See you around! As it now is, it serves several purposes: as an experience and quest zone for young Vah Shir (14-30); a source for high level smithing components; probably the most exciting mid-level raid zone; and a zone for 49+ people to solo farm interesting drops (many of which are no drop). The Moor itself is a hotly contested area between the grimlings, the owlbears, and the sonic wolves. Looted one as a young 16 beastlord. The drops required for smithing are commonest from whichever of the owlbears or wolves holds the southern village shrieking and wailing substances (wolves and bears), for shadowscream armor. Attackers from the north and east leave from the caves, but attackers from the south spawn on the sandy spur in the lake by the east wall. The Vah Shir have emerged as the most vital and culturally active race on the moon. This is a good zone with lots of monsters suitable for the level range I usually have to wait until the server reset on the patch day because noone ever resets the zone. Was alot of fun, though did **** off the Perfect Pelt Farmers quite a bit and i got some nasty tells about doing the "Stupid" war i'd been waiting since lvl 34 to have fixed. The Owlbears had their cave in the NW of the zone. Gamtoine Cursmakk (not seen personally) may want to check it out friend. As soon as the chief drops (within 30 seconds), the owlbears set out, and five grimling defenders spawn. Occasionally one side will spontaneously attack another, but you can cause one side to attack another by going to any of these locations (owlbear cave in the north, sonic wolf cave in the east, grimling village in the south) and killing the named NPC there and its two guardians, causing another side to attack. Hollowshade War by paul on Jun.02, 2003, under Quests Hollowshade Moor is one of the most entertaining zones in the game - provided you aren't attempting to gain experience there. The Moor itself is a hotly contested area between the grimlings, the owlbears, and the sonic wolves. Gorehorn Just south of the vendors that are near the Shar Vahl zone line is where you'll find all the enemies 10 - 15 in the zone. If you kill the normal entry guards (bodyguards/guardians) first, you should be able to kill defenders from one end. The river that comes in from the forest empties out into a large, shallow lake full of beaches and sandbars. The zone announcement has been adjusted to be reasonably clear if the camp attacked will be defended or not. Station a group at each of the camps, and use the fourth to track named mobs in the middle of the zone, plus track the invaders. If all three sides still exist in the zone, which side attacks will be random. You should be able to get owlbear/sonic wolf claw earrings for everyone, and a variety of other items. I would guess that the other caster-type people were after the same thing. Here it is from my log file. Luckily though you can pull just about every owlbear in the northern cave single which makes this a pretty decent location to hunt, all things considered. Scarflank I was able to manipulate and win the war two times last night. A number of decent mid range weapons can be found here: a +5 wis 1HB, a 2HB with dot/debuff proc, several piercers, and an average 1HS. Hollowshade Moor War Guide by Infernostar Fatalblow, Wizard on Cazic Thule. Sweet icons by famfamfam. This patent covers not only the Grub's Mystery Green, but also Brads Atomic Grape and Barrys Crazy Cherry. Felt awesome to be there and to fight to the end of the towers. Once the three at the front are down, take out the spiritists. As others have stated though you can force the fighting by killing the named at one of the camps. The rare drop is the eye (FT1). total in about 2 spawn cycles Has it been nerfed???? Luclin: Hollowshade Moor - because it's pretty, and for the NPC cycle/war thing. In My (Not Always) Humble Opinion, except where I quote someone. Fisherman, Grimling Herder, Grimling Lookout, Grimling Mystic, Grimling I didn't get not one drop for shadowscreamBad night? The same approach, with a different starting point, can result in each of the three groups winning. It's a zone that I have cursed many a time in the past, but that's changed now that the war script is fixed. In the south, you only need kill the chiefs hut (2 healers, 2 bodyguards, and the named). Tom Wagner's Varieties: A Gardener's Guide This was a time sink but no big deal right?? The named mob that spawns is typically level 35ish (dark blue to 40, light blue to 52), and as soon as it is killed, the zone returns back to normal. The crater itself works quite well as a wall of defense