The Beastlords' Den

Everquest 1 => Spells => Quest/Drop Spells => Topic started by: Vahaus Warder on September 23, 2004, 04:31:26 PM

Title: OoW Spell Turn-in
Post by: Vahaus Warder on September 23, 2004, 04:31:26 PM
Note from mod:  All of these are now researchable (except the lvl70 ancient).

Level 66
Minor Muramite Rune

Level 67
Lesser Muramite Rune

Level 68
Muramite Rune

Level 69
Greater Muramite Rune No Drop

Level 70
Glowing Muramite Rune No Drop

Level 70
Ancient Muramite Rune No Drop

Turnin for spells is:
Karsor the Mad (http://eqbeastiary.allakhazam.com/search.shtml?id=16113), in Dranik's Scar (http://eqbeastiary.allakhazam.com/search.shtml?id=16113)
Loc is -1670, -40

Edit to new board list format
Edit to new turn in order
Title: Re: OoW Spell Turn-in
Post by: Choppin on September 23, 2004, 06:49:42 PM
edit,  nice list
Title: OoW Spell Turn-in
Post by: Sempai on September 23, 2004, 07:10:46 PM
First level 70 spell is Festering Malady. My rolls ahve been hurting lately, so no luck going for second yet.
Title: OoW Spell Turn-in
Post by: cettin on September 25, 2004, 10:22:01 PM
anyone got updated list of all are spells 66-70?
Title: OoW Spell Turn-in
Post by: Siodan on September 26, 2004, 05:20:10 AM
http://www.beastlords.org/forums/viewtopic.php?t=3692

just check the other forum ..this is in two diffrent places .. should probably reduce the posts to only one.


66- Healing of Mikkily / Chimera Blood
67- Muada's Mending / Focus of Undalla / Spiritual Vitality
68- Growl of the Beast (pet haste) / Spirit of Undalla (pet) / Spirit of Irionu (proc)
69- Spiritual Ascendance / Feral Vigor /Glacier Spear / Feral Guard
70- Festering Malady

thats as uptodate as i know it.
Title: OoW Spell Turn-in
Post by: Kivuli on October 12, 2004, 12:23:53 AM
Yeah, but this one's nice and organized and has exactly what we need. Turn-ins by rune type and order. Someone sticky this, I keep forgetting which post it is. :p
Title: OoW Spell Turn-in
Post by: kizh on October 12, 2004, 06:37:03 AM
second 70 spell is our pet "Spirit of Rashara"
Title: .
Post by: Kossos on October 12, 2004, 07:23:38 AM
lvl 70 spells
1 DoT
2 Pet
3 Fero upgrade
4 nuke
Title: OoW Spell Turn-in
Post by: Choppin on October 19, 2004, 09:31:58 PM
wish they had made pet first...
Title: OoW Spell Turn-in
Post by: Ttony on October 24, 2004, 11:14:22 AM
Quote from: Choppinwish they had made pet first...

I just wished they had made anything but that cheesy DoT first.
Title: OoW Spell Turn-in
Post by: Moffett on October 24, 2004, 11:59:01 PM
Quote from: Ttony
Quote from: Choppinwish they had made pet first...

I just wished they had made anything but that cheesy DoT first.

Then they could have given us the cheesy Ferocity first  :lol:
Title: OoW Spell Turn-in
Post by: Dummkopf on October 25, 2004, 08:08:22 AM
The dot isnt really good, but at least it has so low aggro i can use it on raids and i do so on nearly every mob that probably lives long enough to get some damage out of it. With only 1.5s cast time its fast enough as well.

I would really love to see it changed to higher damage though, 110 a tick isnt really great for a level 70 spell.
Title: OoW Spell Turn-in
Post by: Tastian on October 25, 2004, 12:30:13 PM
Yeah the level 70 dot atm is "ok".  It can be used in spots, is low aggro, but the damage is just too low for a level 70 omens spell.  The spell you see right now is the spell beastlords should have gotten back at level 65 instead of plague.  I've been trying to get it tweaked up around the ~180 range, but no luck so far.  8(
Title: OoW Spell Turn-in
Post by: Beerig-FV on October 27, 2004, 09:57:31 AM
How do these spells work?

