Erollisi`s Spite  


Level: 81
Expansion: Secrets of Faydwer
NPC Added: 2007-11-24 18:32:43
NPC Last Updated: 2021-08-01 16:31:54

Known Habitats:
  Hills of Shade

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A tale of battle
# Dec 08 2007 at 8:23 AM Rating: Decent
2,879 posts
I don't know if this mob always spawns in the same spot. But I found him up near the hillside in the mulch area, just SE of the east-west pass to the southernmost aviak valley. My group was set up in the aviak valley. Pulling the Spite that far would be very difficult so we moved the group.

There is a little cubby along that hillside SW of Spite's spawn spot. It's just barely "safe", meaning nothing will aggro even if you're uninvis'd. We cleared a couple of wandering crows which might add. The Spite had a treant at his side. I harmonized the treant and then the warrior tagged the Spite. Unfortunately the Spite's attack path took him right through where the treant was standing, thus aggroing the treant despite the harmony.

Both came into camp, we mezzed the treant and then fought Spite. He isn't a hard fight. He dropped that knight earring I mentioned below.

Now we had a mezzed treant in camp and no particular desire to fight it. We wanted to get back to our aviak camp. My wizard was bound there so she cast TL to Bind, which ported the whole group back to our aviak camp. Now TL to Bind isn't an evac, it's a group gate, effectively. And not the kind of "group gate" that some servers like to use to describe ordinary wiz and dru ports. NO ZONING. Which means, duh, we hadn't cleared aggro.

A minute or so later the enchanter gets a message that her mez had worn off the treant. But she didn't think anything of it. We start pulling crows and aviaks. After three or four more minutes, I'm about to tag another aviak and out of the right corner of my eye (along the wall which has no spawns) I see movement and spell-casting messages from a treant. I turn to my right and a few yards away there's the treant, angry as a b*stard and casting a whole slew of various spells on the enchanter.

So we reeled him in and killed him there.

What's interesting about this story is that THERE WAS NO TRAIN. There had to be 20 mobs between where we left the treant and where we were fighting the aviaks. I haven't bothered to check if perhaps no other mobs assist the treants. And maybe there just weren't any treants on the path he used to follow us. Or perhaps he just warped since we were a fair distance away. But usually mobs warp right onto you.

Yet another surprising event in the world of Norrath...

Edited, Dec 8th 2007 2:44pm by Sippin
Sippin 115 DRU **** Firiona Vie
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
My crew: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
A tale of battle
# Aug 18 2008 at 11:42 AM Rating: Decent
60 posts
Sounds like a case of Direct agro vs Assist Agro.

If the mob has direct agro, and runs by something that will assist it, the mobs will join it and cause a train to be hunting you down.

If a mob has assist agro, and runs by mobs that would assist it (if it had direct agro) the mobs will not assist, and it will come single. This is one of the big pulling tricks used by Bards. Hope that helps to explain.
Also drops
# Dec 04 2007 at 12:06 PM Rating: Decent
2,879 posts
Also drops this knight earring:;mid=119679874545225451;page=1#m119679874545225451

Mob sees invis and is immune to changes in run speed. Not a hard fight.
Sippin 115 DRU **** Firiona Vie
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
My crew: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Also drops...
# Dec 03 2007 at 7:29 AM Rating: Decent
43 posts

Solidified Spite
Slot: EAR
AC: 20
Effect: Sharpshooting III (Worn)
STR: +16 DEX: +5 STA: +16 CHA: +14 Wis: +8 INT: +26 AGI: +25 HP: +290 MANA: +280 Endurance: +280 SV FIRE: +19 SV DISEASE: +9 SV COLD: +23 SV MAGIC: +22 SV POISON: +12
Attack: +15
Regeneration: +3
Mana Regeneration: +3
Combat Effects: +2 Strikethrough: +1% Shielding: +1% Spell Shield: +1% Accuracy: +4 Stun Resist: +1%
Recommended level of 80
Required level of 75
WT: 0.3 Size: TINY
Race: ALL
slot 1, type 7: empty
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