A detailed guide to the entry level hunting area outside of Ta'Illistim. A few comments first. Yegharren is split into 4 hunting areas. These areas get increasingly harder as you move from west to east. Seems that some creatures will migrate east, but will not migrate west - in other words, Critters in Area 1 (Yegharren Valley) can be found everywhere else, but Critters in Area 3 (Orcswold) won't be found in Area 1. You'll see what I mean. I have split this guide into 2 concepts. First off, to cover all the numbers and silly stuff like that. Secondly, to offer some hunting tips and advice for survival. Age was determined using the Sorceror formula (thanks to Palence for taking the time and sending me the logs)which is based upon the difference between TD from the Forget spell (703) and the normal TD from another Sorcery spell. Other comments - this is my first time trying this, so I hope you find it useful. And as far as the special attacks of most of the critters, base your opinion of my logs on what I tell you here: I am younger than any of these critters are, however.. I hunt here with mobiles on, and low encumberance, and I'm pretty decently trained in Combat Maneuvers, although, not as well as many, because I mstrike.. but, that's something else entirely. Enjoy the guide. And safe hunting! ~ Turinrond Coyoterre, Tour Guide in Training Part I - Maps Okay, folks.. this guide won't make any sense at all unless you get yourself a map in front of you.. so go get one.. and come back! -- Waits... Good, you got a map. If you didn't figure out how to get a map, and can't make one yourself, you might as well stop reading this now. (nudge) Okay, this guide will be separated into 4 hunting areas, which you can gauge completely upon either your skill, your bravery, or your desire to get maimed. Look at your map. See the hidden trail from Sylvarrend Road, just after the fork? Okay, that's the entrance to Yegharren, and hence Area # 1, which we will call Yegharren Valley. The southeastern side of Yegharren Valley has a trail that leads to Area # 2, which is called Yegharren Plains. South of Yegharren Plains, you will notice a shady trail, which leads to Orcwold, the main orc village, and also Area # 3. And then, Area # 4, the Veldt, is entered from the eastern side of Orcwold, via.. that's right, yet another trail. You got it so far? Good, good.. it'll get more exciting now. YEGHARREN VALLEY - (aka Area 1) Now, let's meet the critters: GREAT STAGS - "You are not quite sure what to make of the great stag, as you have never seen anything that looks quite like it. Stopping a moment, you try to commit this creature to memory so that you can tell tales of it to your fellow adventurers back in the safety of the local tavern." (Erm - It's a giant deer, folks.) Those Oocky Numbers: Age: 27 (Young Buck - Hee hee) Regular Attacks: They impale you with their antlers. Anywhere from 196 to 248, as they are animals and will turtle. But, mostly from 212 to 221. Defense: They will walk into a room guarded, and will turtle, but once they attack, they are pretty vulnerable. Defense will range from 153 to 256, with the average about 200. Vs. Magic - 78 TD Crittability: 1 on a scale of 5. Easy to stun, critting will be based on your ability. Special Attacks: Charge and gore you with their antlers. Pretty uncomfortable. Looks like this... A great stag charges suddenly, his vicious antlers catching you with a glancing blow and knocking you painfully to the ground! ... 15 points of damage! Well aimed shot, punctures calf! You are stunned for 1 round! Roundtime: 6 sec. Although, they are clumsy when they miss.. A great stag charges towards you, but you leap to the side at the last instant, avoiding a gruesome fate! The great stag stumbles and falls! Treasure: None. Skins - Antlers. Antlers will vary in type and value, with some sets of antlers going for a few thousand silvers. Definitely worth the effort. Turin's Hunting Tips: Just let them attack you first. You should be able to render them pretty ineffective shortly afterwards. If they charge and miss, they are extremely vulnerable. Take your time with these skins - they will make you a lot of silver, especially if you can't hunt anywhere else in Yegharren. BRINDLECATS - "The tawny brindlecat is a large, tawny brown animal of the