If I buy spiritual Ascendance in Bazaar for example, and scribe it, while having not turned in any level 69 runes, will I get SA with my first rune turn-in, or will I get Feral Vigor cause obviously I already have SA...

I see folks sell the turn-in spells in Bazaar on our server and was wondering...
Title: OoW Spell Turn-in
Post by: Tardar on October 27, 2004, 01:22:32 PM
You don't buy the spells, you buy or loot the Runes.  The spells you get, as you turn in Runes is set as it shows above.  Your first Greater Rune turn in will get you SA.  Your second Greater turn in will be FV.
Title: OoW Spell Turn-in
Post by: Khayden on October 27, 2004, 01:47:39 PM
Beerig is on FV, I guess the spells are not nodrop there.

In answer to Beerig's question the only way to find out will be to try it, the handin either works like:

1.  There's a hidden character flag that says how many runes you've handed in per level.

2.  The handin routine checks your spellbook and/or inventory.

I suspect (1) which would mean you'd get a dupe.

Khayden
Title: OoW Spell Turn-in
Post by: Beerig-FV on October 27, 2004, 06:16:13 PM
Thanks Khayden... was just odd cause a lvl 64 BST was selling the lvl 69 spell...  myabe he had gotten the spell then was planning to reroll or such...  seen the same thing happening with Yaulp VII spell, which made me wonder...

Tardar, thanks for the input, but it didn't apply because of FV's rules, where almost nothing is No Drop
Title: OoW Spell Turn-in
Post by: Tardar on October 27, 2004, 07:06:28 PM
Yeah, sorry about that, didn't notice the FV stamp at the bottom.  LOL, and I just can't imagine having nothing no drop.
Title: OoW Spell Turn-in
Post by: Musogi on November 09, 2004, 06:55:27 AM
Ancient Savage Ice is from an ancient muramite rune, not a glowing.
Title: Re: OoW Spell Turn-in
Post by: kabbus on June 06, 2005, 05:40:53 AM
I wish I would have checked here before I had signed up for Sonys $99 for a year subscription.  Then I would have just cancelled and given up on this game.  I find it absurd that Sony has put our spell runes on such high level mobs that most likely require a group to kill.  Its apparently not just a couple spells, its *every* spell.

I'm level 65 and solo a lot and do not like grouping.

These minor runes sell for 25k+ in the bazaar.  Personally I think Sony is intentionally trying to drive people away from this game to eq2.  They definitely are killing it with a slow death. 
Title: Re: OoW Spell Turn-in
Post by: Thaeliun on June 06, 2005, 12:09:04 PM
Kabbus it's really not as bad as all that.  You can solo rune drops with a little creativity.  I would recommend trying it with at least a duo though if possible.  In this case a necro is your best friend.

I tried to turn in a 3rd minor muramite last night (because I hadn't checked my spell list in awhile and didn't know there were only 2 spells at 66), The crazy guy told me I had already given him that rune and handed it back to me (I'm starting to like that crazy little SoB).
Title: Re: OoW Spell Turn-in
Post by: Beckie on June 27, 2005, 09:55:49 AM
Got Sha's Legacy last night on my first Glowing Rune (on Test).  Looks like it is going to come ahead of Festering Malady.
Title: Re: OoW Spell Turn-in
Post by: bham on June 28, 2005, 08:41:30 PM
Thats great news about the 70 slow if it turns out that way on the live servers.

I got the first 2 70 runes a while back for FM and 70 warder. I was then  planning to outfit all 3 of my boxes with their level 70 spells before going back for Ferocity of Irionu. When I heard the new slow was coming I started looking to get 2 more glowings for Bham for when it goes live. I only have 1 so far, but didnt bother turning it in. I wont loot anymore with Bham and hopefully once the new slow goes live Ill be able to hand it in and get the slow without wasting a rune on the crap fero upgrade.

My only concern is that it has been bumped to first on the list for test only, so that they get some feedback about it sooner, and that it will be 4th spell on the live server list.
Title: Re: OoW Spell Turn-in
Post by: Beckie on June 28, 2005, 08:47:58 PM
That's possible ... I honestly wouldn't have any way to tell you.

