EQ Beastlord Guide-5.1.-2 Newbie Quests

April 26, 2010 · Posted in Uncategorized · 2 Comments 

Beastlord 1st Test of the Patriarch
Reward: Patriarch’s Bracer
Talk to the Iksar Beastlord guildmaster, Prime Patriarch Vuzx, upstairs in the Iksar
Shaman Guild. He will ask you to bring him four leech husks. They are found in the
Swamp of No Hope on Swamp Leeches and Giant Swamp Leeches
Beastlord 2nd Test of the Patriarch
Reward: Patriarch’s Cap
When you bring the leech husks back from the 1st quest, Prime Patriarch Vuzx asks you
to bring him back three spiderling silks, and one scarab carapace. These drop in the Field
of Bone on: Bonecrawler Hatchling, Bonebinder Hatchling, Emerald Scarab, Carrion
Beetle Hatchling (you may also loot a scarab carapace from an Emerald Fencer if you
have someone that will kill one for you – approx level 14)
Beastlord 3rd Test of the Patriarch
Reward: Patriarch’s Leggings
Upon completing the 2nd Beastlord Quest, Prime Patriarch Vuzx asks you to bring him
four goblin watcher torches. They are found in: Lake of Ill Omen, Warsliks Woods. on A
Goblin Watcher
Beastlord 4th Test of the Patriarch
Reward: Patriarch’s Claws
When you finish the 3rd Test, Prime Patriarch Vuzx commissions you to bring him two
Sarnak Broodling Fangs (nodrop), and two Goblin Hunter Spears (nodrop). The spears
are a fairly common drop, while the fangs take a few more kills. Try around (4715, neg
4236), or (5248, neg 4696) in Lake of Ill Omen. Found on : Goblin Hunter, Sarnak
Broodling
The other type of progressive quest the Iksars receive is their Cudgel Quest. This is a
seven stage quest that starts with talking to Hierophant Oxyn in Cabilis East.

EQ Beastlord Guide-5.1.-1 Newbie Quests

April 26, 2010 · Posted in Uncategorized · Comment 

5.1. Newbie Quests
In most of the "Newbie Zones" in the game, there are nice little quests to help players
along the way and get used to the class they are playing. For Beastlords, there are
Newbie Quests for each of the six playable races. These quests do not yield the best
armor and weapons, but they mirror the fact that the Beastlord must kill many of these
MoBs anyway and might as well save the items for some reasonable armor and weapons.
Barbarians: The start of this quest begins with hailing Hoyst MacTagaen in Halas near
the Beastlord Guild. He will give a series of quests to find various items and bring them
back to him. All the items can be found in Everfrost.
This is a series of quests that get you various pieces of armor and a weapon.
1. Field Priest’s Bracer: Give him a White Wolf Skin.
2. Field Priest’s Cap: Give him three silk threads and a large tattered skullcap.
3. Field Priest’s Kilt: Give him four Ice Goblin Beads.
4. Field Priest’s Claw: Give him a gnoll fang, giant snake fang and a hunting bow.
5. Field Priest’s Leather Tunic: Give him a pair of Wrath Orc Wristbands.
Iksars: The start of these quests begins with Prime Patriarch Vuzx. These quests require
collecting items from the Field of Bone, Lake of Ill Omen and the Swamp of No Hope.
This is a series armor quest for newbie Iksar Beastlords.

