knocking the War u are Dueling off and than Just Jump off if Your Safe Fall is Good Enough and Crush Him to His Death >=)
RE: Knockback?
# Jan 06 2001 at 6:27 AM Rating: Default
lol..you got some REAL Evil idea's..I gotta NOT group with you..lol

56th lvl SK
Its All About soloing
find it
# Jan 06 2001 at 7:15 AM Rating: Default
hey where is this mob "stronghorn" found?? it says western wastes but it isnt on the western wastes page
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