However, I can say that in the past when they wanted players to test spells, they've handed them out directly.  The other 70 BSTs I've talked to hadn't heard anything.  There's only maybe a half dozen beasts tops that can even get Glowing Runes, and a few more that are in the right range, so attempting to get feedback in that way would be rather poor.
Title: Re: OoW Spell Turn-in
Post by: Clanncy Macalroy on July 24, 2005, 08:08:59 PM
I have the new slow as of about a week ago.  It is the same in effect as revenge but has a much lower resist rate.  I am resisted on first attempt about 20% on RS mobs compared to about 40-50% first attempts with revenge. (estimated)  The draw back is a much shorter duration.  1.5 minutes.

This was my second glowing and was Very disappointed that it was not the 70 pet.  If the previous post about this taking the place of Festering malady as the first turn in is correct then I suppose it makes sense.  BTW, is festering a Waste of a Glowing or what?  I never even bother with it.  What a freaking waste.
Title: Re: OoW Spell Turn-in
Post by: Nusa on July 25, 2005, 07:09:16 AM
Also see this thread: http://www.beastlords.org/forums/index.php/topic,5510.0.html (http://www.beastlords.org/forums/index.php/topic,5510.0.html)

Sounds like in the new order of things, the new slow is first, and the pet is still second. But, since you obtained your first spell under the old order, for YOU the slow is 2nd and the pet 3rd. We won't know the complete story on spells until someone who didn't have any gets reports on the entire set.

As for dots in general, they're mana-efficient damage when I'm soloing. In raids, the mobs usually don't live long enough to make it worthwhile. The exception to that is range fights.
Title: Re: OoW Spell Turn-in
Post by: Animist on August 08, 2005, 04:32:01 PM
Sorry for reviving an old thread, but I just got my last 2 glowings tonight.

The "new" turn-in order for level 70 spells:

1/ Sha's Legacy
2/ Spirit of Rashara
3/ Ferocity of Irionu
4/ Festering Malady

I started getting all of mine after the new slow came in, so this should be the new order.
Title: Re: OoW Spell Turn-in
Post by: Jzath on August 09, 2005, 05:52:05 PM
All I can say is Yay! for the new order.  I only have had the chance to turn in one glowing rune and I got the new slow.  I was so mad.  For me the slow is a waste as my mate is a chanter and she does all the slowing.  I think I have cast slow like 3 times.

However, now I am not so made if I get my warder on my 2nd turnin.  I thought I was farther away.
Title: Re: OoW Spell Turn-in
Post by: Tardar on November 21, 2005, 08:05:10 PM
Spell list on the front page should be updated btw.  Just what I noticed was the level 70 slow and Growl of the leopard or whatever from DON was missing. 
Title: Re: OoW Spell Turn-in
Post by: shenk on November 22, 2005, 05:23:42 AM
Quote from: Tardar on November 21, 2005, 08:05:10 PM
Spell list on the front page should be updated btw.  Just what I noticed was the level 70 slow and Growl of the leopard or whatever from DON was missing. 

The DoN spells aren't rune turn-ins.
Title: Re: OoW Spell Turn-in
Post by: Nusa on November 22, 2005, 08:14:04 PM
Quote from: shenk on November 22, 2005, 05:23:42 AM
Quote from: Tardar on November 21, 2005, 08:05:10 PM
Spell list on the front page should be updated btw.  Just what I noticed was the level 70 slow and Growl of the leopard or whatever from DON was missing. 

The DoN spells aren't rune turn-ins.

He didn't say they were. He just said this Spell List (http://www.beastlords.org/spells/index.php) was out of date. Which it is. It's missing everything after the LoY expansion.
Title: Re: OoW Spell Turn-in
Post by: Timberghost on October 11, 2006, 09:28:11 PM
Quote from: Vahaus Warder on September 23, 2004, 04:31:26 PM
...
Turnin for spells is:
Karsor the Mad (http://eqbeastiary.allakhazam.com/search.shtml?id=16113), in Dranik's Scar (http://eqbeastiary.allakhazam.com/search.shtml?id=16113)
Loc is -1670, -40

Don't forget that Shadowspine runes drop in DoDH zones and missions, and you turn em in to the guy in Undershore in the village near the Stoneroot Falls zone in.  I'm blanking on the turn in guy's name ATM.
Title: Re: OoW Spell Turn-in
Post by: Kanan on October 11, 2006, 09:36:59 PM
Brother Hidden Path