EQ Beastlord Guide-4.3.-5 Ferubi

April 23, 2010 · Posted in Uncategorized · Comment 

Ferubi
Ferubi is the highest level of the four open zones. This zone is geared for level 65 players
and soloing is almost impossible here. All the caster MoBs see invisible here so this is not
a zone to go around exploring without a good, solid group. There are several named
here which drop various augments ranging from AC 15 items to HP25/Mana25. They are
on 2 hour spawns so camping them is a nice way to garner some great experience while
passing the time, waiting for respawns. This is also a nice zone to collect the new GoD
Spells which drop off the various mini-named MoBs.
The camps in Ferubi are limited to the zone lines and the rooms where the mini-named
spawn. There are several boss MoBs that require a full raid to kill as well. This zone
comes very close in the amount of experience able to be obtained in the Elemental
Planes.
Barindu
This zones difficulty lies in between Qinimi and Ferubi. This is where the first
trial/instance events occur. Players who wish to progress through GoD will have to
complete a series of 6 trials in this zone. The first four are obtained by talking to the High
Priest Diru. He will send the player to the sewers. These trials are for 6 player groups
only and are very difficult to complete by any group that does not average level 65. The
last two trials are obtained from a Yunjo named Udranda. She will send players into the
mountains of Vxxd and Tipt to complete her quests. These two trials require players to be
VERY well equipped, most likely with Elemental Plane items. Any player completing
these quests will be richly rewarded with access to Kod’taz, a zone that offers MoBs that
give 3-5% AA points per kill. Unfortunately, to get to this point, most players will have to
be in a guild that has access to the Elemental Planes and most probably Time to be able
to survive such encounters.
There are a few camp spots in Barindu, the favorites being along the walls away from
roamers and at the Qinimi zone line. The Trials/Instances themselves are also a nice
place for experience and drops as well and can be activated (even if a player has
completed the trial) by talking to a Yunjo named Gamesh.
This concludes the Tier One Zones of GoD. Other zones are accessible only by
completing the trials stated above, but any player who is not level 65 will not gain entrance
to these. Also the MoBs in the Tier 2 zones hit for 1000-2000, so only those players that
are Time equipped will be able to progress further.

EQ Beastlord Guide-5.Places to Kill

April 23, 2010 · Posted in Uncategorized · 3 Comments 

5. Places to Kill

Questing is one of the most valuable means of

gaining experience in EverQuest if done at

the appropriate level. Quests usually involve

gathering or delivering items from place to

place. The difficulties involved usually determine

the amount of experience for the quest

or how great the reward is. These factors may

include how hard the mobs are to kill, the

zones involved, etc. If a Beastlord plans ahead,

they can gain their experience in a

layered fashion, first by getting the experience by

killing the monsters involved, then gain

more when turning in their quest items. Many

quests yield useful or valuable items for the

player’s time. Due to the sheer number of quests

and mini-quests, this guide will touch

on only a select few which yields the best type of

rewards.

EQ Beastlord Guide-4.3.-3 Qinimi

April 22, 2010 · Posted in Uncategorized · Comment 

Qinimi
This is the first of four Nihili cities taken over by the Muramites. It also allows access to
the other three open zones that any adventure can get to without having any flags. This
zone is completely full of KoS MoBs so extreme caution should be used when traveling
through this zone. Most of the MoBs will not see through invisibility, however a small
random percentage of Kyvs and Ukuns do.
Like all GoD zones, there are many nice items that can drop of ANY MoB as a rare drop.
The experience in this zone is quite nice but there are only a few true camp spots, so if
these are taken, it will be difficult to fight here. Due to the fact that this zone is used to
travel to the other GoD zones, trains here are common, so be careful.
The first camp spot is at the zone in from Natimbi. Various MoBs can be pulled to the
zone line safely and dispatched quickly. Many high level Beastlords can solo in this area
quite successfully, zoning if things get too hairy.
Other camp spots include the other zone lines between Riwwi, Ferubi and Barindu.
Travelling north from the Natimbi zone in will bring you to these areas.

EQ Beastlord Guide-4.3.-3 Riwwi

April 22, 2010 · Posted in Uncategorized · 1 Comment 

Riwwi
This zone has a unique story behind it as it is the place where the Muramites take the
Nihili slaves to a large coliseum in the northern part of the zone for their blood sport.
Within the coliseum there are various slaves who stand about and about every twenty
minutes a gladiator comes out and kills a few then walks out and disappears. Zone wide
shouts from spectators make this fairly humorous to watch.
Like all GoD Zones, invisibility is not 100% guaranteed here. Various Ukuns and Kyvs do
see through invisibility so caution is advised. Like Qinimi, there are zone wide rare drops
from any MoBs. This zone connects to Barindu, Ferubi and Qinimi.
There are a few camp spots aside from the zone in lines, the first being the coliseum as
mentioned above. A Beastlord can solo/duo in this area quite well, killing not only the
Gladiators, but the stoneworker servants on either side of the coliseum. These MoBs give
Yunjo Slave resistance faction which is important to a few of the quests here, so it is
suggested that a player not kill the slaves. There are a few named that will also come out
as Gladiators that drop nice armor that is sellable for 3-75k in the bazaar.
Another nice area to kill in is in the first building on the left from the Qinimi zone line.
There are only 3 MoBs in this building and they are easily dispatched. Other roaming
mobs can be pulled in from the outside relatively safely.
Finally, there is one MoB that pops on occasion in this zone which requires caution. She
is the Taskmistress and like the Cragbeast Queen, hits for over 3000. She is a weird
spawn in that once she kills a player, if she isn’t engaged again within 45 seconds, she
despawns. So the good news is if a player dies to her, they won’t have to worry about her
camping the corpse.

