The Last Migration  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(From 1 rating)
Information:
Level:70
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Loot
Quest Items:
Related Zones:
Related Creatures:
Era:Depths of Darkhollow
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Thu Dec 1 06:26:45 2005
Modified: Tue Dec 5 05:21:04 2023
This group task begins with Freemind Cipher at location -1500, -700 in Undershore.

The Last Migration (Hard) is a non-monster mission that is pretty straight forward. Loot a chest, get key, kill mob in front of door, unlock door with key. clear mobs from room, hail shroom escort the shroom to the zoneline and win.

When you reach the Sporali Freespore, the task will update:

The sporali's thoughts are suddenly tempered with fear. It wants you to stay close as it attempts an escape. It fears the shiliskin zombies who have been conducting experiments on it for the last several days. You realize it will be a moment or two before the sporali masters its fear of the zombies and is able to make its attempt.

On the way to the zone-out, various mobs will spawn in waves of two to attempt to stop you.

The shiliskin undead shout back and forth in an unknown language as they spot the escaping sporali.

When you reach the zone out:

The sporali thanks you by unleashing a flurry of confetti-like spores. Before it disappears into the caverns of Darkhollow, it nods and offers you an unknown item wrapped in a tattered cloth.

Having freed the sporali from the zombies it will undoubtedly be able to return safely to the Freemind Cipher. The final spores of the sporali leave you with impressions of gratitude and happiness.



Chest Loot (1 per task - Normal):
Cracked Coral Orb
Grimm's Shiv
Mark of the Legion
Ring of Gray Waters
Wurine Tanned Arms

Chest Loot (1 per task - Hard):
Grand Illsalin Robe
Gray Iron Chain Helmet
Hollow Fang Earring
Light Amphibian Hide Arms
Shiliskin Legion Battle Standard

Normal Rewards:
Melee/hybrid: Shiliskin Utility Belt
Caster/priest: Illsalin Templar Cape

Hard Rewards:
Melee/hybrid: Illsalin Enforcer Medal
Caster/priest: Illsalin Templar Medal
Submitted by: Danille Impholder
Rewards:
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aug
# Sep 27 2006 at 7:45 PM Rating: Decent
Dropped mark of the legion:
Augmentation slot 7,8
Atk 20
all classes all races all armor slots
rec lvl 70 req lvl 65
How beefy of tank?
# Aug 28 2006 at 10:29 AM Rating: Decent
Any information if a 70 12.5 / 2300 Pally, defensive through PoP Class with only 3% shielding could tank this?

Any suggestions on group set up with the Pally as tank? Have monk, rogue(s), mage, necro(s), shammy(s) and a cleric that I can probably recruit to help.

From what I've read, I'm thinking..

Pally
Monk
Mage
Rogue
Shaman
Cleric

Thanks in advance for any tips..
How beefy of tank?
# Oct 23 2006 at 9:34 AM Rating: Decent
Thanks all for the info.

That was buffed stats unfortunatly. Now am 73 and 13.6 2.4k buffed with 4% sheilding.

My boderline tanking ability would be the pit mobs in Valdeholm. I can do it with a good cleric, but a missed heal and splat.

I might try with another pally for the OT and undead dps. Really like the aug from hard version, but dont want to wipe a group if its way out of our league.

Any idea if these can be stunned? Think that would help mitigate some of the damage.

Might just have to shelf this quest until another day. :(

How beefy of tank?
# Nov 09 2006 at 8:11 AM Rating: Decent
Just wanted to update my attempt at this on hard.

We took a while to get going, had some rough begining pulls at the ramp, but once we got into it a bit, wasnt too bad. I was able to tank it no problem at lvl 73 Pal -13.2 hp/2349 ac (no tenacity) 260 aa's def through PoP, SB1 and WoT up all the time.

Group Set Up

Pal
SK (similar stats to pally) ..was great to have for RT
Shm
Clr
Mnk
Enc

Sk and Monk tag teamed pulls, both did a very nice job.
We did not pull the pit, huge mistake. When the shrooom was walking out we cleared one set of shades, he walked to the entrance, then back in towards his room and he aggro'd the pit (or someone in our group did).