cat family with a slender body and long tail. Larger than his cougar and puma cousins, his sleek build disguises his power. Both claws and jaws are to be feared, as the tawny brindlecat strikes quickly with each. Prized for his soft pelt, this feline is a proud and fierce hunter of the great eastern plains." And now, the annoying numbers.. Age: 30 Trained Cat (see Pumas, Arctic Pumas, et al) AS: covered with fur, and ending with a tail! (ha ha ha.. I kill me, what a knee slapper, woo hoo.. erm.. cough) Regular Attacks: Bite and Claw. Best I saw was 235. Average was 217. They do stance dance a tiny bit. Claw is 5 higher than bite, on average, but Bite does significantly more damage. Defense: Against physical attacks, 241 when turtled, as low as 146 while standing. Against Spells: 88 Crittability: A '2' on the JMTUpOTTOMH scale (just made this up off the top of my helm), meaning basically pretty easy to crit with a little effort. Special Attacks: Pounce Attack - for damage. Looks like this: A tawny brindlecat pounces on you, knocking you painfully to the ground! ... 10 points of damage! Finger jams and swells. Roundtime: 5 sec. Sometimes, they will miss, which looks like this: A tawny brindlecat leaps towards you, but misses and sprawls to the ground! Caterwaul: A tawny brindlecat looses an unnerving caterwaul! - That basically means it's irritated and will go full offensive. Treasure: Nope. They have Hides, which the Furrier will glady buy from you. They will require some degree of skill to skin properly. (We'll put them as a 3 on that 5 point scale I mentioned earlier) Turin's Hunting Tips, Brindlecats: If they miss a pounce, hit them immediately. Usually takes them a few seconds to get back on their paws. Also, don't bother attacking until they have attacked first. No point in stunning them while they are turtled. If they are 'Legged', they will resort to their Bite attack until they are killed. They do not self-heal. If you hear that 'Caterwaul', stance up and let them miss you. Then hit them - again, they will be vulnerable because they will be in full offensive. PLAINS ORC SCOUT - "As tall as a giantman and twice as muscular as most, the plains orc scout is taller and more agile than his more primitive orcish brothers, and judging by the cleverness in his beady yellow eyes, probably quite a bit more intelligent as well. Leathery brown skin covers his bulging limbs, the same color as the crude armor that protects his massive torso, and a scraggly red beard frames his heavy jowls." Stupid Numbers - Age: 34 Train Ranger (with really poor spell training) Attacks: Most of the time will attack with a longsword, unless he has picked something up along the way. Best attack I've seen is 244, lowest was 211, average was about 226. Magic: They will self cast Colors (+10 DS) and Self-Control (+25 DS/TD). They will cast Tangle Weed any chance they get. In fact, they tend to keep casting it, given the chance, so once their vine is on the ground, it will stay there until either they leave or are killed. Defense: Have seen these Turtle up to 376 DS. In offensive stance, not lower than 160 (unspelled) or 195 (self cast), without some help from you. In one instance, saw the defense as high as 210 in offensive, but mostly will range as mentioned. If they are prepping a spell, they are most likely in a Guarded stance, so don't bother swinging. These Scouts stance dance like mad - I've seen easily 6 or 7 stance variations. Spell Defense: TD 109 (unspelled) or 134 (Self-Control) Crittability: Actually, all the orcs are pretty easy to Crit, comparitively. Scouts are a little easier, because they are only wearing these iron-scaled leathers, which doesn't afford them much protection. I would put it as a 2 on the crittability scale, out of 5. Special Attacks: Not really. But, smart ranger hunters. They will most certainly swing at you within 3 seconds of casting their Tangle Weed Spell. They do not use any other ranger spells that I have seen (Camoflague, Swarm, Spike Thorn, etc), but they have some unusual Orc Scout attacks, one is shown after the Weed example.. that Tangle Weed is awfully annoying - A plains orc scout snarls a few words of magic. A plains orc scout tosses his head back and points towards you! A thorny vine suddenly sprouts from the ground and begins