the froglok king  

a rare creature
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Uploaded July 6th, 2019 by Drewinette
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The top frog himself, he is found deep in the depths of Lower Guk, and is guarded by Guk knights I believe. The king is a paladin, and has a ton of hitpoints.

  • This mob spawns at -105 , 15.22. -232 Farthest South Western room in zone.

Categories: Templatized | EverQuest
This page last modified 2020-06-03 11:14:51.

Level: 47
Expansion: Original
NPC Added: 0000-00-00 00:00:00
NPC Last Updated: 2019-07-06 09:13:13

Known Habitats:
  Lower Guk
Factions Decreased:
  Frogloks of Guk -100

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A question?
# Mar 01 2002 at 11:24 AM Rating: Default
I am a lvl 49 druid wondering about hunting in lowerguk. Few groups in dreadlands will take me, and in karnors castle shamans are choosen over druids time and time again. I have considered soloing and burning woods. It is very do-able but the xp would be meager at best. I have some concerns about guk though... ;)
1. Is it packed to capacity at all times or is it near empty?
2. Is upper guk very difficult to navigate?
3. Is 49 to high or too low for most lguk groups?
4. Can druids get groups here?
5. How dangerous is the zone.. and
6. How bad are the trains?
RE: A question?
# Mar 06 2002 at 12:16 PM Rating: Excellent
Hope I can answer your questions to your satisfaction:
1) Lower Guk is NEVER empty. On the busy weekends, it is pretty much packed to capacity, though during the weekdays likely the only room camped will be Frenzy (drops FBSS), which nearly always has a waiting list to get in.
2) If you have no idea how to get around in Upper Guk, I think you'd definitely need a map from EQAtlas.com to find your way. With a map it's not too tough though.
3) The earliest I suggest you to go guk is level 35, but then you shouldn't go very deep. If you want to do Frenzy or other high level camps, you should not even consider it unless you're level 40+. I'd say the frenzy room kind of drops off in the exp area around level 51. Only Magus, Lord and King rooms still give good exp beyond level 51.
4)Yes, Druids can get groups there, BUT if you go there by yourself hoping to get a group, be warned that everything on the dead side sees through invisible, and without IVU you'll not last very long.
5)Compared to most other zones of comparable level, ESPECIALLY Velious, Kunark, and Luclin dungeons, this zone is about as dangerous as a housecat. But that's not to say you can be careless. If you know what you're doing, and don't overextend yourself, you should be fine. All the old world NPCs hit for a lot less damage than the expansion dungeons, like say, Chardok.
6) Generally trains are not a severe problem here. This is largely because the zone is so huge and mazelike, that unless you sit at the zone, you're unlikely to be trained. That said, I have seen numerous trains over the years from the odd screwball that was running around without IVU and agroed half the zone, only to kill himself/herself and countless other people.
Frogloks are a good race.
# Jan 14 2002 at 5:20 PM Rating: Good
Frogloks are indeed a good race. Note that any evil race is default KOS to them yet good races are not KOS to them. Secondly they do have Paladins. Ghoulbane comes from the Froggies because they have use for such a holy weapon against the foul undead Frogs in Lower Guk. They are a good race, one does not require a human type city to be good. It is only a pity they were never made a PC race, it would be realy cool to play a Froglok Paladin hehe.
Healer mobs
# May 01 2001 at 10:24 AM Rating: Default
From personal experience, most mobs that can heal will start to do so once they are down to 33% of their health or less. The key to really taking down this guy is to not allow him the chance to heal himself. If you want to be able to take this guy down without any trouble, see if you can get a cleric and wizzy in your group along with a couple melees and someone to provide the mana. My recommendation for the group would be thus:
Warrior, Cleric, Wizard, Bard, Enchanter, Necro

This group would be able to keep the tank hasted, sing/clarity mana for the necro, wizard, and cleric.

The strategy is exceedingly simple. The tank and necro get the mob down to 1/2 health. The wizzy and cleric, possibly enchanter as well, chain stun the mob until dead. The bard and necro's main job is to make sure the wizzy and cleric never run out of mana. The enchanter and cleric buffs the living snot out of the tank, possibly Rune if trying to break into the room, and the enchanter also keeps up clarity on the casters.

