![]() The Ancient Cyclops on the nearby island has regular Cyclopses as one of its placeholders and these regular Cyclopses share all of the characteristics of the Seafury Cyclopses. You can safely pull them from the Hill on which they roam down to the beach without getting adds (unless someone pulls them over you). Also, a Tainted Seafury Cyclops can spawn, who is also higher level when killed, a Corrupt Seafury Cyclops will always spawn on its corpse, which is needed for the Druid Epic. With 4+ people hunting there, you'll probably be competing for the spawns.īesides the regular Seafury Cyclopses, the spawns can also be Quag Maelstrom, a named Cyclops for the Bard Epic, who uses a single-target mana-drain song (and he drains rapidly!). ![]() If 2-3 people are hunting there, you might need to look around from time to time. You'll be hard-pressed to clear the whole island when you're alone. They can also drop four kinds of gems (Fire Opal ~45pp, Star Ruby ~60pp, Fire Emerald ~80pp, Sapphire ~95pp) as well as four kinds of (statless) jewelry (Pearl Necklace ~4.5pp (which I think is a typo in the item price in SOE's database! It should be 45pp), Emerald Ring ~60pp, Opal Bracelet ~80pp, Mithril Amulet ~95pp). Besides these, they can drop random research items of the kind that can be expected from mobs of this level, as well as Cyclops Eyes which are used in a Freeport Necromancer quest if I am right. You can tell their level by their max damage, since it increases by 2 for every level (68 dam at lvl 38, 70 dam at lvl 39. Seafury Cyclopses range from level 38 to level 42 and hit for 68 max up to 76 max. Seafury Island also has the pirate outpost with Gornit on it. He spawned, I tashed and as I was charming they hit it a few times. There are about 5-10 spawns roaming the island next to the island which has the Ancient Cyclops spawn. But I didnt feel like being bullied out of my camp so I waited for the Quag Maelstrom to spawn, the named guy that mana drains, risky and stupid to charm as an enchanter but I wanted to make a point. If an item isn't tradable, will it still be "locked" to the normal NPC, or will it drop rando style? ”Mob loot tables will be random.Seafury Cyclopses in the Ocean of Tears are the ONLY source for Mugs of Sea Foam. ![]() ↑ “ This server is going to be interesting. If an item isn't tradable, will it still be "locked" to the normal NPC, or will it drop rando style? Will all those quest pieces for epics be tradable? Anyone know if all that stuff is tradable on FV? I've heard epics won't be tradable, but what about all four items for any final turn in? There is a lot of crappy loot out there!Īdditionally, how will people get around camping items for their epics? For instance, will Begurgle still drop his crown for the cleric epic? Will other named mobs drop it, that are the appropriate level? I really don't think that will be the case. There are a lot more camps with crappy loot than not.įrom reading various threads about this server, I have the distinct impression people are under the assumption this server will rain GEBs and FBSSs in classic. There are highly desired camps in this game for two reasons: 1) good loot, 2) good XPĢ. My fear with this ruleset relates to this:ġ. We'll get the answers to those questions once we start playing, however. Does anyone know what the increased spawn rate is during those times?Īlso, will named be dropping an item of their normal loot table + a rando item? Will it just be a rando item? I know there are various events/weekends during the year that named spawn at a faster rate. I'm curious how much more often named will be spawning.
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