EQ Beastlord Guide-4.3.-2 Gates of Discord

April 21, 2010 · Posted in Uncategorized · Comment 

Natimbi
This is the first adventure zone in GoD. This zone is best for those between the levels of
51-55. Recent changes have made all the “animals” in this zone have a faction of
Dubious to adventurers. This means they will not attack on sight. Beastlords will find nice
experience killing the various Stonemites, Turpetas, Hynids and Ghosts on the land. The
Wayfarer’s camp here also has several quests that asks a player to collect rare items from
each of these types of MoBs to help aid in the experience grinding. There are also MoBs
in the waters around which include Tide Feasters, Mermaids and Reruga-type MoBs.
These MoBs do drop some quest items but do not offer any advantage from there land
counterparts.
On the far side of the zone from the zone in, are some higher level MoBs that are KoS.
These are the Muramites, which include Nocs, Ra’tuks and Mastraqs. Killing these are
more difficult, but offer some rare zone drops and faction with the Nihili.
On another note, Named MoBs work a little differently in this zone, as most do not have a
static spawn spot. Each class of MoB has a particular named associated with it. When a
particular class is killed (hynid, ghost, ect) there is a chance that the next time that MoB
spawns, it will spawn the Named. This helps eliminate the “camping” of static named
spawns.
There are several camp spots for this zone, starting with the Wayfarer’s camp. Turpetas
and Stonemites wander around near the camp and pulling MoBs to any spot just outside
the camp is acceptable (just don’t train the camp!) Just across the little water channel is
an area full of MoB’s. Find a spot and start killing! There are normally enough MoBs here
that two or three groups can manage here nicely without running out of critters to kill.
Two things that should be noted here is that there are only two types of MoBs that see
through invisibility, the Ghosts on the island across from the Wayfarer’s camp and the
Cragbeast Queen. The Cragbeast Queen spawns in the center island between midnight
and 2AM every EQ day. She should be avoided at all costs as she is a raid level
encounter that hits for over 3000hp.
Finally, one can reach Qinimi through the large archway in the very north of the zone. A
player will have to travel by various KoS Muramites to get to the zone, so using some sort
of form of Invisibility is highly suggested.

EQ Beastlord Guide-4.3.-1 Gates of Discord

April 21, 2010 · Posted in Uncategorized · Comment 

4.3. Gates of Discord
There are six zones which every adventurer can get to. These zones mirror the Planes of
Power in a way as a series of flags/trials are needed to progress to other zones. This
expansion is designed for the higher levels of the game. Those characters lower than
level 46, should not even attempt to step foot even in the lowest level zone of GoD. Death
will come quickly and unlike the Planes of Power, there are no Graveyards where one’s
corpse will pop.
While soloing and duoing is possible in these zones it is a considerable challenge to try as
the expansion is designed mainly for full groups and raid-sized forces. Caution is advised
here as the MoBs here hit hard, fast and death will come quickly to even the most
experienced soloing/duoing Beastlords. Those higher level Beastlords will find the
reward/risk ratio quite favorable in these zones. The experience in GoD zones has also
been increased to be more in line with the difficulty of these zones. For many, these
zones have become the place to be for partying, soloing and duoing.
How to get to the Gates of Discord
This is a fairly simple process. A Beastlord can go to any Wayfarer’s camp and talk to the
Magus and ask to be teleported to Nedaria’s Landing. From there the Magus can teleport
an adventurer to the Abysmal Sea (GoD’s main SAFE city) or to Natimbi (the first true
zone of GoD). Those without the LDoN expansion can get to Nedaria’s Landing via a
cave system through the Jaggedpine Forest.
Nedaria’s Landing
This zone is the staging area for those ready to enter the GoD zones. All Caster and
Priest classes may bind at the Wayfarer’s camp. Melee classes must go to the Abysmal
Sea. There is not a lot to do in this zone. There are some simple quests and some MoBs
to kill for experience. This zone is technically not part of the GoD zones, and most
adventurers only use it for travel to the GoD zones.
Abysmal Sea
This zone is the main city zone for GoD. All players may bind here by using the bind
affinity spell or the soul binder. There are three ships bound together here that create a
very large city zone with a plethora of NPCs. A player may find just about anything they
need in this zone including food, gems, tradeskill items, containers, ect. There are
numerous quests that start in this zone including many tradeskill quests which will allow
the player to use the new tradeskill items dropped throughout the various GoD zones.
Players without the spell or an item that casts invisibility will find cheap potions that will do
the same here.

