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iname = |
 
iname = |
 
type = |
 
type = |
race = |
+
race = Golem|
level = |
+
level = 40|
levelmod = |
+
levelmod = ^^^|
diff = |
+
diff = Heroic|
patch = |
+
patch = Echoes of Faydwer|
 
rquests = |
 
rquests = |
 
zone = Kaladim|
 
zone = Kaladim|
 
drops =
 
drops =
 
*[[Al'Kabor's Spellborn Gloves]]
 
*[[Al'Kabor's Spellborn Gloves]]
  +
*[[Darkbriar's Masquerade Gloves]]
  +
*[[Hands of Nem Anhk]]
  +
*[[Jale Phlintoe's Wildfire Gloves]]
  +
*[[Kithicor's Nighthunter Gloves]]
  +
*[[Kyle Bayle's Dogmatic Gauntlets]]
  +
*[[McCabe's Double-Dealing Hands]]
  +
*[[Najena's Voidcaller Hands]]
 
*[[Strongbear's Steelskin Hands]]
 
*[[Strongbear's Steelskin Hands]]
  +
*[[Vhalen's Thunderous Lutepluckers]]
  +
*[[Wu's Fighting Wraps]]
  +
*[[Ykesha's Spiritwalker Hands]]
  +
*[[Deepforest Mallet]]
 
| <!-- use [[]]'s to list all known drops -->
 
| <!-- use [[]]'s to list all known drops -->
 
group = |
 
group = |
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hp = | <!-- approximate hit points -->
 
hp = | <!-- approximate hit points -->
 
aaxp = | <!-- Yes, or amount of AA Experience -->
 
aaxp = | <!-- Yes, or amount of AA Experience -->
sp = | <!-- Yes, or amount of Status Points -->
+
sp = None| <!-- Yes, or amount of Status Points -->
 
primedmg = | <!-- type of primary physical attacks -->
 
primedmg = | <!-- type of primary physical attacks -->
 
primemag = | <!-- type of primary magical attacks -->
 
primemag = | <!-- type of primary magical attacks -->
 
specials = | <!-- Any special attacks. Include some damage type and range info if known -->
 
specials = | <!-- Any special attacks. Include some damage type and range info if known -->
 
resists = |
 
resists = |
respawn = | <!-- respawn timer -->
+
respawn = 2h| <!-- respawn timer -->
 
ph = <!-- Placeholder -->
 
ph = <!-- Placeholder -->
 
}}
 
}}
   
 
==Strategy==
 
==Strategy==
  +
Upon spawning, the Avatar of Serilis will not be attackable. It will appear as a large four-legged rock monster, non-conversable, non-interactable. In order to activate the Avatar for attack, you must rapidly clear all mobs in the room prior to the Avatar, then in the Avatar's room, then the room behind the Avatar (the guards in front of the door to the first room and the mobs near the alcoves on the sides of each room don't count). These areas are known for their abbreviated respawn timers, so you must work quickly.
  +
  +
After all 3 rooms have been cleared of all mobs, the Avatar will become an attackable 40 ^^^ heroic. Take caution of the Spirit of Serilis (2) that path around the Avatar's chamber, as they can make for a difficult fight if aggroed by AoEs.
  +
  +
9/8/2010 - Neither the timer nor 'cleared-rooms' requirements are active any longer. Note: The Avatar sees invis and agros, though it is not flagged as agro to the player.
  +
  +
03/25/12 - Avatar now seems to become active after the room is cleared once; it may also be connected to clearing the dead-end room after it containing the ratilik king and knights. Avatar aggroed on our group after we cleared the room containing it and the room with the ratilik king and were proceeding to reclear the room containing the Avatar. Its form will change shape a few times throughout the clearing process, which should tell you if you are having an effect. Be warned; once it aggroes, it has a wide aggro radius. To be safe, you should clear the rooms by pulling to doorways; do NOT attempt to clear in the pit where the Avatar sits.
 
<!-- If there is a proven strategy that is effective against this named, describe it here -->
 
<!-- If there is a proven strategy that is effective against this named, describe it here -->

Latest revision as of 21:45, 26 March 2012

The Avatar of Serilis

other resources
LootDB · EQ2LL · ZAM
EverQuest II Named Monster Information
Zone (Patch) Kaladim (Echoes of Faydwer)
Race Golem
Level 40▲▲▲ Tier 5 Heroic
Location
Reported Drops
Respawn Timer 2h
AA Exp unknown
Status Points none

What does this information mean?


Strategy[edit | edit source]

Upon spawning, the Avatar of Serilis will not be attackable. It will appear as a large four-legged rock monster, non-conversable, non-interactable. In order to activate the Avatar for attack, you must rapidly clear all mobs in the room prior to the Avatar, then in the Avatar's room, then the room behind the Avatar (the guards in front of the door to the first room and the mobs near the alcoves on the sides of each room don't count). These areas are known for their abbreviated respawn timers, so you must work quickly.

After all 3 rooms have been cleared of all mobs, the Avatar will become an attackable 40 ^^^ heroic. Take caution of the Spirit of Serilis (2) that path around the Avatar's chamber, as they can make for a difficult fight if aggroed by AoEs.

9/8/2010 - Neither the timer nor 'cleared-rooms' requirements are active any longer. Note: The Avatar sees invis and agros, though it is not flagged as agro to the player.

03/25/12 - Avatar now seems to become active after the room is cleared once; it may also be connected to clearing the dead-end room after it containing the ratilik king and knights. Avatar aggroed on our group after we cleared the room containing it and the room with the ratilik king and were proceeding to reclear the room containing the Avatar. Its form will change shape a few times throughout the clearing process, which should tell you if you are having an effect. Be warned; once it aggroes, it has a wide aggro radius. To be safe, you should clear the rooms by pulling to doorways; do NOT attempt to clear in the pit where the Avatar sits.

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