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Difference between revisions of "Greater Faydark"

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{{Classic Era}}
 
{{Classic Era}}
__NOTOC__
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Greater Faydark is one of the largest and most confusing regions in all of the world of Norrath. It is quite vast, with the added bonus of being dark at all times with very few recognizable landmarks to tell where you are at any given time. It is the home of the wood elves, and is also the newbie area for the wood elves, high elves, and half elves that start out in [[Zone_Kelethin | Kelethin]] and [[Zone_Felwithe|Felwithe]]. It is also very near the homes of both the dwarves and the gnomes, so many members of those races are seen here as well.
[[File:Greaterfaydark.jpg|frame|Map of Greater Faydark‎]]
+
 
+
Greater Faydark is one of the largest and most confusing regions in all of the world of Norrath. It is quite large, and also has the added bonus of being dark at all times with few landmarks to tell where you are at any given time. It is the home of the wood elves, and is also the newbie area for the wood elves, high elves, and half elves that start out in [[Zone_Kelethin | Kelethin]] and [[Zone_Felwithe|Felwithe]]. It is also very near the homes of both the dwarves and the gnomes, so many members of those races are seen here as well.
+
 
+
Although Greater Faydark is a large zone, there are not too many areas of interest. Most of what can happen here is that one can get lost, so it's best to simply stick to the paths and not wander too far unless you know where you are going or have a good direction sense. The only area of note not on a path is [[Zone_Crushbone|Crushbone]], and it is so close to [[Zone_Kelethin | Kelethin]] that you don't need to wander.
+
  
 +
Although Greater Faydark is a large zone, there aren't very many points of interest. Most of what can happen here is that one can get lost, so it's best to simply stick to the paths and not wander too far unless you know where you are going or have a good sense of direction. The only area of note not on a path is [[Zone_Crushbone|Crushbone]], and it is so close to [[Zone_Kelethin | Kelethin]] that you don't need to wander.
 +
<div style="clear:both">&nbsp;</div>
 
{|
 
{|
 
|rowspan="6" valign="top" width="160"| <div style='float:left;'>__TOC__</div>
 
|rowspan="6" valign="top" width="160"| <div style='float:left;'>__TOC__</div>
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|-
 
|-
 
! ''' Types of Monsters: '''
 
! ''' Types of Monsters: '''
|Giant Wasp Drones, Bats, Decaying Skeletons, Brownie Scouts, Pixie Pranksters and Tricksters, Spiderlings, Orc Pawns, Orc Centurions, Fae Drake Hatchlings, Black Wolves, Orc Oracles, Orc Shamans, Bandits, Faerie Courtiers, Faerie Maidens, Faerie Nobles, Faerie Guards, Will o' Wisps
+
|Bandits,
 +
Bats,
 +
Black Wolves,
 +
Brownie Scouts,
 +
Decaying Skeletons,
 +
Fae Drake Hatchlings,
 +
Faeries,
 +
Giant Wasp Drones,
 +
Orc Pawns,
 +
Orc Centurions,
 +
Orc Oracles,
 +
Orc Shamans,
 +
Pixie Tricksters,
 +
Spiderlings,
 +
Will-o'-Wisps
 
|-
 
|-
! ''' Notable NPC's: '''
+
! ''' Notable NPCs: '''
| [[Gurleg Bribgok]], [[an orc arsonist]]
+
| [[an orc arsonist]]
 
|-
 
|-
 
! ''' Unique Items: '''
 
! ''' Unique Items: '''
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|-
 
|-
 
! ''' Related Quests: '''
 
