Fungus Grove

Quick Facts





Level Range:
40 - 55

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Located under The Twilight Sea, the Fungus Grove is a cesspool of towering fungi and drainage from the Luclin surface above. It is home to dangerous plantlife, clans of Tarmoks and Shik`Nars, and a small outpost of Shadowhaven citizens.
Entering Fungus GroveTowering FungiTarmok HerdersA Lurking Cavern LotusMutant DregsPortal to the SurfaceChakta Fungus FiendsSome Haven Tavern PatronsShik`nar Royal GuardsShadel Bandits with a Lakeside ViewTarmok CallersShik`nar Warlord and Priest
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Post Comment
# Feb 18 2014 at 9:19 AM Rating: Excellent
362 posts
Shrooms will assist Mutants. Not sure if lvl 60 can single pull Mutants out of Shrooms or vice versa -- will let you know after I ding 60.
Savage Lady Nekokirei of Drinal
Predator Nekokirei of Stromm
Caller Quest
# Mar 09 2004 at 9:37 AM Rating: Default
Went here last night with a few guildies 65 druid 65 rouge (me) 51 monk 65 ranger and 56 war and another ranger but I forgot his level. Anyway the 65 rouge had some of the stuff you give to the callers and he gave some stuff to 2 of them but I dont know if it was the cheap stuff or the more expenisive stuff. Judging by how hard the mobs were it must of been the 90p one. Anyway we get down there, most of us not knowing what to expect. So the rouge explains it for about 30 seconds and then we hear an emote and then the rouge runs over and says Oh shiot help! Anyway we all run over and proceed to beat the crap out of the mobs. Then the rouge runs over to the other caller in the next cave and asks for help again. So we run over and help him and this goes on for a while. So then while fighting other mobs a caller dies. So bummer there. Anyway we only had one caller left with only about 18% health left and these guys regen negitive hps I think becuase it didnt go up at all. So we finally get to the boss on the only caller we have and we kill the mobs. The caller lives and its a happy ending..... but wait no its not! The ******* boss only drops that stupid 35/40 stick with the 25 disease resist. So we were all very disappointed. And it was getting late so we all logged but agreed to go back tomorrow at around 7:00pm so I'll have another story for you tomorrow.
RE: Caller Quest
# May 12 2004 at 11:24 PM Rating: Good
37 posts
Ummm, rouge is a color. Rogue is an everquest class. It's really not that hard to remember.
RE: Caller Quest
# Jan 24 2006 at 9:24 AM Rating: Default
It always cracks me up when someone doesn't even know how to spell their class.
RE: Caller Quest
# Mar 04 2006 at 6:35 PM Rating: Default
Well maybe their Rogue was rouge or wore some.
RE: Caller Quest
# May 25 2006 at 12:46 AM Rating: Default
RE: Caller Quest
# Dec 21 2006 at 10:20 PM Rating: Decent
17 posts
Actually rouge is any of various red cosmetics for coloring the cheeks or lips.
However, it does strike a nerve everytime someone mispells Rogue.
RE: Caller Quest
# Oct 16 2008 at 2:15 PM Rating: Decent
You want to get REAL technical, you are all correct - rouge = red in French.
Trial of the Tinkertoes
# Nov 07 2003 at 3:48 PM Rating: Good
Alright, we made our first attempt at the fungus grove and made some interesting discoveries. Our group was made up of the following:

51 Ranger
50 Warrior
47 Cleric
46 Wizard
45 Warrior
45 Bard

Casters had Kei and we gave the caller the smallest amount of drink. So we stomped off ot the left most cave and the fight began. Two spawned in front of us down in the cave, and one spawned behind us near the entrance. The one outside immediately attacked the caller, and drew agro from two other callers nearby. The other callers swatted this fungusbeast silly, so we didn't get to loot. We made our attempt at the other two. These things hit FAST! Our casters drew aggro easily, and the fungusbeasts made short work of them. Survived the first one and quit immediately to rethink our strategy. Tried again and root didn't last long enough to keep the second mob from below off of us. ((Aside: make certain that your cleric(s) NEVER sit down and get your warriors killed in the process.....thanks Kah ;)) To me at 45 most conned red, some yellows, and very rarely small white ones...this was what we got in the three waves we did before deciding our group wasn't going to cut it. My brother's and my final thoughts are as follows:

1) Need a slower of some sort.
2) Utilize the callers nearby to deal with adds.

