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Latest post 03-26-2005 3:48 PM by Seraph. 21 replies.
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  • 01-23-2004 3:49 PM

    • Dermei
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    Lute of the Howler

    So, you want to be a werewolf. Why not? It's a pretty nice item: [image]http://everquest.allakhazam.com/equipment/rpics/lute_of_the_howler.jpg[/image] It has a 2.2 stringed mod, and the werewolf effect consists of: 1: Illusion: Werewolf 2: Increase ATK by 45 (L44) to 66 (L65) 3: Increase Attack Speed by 40% 6: Increase STR by 23 (L44) to 30 (L58) Oh, and Illusion: Werewolf includes infravision, very handy for humans like me. So, pack up a group and head for Velketor's Labyrinth. The Lute effect is usable at level 40 I've read, but the area to be hunted is set for a full group at mid-50s, but even 65s will get XP. If you know a SK without a very nice weapon, you may want to bring them along. Once you get to Velketor's (it's off the SW part of Great Divide) you need to get to the right part of the zone. I'll warn you now that while it's POSSIBLE to walk out of where you're going, it's a long slog, so bringing a porter is highly advisable. Before heading down there, do a camp check, you need to know if the camp is open, it's known variously as the "pit" or "lower dogs" that I've seen. To get to the pit, go up the ramp near zone in, then up the slippery bits until you get to the fake wall. This isn't a difficult trip if you've been there, but it's hard to describe, and the zone's difficult to map. Here's the best I've found thus far: [image]http://www.everlore.com/files2/GEO_211622_293959.jpg[/image] You're going up through point A, then point B, then take the hall to the right of point F through that wall, it's fake. At this point there's a big open room with a lot of scary looking slippery paths. Go straight forward until you land on the little orb in the middle, then just hop off the orb to the right. This puts you on the ground (slippery again) right next to the pit, which is point K. Hop down into the pit and now you're in the right section. Kill of the 3 or 4 kobolds down there. There are a few named Kobolds in this section, 3 are easily reached in the vicinity. Go one room south of K, I'm going to call this room (1). The first is the one two rooms south of (1), where Grendegek Icepaw may spawn in the middle of that room. He can drop a mediocre 2h sword or the Sword of Pain, a very nice SK only one-hander with a clickable Grim Aura. I recommend pulling them into either (1) or the room directly west of it and killing him there. This is probably a good time to mention the traps -- there are multiple mobile dispell traps in this area (4 at a time), so keep using sense and disarm traps while you're down here, or your buffing classes will be crying within minutes. Ok, with Gregendek down, from (1) go West, South, West and kill anything in your path. Call this room (2), it's a very convenient place to set up and camp the three nameds. Clear the room south of (2) and then look down at the room just to your east. Among the kobold population of this small room can be Jelek Icepaw, another named who drops a somewhat decent paladin one hand slasher and a bunch of junk. May as well clean it out. Now, from (2) go south twice, then look east to the cubby just south of Jelek's room. This is the room that can spawn Khelkar Icepaw. Khelkar's the one who can drop the Lute of the Howler. Note that it's a "can." Fortunately, the named spawn is pretty common, one out of 4 or 5 I'd say, so once you're down there, just keep at it. Khelkar's pop is in a room with I believe 5 kobolds total. Khelkar is a rogue, by the way, so if you're pulling him, you may want to either stay face front or get a bit of a lead, he can backstab for well over 500. Keep at it for a while, loot's not too horrible, and even the 65s will get some XP, so it's not a wasted trip for anyone, especially if you can get your alt SKs and Paladins decked out in new swords. If you're wiping everything in this region out, go ahead and clear off some of the stuff through the ice warrens past points I and H. That should keep even a full 65 group busy. Congrats on your new sword, Wolfman. Or, wolfwoman, as the case may be. By the way, if you want (or need) to walk out, your path is through J, G, and F which is a one way wall there that leads you back near the false wall you passed on the way in. Good luck! --Dermei Stersinger of Stromm
    • Post Points: 95
  • 01-25-2004 5:38 AM In reply to

    • Darsarin
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    Re: Lute of the Howler

    Very nice post Dermei. Thanks for taking the time to put it together. You write this up as a guide and post it in the guide section as well. edit: I was bored so I did it for you. :D
    • Post Points: 5
  • 03-02-2004 8:19 AM In reply to

    • Phaith
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    Re: Lute of the Howler

    Any way to solo this as a 65 bard? If not to duo with a 65 Necro?
    • Post Points: 20
  • 03-02-2004 12:35 PM In reply to

    • jdestef
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    Re: Lute of the Howler

    i was able to duo Kharlek (sp?) with a 63 bard and a 65 paladin (125aa, 5800hp/1330ac). Slows were VERY difficult to land with Angstilch's Assonance. Resisted 90% of the time. I ended up using LOH the first time from the paladin. The next time he popped I used Puretone to help force slows and was able to keep the paladin alive and kicking with only her self-heals. The third time i had no secret weapons and wiped haha. I dont know much about the solo abilities of the necro so i cant say whether or not you could duo it. The mob his around 280ish if i recall correctly. Good luck. -Xanguard 7th Hammer
    • Post Points: 5
  • 03-02-2004 12:41 PM In reply to

    • jdestef
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    Re: Lute of the Howler (where is Jelek?)