Lesson learned.. :(

Pull the pit.
How beefy of tank?
# Sep 16 2006 at 6:52 AM Rating: Decent
Are those buffed or unbuffed numbers? If those are buffed numbers, then no. If they're unbuffed, you might have an outside shot but the Guardian will be tough. As much as anything else, the low defensive AAs will hurt you.

To put it in perspective, I tanked this mission last night (hard version) at 14k/2475 buffed (warrior) with 17% shielding and defensives through Omens, and CHeals started at 85-90% would land anywhere between 8-20%.

PS - to answer your group setup question, unless the monk can tank RSS you're going to want a CCer when you escort the sporali back to the entrance. He'll stop a couple of times on the way and spawn 2x shiliskins, you either need someone who can mez over 70 mobs or someone who can offtank 1200+ hitters. The good news is the sporali adds a ton of DPS so the attackers die quick.



Edited, Sep 16th 2006 at 10:58am EDT by Markkos
How beefy of tank?
# Sep 16 2006 at 12:22 PM Rating: Excellent
Scholar
***
1,087 posts
That enforces the reason ac on the pally needs tob e higher.
On hard, at 13k/3050 buffed, I didn't even need the cleric.
She didnt understand the directional effects on guardian and bit it early.
Got it down to 30 percent when ramps finally killed off the last group member. I didn't have the dps to kill it, so I fd'd and we did it again the right way.

The sporali can handle a lot.
One of the groups I had helped through it, died off. I let the sporali tank while I hit from behind. It killed the two, then popped 2 more and did the same.
Then walked to the zone-in for the win.


____________________________
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Remade
http://www.magelo.com/eq_view_profile.html?num=96950
Retired again
RE: How beefy of tank?
# Aug 28 2006 at 3:14 PM Rating: Decent
Scholar
***
1,087 posts
I'd suggest a snare splitter like necro or sk, then pally can tag.

If doing the hard version, the pally is going to need better ac. Can have all the hp you want, but that ac is going to get raped by the guardian and the shades. Best suggestion there would be a backup tank. Pally can be ramp tank for the guardian.


Edited, Aug 28th 2006 at 8:21pm EDT by Kalysta
____________________________
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Remade
http://www.magelo.com/eq_view_profile.html?num=96950
Retired again
Ring of Gray Waters
# Aug 23 2006 at 7:49 PM Rating: Decent
From Chest on Normal


Ring of Gray Waters
Slot: Fingers
AC: 14
STR: +12 STA: +12 WIS: +12 INT: +12 AGI: +10
HP: +195 MANA: +195 Endurance: +195
SV FIRE: +12 SV DISEASE: +14 SV COLD: +12 SV MAGIC: +12
Recommended level of 70. Required level of 65
WT: 0.7 Size: SMALL
Class: ALL
Race: ALL
Slot 1, type 8: empty
hard is good xp
# Aug 23 2006 at 1:57 AM Rating: Decent
The shroom is a total badass. When the mobs spawn and rush you on hard just let the shroom handle one while you kill the other. He can solo it easily.

Once you get the hang of it this mission is very easy and awesome XP (because the shroom is so powerful you can just pull mobs to him).

You can pretty much skip getting the key by just finding the chest with a stalking probe and having someone train the mobs away while another goes in and loots it.
Normal mission details
# Jun 11 2006 at 4:48 PM Rating: Good
There are some great writeups for the Hard versions so I thought I would provide one for the normal level.

Group Warrior (13.5k), Cleric (9K mana), Bard (puller), Druid, Shaman, and Ranger.

Objective:
Find the Chest (in the pit)
Kill the Guardian of the Pit (boss mob)
Free the Sporali Freespore (the prisoner)

The Pit
When you zone in you will see at the base of the ramp a brown fallen part of the wall front of you, just to the right of this is a the pit fall. Keep the puller lev'd at all times, you just don't want to have to run out of the pit with an mad mob on your tail. You MUST pull mobs from the left side. if your puller can not FD or fade then just zone when he has more then one to clear agro (be careful of trained mobs)

The first room on your right, as you enter the zone, is the room that has a tunnel leading to the pit. There are, in the normal version, 4 mobs in the pit (the pit includes the room that leads out of it). 2 are spiders just inside the doorway leading to the pit, one is static on left side of the door; the other patrols the room. The other 2 static mobs are a squid and a zombie in the tunnel straight back from the doorway. Once you cleared these, you can loot the chest for the "key" which looks like a green gem. In theory, you can fall down the pit loot and invis past the mobs but sometimes one of the statics in the tunnel is not undead. You can however have a mage just CotH you back, but you may just want to clear it because the prisoner does sometimes fall in.