EQ Beastlord Guide-4.2.-10 Flagging

April 20, 2010 · Posted in Uncategorized · Comment 

Flagging
There is a pre-flag to this encounter. The pre-flag is conveniently located on the way to
the Manaetic Behemoth. To obtain the pre-flag you should hail Giwin Mirakon in the
factory. He is in the first room as you enter. After hailing him tell him that you "will test the
machine".
The moment he dies everyone needs to quickly get out of his room and back in to the
hallways. After the Manaetic Behemoth is killed Giwin Mirakon will spawn in the middle of
the Manaetic Behemoth’s room. This is a hazardous place for him to be, because the
spiders will eventually begin pouring in to the room. When they reach the room they will
explode for 2000 damage. This will not only kill players but will also kill Giwin if you let him
take enough of them.
You need for a feign death puller to pull him outside of the room and in to one of the
adjacent hallways and feign death. An enchanter can then cast memory blur on him to get
that player off the aggro list. This not only gets Giwin out of harm’s way, but it also seems
to reset his despawn counter. Players can then hail Giwin to receive their flag.
Once Giwin is outside of the room the enchanters need to either suicide to the spiders or
mem blur. The spiders should not be aggro on any players at this point, aside from the
enchanters. Everyone who died during the fight and the enchanters should consent the
living. Remember that the spiders will be exploding inside of his room. You need to dart in
and drag corpses in between spiders arriving. Have one player peek at the loot and link
them to the raid. Assign loot and whoever wins should rush in between spiders popping
inside and loot quickly.
Every few minutes you can have a monk hit him and feign death again and then mem bulr
to keep Giwin up for quite some time. This allows you to CR and also to get others in to
the factory for flag if they are arriving late.

EQ Beastlord Guide-4.2.-9 The Fight

April 19, 2010 · Posted in Uncategorized · Comment 

The Fight
At this point you should all be standing outside of the Manaetic Behemoths doorway,
except for the enchanters who are on crowd control duty. You don’t want to waste too
much time here before rushing in. The longer this takes, the higher the chance that an
enchanter will die or go LD and that spiders will begin to pour in to the room and everyone
will wipe to their AE damage. As soon as you are ready you should have a druid MGB
spirit of the wood and have the pre-assigned weaponshield tank rush in to the room and
begin weaponshield tanking the Manaetic Behemoth. When his weaponshield expires
then the warrior furious chain should take over as mentioned in the Preparation section of
ths spoiler (AE Taunt and Furious discipline). Everyone else should be doing maximum
DPS at this point. The faster you can kill the Manaetic Behemoth the more likely you are
to win.
You do not need to heal the warrior chain until after you have reached the end of the
chain. The last warrior in the chain should be your main tank. Once he has begun weapon
shield tanking you should have your healers /assist the Manaetic Behemoth and patch
heal his target. This will hopefully be your main tank. Patches are the desired healing
type, due to the AE silence.
To this point we haven’t discussed the Manaetic Behemoths offensive capabilities much,
so let’s do that now. The Manaetic Behemoth is an interesting encounter for two reasons.
First and foremost he has six different AE attacks. Five of these are one tick DoT spells
which do 900 points of damage. There is one of these attacks for each resistance type.
The sixth is an area effect silence spell, which also lasts for one tick. The AE silence is the
reason you want to use patch heals. The complete healing chain would break due to
silence. What’s interesting about these AEs is that they are not timed AEs like you will find
on most other mobs. They are all procs. This means that the Manaetic Behemoth can AE
you on every round. The AEs that he has appear to be randomly determined so you have
no idea which two he will have before the fight.
In addition to his AE he has a 2000 point single target proc that is magic based. Luckily
his melee output is low and he does not rampage. He also has very few hit points, this
fight is over in less than two minutes.
If you have multiple clerics or druids with Spirit of the Wood and EE you may want to
create a chain for them to use these abilities if possible. This will help keep people up for
long enough to kill the Manaetic Behemoth, hopefully. This fight tends to be very sloppy,
and it gets worse over time. Your furious chain will eventually run out of tanks and you will
be forced to take the AE damage and your enchanters will get backed up and die if this
fight goes too long.

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