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