We're going to try and bring an enchanter or shaman next time for slows and mezzing. Will give a full report after our next attempt.

Grenik Tinkertoe
Gem Chopper of Ak'Anon
46th season

Edited, Fri Nov 7 15:53:36 2003
The Tinkertoes are coming!
# Oct 15 2003 at 4:51 PM Rating: Decent
Alright. My brothers and I have had our eyes on this zone for some time. We will be posting what tactics we can within the next couple of weeks. The groups we bring will always be at least one warrior, cleric and wizard, and we are hoping to experiment with Enchanters, Bards, etc. Any recomendations on groups tactics would be greatly appreciated. Thanks all!

Grenik Tinkertoe
Gem Chopper in the service of Brell
Tactics and Strategy
# Feb 25 2003 at 9:52 AM Rating: Good
It would be interesting if someone, anyone, would post something of tactical or strategic interest on this forum.

Some interesting tidbits might be:
1) Some pulling strategies for each of the mob types
2) Some good ways to avoid aggroing other people, like which way to zone, etc. Rather than complain, help work together to solve training problems. Wow, isn't that a nice idea...
3) Some safe medding/healing areas
4) Some tactical information on how best to take down a specific mob or two
5) Locations of mob types in the zone by coordinates

On a side-note, most of us are not interested in the bad-snare good-snare conversations going on. In addition, I guarantee that nobody is interested in the personal frustrations people are having with Verant. Anyone who cannot get over the fact that: a)EQ is just a fun game b)Anyone complaining is by definition, still playing... c)You have the right to quit if you hate it so much... d)If this is the worst thing you have to deal with in your life, you got it pretty good.

On a positive note, I am a 60 Ranger who is going to learn this zone. When I do so, I'll return and post some relevant and helpful information.
RE: Tactics and Strategy
# Sep 29 2003 at 3:17 PM Rating: Default
Get a lvl 61+ mage to come in with her/his air pet and single pull the entire zone for you.

This is possible for all mobs except the bug warriors/royals and the bandits.

Dr00ds stop whining cause you found one zone where you can't snare. /em cry/sniffle (you have over 200 zones where you can).
Anger, at least be angry at the right people
# Jan 09 2003 at 12:48 PM Rating: Excellent
I've been learning the later stage areas, mostly preparing myself for when I get there. I'm a pretty weak little druid who minds her own business, tries not to train, (I'm of the if you know you're going die, turn around and take it like an adult and not become a problem for someone else, school of thought)

I don't quad, I don't like it much, it interferes with my talking. So I happily live out my life just one at a time, never really finding any great loot but I get by.

Now to the point of all of this (could ya tell I was a first time poster? It must be my innocent expression) All of the anger in the posts about snare/root being unusable, and the equal amounts of anger at quaders who run trains, lets think about this for a minute.

They're folks same as you trying to find the best way to level that they can and have learned from the previous 4X levels. The frustration which comes screaming out in the posts shouldn't be at each other, we're all in the same boat, we all pay 10 bucks a month just to be pissed-off (or on) most of the time, with only a few blips of GREAT moments, --they come but let's face if your good times out weigh your bad times in EQ, your too happy to survive in the world :)

Now, who we can be mad at is the folks at Verant, and Sony...They set this up to take a L O N G as possible to squeeze every 1000 cents out of you the first of every month. They don't care about your anger, they don't care about your situation, they are in it to make money. I got no problems with that, Mamma was a madame so I got no judgement about how folks earn their money, but dang it, as least a hooker gives you 5 good minutes all in a row.

Instead of making group-friendly envions (which I'd LOVe to see the psych reports the company must have done to see which would make people play the longest based upon the human dynamic of need for other evolved monkeys) they could pay attention to their customer base, who at least by going by the posts like to solo and make friends on the side, and plan accordingly. Group minded folks could still play group-classes, or choose necro, bard, druid etc, but the rest of us could go have a good time, do things in a resonable amount of time..and still have SOME hair left in our heads rather than where we pulled it out because with a GM tailor halfing bags still fail about half the time or you walk into a zone and BAM you are wiped out by someone's train because they couldn't manage the crowd.

I'm a lawyer and writer (and before anyone says anything about spelling and grammar...I only do those things when there is a paycheck involved, otherwise it's from the hip) and see the weird cruelty that Verant set up, then nerf "because they didn't see the repucussions" well dang-it, that is what we are paying them to do....