The Pull
The Puller should clear the main room first before contending with the pit, the room has Drachnid(Spiders), shiliskin (Squids), and zombies. There are around 8 roaming mobs, pull and kill them at the zone line. There are also 4 statics shiliskin mob near the Guardian of the Pit. As you stand, looking at the Guardian of the Pit, to your right are two shiliskins: one is back in the corner where it is hard to target. When you pull eather of these shiliskins, you will agro the Guardian. However the mobs take a wide stroll to get back to there spots so you can use this to your advantige. Another trick is that mobs do not move when they are snared and have no agro. So you can snare one, run out and zone and when you return you will find the other back in place and the snared mob standing in easy pulling location.

Guardian of the Pit (normal)
Looks like a big winged garg
Rampages often
Enrages at 10%
Hits max for 2100; often in 1300 range
Has an AE grav flux
Warrior class and slowable

The Guardian is the hardest mob of the mission, he can be fought in 2 places, at zone in or at his spawn location. I have done both and I recomend at his spawn location because on rare occations you can have folks thrown into the pit and because if you snare him he will corpse camp the zone in area until snare fades. Also keep in mind that he rarely finds his way back to his spot from zone in. normally he ends up being stuck under the head of the big snake statue. fight it tedous and long so you may want to have higher DPS for this. Hecause of his rampage be sure to have another melee class hit the mob next, use weapon shield ability if you start soaking up to much damage. He drops nothing, jus move on to the final room.

The Final room
The room is a big box with two desending ramps curving on either side down to the base floor. The door is on the second level of the room and the prisoner is directly across from it, as you can guess the prisoner will have to use one of the curving ramps to get out. Trouble is he randomly takes one or the other leading you to have to clear most if not all the room to have him leave. There are 10-12 mobs in the room around 8 wonder the room and hey very from spiders to squids to zombies. Some of the mobs are Shillgraves which will despawn and respawn as Shillgrave Shades which are much harder to deal with.

Mobs
Shillgrave Shades hit for 1300's more MR then normal and self buff a hast, hpt and damage buff, strip this buff quickly.
shiliskin Deathpriests hit for 1100's more MR then normal and self buff a hast, hpt and damage buff, strip this buff quickly. These will heal themselves and gate on low life; so stun or mess as needed.

The Prisoner
Once the room is clear hail the Sporali Freespore and then say saved. He will then do nothing for the next 3 to 4 minutes. Don't worry he just takes his sweet time, don't hail him or saysave again. Eventually he will begin to walk out. Now ith the normal missions i have never seen mobs spawn to attack him but I have in the hards so follow him but you should be safe.

Once he reachs the zone in he despawns and a chest appears with one item

Shiliskin Legion Battle Standard (Rare)
NO TRADE MAGIC ITEM AUGMENTATION
Augmentation Type: 7, 8
Weight: 0.0 Size: TINY
Slot Restrictions: FACE NECK SHOULDERS BACK WAIST
AC: +20
Classes: All Classes
Races: All Races

Grimm's Shiv (common)
Slot Primary
Skill Piercing Atk Delay: 19
DMG: 17 DMG Bonus: 15 AC: 15
Effect: Life Sap 1 (Combat)
Dex: 12 Sta: 12 Cha: 10 Wis: 15 Int: 15 HP: 205 Mana: 200 End: 200
SV Dis: 15 SV: Cold: 15 SV Magic: 15 SV Poison: 13
WT 8.0 Size: Large
Class WAR PAL RNG SHD BRD ROG
Race: ALL
Type 8


Rewards:

Melee mission reward:

Shiliskin Utility Belt
Slot: Waist
AC: 21
Dex: 13 Sta: 13 Cha: 13 Wis: 19 Int: 19 HP/Mana/End: 210
SV.Fire: 20 SV.Disease: 25 SV.Cold: 25
Regen 5
Rec 70 req 65
Type 8

Casters mission reward:

Illsalin Templar Cape
Slot Back
AC: 22
Focus Effect: Preservation of Xegony
Str: 13 Sta: 13 Wis: 19 Int: 19 Agi: 13 HP/Mana/End: 210
SV.Fire: 20 SV.Dis: 25 SV.Cold: 25
Regen 5
Rec 70 Req 65
Type 8


Edited, Sun Jun 11 16:45:05 2006
Normal mission details
# Oct 23 2006 at 11:14 PM Rating: Decent
I confirm he does spawn waves of adds on normal...infact multiple if he's being a bugger. Have done 9 missions on normal, the first 3 went well, but on the forth things turned sour. 1 wave of 2 as soon as he made it past the Pit door, no biggie kill em and he moves on to zone in..where he turned around and pathed back to his spawn point...but not before spawning another wave of 2 when he hit the same point going back, he kept on walking and when those 2 aggro'd on him they dragged him back to the point and he spawned another wave of 2. That was our first and only fail so far. Now that being said, every mission after he has done that, except this last one. He went to zone in went back, went to zone in and went back and then i had to hail him and say save to get him going again, managed to dodge the shilgraves but my group had wiped, me and the mushroom finished em off...the mushroom then decided he'd go back to his spawn...at which point i aggro'd the mushroom and tried dragging his butt back to zone in, got him there, faded. He paths back but only to the door and then proceeds to zone out. Not exactly alot of fun. I have yet to see him fall in the pit OR this so called Grimm's Shiv outta 9 missions...kinda sucks cuz thats the reason we're doing it. Another note, the Guardian of the Pit did something very strange in our forth attempt, he started casting a Mana drain on the group, a very nasty mana drain. I asked a few friends who had done lotsa DoD, they had never seen him do it before. However I didn't catch the name of it. It was cast when he was at 9% and the cleric went oom instantly.
Unlisted chest loot: Cracked Coral Orb
# May 25 2006 at 11:38 PM Rating: Decent
Dropped from normal mission chest 5/26/06:

Cracked Coral Orb
Magic Item Lore Item No Trade
Slot: Range
AC: 13
Focus Effect: Speed of Solusek
Str: +10 Sta: +12 Wis: +14 Int: +14 Agi: +12
HP: +200 Mana: +205
Sv Disease: +18 Sv Cold: +18 Sv Magic: +12
Sv Poison: +18
Recommended Level of 70, Required Level of 65
Wt: 1.0 Size: Medium
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: All
Slot 1, Type 7

Speed of Solusek
Spell Effect: Shortens the cast time of most detrimental spells. This effect works on spells up to level 67
RE: Unlisted chest loot: Cracked Coral Orb
# May 26 2006 at 12:55 AM Rating: Good
****
6,998 posts
Added, thanks.
new ring dropped
# Feb 03 2006 at 2:20 PM Rating: Decent
18 posts
On hard this ring dropped off a trash mob. Think the mob was an Illsalin Shaman.

Murky Pearl Ring
Magic item Lore nodrop
Slot fingers
AC 16
Str +13 Sta +14 Wis +12 Int +12 Agi +12 HP +230 Mana +230 End +230
Sv Dis +20 Sv Cold +20 Sv Magic +20
Class: All
Race: All
Slot 7
Wow,
# Jan 18 2006 at 12:48 AM Rating: Decent
Avatar
**
654 posts
Ok we just completed this mission took us FOREVER, due to the fact of zoning back and forth from bloody mobs gating. REAL trouble there if you can't interupt it.

SERIOUSLY. The worst trouble I've EVER had is the mob gating in this horrible mission. So far we had the same mob gate 5x. I am not stretching the truth. This mob HONESTLY gated 5x. To high lvl for weapon stuns we had. Just rediculous. We ended up having to kill him last and get him in his spawn point.

Mob that gated so many times was called a illsalin mage. Can NOT believe how much he is a pest!

Also note: The mushroom guy we had to rescue didn't follow as soon as we hailed. We had to wait for one of the shadow's in the corners to respawn and then he helped kill it.

Edited, Wed Jan 18 00:47:10 2006
____________________________
http://www.magelo.com/eq_view_profile.html?num=744646
----------------
ShadowSoldier
Antonius Bayle
RE: Wow,
# May 27 2006 at 5:19 AM Rating: Decent
Get over the "Wizards have no DPS and are lame.." attitudes out there and actually invite a Wizard to your group. Wizard AA TL Anchor stops gaters for 4 tics (NPC level doesn't matter). Plenty of time to kill usually.