! ''' Related Quests: '''
|[[Call of Flame Quest]], [[Kilij's Plans]], [[Scout Blade]], [[Scouts Cape Quest|Scouts Cape]], [[Scouts Leggings]], [[Tarnished scimitar]], [[Trueshot Longbow Quest|Trueshot Longbow]], [[Rain Caller Quest|Rain Caller]], [[Emerald Warriors' Items]], [[Orc Hatchets]], [[Orc Runner (Kelethin)]], [[Orc Vest]], [[Pixie Dust Quest]], [[Pixie Dust Quest 2]], [[Shark Meat Quest]], [[Spiderling Silks]]
+
|[[Call of Flame Quest]], [[Kilij's Plans]], [[Scout Blade]], [[Scouts Cape Quest|Scouts Cape]], [[Scouts Leggings]], [[Tarnished scimitar]], [[Trueshot Longbow Quest|Trueshot Longbow]], [[Rain Caller Quest|Rain Caller]], [[Emerald Warriors' Items]], [[Orc Hatchets]], [[Orc Runner (Kelethin)]], [[Orc Vest]], [[Pixie Dust (Kelethin Ranger)]], [[Pixie Dust (Kelethin Rogue)]], [[Shark Meat Quest]], [[Spiderling Silks]]
 
|-
 
|-
 
! ''' Adjacent Zones: '''
 
! ''' Adjacent Zones: '''
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! ''' Name in /who: '''
 
! ''' Name in /who: '''
 
|gfaydark
 
|gfaydark
 +
|-
 +
! '''Succor/Evacuate:'''
 +
| -20, 10 (Newbie lift)
 +
|-
 +
! [[Recommended Levels and ZEM List | ZEM]] ''' Value:'''
 +
|<s>75</s> '''100''' (133%)
 
|}
 
|}
 
|}
 
|}
  
== Map Location Key ==
 
  
 +
== Map ==
 +
 +
{|cellspacing="0" cellpadding="0" style="border: 1px solid gray; max-width: 1000px;" width="100%"
 +
|-
 +
|style="background:#f0f0ff;padding:10px;"|
 +
[[File:Greaterfaydark.jpg|right|border]]
 +
'''Greater Faydark
 
* 1. Orc Camps
 
* 1. Orc Camps
 
* 2. Abandoned [[Druid]] Ring
 
* 2. Abandoned [[Druid]] Ring
* 3. Bandit Camp
+
* 3. Bandit Camp (-1260, -706)
* 4. [[Wizard]] Ring
+
* 4. [[Wizard]] Spires (-2035, -456)
 +
* 5. [[Priest of Discord|PoD]] Lift
 +
* 6. Newbie Lift
 +
* 7. Orc Lift
  
== Dangers ==
+
* Butcherblock Mountains (-1564, 2609)
 +
* See [[Kelethin]] for more
 +
  
Greater Faydark is a relatively safe place to travel and fight in, barring the area near Crushbone which I will discuss further down. The rest of the zone is relatively safe, and the only inherently aggressive creatures here are the orcs. They tend to wander all over the zone, and include orc pawns which are second level near the cities and orc centurions further out (which can be as high as 9th). These are the biggest danger travelling away from the path and also occasionally on the path. Of the other monsters, none are notable except that they will all group to attack you if you are fighting others of their kind. Also, you can make some serious enemies by attacking wolves and pixies, so I wouldn't unless you know what you are doing. Notably, however, I have to hunt pixies as part of a ranger quest and have killed many of them and they still leave me alone.
+
|}
  
Nearer Crushbone, however, things take on a different feel. There are no reliable guards nearby that you can run to, and the environment in terms of the orcs that roam here and the other players changes considerably. The orcs that appear here are only rarely ones that stay in one spot, and you have to be prepared for others wandering by to join in any battle you find yourself in. Also, the orcs here are tougher, and there was still pretty good hunting for me at 7th level when I'm spending most of my time in Crushbone. A lot of adventurers at level 3 or 4 wander over here, and it's no surprise that the ground is littered with their corpses.
+
== Dangers ==
 +
[[File:Gfaydark.jpg|300px|thumb|right|Greater Faydark]]
 +
Greater Faydark is a relatively safe place to travel and fight in, barring the entrance of Crushbone. The rest of the zone is relatively safe, and the only inherently aggressive creatures here are the orcs. They tend to wander all over the zone and include orc pawns — level 2 lowbie mobs — and orc centurions which are much higher level. These are the most significant dangers wandering throughout the zone. Of the other monsters in the zone, none are notable except that they are "social" and will all group to attack you if you they see you fighting others of their kind. Some evil characters may be KOS to the faeries and fae dragons in the zone.
 +
 
