The Orcish Loggers  

Quest Started By:Description:
Maximum Level:120
Monster Mission:No
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Loot
Quest Items:
Related Creatures:
Era:Prophecy of Ro
Group Size:Solo
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Fri Jun 2 21:01:12 2006
Modified: Thu Jun 23 11:28:54 2022
You say, 'Hail, Arch Druid Lilthill`yan'

Arch Druid Lilthill`yan says 'Why do you disturb our meeting, little one? The forest is dying. The [omens] are here even if the drought has not yet begun.'

You say, 'What omens?'

Arch Druid Lilthill`yan says 'The omens are everywhere! The elves fight amongst one another. The giants approach closer and closer from the east. Even the orcs gather where untouched wilderness previously grew. This forest nears the autumn of its life. These treants need our [help] if they are to survive the gathering desert.'

You say, 'I will help.'

Arch Druid Lilthill`yan says 'Here is what must be done, Half Elf. May the dawn's light guide you. '

You have been assigned the task 'The Orcish Loggers'.

* collect 8 Nogdha tribe hatchets from orcish loggers
* Take the head of Gahran'Gahn
* deliver all 8 hatchets and head to Arch Druid Lilthill`yan

The Arch Druid smiles as you present the trophies taken from the Nogdha Tribe, "Well done, my friend,' he says 'You have fared better than I had hoped. May this reward give you strength whenever you may need it."

Melee reward: Hoop of the Elddar Druids
Caster reward: Runed Ring of the Nature Spirits
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# Jun 13 2022 at 11:40 PM Rating: Excellent
77 posts
The Arch Druid smiles as you present the trophies taken from the Nogdha Tribe, "Well done, my friend,' he says 'You have fared better than I had hoped. May this reward give you strength whenever you may need it."

You have been given: Runed Ring of the Nature Spirits
Sweet quest.
# Mar 18 2007 at 10:31 PM Rating: Decent
Did this easy with my 70 necro. 5200 hp/7200 mana with about 140 AA. The orcs are easy to kite. Somewhat resistant to magic, you will see some resists in that category. The arcanists have a nasty snare/DoT that will eat you alive if you are not ready for it. It seems to be a short range spell though, cause once I stayed at max cast range, I never got it again, although pet always did. Will kill him quick if not careful. I just /pet hold until it wore off and sent him back in. Out of combat pet regen will keep it from being a killer. Legionaires had no spells, so I assume were strictly warriors. Named was easy to pull. Went around the back of the cul-de-sac, snared him and ran for my kite spot and FD'ed. Waited for everything to go back to spawn point and resnared named. Named was the most resistant of all. Resisted snare and Horror/Darkness about half the time. Everything else landed fine though. Took about 3/4 of my mana to kill him (and that's with all the DoT crit AAs up to my level) and rogue pet. Named didn't cast anything. Very easy quest for the time involved with a sweet reward. Zone was empty the entire time I was here. Oh, and AA experience was pretty dang good too.

Edited, Mar 19th 2007 3:15am by winchester
Kiter's Dream
# Oct 26 2006 at 8:04 AM Rating: Decent
24 posts
This solo task is made for kiters. The orcs do not summon; they can be snared, but rooted only briefly. The level 26 Druid spell ensnare is frequently resisted, but the level 69 Druid spell mire thorns nearly always sticks. Since the duration of mire thorns is only 3 minutes, I usually cast that first, then cast ensnare repeatedly until it catches.

All of the orcs save the chief were dark blue cons to me at level 70. The Chief was red to me at 70, but became yellow at 71. The orc troops come in melee and caster varieties. The casters have a truly nasty AOE snare/dot that will kill you if you do not receive a dose of radiant cure or massive healing within a few ticks. When the casters stop moving, you have about three seconds to remove yourself from their AOE radius, which is considerable.

Although snared orc legionnaires are relatively harmless, they have a lot more HPs and consequently take longer to kill than the casters.

Only one in four or five orcs carry the hatchets for this task. The hatchets are not visible except that the orcs carrying them glow in the dark. They stand out at night, and can even be distinguished during daylight by comparing them to their non-packing, non-glowing comrades.

The orcish Chief hangs out at a bonfire deep inside their camp with three or four of his liuetenants, called warlords if I remember correctly. I never tried pulling him with harmony--his minions may be too high in level to be affected--but he can be split by aggroing the whole pack, then snaring off successive henchmen until only the Chief is left on your tail.

I like to kite around the pond because the orcs don't care for the deep water in the center and therefore won't cut corners if you're circling around a player camp.

The experience is very nice at 70, the zone is usually deserted, and various parchments for spell research drop from time to time. Foraged treant branches and pomegranates sold well in the bazaar when the expansion was new, but no longer.

This is a fun task with a nifty reward that is well within the reach of casual soloers and duoers. I wish you good hunting.
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