I really do realize that this kind of group formation is not always possible, but it is something to strive for. The cleric, wizzy and tank are the ESSENTIAL elements of this strategy. Try to get at least 1 or 2 of the other classes, and fill in whoever else you can. The idea is that if the mob is always stunned, he/she/it cannot heal itself.
RE: Healer mobs
# Apr 02 2002 at 5:00 PM Rating: Decent
We took the King out with a 49 ranger, 45 warrior, 48 shaman, 47 rogue, and a 38 druid. Druid, ranger and especially shaman buffed tanks and medded back up. Just before the fight, shammy hasted tanks, damage shields from the ranger or druid, and chloro for all. Ranger pulled the king (two of his cronies came with). After about 20 seconds of melee, shaman slowed all mobs (one of the adds aggroed shaman, but since he was slowed it was easy to pull him away and root/park him.) After that it was a piece of cake. Shammy and druid both healed, while the shammy tossed in a couple nice dots to help out. No shammy spells were resisted (druid didn't even try to cast on the mobs due to possible aggro and probable resists - he saved mana for heals.)

The point of this is that unusual groups can function very well together with just a little planning.

Smoosher Underphoot
51st Mystic
Veeshan

Edited, Tue Apr 2 16:57:39 2002
RE: Healer mobs
# Oct 24 2001 at 10:30 AM Rating: Decent
25 posts
One other technique is to fear kite them when low on hits. You make sure and snare them with dooming darkness and then fear them when they get low on HP. they try to run..but their movement rate has been cut due to them being snared. So they are immobilized...they do not cast or gate..they just die...LOL! I have used this on gating mobs in Chardok and it works well.
Soloing king
# Mar 24 2001 at 12:21 PM Rating: Excellent
**
397 posts
King his for 141 and does in fact hit faster if weilding mith 2h... Also be careful of pulling him past sham mobs as they will haste him, making him deal about 40% more damage.

Live side frogs hit normal for their level. Where dead side ghouls hit very weak for their level.

So even at lvl 58+ count on king to melee you down about 4 to 5k hps before killing him. Only classes that can really solo him are druid or sham, possibly necro if high enuf.

I actually killed him three times just using slow and jaundiced bracer and tossing heals on myself but the fight took like 10 minutes because of his damn heals.

When you finally clear the king room you can actually sit on throne on runners to cast on them, as they wont round the corner and you get a clean shot. Very useful if you are using damage clickable armor like jbb or burnt staff.

I wouldn't suggest anyone try to solo king room unless you are lvl 57+ because the adds would just mow you down before that.

Anyhow, frog crown drops about once every 2 hours, mith 2her every 4 hours, tiara bout every 6 hours, black tome every 2 hours.

All but black tome is lore, so if you come here for loot, find a quick way to sell them or you'll just let stuff rot.

OH btw, only sword affects his difficulty. You don't get more resists if he has crown because of his already minimal fire and cold resist. Well, maybe 1% more but not very noticeable.

Exp actually cranks here if you keep it cleared the whole time with about 90% blue cons, half of which are mid blues.

3 spawns in throne room, 2 on balcony, one roamer.

King, jin sham, guk sham, guk knight, bok knight spawn on throne.
All but king from list above spawn on both sides of throne.
Tactition spawns on the left balcony if you look away from the portal.
Right balcony is usually a kor shaman... very crappy exp. This guy is only worth killing because the tactition or ph will run right past him to get to you when you pull him.

The only safe place to go afk here is in the upper hallway between kor and tactition if you kill them right before going afk. You never know when someone is gonna run thru here and train huge water elemental + couple frogs on you, so would suck to go afk after just killing the roamer.

Got over 1 yellow bub in 10 hours at 58 so it's worth camping, especially since it really never bothers anyone. King is almost always free to camp because of the difficulty and I'm sure you'd make quite a few friends selling crowns real cheap, because everyone wants one.
Nice time
# Feb 15 2001 at 8:08 AM Rating: Excellent
Broke the room last night with king up and had an excellent night. No enchanter, instead we had Monk, Rogue, Paladin, Druid, Mage and Cleric.....


King spawned 3 out of 4 times and dropped crown twice and Mith 2 hander last time.

Tactician spawned 2 out of 3 times and dropped tiara and then black tome

All in all an excellent night for exp and loot...and the main thing...fun :))
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