 +
Near Crushbone, however, things can become a bit more risky for the unprepared adventurer. There are no reliable guards that you can run to except at the northern lift of Kelethin itself, also known as "orc lift." The orcs here are tougher, and there is still pretty reasonable hunting here up to 6th or 7th level before moving to Crushbone for its significantly higher [[Recommended_Levels_and_ZEM_List|zone experience modifier]].
  
The other problem with Greater Faydark, more of an annoyance really, is that it is vastly overcrowded. A few nights ago I logged on and there were 145 people in Greater Faydark. If I had logged into Innothule there would have been maybe 45 people. This means that it sometimes is very difficult to find creatures to hunt, and the only place to meet a good number of creatures to kill is in front of Crushbone, which I already discussed above. On this island, as a newbie, I would travel to the area in front of Kaladim and hunt there instead, or the little newbie area tucked away in the back of Steamfont Mountains, where there are less people and less danger.
+
The problem with Greater Faydark more of an annoyance, really is that it tends to be quite overcrowded with a significant bottleneck for players around levels 4-6 during peak hours. This means that it sometimes is very difficult to find creatures to hunt, and the only place to find a good number of things to kill after the newbie area is right in front of Crushbone on Orc Hill. When all the camps around the forest are locked down, perhaps you will have better luck in Butcherblock or even at the windmills in Steamfont Mountains.
  
The other thing to be aware of is that the guards in Greater Faydark are some of the densest guards around. They stand right next to you and watch you get pounded on before they consider responding, so I would run to them sooner than usual because you're going to need some life to last while they figure out that that centurion is indeed not a wood elf.
+
The other thing to be aware of is that the guards in Greater Faydark are some of the most dense guards around. They tend to stand right next to you and watch you get pounded on before they consider responding, so you might want to run to them sooner than usual because you're going to need some HP cushion while they try to connect their last three remaining brain cells to realize that the orc centurion you brought to them is indeed not a wood elf.
  
 
== Benefits ==
 
== Benefits ==
 +
[[File: Greater Faydark Comic.jpg|thumb|right]]
 +
Starting in Greater Faydark has its problems, but they are few and far between once you get the hang of carefully navigating the ramparts of Kelethin and raise your Sense Heading skill enough to avoid getting lost in the woods. Kelethin has most of the goods necessary to craft items (with the occasional short jaunt to Steamfont for smithing supplies and Frosting).
  
[[File:Greater_Faydark.PNG|300px|thumb|right|Greater Faydark]]
+
This zone is the most popular bind location for all melee; you can bind anywhere in the zone here, and you have easy central access to all other zones on the continent of Faydwer. This may not sound like much, but a lot of good work went into designing this island to be self-sufficient, and if you know the island well, there are places for you to go to hunt that are perfectly suited to your level and are at most 2 short zones away.
 
+
Starting in Greater Faydark has got its problems, but despite that has many benefits as well. First of all, selling and buying items in Kelethin is very easy as it is the only starting city where you don't have to zone at all to reach it. Also, for other merchants the surrounding area is wonderful as Kelethin has most of the goods necessary to make items (with the occasional short jaunt to Steamfont for smithing supplies). This also works on the other end, because with 145 people logged on, there is a huge market for just about any good you can sell.
+
 
+
This area, like the other areas on the island, is excellent because you have ready access to all of the other zones of the island. This may not sound like much, but a lot of good work went into designing this island to be self-sufficient, and if you know the island well, there are places for you to go to hunt that are perfectly suited to your level, and are at most 2 short zones away.
+
 
