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Old 02-27-2026, 07:23 PM
YeOldeLordJiggz YeOldeLordJiggz is offline
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Question Seahorse Clerics in Kedge Keep casting AoE "Fear2" Spell

I noticed about a week or so ago that Seahorse Clerics in Kedge Keep started casting AOE "Fear2" spells. I don't recall seeing this effect earlier on but I may be mistaken and just haven't noticed it being casted and resisted until recently.

These mobs include Soothebrine Seahorses, Tainted or Corrupted Seahorses and I believe as well the Seahorse Matriarch which normally casts a long AOE Stun could also be casting this spell effect.

I may have even seen Squallsurge Seahorses (Wizards) casting this effect but I am not entirely sure.

For the most part it is almost always resisted every single time but I imagine the effect could land more often from the higher level Seahorses which might make things complicated for unsuspecting wanderers in the depths of Kedge.

Matriarchs, the Tainted and Corrupted Seahorses have a higher resistance but because I usually just charm them until low health then stun (level 34 DRU spell: Fury of Air, casts indoors) and nuke them dead I have not seen this AOE fear effect ever succeed.

I had been exploring this zone for about a month and spent a couple weeks in and out of the Seahorse tunnels before noticing this AOE Fear spell effect being cast by all the Seahorse Clerics.

Is this a bug or am I just now noticing this?
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Old 02-27-2026, 09:27 PM
CrazyPro CrazyPro is offline
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Fear2 is a 6 second stun
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  #3  
Old 02-27-2026, 09:58 PM
bcbrown bcbrown is offline
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I've seen Fear2 spells ever since I started soloing in Kedge about a year ago. Matriarch is the one I recall casting it. Don't think it's ever landed on me though. So it's not new.
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  #4  
Old 02-28-2026, 01:33 PM
Kich867 Kich867 is online now
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Quote:
Originally Posted by YeOldeLordJiggz [You must be logged in to view images. Log in or Register.]
I noticed about a week or so ago that Seahorse Clerics in Kedge Keep started casting AOE "Fear2" spells. I don't recall seeing this effect earlier on but I may be mistaken and just haven't noticed it being casted and resisted until recently.

These mobs include Soothebrine Seahorses, Tainted or Corrupted Seahorses and I believe as well the Seahorse Matriarch which normally casts a long AOE Stun could also be casting this spell effect.

I may have even seen Squallsurge Seahorses (Wizards) casting this effect but I am not entirely sure.

For the most part it is almost always resisted every single time but I imagine the effect could land more often from the higher level Seahorses which might make things complicated for unsuspecting wanderers in the depths of Kedge.

Matriarchs, the Tainted and Corrupted Seahorses have a higher resistance but because I usually just charm them until low health then stun (level 34 DRU spell: Fury of Air, casts indoors) and nuke them dead I have not seen this AOE fear effect ever succeed.

I had been exploring this zone for about a month and spent a couple weeks in and out of the Seahorse tunnels before noticing this AOE Fear spell effect being cast by all the Seahorse Clerics.

Is this a bug or am I just now noticing this?
IIRC nothing(?) in kedge casts the fear that would make you run, as it was too likely to just absolutely fuck you, so they use the other one that stuns you in place.
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  #5  
Old 02-28-2026, 01:51 PM
loramin loramin is offline
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Dolalin built an amazing classic evidence search engine: https://search.eqarchives.org/ If you want to fix seahorse fear, or anything else, you should use that tool to find evidence.

For instance, in just two minutes, searching for "kedge keep seahorse fear", I found this gem: an old school GeoCities guide to Kedge Keep (from October 2001, so not quite in classic ... but still close enough, especially given that Luclin probably didn't impact Kedge much).

