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Pyrewood Earring  
 

Lore Item No Trade
Slot: EAR
AC: 13
STR: +18 DEX: +18 STA: +18 CHA: -10 WIS: +18 INT: +18 AGI: +18 HP: +255 MANA: +275
SV FIRE: +30 SV DISEASE: +15 SV MAGIC: +15 SV POISON: +15
HP Regen +2 Mana Regeneration: +2
Recommended level of 75. Required level of 73.
Focus: Sothgar's Fury
WT: 0.2 Size: SMALL
Class: RNG SHD DRU SHM NEC WIZ MAG ENC BST
Race: ALL
Slot 1, Type 7 (General: Group)

Item Lore:This earring reeks of rotted flesh
Item Type:Armor
Stackable:No
Lucy Entry By:Arlian
Item Updated By:SwiftyMUSE
Source:Live
IC Last Updated:2021-09-01 09:55:48
Page Updated:Sun Jan 29th, 2017

Expansion: Serpents Spine The Serpent's Spine


Rarity: Common
Level to Attain: 73

[Drops | Adventure Merchants | Comments ]

Drops

This item is found on creatures.

Ashengate, Reliquary of the Scale
NPC Name
Scale Guardian Oriam


Adventure Merchants




Item Lore: This earring reeks of rotted flesh
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How to pharm this item
# Aug 16 2007 at 1:20 PM Rating: Decent
Sage
***
3,008 posts
Here's a quick how-to guide.

The mob spawns deep inside the middle wing. But this is the easiest wing to get inside.

First, you will need a decent group, capable of handling AG mobs. If your group can't clear the entrance mobs with ease, don't bother, since the mobs only get tougher.

Clear the two at the middle door and then open the door. You only need to clear down one side, I recommend the right. Pull and clear all the statics on the right side plus the 3 or so wanderers in the middle, including the one who pauses at the top end of the corridor. You need to clear fast enough to be able to move your group inside the door before the door guards repop. Frankly, if you don't have a group capable of this pace, move to WoS since you won't be able to handle deeper mobs.

Once you've cleared the right side of the corridor, move your group carefully into the right tunnel, hugging the wall and scouting a bit to avoid wanderers. Once you get into the right side corridor you will need to clear 2-3 drakkin model wanderers. Then take a peak ahead. The wall directly ahead, across the large open room lying perpendicularly ahead is a safe spot. You can carefully move your group to this wall and rest, rebuff, bio break, etc.

This long hallway runs east-west. The west end wall is also safe. You can get to it without clearing a single mob if you watch for wanderers and run down the middle staying away from wall statics. Mob aggro range in AG is very small. Once you get to the far wall, the aligned group of drakkins to your right is the camp for The Captain and his associates.

From this spot, heading north is a small room with two tunnels that branch off both north, one starting to the west and the other to the east. The goal is to run into one of those tunnels. You can make it TO the tunnel without aggro, if you're careful. But once IN a tunnel you will need to kill 2-3 wanderers. Have someone in your group watching behind for wanderers. The blackguard models (rogues) seem to like to sneak up from behind.

Once you've accomplished this, you're nearly to the camp. The goal now is to head north, turn right and then run along the right wall toward the lone drake who spawns at the very northeast corner of the wing, just before the edge whichd drops into the fire pit. If you watch the wanderers you can usually do this without fighting. But your group should be prepared to deal with aggro if things go bad. If you're careful you should be able to avoid aggroing more than one of the wanderers. If this happens, bring the mob along to an empty wall spot along this stretch and slay him there, watching for adds, which are very possible.

Once your group is at a "safe" spot along the northeast wall, your final goal is in sight. The goal is to engage the drake, kill him, and camp his spot. He's on a 25-minute timer, so this is an ideal camp spot as long as someone is timing his spawn. If your group is close to the wall none of the drakkin models who wander this section (pausing at the edge of the firewall and then turning around and going back whence they came) will get close enough to aggro.

Now from this spot look west across the face which abuts the fire pit. The drakkin mobs up on the platform are scaleguards. The one facing south is the PHer for this named.

Your puller can move along this edge and climb up onto the back of one of those columns to get line of sight on the PHer. Tagging it WILL bring at least one of the others as an add. So you need to split them. I leave how to you. I use a druid to snare and then CoHero him. Be sure to lure the snared mob back along the cliff edge. You'd best avoid having him slip into the pit or take a detour around the front side, since he might pick up some friends.

Have your tank bring in the PHer and slay him at your camp. The scaleguards hit pretty hard. Depending on your warrior and cleric's capacities, you might want to have a secondary healer helping. Also while you can accomplish all this without clearing any mobs other than the drake, I suggest you clear 2-3 drakkin wanderers to avoid any annoying adds to the fight.

As I've said elsewhere, the named is actually easier than her PHers. She's a caster and this lowers her dps.

The spawn and drop rates here are quite generous. I estimate the named spawns about 40% of the time and she dropped the pyrewood ear 4 out of 5 times for me.

Good luck!



Edited, Aug 21st 2007 12:52:13pm by Sippin
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
Changed
# Jan 14 2007 at 10:03 AM Rating: Decent
This item has been changed. It is now:

MAGIC ITEM LORE ITEM NO TRADE
Weight: 0.2 Size: SMALL
Slot: EARS
AC: +13
Focus Effect: Sothgar's Fury
STR: +18 DEX: +18 STA: +18 CHA: -10 WIS: +18 INT: +18 AGI: +18 HP: +255 Mana: +275 SV FIRE: +30 SV DISEASE: +15 SV MAGIC: +15 SV POISON: +15
Regeneration: +5
Recommended level of 75
Required level of 73
Classes: DRU SHM NEC WIZ MAG ENC
Race: All
slot 1, type 7

Notible differences are that they removed SHD, RNG, BST and made the CHA negative
rotted flesh = more charisma?
# Oct 23 2006 at 9:49 AM Rating: Decent
So, if this thing "reeks of rotted flesh" as the lore implies, how then is it able to add 16 points to your charisma? I would think something that reeks would be a detractor.
rotted flesh = more charisma?
# Oct 23 2006 at 12:10 PM Rating: Excellent
****
6,998 posts
pblumeberg wrote:
So, if this thing "reeks of rotted flesh" as the lore implies, how then is it able to add 16 points to your charisma? I would think something that reeks would be a detractor.


It makes you more attractive to ogres and trolls, for starters.
rotted flesh = more charisma?
# Dec 24 2006 at 10:49 PM Rating: Decent
And gnomes!! dumb gnomes
rotted flesh = more charisma?
# Oct 23 2006 at 9:51 AM Rating: Decent
lol
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