to thrash about violently! The thorny vine lashes out at you, wraps itself around your body and pulls you to the ground where it entangles you. Roundtime: 6 sec. (Insert Scout splatting your head here) A plains orc scout whistles and an overpowering sudden influx of wind carries the smell of hundreds of unwashed bodies in on it. Birds by the dozen come gliding through barely missing you as they swoop low over your head. Roundtime: 4 sec. Treasure: Yes. Fairly Decent, depending on how hunted the area is. Scraggly Orc Scalps if you skin, but the scalps are worth not much more than Rat Pelts.. about 35 silvers on average. But, it was 35 silvers you didn't have before, and if you're an exceptional skinner, or a good Trader, you will get more. Turin's Hunting Tips: The issue with these orcs is that vine. In Area 1, not too big of a deal, but in the other areas, swarms are more aggressive, and you could really get into trouble. But, here's how to manage them. First of all, don't let them cast the vine. Half the time, they will swing at you, before they resort to magic. If their swing is higher than 211, then they are vulnerable to your attack. Now, if they start to prep a spell, either stance up and wait, or pause a second and then leave the room. Chances are good they will follow you, and take a swing at you. Last option, the one I use, as I am not good about running.. That vine will attack once every 10 seconds - wait for it to miss you. Orcs will always swing after that vine lashes out, they don't wait to see if it works. So, vine misses, orc misses, then you pound the orc, go into defensive, wait for vine to miss again.. repeat. If you're fast, you should be able to get 2 swings in before that vine becomes an issue. And, even if the vine gets you, I would hope by that then you would have stunned the scout - like I mentioned earlier, they stun pretty easily in those leathers. Final Notes on Yegharren Valley: This is the easiest area outside of Ta'Illistim. Although critter generation is good, they will generally run from you before they can swarm to more than 3 or 4 critters in a room. All of these critters will be found in the rest of Yegharren, and the stats above will be about the same.. though, you are more likely to get the higher end of those numbers the further east you are in Yegharren. Best coins in this region are from Stag Antlers. Biggest cause of death in Area 1, is getting gored by a Stag, then pulled down by a vine - or vice versa, and then getting quickly beat to a pulp while you're stunned. If in doubt, stay unencumbered, and see if a wizard can cast you some strength, or a ranger can cast you some mobiles. YEGHARREN PLAINS - (Area 2) You're most likely going to see Great Stags, Brindlecats, and Plains Orc Scouts here, as well as the following additional critters.. RIDGEBACK BOARS - "The ridgeback boar snorts loudly and scrapes at the ground, peering around with his close-set, bloodshot eyes in hopes of finding something he can gore into a bloody pulp or pound into the earth. His body is covered with coarse, reddish-brown hair, and gleaming tusks protrude from each side of his gaping mouth. A good eight feet long from dripping snout to curly tail and weighing nearly a half ton, the ridgeback boar moves with surprising speed and dexterity as he bears down, squealing furiously, on his intended prey. The boar's bony backbone lends the beast his name, as it juts up through his bristly hair." Age: 29, but don't let this fool you - they are tough. Regular Attacks: Charge and Bite - Usually charge. They are not too bright with manipulating their defense, but as you hack away at them, their attack will soften. It will range from 182 to 233, with 217 about average. Defense: If they are just walking into the room, or do manage to turtle, they can defend up to 207. Most likely, the defense will run between 103 to 120. Spell Defense: 84 Crittability: 3-4 on that 5 point scale. You'd have better luck critting a tree. If they stun, they don't stun for long, and if you knock 'em down, they get up quickly. These things you just got to beat up on. I have seen them be able to be legged, but you better be good. Special Attacks: Charge/Gore. A Nasty One. Makes stags look like house cats. They are tall, too, so a better chance of getting gored in the upper body. Here, let me show you: A ridgeback boar charges suddenly, goring you with his vicious tusks and knocking you painfully to the ground! ... 