+
An example might make this clear. My wood elf ranger started in Kelethin. He made his way to 4th level killing orc pawns and other creatures around the base of Kelethin. Then he headed to Butcherblock where he hunted in the valley on the way to the docks. Here lie not too many creatures, but the ones that do are scarabs and goblins, all my level or lower. I hunted those and went to 5th and made a ton of money. I hunted scattered large snakes at the opposite end of Butcherblock, and then went and checked out Crushbone. Someone had given me a Minotaur Axe at that point, so I could take on gambles by myself and hunted there for a while, and then headed back to Butcherblock to take out goblin camps through 6th level. I'm back in Crushbone for 7th, and after I hit 8th I'm headed to Steamfont to take on the creatures by the gate. After 9th I don't know what I'm doing, because I expect spells to change my life.
+
  
 
Inherently, Greater Faydark also has the benefit of having easy access within itself to good hunting sites. As you can tell from the above example, my wood elf spent a great deal of time travelling here, and the zone is excellent for anyone up to and including about 6th level. After that you really need to move on to Crushbone or one of the other zones on the island. I knew it was time to move on when I took out an orc centurion, an oracle, and a shaman all at the same time.
 
Inherently, Greater Faydark also has the benefit of having easy access within itself to good hunting sites. As you can tell from the above example, my wood elf spent a great deal of time travelling here, and the zone is excellent for anyone up to and including about 6th level. After that you really need to move on to Crushbone or one of the other zones on the island. I knew it was time to move on when I took out an orc centurion, an oracle, and a shaman all at the same time.
  
 
== Travelling To and From ==
 
== Travelling To and From ==
To the North of Greater Faydark lies [[Crushbone]], although there is no exit on the other side of Crushbone. Felwithe lies to the east of Crushbone in the southeastern corner of Greater Faydark. Approximately two-thirds of the way across the southern edge of the zone is the entrance to [[Lesser Faydark]], which is how you get to Steamfont Mountains (take a left once you pass into Lesser Faydark at about 45 degrees and run for about 2 minutes, you'll hit the edge and the zone).
+
 
 +
To the North of Greater Faydark lies [[Crushbone]]. Felwithe lies down the road from Kelethin in the southeastern corner of the zone. Approximately two-thirds of the way across the southern edge of the zone is the entrance to [[Lesser Faydark]], which is how you get to Steamfont Mountains (take a left once you pass into Lesser Faydark at about 45 degrees and run for about 2 minutes, you'll hit the edge and the zone).
  
 
Following the path across the southern edge of Greater Faydark to the western wall you'll reach [[Butcherblock Mountains]]. You can reach this by following the path past Lesser Faydark to its completion.
 
Following the path across the southern edge of Greater Faydark to the western wall you'll reach [[Butcherblock Mountains]]. You can reach this by following the path past Lesser Faydark to its completion.
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== What's in this zone? ==
 
== What's in this zone? ==
 +
  
 
{{Special:DynamicZoneList/Greater Faydark}}
 
{{Special:DynamicZoneList/Greater Faydark}}
  
 
[[Category: Zones]]
 
[[Category: Zones]]
 +
[[Category:Loc_Mapped]]

Latest revision as of 03:22, 23 June 2023

Greater Faydark is one of the largest and most confusing regions in all of the world of Norrath. It is quite vast, with the added bonus of being dark at all times with very few recognizable landmarks to tell where you are at any given time. It is the home of the wood elves, and is also the newbie area for the wood elves, high elves, and half elves that start out in Kelethin and Felwithe. It is also very near the homes of both the dwarves and the gnomes, so many members of those races are seen here as well.

Although Greater Faydark is a large zone, there aren't very many points of interest. Most of what can happen here is that one can get lost, so it's best to simply stick to the paths and not wander too far unless you know where you are going or have a good sense of direction. The only area of note not on a path is Crushbone, and it is so close to Kelethin that you don't need to wander.