Be ready with a few creative minded planners to see how things will get exploited, (kinda like prison planners who have to KNOW what won't get turned into a weapon) and be ready with wicked returns to them who would rob the rest of us by making themselves look good. I'm not a big fan of banning, but I am a big fan of putting a GM on a trouble maker until they quit. Shame is a much better weapon than banning. Making them quit will just make them make new accounts on game-cards and do it all over again. Letting the bad boys know they will get caught, and their deeds known to the WORLD that would have more effect. Save perhaps for those sad souls who misbehave to get attention. The kids who pee-ed their pants in 2nd grade and have fetishes today because of it.

But anyway, Verant could make the place Dynamic...not GM intensive stuff, just random loot holdings and quest making stuff, it wouldn't cost a CPU downtime as much as running the graphics, and it would keep people from using things like Allahkazams (no offense to our host) to skip to 65 by using every known fact about the game. But make the game itself interactive and NEW to each player. All it would take is 10 creative minds, who could come up the volumes of different and BAM you got a new game which won't lose the battle of the MMRPG's in time.

THey don't like twinks, so they fight against it, rather than exploiting the twinkers, there are at least 5 good ways to make it bad to twink a character 50 levels above where they are, without using item restrictions, all of them Role playing, all of them evil (wicked, since some of my best friends are evil) and would stop the silliness in 3 months.

example: Seeing your uber-twink get roughed up (punked out) by bandits who like the bright and shiney stuff with no CR available, that would a good way to get 2nd levels in tattered armor again.

but no, they do stuff like what was being complained about in these forums by people who are frustrated and have fallen into the spiral of hatred for other people who are in the same boat. There was an old chinese general would admire the tactics, divide your enemy and win. If you don't beleive Verant sees player as the enemy then listen to a GM or guide quitting the game and ***** everybody out for being rotten human beings on a 30 minute tirade. The GM's are just the foot soldiers in this ugliness, they are screwed from above and below.

And we follow suit, we hate each other, we let the worst ourselves, do our talking, we covet, we envy we basically jump through the hoops set for us by verant. Because creating a prison is easier to control than a dynamic place in which to play.

With all that said, I'll add this, I like EQ, I like the world and basic lore. They did a good job overall, just they started with reaction somewhere back when and never got their feet under them again. They reacted to smart players rather than making allowances for them. I wish rather than making Tradeskills so miserable, they added about 1000 more recipes to let the skill go to a 1000 or beyond, give us more content, and we'll take away our hate. It is imangative gridlock that keeps the game as limited as it does.

So the next time you get ready to flame at an idiot online or in a post, stop a minute and figure out if they are an idiot or just trying to get through the game, then figure out what Sony VP got a corner office because they figured out how to keep a half a million people coming back for mindless drivel which lead to hatred caused by frustration then not having to pay anyone to think about the elements of the game which made it the grand thing that it is.

Edited, Thu Jan 9 13:56:56 2003
RE: Anger, at least be angry at the right people
# May 25 2006 at 12:51 AM Rating: Decent
Who the **** is Verant?
Anger, at least be angry at the right people
# May 11 2005 at 2:21 PM Rating: Decent
Sorry Danielle if your deficient mentality precludes reading the whole post. It was a good post, unlike your own.

RE: Anger, at least be angry at the right people
# Sep 29 2003 at 3:26 PM Rating: Default
As in all lawyer notes/coorespondence I stopped reading this half way thru then went on to read the interesting posts about zone strayegy vs. listening to some one who obviously thinks they know everything and has to teach everyone their perspective on Sony.