between Shadeweaver's Thicket and Hollowshade Moor. 1 Defeat the Grimling Chieftan at number 5 on the map. The war is started by players, and continues until one faction holds all three camps, at which point it will take over the outpost. If the invasion is the one you want, you need once more to kill the defenders, if they spawn; if it isnt, you will have to kill the attackers, which is best done as they start to leave their base. As soon as one group has taken all three camps, the vah shir leg it for the zone accompanied by rain and thunder, and the victors take over the outpost. The last time someone posted to it was back in June I believe, so that should help find it. Wanderer (North Moor, outside owlbear caves): Hollowshade Moor lies in the foothills of the Tenebrous Mountains to Nice post there very insightfull. Luclin, Norrath's second moon, was added in "The Shadows of Luclin" expansion in December 2001. Defenders are all perma-rooted. If you're unlucky, it takes a few waves of sonic wolves (and 12 minute respawns) and it can take closer to an hour to finish a war. So, on the way back through, I killed the Grimling prince in the outpost. It is easiest to kill them as they parade outside the cave. Choosing the Right Variety When you're sick of farming one, wait until you see an invasion message (i.e. Then race to the outpost. The west side of the zone is an open field with rockhoppers and rhinobeetles, roughly level 10-14. Shrieking and Wailing Substances, the Fast Way: The Hollowshade Moor War. Powered by WordPress and pixeled. My understanding is at this point the race controlling only one camp will attack the others several times until the race controlling two camps attacks the race controlling one. For the next . LDoN: Just the end rooms of each mission, some of these are really unique. If you move quick, you have time to kill some wolves and the named/PH here - Ghowlik -- this is OPTIONAL and has no impact on the war. 166 hollowshade Hollowshade Moor 167 grimling Grimling Forest 168 mseru Marus Seru 169 letalis Mons Letalis 170 twilight The Twilight Sea 171 thegrey The Grey . © Copyright 2008-2022 Almar's Guides. There are three camps: a village on the south wall, occupied by grimlings; a cave to the east, occupied by sonic wolves; and a cave in the NW, occupied by owlbears as well as a vah shir outpost near the entrance to Shar Vahl in the NW. I've done the war solo a few times and I've come to a quick, easy pattern that lets me force a win for whatever side I want within about 15-20 minutes. IF they do Hollowshade moor 2.5. Who won, the wolfs, grimlings, or the bears, OR is the war still ongoing? I have a website that explains it all. Further details on the Hollowshade Moor drops needed. Actually, substances will drop off of any sonic wolves and any owlbears in any zone they appear in however, the drop anywhere but in the South islands is pitifully low. Hollowshade Moor is a hotly contested wetland just south of the Grimling Forest. Did a search for hollowshade moor, then dropped the moor and didn't see it, even went looking in other forums. Then three sonic wolf defenders will spawn; kill these I think they can summon as well, but it is possible that they dont. both items are no drop. the north, separating them from the Vah Shir city of Shar Vahl. Correct me if im missing a point, but the war was supposed to start by killing one of the named at one of the camps right? Aside from TBL, I redid the paths in Shadeweaver's Thicket and Hollowshade Moor. I am supposed to report to Rittuh which is found in the Vah Shir outpost in Hollowshade Moor for my Beastlord Claw quest however when going there, the outpost is over run with Grimmlings and has been all day. Spending many months of play time here..I have discovered the following. I have been told that there is some magic system to force the correct invasion to happen; but watching the person who claimed this, the wrong invasion happened three times in a row, so I assume this is false. Manipulating the war is easy. Personally, I always go in and kill the named first then help the agressor take them out. A number of decent mid range weapons can be found here: a +5 wis 1HB, a 2HB with dot/debuff proc, several piercers, and an average 1HS. I have a lowbie kitty shaman and am wanting to complete the sonic bane weapon quest. I did some of the earliest Shadowscream Steel work, and got several skillups (242 - 250) on it without ever farming the Hollowshade Moor war. I'm not sure if the zone goes back to normal automatically, but i had time to take out the leader (or PH) of all three camps twice before