Not saying you have this attitude but I do see this a lot. People miss out.
RE: Wow,
# Feb 19 2006 at 5:52 PM Rating: Good
17 posts
If you have a mezzer, mez to inturrupt gate.
Ya think you'll win...
# Jan 09 2006 at 3:27 AM Rating: Decent
49 posts
Our lil shroom buddy made it all the way to the exit... stopped, turned around, and walked back to his spawn point. 2 more mobs re-triggered as he walked by where the named spawns, then 2 more again as he's headed back to the zone in. Shroom died. Mission failed.
A bit on the named.
# Dec 31 2005 at 11:44 PM Rating: Decent
*
75 posts
Guardian of the Pit
(hard setting)
Red con to 70.

I dont have a # of how bad his hits were, but he had a ramp that was pretty bad. It max ramped me for 3000; I got one-rounded, as you might guess, as it was several hits in that round, I think I saw a 2k-some in there and a 3-digiter.

Don't go into this and get all the way to him without being prepared.

==

Also, the defense target will be "a sporali free spore" yellow to 70. And has been mentioned below, the mobs it spawns are not bad compared to what you have been fighting in this mission. It's basically a free ride from here out provided you dont agro the pit I guess (the sporali did not agro it on his own, so if you don't, you should be ok).

Edited, Sat Dec 31 23:42:51 2005
a
# Dec 13 2005 at 7:59 AM Rating: Good
Mission is a part one and should be available to any 70.

When you zone in you will see a pit in front of you. You MUST pull mobs from the left side as you start to clear. If you pull anything from the center or right side or stand in the center or right side you will aggro all the mobs under the floor in the pit. Additionally, mobs not pulled to the left will fall down the pit. Pull to left corner and have MT tag there. Pulls are a nightmare; not as bad if you pull everything to left corner and snare/FD. So when you start to clear lower mobs to the Guardian run the right side mobs across the room lower down and then up to the left corner so they do not fall into that pit. Puller should probably be FD puller, sk works well and should be able to take many heavy hits. Expect puller to die. Group should zone/exodus/evac at the slightest sign of trouble. Puller can use zone to clear aggro as well--faster than 2 min wait.

Clear all mobs to Guardian and pit as well so sporali does not fall down into it as he leaves. You can leave the side rooms alone after you get your key.

After door is open the FD mobs will turn into shades and they WILL respawn--normal ones don't. When you free the shroom you will get attacked by 2 mobs as you leave that room. Fear not--they seemed very gimp--and he helped dps; more for drama than anything else. By that point Sony figured you deserved a break.

One tough instance but not so bad when you know about pit aggro and staying left.

Edited, Tue Dec 13 07:13:57 2005
RE: a
# Jan 02 2006 at 7:46 PM Rating: Decent
*
113 posts
Great write up on the mission. I pulled this (70 monk) last night and stuck to the tips mentioned by Div. Hardest part for me pulling was splitting the mobs at the zone in. There were 4 roamers & 1 non-roaming mob in the first left corner from zone in. Once I got the non-roamer pulled, it wasn't too bad to get the remaining mobs pulled.

As for the chest, it was located straight down in the pit (it was marked somewhere else on my map, so maybe changes for every mission). Our group consisted of a mage, shaman, cleric, warrior, beastlord & me, so the mage just casted his eye and found the chest. Cleric casted Sun Cloak on me and I dropped down the pit and FDed. While FDed I /open on the chest but that aggro'ed the zombies guarding it, so I had to stand up & FD again. Mage CoTHed me back up, got a heal & Sun Cloak again, then dropped down, looted, FDed & CoTHed again.

I actually only pulled all the mobs up to & including the named. After that, the room you unlock has approx. 10-12 mobs and mage pet pulled that room. Our biggest problems were a few mobs from that room getting their gate off so we had to zone out & back in to clear aggro.

Named mob was definitely the hardest mob of the mission, and just in case if you weren't sure, he does enrage. Our mage ate the ramp and died about midway through and the shammy picked it up when he died so he just had to heal himself :) Our cleric had 11.6k mana pool and was oom for the last 5% of the mob. That probably wouldn't have happened if we were able to manage ramp a little better but we still took him out.