Sheesh! (one sentence, a long one but it sums it up, please let your opinions stay in the courtroom please).
RE: Anger, at least be angry at the right people
# May 23 2003 at 4:58 PM Rating: Default
Spoken like a true lawyer...Loquaciousness at its height
RE: Anger, at least be angry at the right people
# Jun 16 2003 at 3:43 PM Rating: Decent
120 posts
He's got a point, though, especially about the tradeskill thingy. Even when a tradeskill item has some stats, they usually stink compared to the mob drops. I mean, I can't even find an alchemy potion that will CURE DISEASE!! Poison, yes, disease, NO! I'll admit to having paid 5000pp to twink my baby warrior, but only because no one wants to group anymore except in places like PC or HKH where you can sit for HOURS waiting for a group, and a warrior can't solo effectively without some kind of help healing. Then, to top it of, even if you do find a sweet little druid to cast regen on you, it's gone in 15 minutes. How about some tradeskills that make items with permanent effects? Or unlimited charges? Or give the poor warrior a skill that at least helps a little bit with regen (yes, I know, troll or Iksar, but then you spend all your time getting faction instead of having fun with friends). Wanna know why we don't? Here's my opinion - Sony wants us to have two accounts so we can make our own warrior/healer duo, that way they get twice the monthly charge out of us. That or give us a few more places for the 20-25 crowd with the good exp bonuses so there aren't 50 people in a single zone that has camps for 12.<rant over>
Is anything snare-able now?
# Aug 26 2002 at 3:26 PM Rating: Decent
Okay, the Tarmoks are immune to snare.

Is Anything here snareable? Bugs? Bandits? Dregs? shrooms?

thx =)
RE: Is anything snare-able now?
# Feb 20 2006 at 6:46 AM Rating: Decent
With my experence killing small underbulks over and over.. they are not immune to snare or root, same with the underbulk hatchlings, however, The "An Underbulk"s are immune to snare and root.

And the domestic beetles AND underbulks can be snared and rooted.

Edited, Mon Feb 20 05:48:10 2006
# May 01 2002 at 9:12 AM Rating: Default
1,262 posts
Just a thought: Root, as I understand it, is a spell that causes the target's feet to become rooted in the ground, causing it to be unable to move. Snare, as I understand it, causes the plants and roots in/on the ground to tangle around the feet of the target, thereby slowing it. Since the MOB's in this zone are, in fact, a form of intelligent/mobile plant, it does make sense that they would have developed methods for freeing themselves from the ground and for preventing themselves from becoming entangled in their lesser bretheren.

Of course, if that were the logic, it should apply to all mobile plant creatures on Luclin.
Necro soloing
# Apr 18 2002 at 11:40 AM Rating: Default
How would a 52 Necro fair here, useing defoliation? (Plant only DD spell max 720)
Beastlord Epic Battle
# Apr 05 2002 at 5:52 PM Rating: Good
OK, as you may know the final battle for the Beastlord Epic weapons take place here, this is the info I know from killing Draz Nurakk today with my guild.

The BST interacts with the scout in some way, causing Draz Nurakk to spawn in a hut very close to the water where the dredge guys hang out. Draz is an Iksar BST and has a pet. Draz hits for 150s, pet hits for 170s. Draz is 55, pet is 53. Here is the twist: Draz is immune to melee, except for Monk/Beast hand to hand or Beast claw (as part of epic quest).

We did the battle with the following:

Lvls were between 52 and 60.

BST did the interaction with scout to pop Draz & pet, one group of melees attacked the pet with a DRU healing them, while all the other casters and a PAL attacked Draz. PAL cast stuns and taunted to keep agro.

ENC Tash'd Draz, then I (52 MAG) attempted to land Malosi. It took me 4 casts to get one to stick. PAL had DS on him and we let him get agro until Draz was down to about 70%, then started nuking occasionally. For nukes use Cold or Magic, both of those hit fine (even at 52 and I could land Shock of Swords fine after I landed Malosi). Do NOT attempt to use Fire nukes on Draz, he is nearly immune to Fire. I don't know about Poison or Disease.

When Draz was at 50% we started really nuking, by the time he was to about 40% the melee group had killed the pet and came to help taunt. Interestingly, even those he is immune to melee weapons, he is not immune to H2H. Our MNK was able to punch him just fine. Also interesting, pets can hit Draz well but ONLY if they don't have weapons! I made the mistake of giving my pet daggers to make him dual wield and he didn't do a single point of damage (go figure, fire pet and mob is nearly immune to fire). There was a lvl 60 Necro pet and another Necro pet (not spectre) and they both hit fine. The lvl 60 pet was using slashing attack, but it landed. I guess they have a built in scythe.

The whole fight lasted about 5 minutes and the Pally had to be CH'd twice, if I recall. No one else really got hurt baddly. Draz dropped Dark Animist Tunic, 20AC 9STR 9WIS 6DEX 50HP, I forget the other stats and weight. It's BST only, MAGIC LORE NODROP. Also Dark Animist Gloves 9AC BST only, MAGIC LORE NODROP. Last item was Heart of something 5WIS range slot item. I didn't get to see that stats on heart. BTW Dark Animist armor is black when worn.