15 points of damage! Slash across right eye! Hope the left is working. You are stunned for 5 rounds! Roundtime: 9 sec. Nothing like being on the ground stunned for 5 rounds when you are in the middle of a 6 or 7 critter swarm. Treasure: None. Skins - Tusks. Average values. Not too hard to skin with some skill, maybe a 3 on a 5 point scale. Turin's Hunting Tips: They are easy to hit.. so hit them. Pound on them until they run or die. If you ignore them, they will most likely get an attack on you. Fortunately, they are not very old, so they don't have a lot of blood - but I've been gored by a boar who then keeled over and died the next shot he took. PLAINS ORC WARRIORS - "As tall as a giantman and twice as muscular as most, the plains orc warrior is taller and more agile than his more primitive orcish brothers, and judging by the cleverness in his beady yellow eyes, probably quite a bit more intelligent as well. Leathery brown skin covers his bulging limbs, the same color as the crude armor that protects his massive torso, and a scraggly red beard frames his heavy jowls." (Sounds familiar.. hmm.. oh well) A plains orc warrior somersaults into the area and bounces to her feet. Age: 32 Train Warrior Regular Attack: Usually with a crude iron morning star, but will pick up anything on the ground. Have seen ones in the Veldt brandishing Heavy Iron Handaxes. These orcs don't stance dance too much, unless they are really hurt. Have seen them swing from 182 to 258, with 228 being most common. Defense: Not terribly impressive defense.. usually 165, with turtling taking them up to 270. They do not self spell, and unless you happen to be in the room with a Shaman, don't have to worry too much about their defense. What the difficulty is, is their armor. They wear a heavy iron chainmail (99/445 forging), which means you are going to have to hack and hack away, if you don't finesse 'em. Spell Defense: 100 TD Crittability: Easy, if you can manage the armor. 2 on a scale of 5. Special Attacks: Oh, well.. they are warriors. I have been disarmed by one, but didn't log it unfortunately. Since then, all I've seen are Tackle maneuvers, and they are pretty good. Have seen MS from 134 to 167, usually hovering around 144. A plains orc warrior hurls itself at you and connects! MS: +167 - MD: +XX + MAvA: -2 + d100: +XX == +163 Success! A plains orc warrior pins you to the ground! Roundtime: 13 sec. And some other moves: A plains orc warrior takes a shambling run at you and at the last moment dives over the top of your head. As she does so, she slaps the back of your head sending you stumbling forward. Roundtime: 3 sec. (That has the potential to knock you flat) A plains orc warrior begins a lumbering run towards you. Just before he reaches you, he heaves himself into the air in a flying kick. You nimbly lean out of the way and the plains orc warrior sails north. (It's kinda funny to walk into the next room with the warrior flat on his back.) Treasure: Yep, lots of it. Pretty decent boxes, and of course, those scraggly orc scalps worth 35 silvers or so. Turin's Hunting Tips - These orcs are pretty tough, and can quickly get the best of you. However, they aren't too bright. If you can manage to knock one down, sometimes they forget to stand up. Also, any time their Guild maneuver fails, they are wide open to attack. If you try to hack and slash against these, you're going to be beating up on armor all day long - you have to finesse 'em.. at least, get them on the ground, then aim for their head - the head is soft. Yegharren Plains - Final Tips: This area is very swarmy. Also, between Vines, Charges, Pounces, and Tackling, you can get aced in a heartbeat. Be careful here, and fight smart. It usually takes the critters a round or two to get warmed up to you, so if you sense the swarm getting the best of you, move away a room before they prevent you from doing so. This area is very similar to Orcswold in that respect, except there are a couple extra critters to be found there to pound on you. ORCSWOLD - Area # 3 All the critters up to now can be found here. You will probably not see any Great Stags, and few Brindlecats. However, there are 