It includes this:

Quote:
Originally Posted by emphasis added
There are, however, no runners in Kedge. Consequently, pets summoned by casters in Kedge are a welcome addition to most parties. Instead, the problem of runaway pets manifests itself in a slightly different way in Kedge, though the results are just as deadly. It is rumored that Verant nerfed the Kedge inhabitant's ability to run, and disabled all fear spells in Kedge because of the pathing problems that exist there. What Verant failed to do, however, was to disable the player's ability to charm the inhabitants of Kedge. Herein lies the problem, and a dilemma for those with the ability to charm.
It also has this wonderful take on how classic charming really worked:

Quote:
The nightmare usually plays out this way: 1) puller lures two fish back to the party, 2) druid charms one of the fish, 3) the party watches in amazement as the pet rips apart his comrade for any easy kill, 4) the druid then swims a short distance to med in safety, 5) as the druid moves, his pet tries to follow and gets caught in a "track", 6) the pet swims back and forth in confusion for a few seconds, then swims away, 7) silence, 8) druid says "charm broken, get ready", 9) pet appears in the midst of the party with a pack of "friends", 10) LOADING... PLEASE WAIT....
But the point is ... Dolalin is amazing for creating that search engine ... so take advantage of it!
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  #6  
Old 02-28-2026, 07:54 PM
YeOldeLordJiggz YeOldeLordJiggz is offline
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Quote:
Originally Posted by CrazyPro [You must be logged in to view images. Log in or Register.]
Fear2 is a 6 second stun
Ok, I did not know this. This is good to know. Thanks.

Quote:
Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
I've seen Fear2 spells ever since I started soloing in Kedge about a year ago. Matriarch is the one I recall casting it. Don't think it's ever landed on me though. So it's not new.
Matriarch is a cleric that I suspect also casts this spell though I've seen the Sothebrines, Tainted and Corrupted Seahorses and possibly the Squallsurge Seahorses casting the Fear2 effect with the typical skulls animation different from the red particles animation of the long duration stun spell cast by the Matriarch.

Quote:
Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
I've seen Fear2 spells ever since I started soloing in Kedge about a year ago. Matriarch is the one I recall casting it. Don't think it's ever landed on me though. So it's not new.
I think the Matriarch casts this as well but it is not the same as the Matriarch's long duration aoe stun spell which uses a different animation to cast the stun (red particles instead of spinning skulls).

Quote:
Originally Posted by Kich867 [You must be logged in to view images. Log in or Register.]
IIRC nothing(?) in kedge casts the fear that would make you run, as it was too likely to just absolutely fuck you, so they use the other one that stuns you in place.
Ok, I've never not resisted it so did not know it was a stun spell from the apparent spinning skulls casting effect and the "fear2" label when resisted.

Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
Dolalin built an amazing classic evidence search engine: https://search.eqarchives.org/ If you want to fix seahorse fear, or anything else, you should use that tool to find evidence.

For instance, in just two minutes, searching for "kedge keep seahorse fear", I found this gem: an old school GeoCities guide to Kedge Keep (from October 2001, so not quite in classic ... but still close enough, especially given that Luclin probably didn't impact Kedge much).

It includes this:

Quote:
Originally Posted by emphasis added
There are, however, no runners in Kedge. Consequently, pets summoned by casters in Kedge are a welcome addition to most parties. Instead, the problem of runaway pets manifests itself in a slightly different way in Kedge, though the results are just as deadly. It is rumored that Verant nerfed the Kedge inhabitant's ability to run, and disabled all fear spells in Kedge because of the pathing problems that exist there. What Verant failed to do, however, was to disable the player's ability to charm the inhabitants of Kedge. Herein lies the problem, and a dilemma for those with the ability to charm.

It also has this wonderful take on how classic charming really worked:

Quote:
The nightmare usually plays out this way: 1) puller lures two fish back to the party, 2) druid charms one of the fish, 3) the party watches in amazement as the pet rips apart his comrade for any easy kill, 4) the druid then swims a short distance to med in safety, 5) as the druid moves, his pet tries to follow and gets caught in a "track", 6) the pet swims back and forth in confusion for a few seconds, then swims away, 7) silence, 8) druid says "charm broken, get ready", 9) pet appears in the midst of the party with a pack of "friends", 10) LOADING... PLEASE WAIT....

But the point is ... Dolalin is amazing for creating that search engine ... so take advantage of it!
Firstly I would like to apologize as I read the "please read before posting" but indeed did skip searching for any relevant information to the issue I am reporting which is that I can confirm regular Soothebrines, Tainted and corrupted Seahorses and possibly Squallsurge or also less likely Spinereef seahorses are casting "Fear2" spells with the spinning skulls animation not to be confused with the stun effect cast by the Matriarch.