So any way, if you're going to do Draz you need about 2 groups of about 53+. You should have 2 Clerics, one SK or Pally to taunt Draz, Chanter for Tash, Shammy/Mage for Malise, and lots of casters. Like I said above, use save vs. Magic or Cold nukes. Magi make Water pets (better nuke damage than Earth or Air), Beastlords give your pet Lightning or Cold proc, and no one give weapons to your pets (not even magic weapons).

Edited, Fri Apr 5 17:55:31 2002
Teleporter to Twilight Sea
# Mar 11 2002 at 4:54 PM Rating: Decent
So as a little lvl 30 ranger I cross the Echo Caverns and enter deep within the Fungus Grove, with heart thumping and praying for invis to hold. My goal was to enter the teleporter and get to Twilight Sea then Katta.

I saw this huge red circle with a red glow, but when I passed through it , several times, from both directions, it didn't work. I was lucky enough that my invis allowed me to make it back in one piece.

What is needed to activate the damn teleporter ?
RE: Teleporter to Twilight Sea
# Mar 12 2002 at 9:56 PM Rating: Excellent
26 posts
That fooled me for a while too ;) You just click on the stone circle, not pass through it. Don't click on the npc on the other side (in Twilight) btw; she's the gate back.
RE: Teleporter to Twilight Sea
# Mar 18 2003 at 3:26 AM Rating: Good
106 posts
The npc is not the gate back, she's just standing very very close to it. The gate back is the big red circle on the twilight sea side too. Click anywhere on the red effect and you will go through the zone in either direction.
Zone Tactics?
# Mar 04 2002 at 4:06 PM Rating: Decent
I have ventured into this zone several times to do the faction quest and I am always noticing the large quantity of lvl 60 players. As a 51 Necromancer I am curious to see what types of groups and character tactics are being used here. I know all the snare tactics (such as a Necromancer's snaring darkness line) are obsolete, so thus I could not fear/kite. Is any class able to solo this zone. Most interested in Necro input. Can my pet and DoT's go toe to toe with a single pull? Will the guards save me when things go horribly wrong? What are your tactics for Fungus Grove?
RE: Zone Tactics?
# Mar 08 2002 at 8:03 AM Rating: Default
251 posts
Getting the single pull should be easy surviving it would be another story. Not sure how it would go for you. The guards do not help tho. I got in trouble and ran at one point the guards ignored the mob but I did manage to outrun it and loose it.
The Power of Hate conquers all foes.
Leader of The Silent Minority a Rathe Guild
# Feb 26 2002 at 7:50 PM Rating: Default
Yeah Verant didn't anticpate kiting, fear kiting or root/blast techniques. The game design idea was interdepence. In other words, they want to the game to be played in groups and to encourage guilds. The have certainly been consistent with that every expansion, nerf and class balancing change. They have been real serious about it in a couple years. But I think at the design meetings if someone could come up with and idea that would take these techniques out of the game without filling up their e-mail inbox with flames that person would go right to Vice-President.
#REDACTED, Posted: Feb 25 2002 at 12:47 AM, Rating: Sub-Default, (Expand Post) ANYONE ON THE NAMELESS SERVER
RE: Quick Cash
# Apr 29 2002 at 10:41 PM Rating: Decent
133 posts
My advice, keep checking the vendors in FG at the zone to Echo Caverns. My brother was able to pick up 3 of these daggers one time.... and for only 4pp each =~)
Yes, I now have 2 on my rogue and he's just nasty in a good group!
Hiddo Von'Skittles (Profile is so out of date... not sure I have the strength to update it.)
Route to Twilight Sea
# Feb 07 2002 at 1:22 PM Rating: Decent
I may be premature here. This morning I got a helpful invis and attempted to run through to the Zone connection to Twilight. While I was killed in the attempt, if I would have figured out how to get to the zone connection I should have had plenty of invis time to make it. Nothing in this zone attacked me when I was invised, not even the bandits.

This is what I think right now (while trying to organize a CR and Rez.) The zone connection to twilight is in the upper left corner of the map (around 2000, 2000 area.) Trouble is, it appears to be in an underground river. So if you run to that area like I did, you won't find it. I now beleive that you have to get into the lake which dominates the Northeastern area of the map and swim into twilight, heading west perhaps under a waterfall.