3 new critters you will find, including the oldest one to be found in this entire hunting area. Occasionally, these new Orcs will drift to the southern part of Area 2, but are mostly found within this area and the next. MONGREL WOLFHOUND - (and the following variations:) a black mongrel wolfhound a black wild dog a brindle wild hound a mangy wild dog a mangy wild hound a mongrel wild dog a spotted wild dog "The large canine is obviously closely related to her domestic cousins, but her vicious growl and the feral gleam in her intelligent eyes speak of her far wilder nature. Ticks and burs speckle her matted, dusty fur, and her wolflike tail sweeps from side to side as she prepares to spring on her intended prey." Age: 231 (Dog Years, of course)(see Coyotes, Waerns, et al) Regular Attacks: Charge and Bite. Bite is a little bit harder (+12 - +25 range). These mutts will turtle up a bit, so you might find biting to range from 212 to 254. Charging will always be a little weaker on the same Pup. Defenses: Have seen these ball themselves up to 300 when turtled, most likely will see defenses from 186 to 226. They change stance a lot. Spell Defense: 104 TD Crittability: Average. 2-3. They do ball up nicely, and have a keen sense of smell, so it would behoove you to leg them first, and then to go for the head. I doubt they would survive the crit combo. Special Attacks: 2 - Pounce and Lunge. They are more inclined to Pounce, and unless the gods have removed their ability to Lunge, I haven't seen this in a bit, and didn't get it logged. Pounce looks very similar to Brindlecats: A black wild dog leaps on you, knocking you painfully to the ground! ... 2 points of damage! Your left leg jerks momentarily. Roundtime: 5 sec. Lunge is basically a move where they grab your hand, shake it up a bit - giving you a nice stun, sometimes severing your hand, and in the worst case scenario, causing you to drop your weapon. These dogs are not trainable.. I tried. Orcs seem to have a better repertoire with them.. A plains orc warrior leans over and thumps a black wild dog on the side and points towards you. As she does so, the dog's massive head turns and regards you similar to how a large chunk of raw meat might be regarded. They will always attack you immediately after that. If the dog misses you, the Orc will then take a swing at the dog. ("Bad Dog - No Missing!!) This usually results in the dog leaving the room. Treasure: None. Skins - A yellowed canine. Fetches a fair price at the furrier. Requires just slightly above average skill to obtain. Turin's Hunting Tips: These wolfhounds are not a tremendous threat, except for 2 things. First of all, they are pack dogs, and they will swarm, entering 2 or 3 into an area within a minute, and sometimes more. 2 or 3 dogs in a room will always attract the attention of an Orc, usually Scout or Warrior, but could be any. So, by eliminating them as quickly as possible, you keep the situation under control. At least try to put a good hurt on them, if you are getting outnumbered, as they will run. PLAINS ORC CHIEFTAIN - "Insert Orc Description Here" Age: 33 Warrior Trains Attacks: Usually whatever weapon they can find, equally as effective with a blunt or edged weapon. Attack from 190 to 249 that I've seen. Defense: 167 at its lowest, and can get much higher if they turtle, which they do not do very often, which is why I haven't bothered to put numbers here. The dilemna with these critters is their armor. They wear heavy iron half plate. (99/500 forging). Plus, they have a little more blood than the other orcs. That's about it. Spell Defense: 115 TD Crittability: They crit as easily as the other orcs, you just have to manage that armor. For that reason, they earn a 3 out of 5. Special Attacks: Warrior Guild maneuvers. They don't seem to use them as often. but they use 'em better. Higher MS of 177 - 199 that I've seen. A plains orc chieftain hurls itself at you and connects! MS: +177 - MD: +xx + MAvA: -12 + d100: +xx == +127 Success! A plains orc chieftain pins you to the ground! A plains orc chieftain hurls itself at you and connects! MS: +199 - MD: +xx + MAvA: -11 + d100: +xx == +123 Success! A plains orc chieftain pins you to the ground! Roundtime: 6 sec. Treasure: Yep. Sometimes pretty decent, sometimes just the scraggly orc scalp if you