 
Level of Monsters: 1-12
Types of Monsters: Bandits,

Bats, Black Wolves, Brownie Scouts, Decaying Skeletons, Fae Drake Hatchlings, Faeries, Giant Wasp Drones, Orc Pawns, Orc Centurions, Orc Oracles, Orc Shamans, Pixie Tricksters, Spiderlings, Will-o'-Wisps

Notable NPCs: an orc arsonist
Unique Items: Orcish Arsons Torch
Related Quests: Call of Flame Quest, Kilij's Plans, Scout Blade, Scouts Cape, Scouts Leggings, Tarnished scimitar, Trueshot Longbow, Rain Caller, Emerald Warriors' Items, Orc Hatchets, Orc Runner (Kelethin), Orc Vest, Pixie Dust (Kelethin Ranger), Pixie Dust (Kelethin Rogue), Shark Meat Quest, Spiderling Silks
Adjacent Zones: Felwithe, Butcherblock Mountains, Lesser Faydark, Crushbone, Kelethin (within the zone)
Name in /who: gfaydark
Succor/Evacuate: -20, 10 (Newbie lift)
ZEM Value: 75 100 (133%)


Map

Greaterfaydark.jpg

Greater Faydark

  • 1. Orc Camps
  • 2. Abandoned Druid Ring
  • 3. Bandit Camp (-1260, -706)
  • 4. Wizard Spires (-2035, -456)
  • 5. PoD Lift
  • 6. Newbie Lift
  • 7. Orc Lift
  • Butcherblock Mountains (-1564, 2609)
  • See Kelethin for more


Dangers

Greater Faydark

Greater Faydark is a relatively safe place to travel and fight in, barring the entrance of Crushbone. The rest of the zone is relatively safe, and the only inherently aggressive creatures here are the orcs. They tend to wander all over the zone and include orc pawns — level 2 lowbie mobs — and orc centurions which are much higher level. These are the most significant dangers wandering throughout the zone. Of the other monsters in the zone, none are notable except that they are "social" and will all group to attack you if you they see you fighting others of their kind. Some evil characters may be KOS to the faeries and fae dragons in the zone.

Near Crushbone, however, things can become a bit more risky for the unprepared adventurer. There are no reliable guards that you can run to except at the northern lift of Kelethin itself, also known as "orc lift." The orcs here are tougher, and there is still pretty reasonable hunting here up to 6th or 7th level before moving to Crushbone for its significantly higher zone experience modifier.

The problem with Greater Faydark — more of an annoyance, really — is that it tends to be quite overcrowded with a significant bottleneck for players around levels 4-6 during peak hours. This means that it sometimes is very difficult to find creatures to hunt, and the only place to find a good number of things to kill after the newbie area is right in front of Crushbone on Orc Hill. When all the camps around the forest are locked down, perhaps you will have better luck in Butcherblock or even at the windmills in Steamfont Mountains.

The other thing to be aware of is that the guards in Greater Faydark are some of the most dense guards around. They tend to stand right next to you and watch you get pounded on before they consider responding, so you might want to run to them sooner than usual because you're going to need some HP cushion while they try to connect their last three remaining brain cells to realize that the orc centurion you brought to them is indeed not a wood elf.

Benefits

Greater Faydark Comic.jpg

Starting in Greater Faydark has its problems, but they are few and far between once you get the hang of carefully navigating the ramparts of Kelethin and raise your Sense Heading skill enough to avoid getting lost in the woods. Kelethin has most of the goods necessary to craft items (with the occasional short jaunt to Steamfont for smithing supplies and Frosting).

This zone is the most popular bind location for all melee; you can bind anywhere in the zone here, and you have easy central access to all other zones on the continent of Faydwer. This may not sound like much, but a lot of good work went into designing this island to be self-sufficient, and if you know the island well, there are places for you to go to hunt that are perfectly suited to your level and are at most 2 short zones away.

Inherently, Greater Faydark also has the benefit of having easy access within itself to good hunting sites. As you can tell from the above example, my wood elf spent a great deal of time travelling here, and the zone is excellent for anyone up to and including about 6th level. After that you really need to move on to Crushbone or one of the other zones on the island. I knew it was time to move on when I took out an orc centurion, an oracle, and a shaman all at the same time.