I may try the journey again, if the lvl 60s that solo in the area don't spam me too much for not being smart enough to learn the from the first time I was swarmed by mushrooms when my invis gave out.

Please if you know the answer to this, have some sympathy and post here. I will update this as I suffer through to an answer.

RE: Route to Twilight Sea
# Feb 07 2002 at 2:11 PM Rating: Excellent
658 posts
The teleporter (which is what you use to get to Twilight) isn't in a river; it's on a big stand and is really obviously a teleporter. You're right about its approximate location. BTW, you can get to it by hugging the left wall after you leave the bank area. Good luck on the Rez/CR.

Edited, Thu Feb 7 13:13:28 2002
RE: Route to Twilight Sea
# May 02 2002 at 3:51 AM Rating: Good
I am merely trying to do one of the faction quests for Shadow Haven, and the miner in Paludal sent me to Terasol in Katta. I am a 24th level Beastlord and I am also scouting for new hunting grounds, having outgrown Paludal.

From the miners, it was a toss-up to head toward Shar Vahl or Shadow Haven. Looking at my EQ Atlas Luclin Zone connection map, my choices appear to be Shar-Vahl-Hollowshade-Grimling Forest-Tenebrous or Shadow Haven-Echo Caverns-Fungus Grove-Twilight.

I have died more times (since level 10) in Hollowshade than anyplace else because of the STUPID %$#*! WAR and I haven't even been in there that much; I have not even made it near the East side of the zone.

That, coupled with the fact that I had completed the Traders Quest in Fungus Grove in complete safety, settled my choice and I headed back to Fungus Grove intent on reaching Katta or at least finding a new place to hunt.

So here I go, 24 Beastlord mind you, trotting past the bank, out the gate and what do I see? Some guy battling a little mushroom with a healer backing him up. OK, this is cool, I have been soloing shrooms in Paludal and they were very good to me exp-wise. Apparently these are a bit tougher.

Wait a minute... that healer is lvl 60. Must be power-leveling this other guy. No, he's level 60 also. What could these little mushrooms possibly drop to make this worthwhile?

A small mushroom scowls at you, ready to attack - what would you like your tombstone to say?

WHAT? These are not the shrooms I have come to know and love! Hello Aggro City! OK, don't panic. Sending tell to healer: Can you tell me which way to Twilight Sea?

Reply: Other side of zone, kinda hard to explain.

Holy cow, now the melee guy is gone and there is a REALLY BIG mushroom over there now. Don't panic. Conning big mushroom...ok, apparently it cons Infrared because I'm right-clicking all over the place and all I get is small mushroom and...the melee guy. The guy is back. Now the big shroom is back. Now the guy is back. Jeez, as if I wasn't confused enough already.

So I sit and med and watch the pair finish off this knee-high shroom and heal up. About that time, someone goes running by toward the bank and says "CHU CHU"

That sounded kinda like a train. And the 60th level guys are running. OK, time to panic!

Well, it's way too late to make a long story short, hope you found that amusing. I ran to the bank, looked around, then camped and came here. You can probably guess what my questions are:

1) Is it possible to SNEAK along that left wall and make it from the bank to the teleporter?
2) Should I be trying the other route instead?
3) Is there some 3rd route I'm missing?
4) Should I just put my Jarbled Note away for a while and keep running back and forth between Zimloro and Elefan to get my Shadow Haven factions up?

Thank you for your support. And THANKS for that link to the map, EQ Atlas still doesn't have one posted.

3 Signs I have been playing EQ way too much lately:
1) Going down the Interstate, I checked my rearview mirror to see if my warder was keeping up;
2) Fumbling with the cruise control button trying to get my warder to report its health;
3) I caught myself hailing people at work.
Rooting and Snaring unfair??
# Jan 29 2002 at 10:37 AM Rating: Default
53 posts
Since when are rooting and snaring unfair tactics???? Its all about game balance. Yosa, you compare this to an exploit (the bit about standing in a spot and nuking where mobs cant go) and theres no comparison. Snaring and rooting is not an exploit, but a strategy used by those who have the means. For say, a druid, the fact that he/she cannot tank the mob makes snaring essential. And you think its unfair???? Just because YOU may not have the means to do it doesnt make it unfair. If V considers it unfair as YOU say - why then a while back did they allow snare and root to stack (when at release this wasnt so) which only makes it even easier. And its NOT what they had in mind????? Where the heck are you pulling this out of???? Sounds like to me someone have a certain kind of envy. Trust me - if it wasnt what they intended - theyd nerf the hell out of it till it was useless.
RE: Rooting and Snaring unfair??
# Aug 08 2004 at 3:18 PM Rating: Decent
I have no problem with druids quadding except the fact that alot of these types i have run across feel they own the entire zone and that it is your problem if they run a train through your camp and steal your mobs.

