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Quillmane

Quillmane |
---|
Race: Pegasus |
Class: Warrior |
Level: 30 |
Spawn |
Zone: Southern Karana |
Location: Wanders
|
Stats |
AC: 235 |
HP: 1200 (1) |
Damage per hit: 12 - 60 (Stuns) |
Attacks per round: 2 (93%) |
Special: None |
Description
The beautiful white wonder of the Karanas. See below for info on capturing this elusive beast.
Known Loot
- Feathered Leggings(Very likely)Feathered Leggings
MAGIC ITEM
Slot: LEGS
AC: 4
STA: +7
WT: 2.0 Size: MEDIUM
Class: ALL
Race: ALL
- Pegasus Feather Cloak(Good luck!)Pegasus Feather Cloak
MAGIC ITEM NO DROP
Slot: SHOULDERS
AC: 6
DEX: +7
Effect: Levitate (Any Slot, Casting Time: 6.0)
WT: 5.0 Size: MEDIUM
Class: ALL
Race: ALL
Factions
- None
Opposing Factions
- None
Related Quests
The Tale of the Pegasus
Totally Made-Up Lore:
Quillmane is thought to be a physical manifestation of the Spirit of the Karanas. Many have noticed the sudden appearance of the mystical beast when those who toil and slaughter the local game do so with excessive zeal. It is perhaps that lions and elephants are necessary for balance and harmony among the Karanas. It is known to most that all animals under the stars have their place in the lands and that proper numbers must be maintained for the environs to prosper. When the fertile lionesses and the young calves are killed, concerned forces seem to take an interest. The Pegasus comes without life, an undead and indifferent being and merely a vessel to be commanded, to be sent among the lands to observe and find those who disturb the balance. What response the Spirits of the Karanas have in store is shrouded in mystery for the White Winged Horse merely looks on, for now.
There are those who claim to hunt the Pegasus itself; that ripping the wings off the beast and affixing them to their own shoulders will give them the power of flight. One can frequently see these mad and tortured souls jumping off the battlements to their doom while clad in strange feathered pants, so what value are the ravings of the insane? Perhaps madness is the reward the Spirit of the Karanas visit upon those haughty enough to believe they can seize powers that can only be granted by the gods themselves.
Spawn Functionality:
There are two placeholders; a lioness and an elephant calf. Each can spawn in a large rectangle from just north of the "Hill Gnoll" camp near Paw to just south of the main KFC structure. The west boundary runs through the valley of the hill south of Paw and the hill just west of it. The east boundary runs halfway through the plain to the east of the hill. The placeholders can spawn anywhere in that area and will generally roam in a north-south direction.
Quillmane will spawn nearly instantly after his placeholder is killed. Similarly, his placeholders will also respawn instantly.
There are many other lionesses and elephant calves in that area as well - they are not placeholders and they are on the regular 6:40 zone timer. It is generally recommended to kill every lioness and calf in the area, especially any such that are moving directly toward Paw or KFC. It is safe to ignore any stationary mobs and any that move east-west.
One way to determine if a lioness is a placeholder is that the PH will have exactly 94HP. There is no known difference in the calves.
Spawn Points:
- HERMIT (South of Hermit house (-6076, -2761)
- WEST WALL (Wall directly west of KFC) (-6810, 3210)
- CENTAURS (On the plateau north of Centaur tents) (1296, -2333)
Map Note:
The pathing shown on the map does not show all the possible routes. For example, sometimes after spawning at Centaurs, Quillmane heads directly southwest instead of north and then west as shown on the map. Also Quillmane will sometimes zig-zag between the Centaur tents and the undead pyramid. If you hunt Quillmane enough you will find him in other places. Still, the map covers the main paths. Similarly, the 'stars' on the map showing placeholder paths show only some of the placeholders.
Techniques:
Solo: Bind at Centaur spawn point. Clear PHs until Quillmane spawns. Run to West Wall spawn. If Quillmane not at West Wall then gate to Centaurs. Run northwest for 10 seconds, then turn south and keep the Bard camp on your left as you head south to the top of the hill just beyond. If you don't pick up Quillmane that means he spawned at Hermit and is heading north. Turn east, keep the undead camp on your right and turn south as soon as you pass it. The head south looking for a flash of white among the trees. If you miss him completely keep looking between the undead camp and Centaur tents, he likes to zig-zag between the two.
Duo: First player binds at West Wall. Second player binds at Centaurs and sits at the Hermit spawn. When Quillmane pops, one player gates to West Wall, and the second gates to Centaurs if Quillmane did not spawn at Hermit.
Three or more: Same technique - any empty spawn is gated to by one of the players. With four players no gating is involved obviously.
If you are a pet class, you need to ask your pet to /pet attack quillamne right after you kill the PH. If pet responds "attacking Quillmane" then you know you have spawned him. It's a good idea to spam that button while the PH is going down so you can learn which ones pop your Pegasus.
A good pet macro would be:
- /pet back off
- /pet attack
- /pet attack quillmane
If you have a PH targeted it will attack that PH and if you don't have a target it will bring the pet back to you all the while checking if Quillmane is up.
Camp Etiquette:
If Quillmane is found roaming the zone, he is treated under FTE rules regardless if someone is actively clearing the placeholders. A player can claim a single Quillmane spawn point by sitting on it, so the only way you can lock the camp is to have four players; one on each spawn point and one clearing the placeholders. A player camping the spawn point has to engage Quillmane within a reasonable time. While nothing in the rules prevents a player from camping a spawn point in the hope that another unrelated player will spawn Quillmane for them, this kind of behavior might be considered bad form and might lead to conflict and a reputational impact. Players are strongly encouraged to see if anyone is actively clearing Quillmane placeholders first and engage them in a dialogue. Two players cooperating can nearly guarantee FTE using the duo technique described above.