Rewards were the melee/caster augs since we were doing the hard version & chest drop was the Gray Iron Chain Helmet.
RE: a
# Dec 15 2005 at 7:34 PM Rating: Good
****
6,998 posts
What are the follow-up quests in the series if you complete this one?
RE: a
# Dec 30 2005 at 8:08 PM Rating: Good
Last Migration
Way of the Freemind
Rememberance
Defending the Grove
Progenitor
Can't see this mission?
# Dec 13 2005 at 12:06 AM Rating: Default
What is required to make this mission appear on his list?

Do you have to finish the other 4 missions that he normally has available?
RE: Can't see this mission?
# Dec 18 2005 at 4:35 PM Rating: Default
Clarification:

To get this mission, you hail Freemind Cipher, and NOT "eat" the shroom bit that you use to get the monster missions.

Normal Reward
# Dec 11 2005 at 10:51 PM Rating: Good
Melee:

Shiliskin Utility Belt
Slot: Waist
AC: 21
Dex: 13 Sta: 13 Cha: 13 Wis: 19 Int: 19 HP: 210 Mana: 210 End: 210
SV Fire: 20 SV Disease: 25 SV Cold:25
Regen 5
Rec 70 req 65
Type 8

Casters:

Illsalin Templar Cape
Slot Back
AC: 22
Focus Effect: Preservation of Xegony
Str: 13 Sta: 13 Wis: 19 Int: 19 Agi: 13 HP: 210 Mana: 210
SV Fire: 20 SV Dis: 25 SV Cold: 25
Regen 5
Rec 70 Req 65
Type 8

Chest:

Grimm's Shiv
Slot Primary
Skill Piercing Atk Delay: 19
DMG: 17 DMG Bonus: 15 AC: 15
Effect: Life Sap 1 (Combat)
Dex: 12 Sta: 12 Cha: 10 Wis: 15 Int: 15 HP: 205 Mana: 200 End: 200
SV Dis: 15 SV: Cold: 15 SV Magic: 15 SV Poison: 13
WT 8.0 Size: Large
Class WAR PAL RNG SHD BRD ROG
Race: ALL
Type 8
more info pls
# Dec 11 2005 at 6:41 PM Rating: Default
Any good info on what needs to be done to complete and will a 3kAC 16kHP SK buffed be good enough to tank or do you need a warrior?



updated 12 Jan 05

no I had my SK for almost 5year and I tried this guy last night he I died quick with druid and cleric spamming me with heals we rezzed up and this time preslowed him with chanter zoning out until he was slowed then he was pretty easy FYI



Edited, Fri Jan 13 17:31:22 2006
RE: more info pls
# Jun 08 2006 at 4:18 PM Rating: Default
******.
RE: more info pls
# Dec 22 2005 at 9:35 AM Rating: Default
LOL, if I had those stats, I would not even ask the question. Heck, I'm only 1700ac and 8khp and I am willing to try it out.
RE: more info pls
# Dec 15 2005 at 7:24 PM Rating: Default
You're kidding right, or did you just buy your SK?
RE: more info pls
# Dec 29 2005 at 8:02 PM Rating: Default
30 posts
lmao, true true
RE: more info pls
# Dec 12 2005 at 12:20 PM Rating: Excellent
That should be okay -- we did the Hard version with a SK tank (and he was doing it because he wanted the AC aug :)).

As with all the Nargilor Pit zone maps, there are certain elements in common - you first have to locate a chest, which may be in one of the side chambers, or in the pit that's right in front of the entry ramp, to get a key (a carved nargilor triangle, I think?). The chest is Trackable. (One thing that works is to have a Monk dash to the Chest and FD, then once aggro is clear to quickly stand, /open, then FD again. It's then possible to /loot the chest while FD. The Monk can then flop out of the rooms, or better yet, be CotH'd back to the group by a Mage).

Once you have that, you can pretty much ignore the other side rooms, and just clear the main area, then kill the Guardian of the Pit, which is a large Gargoyle -- yellow or red con depending on whether it's the normal or hard version, to get to the door to the final area.

In this final area, as with 70.1, Shillgrave mobs will transform into the much tougher Shillgrave Shades. (One thing to note -- the pre-transformation Shillgrave mobs corpse-camp, whereas the Shades do not -- but their spawn point is the place at which they transformed).