skin them. Turin's Hunting Tips: See notes under warrior. Re-emphasize finesse, because if not.. you'll spend 20 minutes hacking away at that armor. I think these are relatively unspectacular critters because of that armor they wear, and because they are on the upper end of the age bracket in this area. PLAINS ORC SHAMAN - "The plains orc shaman watches her surroundings diligently through shifting yellow eyes that hint at a cunning and dangerous intelligence. Her heavily-muscled limbs bear an almost runelike pattern of ritually inflicted scars, and her tangled red beard is adorned with crude bone and wood beads. The shaman mutters to herself in a series of guttural incantations." Age: 39 Wizard Trains Attacks: One Handed Weapon, usually right at 207. Bolt spells at 212. Lightning, Fire, and Acid are their most used. Have seen attacks as high as 230 without spell help, but I'm thinking that is much less common than previously mentioned attacks. Defense: Shamans can and will spell themselves up, which I will show you below. Their base defense is around 192 that I've seen, with the spell up below, it went up to 277. When they are turtling or prepping spells, defense goes up, as high as 371. Fortunately, they are only wearing a leather tunic, which means you can put 'em in the hurt locker pretty quickly, despite their age and power. Spell Defense: 124 TD, although I'm sure that given the opportunity, they might spell themselves up a little bit higher. Crittability: 2 on a scale of 5. But, they are clever dancers, so you do have to time it just right, and it will require a solid hit, because of their age. Special Attacks: They are wizards, they don't need any. I haven't seen anything unusual, but here's a good example of a decent shaman spell up... Strike connects with shoulder blade! A plains orc shaman mutters belaboring her fate and then dies. The silvery luminescence fades from around a plains orc shaman. The bright luminescence fades from around a plains orc shaman. A plains orc shaman comes back into focus. A plains orc shaman seems to be in a different place than you remember. A plains orc shaman becomes solid again. The brilliant luminescence fades from around a plains orc shaman. The translucent sphere fades from around a plains orc shaman. Treasure: Yes. And scraggly orc scalps, too. (Those 35 silvers keep adding up! Woo hoo!) Turin's Hunting Tips: These things are terribly reminiscent of the Fenghai found in Solhaven. Same 2 strategies apply. Don't give them time to spell up. Get them on the ground and knock their head off. They are pretty much warmages, so you don't have to worry about them finessing you (not at this point, at least) and making you vulnerable. You could hack and slash to victory with these critters, because they are wearing light armor and stun easily, although if you take too long, they will start the dreaded spell up sequence. Orcwold Hunting Tip Summary - This area swarms about 20-30 % more than Yegharren Plains. The dogs, especially, howl and yelp at each other, basically for backup. I've seen a room fill up to 6 critters within half a mana pulse. Your choices for survival are 1) If you hunt alone, then hunt efficiently, or learn to move before you can't move. or 2) Hunt with a couple of folks, one of which can either unstun you or pull you to your feet. Yegharren Forest - The Veldt (Area 4) Absolutely positively any critter that you have seen up to now can and will be found here. As well as 2 more indigenous creatures to the Veldt. Also, any critter you have encountered up to now, will be at the upper end of its attack and defense range in this hunting ground. You've been warned. (nudge) GIANT WEASELS - "Darting with amazing speed, the giant weasel often pounces upon its prey before the startled victim can react. Nearly six feet from the tip of its wiggling nose to the end of its furred tail, its short legs propel it rapidly, albeit with an amusingly wavy motion. The body is covered with long, chocolate brown fur, darker on top than underneath. Yellow eyes peer out from its head, glancing about the area with a devious intelligence as the giant weasel sniffs the air, searching for its next meal." Age: 30 Rat trains Attacks: Bite and Claw - 188 to 209, with Claw being about 20 higher than their Bite, but Bite doing more