Being a very vindictive person i am more than happy to liberally annul magic on all mobs taken from me and let them ravage the poor lil bugger.

That said use whatever tactic you need to get the most out of the game for yourself. I kite with my bard but do it away from camps and will stop if groups are trying to xp.

As i have explained to many haters in PC: Everyone pays a subscription fee so you are not more important than anyone else playing. People who are only concerned about their needs will sorely lose out because this i s a MMORPG. If you don't like it go back too playing final fantasy.

Edited, Sun Aug 8 16:19:31 2004
RE: Rooting and Snaring unfair??
# Feb 19 2002 at 4:55 PM Rating: Default
LOL My God people.. Maybe its not a conspiracy to ***** over Druids..
Look at it this way.. It is a plant based zone.
Root and Snare are plant based spells. :) Kinda see when I'm going with this huh. hehe

Nuff Said

Klaana Wildvine
51 Druid Veeshan Server
RE: Rooting and Snaring unfair??
# Feb 19 2002 at 4:55 PM Rating: Default
LOL My God people.. Maybe its not a conspiracy to ***** over Druids..
Look at it this way.. It is a plant based zone.
Root and Snare are plant based spells. :) Kinda see when I'm going with this huh. hehe

Nuff Said

Klaana Wildwine
51 Druid Veeshan Server
RE: Rooting and Snaring unfair??
# Feb 19 2002 at 3:36 AM Rating: Decent
Many moons ago, before Kunark had been discovered and even before the plane of fear opened for business it was stated on the boards by either Brad or Abashi that kiting was never meant to be a viable way to gain xp. That's why he's correct in saying that it's not what they had in mind.

They also said they thought it was too late to remove it now that people were used to it though.

Why they made root and snare stack was because you could root a mob someone was fighting and hit it with a few light dd's to break the root and get around PvP restrictions by getting them killed with little or no danger to yourself.

Now certainly there's nothing wrong with kiting in and of itself, but expecting to be able to do it anywhere you like is a bit silly. My advice is to relax and either group or find somewhere else to hunt, like The Grey.
RE: Rooting and Snaring unfair??
# Jun 14 2002 at 8:28 AM Rating: Decent
heh, it would be much easier to simply cancel magic on the mob until snare got wiped. Then you could STILL kill someone without having to fight them, especially if mobs in their quad apparently start breaking snare in rapid succession....
RE: Rooting and Snaring unfair??
# Feb 24 2002 at 2:17 PM Rating: Decent
53 posts
LOL you cant snare in The Grey either... and in that zone - it at least makes sense, being a lifeless void. I dont understand why it is this way in fungus grove however, a zone teeming with plant life.
RE: Rooting and Snaring unfair??
# May 25 2002 at 1:35 AM Rating: Default
Snare works just fine in the Grey. Do it all the time. Alondin Octagorn.
RE: Rooting and Snaring unfair??
# Apr 17 2002 at 2:55 PM Rating: Decent
Darkness works just fine in the Grey
Thoughts On Fungus Grove
# Jan 17 2002 at 9:15 AM Rating: Default
First you really shoudn't ***** too much about the mobs being immune to root and snare. Since the most common ues of these spell is not want V had in mind. They were intended as an excape means. The fact that V immuied one zone from what they consider unfair tactics, really isn't surprising, after all they have been doing it all along. When the game first came out there were many places that you could stand med, and cast from where the mobs could not go. As you well know these places no longer exist. Another change along the same line was to reduce the damage of DOT spells if the mob is running.

Since the very begining, V has been trying to force the game in one dirrection, while most playwers have been trying to figure out how to beat the system so to speak. Making some mobs unkillable to some popular tacties is only one example of this, the other big one is the push by V to minimize farming, thus the loot code in the warrens areas, and the fact that a number of nice items in SoL are no drop.