    Your guide is confusing. The way you decribe it, Jelek and Khalrek are in the SAME room? Well, actually you decribe Khalrek in the wrong room and Jelek in the room where Khalrek actually is. Can you clarify please. Thanks
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  • 03-02-2004 12:42 PM In reply to

    • jdestef
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    Re: Lute of the Howler

    Your guide is confusing. The way you decribe it, Jelek and Khalrek are in the SAME room? Well, actually you decribe Khalrek in the wrong room and Jelek in the room where Khalrek actually pops. Can you clarify please. Thanks
    • Post Points: 5
  • 03-13-2004 5:25 PM In reply to

    • Selocat
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    Re: Lute of the Howler

    Wish some of the bored higher levels would start farming this item again. Has gotten ridiculously expensive on Rodcet (over 30kpp). Spread the word and maybe some of the 2 boxing elite will farm it to finance their 15 alts.
    • Post Points: 5
  • 03-23-2004 10:08 AM In reply to

    Re: Lute of the Howler

    Thank you for the post Derm. I've been wondering where that Illusion lute is. I've been wanting it for quite some time :P
    • Post Points: 20
  • 03-27-2004 4:19 AM In reply to

    Re: Lute of the Howler

    This lute is soloable, but you better have at least FT5 and 4.5k hp. And is an easy duo with just about any class. The icepaw guy only hits for 200-300 and is an easy single pull. Watch out for the dispell trap in the room above icepaw though because it will dispell your charmed pet or your invis and make life hell for you. If you plan on soloing it, heres the deal. Head down and kill the ph first, locate a db "icepaw warrior" near the safe room and charm it and hand it a full set of summoned pet items. Now break charm and FM and wait until the named guy pops. Now grab a shaman mob. I think they're called the icepaw priests and charm it and leave it in the safe room. Run up and grab the icepaw guy and pull him to the safe room and send in the shammy pet. Ideally by the time the shammy pet dies it will have slowed the named guy. If not you're going to have to slow it yourself. and then charm the warrior you equipped eariler and send it in(you're going to take a beating in between pets so be ready) When the warrior gets low on life step in and take hits for a bit, wait for charm to break. (Now this is the tricky part.) stick your level 60 dot on the named guy and snare him and while he's snared run your former pet into a crowd of healing mobs and they will heal him back up and you can fm and recharm the warrior while tanking the named guy for a bit and rinse and repeat until you're holding the lute in your furry paws.
    • Post Points: 20
  • 04-13-2004 11:40 AM In reply to

    • goldsong
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    Re: Lute of the Howler

    I couldn't believe it but this lute was forsale on the terew marr server for 100k!!!!!!!!!! give me a break. its nice but not 100k nice :o
    • Post Points: 5
  • 04-26-2004 5:00 PM In reply to

    • CoMBard
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    Re: Lute of the Howler

    the loc for this mob is P220 N350 N180 (Z axis) that is +220 -350 -180. Its actually the room NORTH of Jelek. Want more hint? no problem here is a map *******O < you drop down here *******| ****O---O ****|***| O---O***O |***|***| |*******O O---O |***^ this room Want more hint? no problem, he spawns in a room with 5mobs Yes you do have to go up 1 Ramp AND his room is next to the room with the dispelling trap. If anyone is still not clear about this please tell me. let me see if I can be more descriptive
    • Post Points: 20
  • 05-17-2004 10:17 PM In reply to

    • ace
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    Re: Lute of the Howler

    what? i cant read the star map! lol
    • Post Points: 20
  • 05-19-2004 12:09 AM In reply to

    • barbai
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    Re: Lute of the Howler

    best I can tell O= a room and l or - is a path but can't tell for sure.
    • Post Points: 20
  • 05-20-2004 6:35 AM In reply to

    • goldark
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    Re: Lute of the Howler

    Spot on. Maybe your browser shows it differently, made sense to me though :) The **** are just space fillers where you can't go (i.e. solid rock/ice or whatever). Between it and the map and description above I'm not sure if I can help much further, but its simply a case of going South from the drop down, then W, S, W, S, E. That last E puts you in the room with 5 mobs down a ramp, Kelkar's PH is the middle one.
    Yes you do have to go up 1 Ramp AND his room is next to the room with the dispelling trap.
    The traps move around periodically and so do not make a reliable landmark.
    • Post Points: 20
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