Travelling To and From

To the North of Greater Faydark lies Crushbone. Felwithe lies down the road from Kelethin in the southeastern corner of the zone. Approximately two-thirds of the way across the southern edge of the zone is the entrance to Lesser Faydark, which is how you get to Steamfont Mountains (take a left once you pass into Lesser Faydark at about 45 degrees and run for about 2 minutes, you'll hit the edge and the zone).

Following the path across the southern edge of Greater Faydark to the western wall you'll reach Butcherblock Mountains. You can reach this by following the path past Lesser Faydark to its completion.

Last, but not least, there is a set of portal towers located directly on the path between the zone edge to Lesser Faydark and the zone edge to Butcherblock. Follow the path east from them to head towards Felwithe, Kelethin, or Lesser Faydark, and west to Butcherblock Mountains.

What's in this zone?

Quests - Found 24 quests that start in Greater Faydark:

Quest NameRewardQuest GiverMinimum LevelClassesRelated ZonesRelated NPCs
Bladed Weapons  ?
Call of Flame Quest  ?
Emerald Warriors' Items  ?
Guild Summons - Emerald Warriors  ?
Guild Summons - Faydark's Champions  ?
Guild Summons - Scouts of Tunare  ?
Guild Summons - Soldiers of Tunare  ?
Guild Summons - Songweavers  ?
Kilij's Plans  ?
Orc Hatchets  ?
Orc Runner (Kelethin)  ?
Orc Vest  ?
Pixie Dust (Kelethin Ranger)  ?
Pixie Dust (Kelethin Rogue)  ?
Rain Caller Quest  ?
Scout Blade  ?
Scouts Cape Quest  ?
Scouts Leggings  ?
Shark Meat Quest  ?
Spiderling Silks  ?
The Bread Shipment (Kelethin)  ?
Trueshot Longbow Quest  ?
Tunare Scouts Dagger  ?
Wino  ?


NPCs - Found 141 NPCs that spawn in Greater Faydark:

NPC NameRaceClassLevelLocationKnown LootDescription
A Black Wolf
A Brownie Scout
A Decaying Skeleton
A Drunkard
A Fae Drake Hatchling
A Faerie Courtier
A Faerie Duchess
A Faerie Guard (Greater Faydark)
A Faerie Maiden
A Faerie Noble
A Faerie Royal Guard
A Pixie Trickster
A Widow Hatchling (Greater Faydark)
A Willowisp
A bandit (Greater Faydark)
A bat
A giant wasp drone
A giant wasp warrior
A giant wasp worker
Alania Peaceheart
Aleena Lightleaf
An Orc Footman
An Orc Seer
An Orc Witchdoctor
An orc arsonist
Astar Leafsinger
Banker Willaen
Barkeep Aanlawen
Barkeep Lysslan
Barkeep Manlawen
Barkeep Myrisa
Barkeep Sissya
Barkeep Syntan
Barkeep Tuviena
Barkeep Tvanla
Barkeep Uulianu
Beleth Streamfoot
Bidl Frugrin
Bilrio Surecut
Captain Silverwind
Centurion Relgle
Cerila Windrider
Devin Ashwood
Dill Fireshine
Expin
Faelin Bloodbriar
Gallin Woodwind
Geeda
Guard Briarstorm
Guard Brookrock
Guard Crystalwind
Guard Dayblaze
Guard Eaglesong
Guard Fayfear
Guard Fayfield
Guard Fireblight
Guard Frostfallen
Guard Highmoon
Guard Marshmoor
Guard Moonwind
Guard Nitegazer
Guard Noonshadow
Guard Oakwillow
Guard Orcflayer
Guard Pinebramble
Guard Pineshade
Guard Rainstrider
Guard Starstrike
Guard Streamtree
Guard Sunblaze
Guard Sunweaver
Guard Tangleroot
Guard Treestrider
Guard Valewatcher
Heartwood Master
Hendricks
Idia
Innkeep Anisyla
Innkeep Larya
Innkeep Linen
Innkeep Wuleran
Jakum Webdancer
Kindl Lunsight
Laren
Lieutenant Leafstalker
Lily Ashwood
Linadian
Maesyn Trueshot
Merchant Aianya
Merchant Aildien
Merchant Ainaiana
Merchant Aluuvila
Merchant Aluwenae
Merchant Gaeadin
Merchant Gerienae
Merchant Gililya
Merchant Iludarae
Merchant Kaeluase
Merchant Kanoldar
Merchant Kweili
Merchant Kwein
Merchant Laedar
Merchant Lanin
Merchant Legweien
Merchant Linolyen
Merchant Milania
Merchant Minamas
Merchant Muvien
Merchant Neaien
Merchant Nildar
Merchant Niwiny
Merchant Nluolian
Merchant Sylnis
Merchant Tananie
Merchant Tegdian
Merchant Tenra
Merchant Tiladinya
Merchant Tilluen
Merchant Tinolwenya
Merchant Tuluvdar
Merchant Uaylain
Merchant Ueaas
Merchant Weaolanae
Merchant Winerasea
Nylianne the True
Orc Centurion (Crushbone)
Orc Hatchetman
Orc Oracle (Crushbone)
Orc Pawn (Crushbone)
Orc shaman
Priest of Discord
Ran Sunfire
Regren
Salani Tunfar
Serilia Whistlewind
Sindl Talonstrike
Srendon Gladetender
Sylia Windlehands
Tylfon
Verth Mistwielder
Zelli Starsfire