damage. Defense: 160 - 166 in offensive, which is most of the time. Vs. Spells: 87 TD Crittability: 1 on a scale of 5. Cakewalk for those of you with any skill whatsoever. Special Attacks: It's a weasel. C'mon, folks. Okay, no, but if that changes, I will let you know. The gods are funny like that sometimes. Treasure: Nope. Pelts are worth a decent amount, and I would rank skinnability as a 3 out of 5. Turin's Hunting Tips: Hee hee. Yea, ok. You've hunted rats, before, right? Hunt these the same way that you hunted rats. CRESTED BASILISK - "The crested basilisk is the size of a large dog, but its vicious-looking talons and sharp, hooked beak are fearsome weapons indeed. Looking like a cross between a huge fighting rooster and a serpentine lizard, the crested basilisk gazes around with its hypnotic, paralyzing eyes as its scaled reptilian tail whips back and forth. A bright red crest, more reminiscent of a lizard than of a chicken, adorns its feathered head and neck." Age: 34 Mythological Beast from the 7th Plane Trains Regular Attacks: Claw and Bite. 180 - 255, depending on their mood. Claw seems to generally be higher, bite does more damage. Bonus Attack: A crested basilisk's eyes glaze over momentarily and it slowly sways side to side! This will add 25 to their next attack or two, taking them to as high as 278 in full offensive. Defense: Not terribly remarkable, ranges from 162 - 216, again, depending on their mood. Vs. Magic - 98 - 107 TD (haven't figured out where that comes from, as they do not cast, could be part of that sway move above.) Crittability: 2 on a scale of 5. They are elusive, but they don't spell themselves up, and they are not terribly inclined to much stance dancing. Special Attacks: Okay, folks, let's see how well you know your ancient lore. They have a hypnotizing stare attack. I've logged a few examples for you, since it's hard to describe herein. You grimace as you stare into the basilisk's eyes but through force of will are able to pull your gaze away. (Successful Evade) Overcome by the images of your death brought forth by the basilisk's stare, your mind goes numb and your senses slowly desert you. You drop to your knees as the basilisk's gaze plunges to the depths of your soul. (Drops you to your knees) Your surroundings start to blur before you as you lock gazes with the basilisk. Reeling from its gaze, you fight back and your surroundings slowly come back into focus. Roundtime: 60 sec. (Dropped defense down to 30%. Not particularly good if you are kneeling or knocked down. Note the Round Time) Slowly your face goes slack as your eyes lock with the basilisk's. The dark presence of the basilisk fills your perceptions as it looks deep into your mind. Roundtime: 10 sec. (Dropped defense to 51%) Overcome by the images of your death brought forth by the basilisk's stare, your mind goes numb and your senses slowly desert you. (Completely frozen after that - like being webbed or feared, but not.) Well, you get the idea - I'm guessing this is an age based attack, but there are some hidden factors worked in somewhere, because as you can see, there were various levels of failing the maneuver. Treasure: Skin for Crests, worth a couple hundred silvers or more, depending. And they will carry small amounts of treasure as well, usually gems. Turin's Hunting Tips: They are not terribly difficult to kill using whatever hunting means at your disposal. If you are hunting in this area, eliminate them first, because their maneuvers are the hardest to recover from, and are the least predictable. Veldt Hunting Tips: By far the most difficult area of Yegharren, because critters are their strongest here, and because the swarms are fast and furious, once they begin. You must prioritize your kills in this hunting ground. I have them as follows, yours might be slightly different, based upon your strengths and weaknesses: Basilisks, Boars, Chieftains, Warriors, Scouts, Stags, and then the rest follow equally, with weasels being dead last, as they have so far proven to be the least threat. And this concludes the Yegharren Hunting Guide. Other guides might be written in the future, and this guide will certainly be updated as new information is gathered, or as information changes. Hope it helps you and yours. ~ Turinrond Coyoterre Tour Guide In Training