Now back to the inability to root etc in this zone. Except for using these spell to kill mobs ther is really no inpact of this since every mob i have fought in this zone can be out ran, even with out sow. If this was the only problem with the zone it would still be a very popular place. However there are other.
An almost total lack of loot.
An agro assist (the distance at which a mob will add to a fight) radius that is way to large.
No clear excape path form camp deeper in.

The result of all this is a zone visited mostly by lvl 60's working on AA, and killing only one of the many diffrent mobs in the zone.

Yes perhaps when SoL was releced this zone was too easy, but now the risks for most players far out way the rewards, and the zone if far less than it should and could be.
#REDACTED, Posted: Jan 31 2002 at 4:44 PM, Rating: Sub-Default, (Expand Post) Wow, a scholar with a third grade reading level.
# Jan 15 2002 at 4:43 AM Rating: Decent
How do I get faction for the town?
RE: Faction
# Jan 17 2002 at 8:48 AM Rating: Default
251 posts
As a DE SK hated the world over I was fine wandering through town. I believe the faction goes up with Shadow haven faction. So do any of the SH quests for faction. The traders coallition quest just involves running back and forth from SH to the Bazaar and SH to FG.
The Power of Hate conquers all foes.
Leader of The Silent Minority a Rathe Guild
map and stuff
# Jan 14 2002 at 2:13 PM Rating: Good
251 posts
First the link to a map
Second looks like eqatlas should have one up soon.

As a DE SK I am KOS to most things in the zone but the bandits in the camps look on me kindly.

See a post that says tormaks drop SK spells anybody know if this is the source of the personal summon corpse spell and the Mental corruption spell?
The Power of Hate conquers all foes.
Leader of The Silent Minority a Rathe Guild
Thx for Map link
# Feb 13 2002 at 5:09 PM Rating: Decent
Thanks for the map link, i always find it hard to locate a map if EQatlas doesn't have one.
zone to twilight
# Jan 13 2002 at 2:41 PM Rating: Decent
i have looked through the map link on this page but found no map for this zone...can anyone tell me where to find a map so i can get to twilight sea. Or maybe tell me if i can stay along a certain wall, anything would help

thx all...
loc of camps
# Jan 12 2002 at 10:03 PM Rating: Decent
can someone please post locs of camps.
i printed a map with just loc numbers and when someone tells me to meet them at a certain place i would like to just say ok, rather than ask for a loc.

53 magician
Crystaline Avengers
Immunity to speed spells...
# Jan 09 2002 at 12:27 PM Rating: Default
If they are going to keep immunizing mobs to root and snare (for the entire zone) why don't they just remove the spells from the game. Really, what is the point of having these spells if that is the case? I can understand increasing magic resistance in general (for probs with AoE groups etc) but to single out one line of spells like this /shrug. While I'm whining... ever think about dot's vs dd? You can dot, and med, or nuke kill and med, right? Well, nice thing about nukes, you don't have to worry about what 'stacks'. You nuke with one spell, nuke it again in after 3 sec. recovery or whatever (not like waiting a min with a dot). Ever get the feeling verant wishes they didn't make druids?

Goin to log my pallie for a while now.
Cleric spells
# Jan 07 2002 at 1:01 PM Rating: Decent
Can anyone tell me if Cleric spells also drop here and if they do..from what mob(s) thanks.
# Jan 04 2002 at 8:20 AM Rating: Default
What level range is this place? I'm a 48 monk, that work?
# Dec 21 2001 at 12:42 PM Rating: Decent
179 posts
I'm hearing different reports of this zone that everything is KOS, and that mostly everything isn't KOS.

I just want to get to Twilight Sea, I did try through Tenebrous Mts., but my druid friend and I had a bit of trouble there and had to Evac out.

So what would be the safest way? Go back through Tenebrous Mts, just be careful and make like you're playing Frogger trying to avoid the mobs, or to run through Fungus Grove Invisible? (Assuming Invisibilty, unlike TM, works on all or most mobs there.)

RE: Question
# Dec 26 2001 at 3:19 AM Rating: Good
I've toured most, if not all, of the zone with my invis song. Granted, bards have the advantage that we never need worry about our invis dropping at some horrifically inconvenient moment. But near as I can tell there's nothing in this zone that sees invis. I've been back and forth to TS several times.
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