Items - Found 16 items that drop in Greater Faydark:

Item NameDrops FromSlotStats
Brownie Parts
Brownie Parts
Item 925.png

WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

None? (None)
Centurion Relgle's Head
Centurion Relgle's Head
Item 920.png

MAGIC ITEM LORE ITEM NO DROP
WT: 10.0 Size: LARGE
Class: ALL
Race: ALL

None? (None)
Elven Blood
Elven Blood
Item 1157.png

MAGIC ITEM
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

None? (None)
Faerie Wing
Faerie Wing
Item 910.png

QUEST ITEM
WT: 0.0 Size: SMALL
Class: ALL
Race: ALL

None? (None)
Fairy Dust
Fairy Dust
Item 1075.png

WT: 0.1 Size: TINY
Class: ALL
Race: ALL

None? (None)
Giant Wasp Venom Sac
Giant Wasp Venom Sac
Item 820.png

WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

None? (None)
Heart of the Pure Druid
Heart of the Pure Druid
Item 1003.png

LORE ITEM NO DROP
WT: 0.0 Size: TINY
Class: NONE
Race: NONE

None? (None)
Kromdul Carrot
Kromdul Carrot
Item 921.png

This is a snack!
WT: 5.0 Size: LARGE
Class: ALL
Race: ALL

None? (None)
Orc Hatchet
Orc Hatchet
Item 569.png

Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 36
DMG: 2
WT: 10.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG SHM
Race: ALL

None? (None)
Orcish Arsons Torch
Orcish Arsons Torch
Item 547.png

LORE ITEM NO DROP
Slot: PRIMARY
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

None? (None)
Pixie Dust
Pixie Dust
Item 1074.png

QUEST ITEM
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

None? (None)
Pixie Wing
Pixie Wing
Item 910.png

QUEST ITEM
WT: 0.0 Size: SMALL
Class: ALL
Race: ALL

None? (None)
Royal Jelly
Royal Jelly
Item 1018.png

QUEST ITEM
This is a hearty meal!
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

None? (None)
Sealed Letter
Sealed Letter
Item 682.png

MAGIC ITEM LORE ITEM NO DROP
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

None? (None)
Spear
Spear
Item 776.png

Slot: PRIMARY
Skill: Piercing Atk Delay: 29
DMG: 6
WT: 7.0 Size: LARGE
Class: WAR RNG SHD BRD ROG SHM
Race: ALL

None? (None)
Wasp Wing
Wasp Wing
Item 910.png

QUEST ITEM
WT: 0.0 Size: SMALL
Class: ALL
Race: ALL

None? (None)