You need to clear most of the back room before you can safely talk to the Freemind in there. (Note -- the rest of the mission does not respawn, but we did see a shilgrave mob respawn in the back room while we were talking to the Freemind, not sure whether this is part of the script or not -- the shroom helped us kill it, then started walking out).

Just outside the back room, 2 more Shilskin mobs spawned. Once they were dead, we followed the shroom to the entrance, where after a worryingly long delay we got the quest completion message, and a Chest with the Grand Illsalin Robe.
arms are hard reward
# Dec 07 2005 at 7:27 PM Rating: Decent
Arms are hard reward
Earring is hard reward
Helmet is hard reward
Hard setting loot
# Dec 07 2005 at 3:11 PM Rating: Decent
The Medals were rewards on hard setting. The 20 AC Augment was the chest loot on hard
Chest Loots
# Dec 06 2005 at 7:37 AM Rating: Good

Light Amphibian Hide Arms
MAGIC ITEM LORE ITEM NO TRADE
Slot: ARMS
AC: 20
STR: +10 DEX: +12 STA: +9 INT: +12 AGI: +13 HP: +215 MANA: +215
SV DISEASE: +15 SV COLD: +25 SV POISON: +15
Avoidance: +10 Stun Resist: +4%
Required level of 70.
WT: 2.1 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
Slot 1, Type 8


Shiliskin Legion Battle Standard
MAGIC ITEM NO TRADE AUGMENTATION
Augmentation type: 7 8
Slot: FACE NECK SHOULDERS BACK WAIST
AC: 20
Required level of 70.
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

Item Information:
You must use the solvent Class XVI Augmentation Distiller to remove this augment safely.


Hollow Fang Earring

MAGIC ITEM LORE ITEM NO TRADE
Slot: EAR
AC: 15
DEX: +11 STA: +13 CHA: +12 WIS: +11 INT: +11 HP: +215 MANA: +215 ENDUR: +215
SV FIRE: +11 SV DISEASE: +11 SV COLD: +11 SV MAGIC: +11 SV POISON: +11
Regeneration: +5
Required level of 70.
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 8


Gray Iron Chain Helmet
MAGIC ITEM LORE ITEM NO TRADE
Slot: HEAD
AC: 42
STR: +15 STA: +10 WIS: +14 AGI: +14 HP: +215 MANA: +215 ENDUR: +215
SV FIRE: +15 SV COLD: +25 SV MAGIC: +15
Avoidance: +10 Accuracy: +5
Required level of 70.
WT: 4.0 Size: MEDIUM
Class: RNG ROG SHM BER
Race: ALL
Slot 1, Type 8

Grand Illsalin Robe MAGIC ITEM LORE ITEM NO TRADE
Slot: CHEST
Charges: Unlimited
AC: 35
STR: +15 DEX: +11 STA: +11 CHA: +14 INT: +15 HP: +215 MANA: +225
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15
Mana Regeneration: +2
Required level of 70.
Effect: Maelin's Meditation (Must Equip, Casting Time: 4.0)
WT: 7.0 Size: LARGE
Class: NEC WIZ MAG ENC
Race: ALL
Slot 1, Type 8



Caster Reward
# Dec 06 2005 at 7:32 AM Rating: Good
Illsalin Templar Medal
MAGIC ITEM LORE ITEM NO TRADE AUGMENTATION
Augmentation type: 7 8
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +35 MANA: +35
Stun Resist: +2%
Required level of 70.
WT: 0.0 Size: TINY
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

Item Information:
You must use the solvent Class XVI Augmentation Distiller to remove this augment safely.

rewards and drops
# Dec 04 2005 at 5:00 PM Rating: Decent
everyone in the group gets the Illsalin Enforcer Medal, and the chest drops either the robe, the sleeves or the chain thingy, sorry dont have the names.
Good
# Dec 02 2005 at 5:49 PM Rating: Decent
This is an excellent reward.
30 ac
30 hp/mana/end
Hard reward
# Dec 02 2005 at 7:28 AM Rating: Good
25 posts
Illsalin Enforcer Medal
Aug type 7+8
Fits anywhere but charm

30 AC
30hp/mana/end
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