taking out the main mob that takes over the merchant camp. Okay here is my beef. The boss wolf, Gnarlik, is a reasonably easy kill. For warriors, this skill is smithing. The entrance to Grimling Forest is located at 3000, -2500. It doesn't seem to matter what I do but upon entering the moor all I ever see is wolves with the occasional owlbear, i killed the owl bear prince once and the war did not end, oh well Im gonna try again today, and what a surprise only wolves today as well what ever Im gonna try the out post later ill post if it helps Can anyone post how to make the Merchant area spawn the ringleaders of the dominant tribe? Sony just reprogrammed this zone danger! They have new models/skins for all 3 of these, though some might be special There are three camps: a village on the south wall, occupied by grimlings; a cave to the east, occupied by sonic wolves; and a cave in the NW, occupied by owlbears as well as a vah shir outpost near the entrance to Shar Vahl in the NW. "Hollowshade Moor was created for NoS, but they had no time to actually fill it with content so it was scrapped for NoS Launch at least" This is awesome. Aggro them, and they will turn to you. All times are GMT-6. When a named mob in the outpost is killed, the zone resets back to its normal state. Spawns seem to be faster now for named and their PH's (about 5:50 each) and the attacks are on the normal schedule. Dirtchomp. Grimling invaders have two types, one of which (in the yellow jerseys) is immune to changes in run speed; the other is not. At the back of his hut are two spiritists, who will chain heal. It is possible that they can be spawned by killing the aggressive green beetles and rockhoppers (i.e. owlbear fleshrender/SkrietatCha this part is PURE speculation, feel free to input/feedback/theories or facts of your own. I did that today after DoD patch, and nothing happened A wiz joined me and tried to trigger it as he used to do, but he said it was bugged. As soon as they die, the vah shir will come back and all the camps will reset back to their initial position. You must kill all the named spawns outside the caves. Just one attacker reaching an undefended camp will take it over. This is a general server message board for all players on the EverQuest Firiona Vie server. It looks like the coders at SOE finally got off their duff. 2. You cannot start the war, it simply starts on its own with a zone message. Each faction has a leader at the home camp. The two reasons I used to curse this zone were: all the mobs are undercons, with a distinct lack of experience modifier; and the war script was badly broken, with no way to reset the zone to any reasonable status. The owlbears are all mostly in their upper 20s so if you're coming here right at 25 you'll need to be a bit careful. The same approach, with a different starting point, can result in each of the three groups winning. Running the War Each camp has one static point at which a named mob can spawn; the north cave has two of these (one in each of the two end caverns). This page was last edited on 3 November 2021, at 12:51. The commonest drop is the owlbear bone club, but both the +5 cha cap and the polished owlbear beak piercer is common. The best way is to invis past all the other mobs first. 1. I target her from the road, then run around the back and cast on her she warps through the wall onto me, and can be safely killed without interference from the other owlbears. i was out soloing the war with 62 druidequiped decently and when i went to kill the defenders i nuked a grimling defender for 1K damage +\- a fewcome to find out that they summonis that a new thing or have they always been like this. Warpaw Dankpelt (not seen personally) The entrance to Shar Vahl is located at 1200, 3000. When I was doing war triggers, I made sure I wiped out the defenders of any race I wanted to get rid of. The demi-goddess Luclin took this barren land and made it habitable and created beings to live there . I am a Vah Shir Bard.. trying in vein to complete my Sonic wolf bane quest. All of these four points can be occupied at various times and different combinations by the three factions (owlbears, sonic wolves and grimlings). He's DB to me, and doubles for 60-70, 100 only once, and his bash almost never lands. Successfully completed war today. sonic wolf/Fireclaw Wolfkin It is possible to hunt solo or in groups here equally well. -_- Man, what a kick. I need to get the grimling chieftans staff to finish what has been a real hassle. Here's my "guide" if you will, to doing the zone war. 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