I've taken a look at this search engine but going through several pages I cannot find any mentions about regular seahorses casting "fear2" effect spell or mentions of the effect in Kedge. I've taken a look at that Geocities guide and as you've pointed out it is not classic, I found it to be inaccurate to my experience in many details. only 1 pather, not 2 in seahorse tunnels, Matriarch room is not safe to pather from back wall, mermaid before tunnel entrance will not agro into tunnel main room except if fighting in front of the opening or a sailfin wanders in and agros a player sitting close by to pull add from mermaid behind it.

What was very interesting though is the mention of the Shimmering sailfin that spawns in Phinigel Autropos's lair being capable of a 10, 000 damage AOE Fishnova, much stronger than the 400-600 damage fishnova by other sailfins in the zone. I had noted this NPC was a caster but this guide suggests it is level 30 and not under level 10 like the other sailfins and capable of completing obliterating an entire raid party around Phinigel Autropos in combat. Thankfully I think this fish never agros with and when Phinigel Autropos is being pulled up from his lair using the luring out of the seahorses technique.

I've read through the sections about the Grand Hall, Seahorse Caves and Pulling the Seahorses and there is no mention about the fear2 effect spell being used by regular Seahorses (The main issue of my report) neither does it mention the stun effect the Matriarch casts.

I am aware that no mobs flee in Kedge Keep and found out by trying fear on the Tainted, Corrupted and Matriarch at low health that they also do not flee from fear but I think the concern in this case or as I thought "Fear2" was an actual fear spell and not a stun as some have suggested based on their experience was that these regular seahorses could fear you and your party, pets while fighting them but maybe the "ban on fear" in kedge also applies to players and their pets, not just npc inhabitants of Kedge.

The other information regarding charming pets in Kedge and problematic pathing is also interesting but I have not encountered these issues and they are not related to my reported issue of regular seahorses being able to cast "fear2" effect spells.

I am just going to assume that seahorses in Kedge Keep will cast Fear2 effect spells and maybe I am just not noticing this until recently when I changed my spell effects visibility from self only to all spells so I could finally notice the spinning skulls effect from the "fear2" being cast by seahorses that I may not have noticed the "resisted fear2 spell" message in the combat spam from before.

If indeed players cannot be feared in Kedge as well as it's inhabitants and this is only a stun spell as some suggest and are not confusing this with the apparent different casting of the stun spell by the Matriarch then I guess the main issue I see is if regular seahorses are supposed to be casting these "Fear2" effect stuns besides the named like Tainted/Corrupted or Matriarch seahorses.

I guess it doesn't matter to me because at level 60 any of these "fear2" effects cast by Soothebrines, Squallsurge or possibly even Spinereef seahorses if they can will only be resisted but I do wonder though if lower level groups of players will have problems being more frequently stunned while trying to fight these tougher than apparent normal seahorses who can stun your whole group.

I get that happening with Matriarch, Tainted and Corrupted who are like boss mobs but regular seahorses being able to aoe fear or stun seems kind of harsh to the lower levels who may wander in.

I'll consider that because of the lack of information or other evidence suggesting it was or wasn't always like that this is just another quirk to the Kedge zone similar to the nature of NPCs never fleeing and being unfearable in Kedge keep.

Perhaps it is listed somewhere in those updates that all Seahorses cast fear2 but I am new to these search engines and not sure I can find this information myself.

At the very least all regular Soothebrine Seahorses are casting the fear2 spell if not all other Cleric class seahorses (Matriarch, Tainted and Corrupted) and not to be confused with the Matriarch's other longer duration AOE stun spell.

I was pretty sure I saw a Squallsurge (wizard) also casting it which makes me believe maybe all seahorses including Spinereef (Ranger) can also cast but will need to gain more experience witnessing it happen to confirm these others.
Last edited by YeOldeLordJiggz; 02-28-2026 at 08:22 PM..
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Old Yesterday, 12:30 PM
Videri Videri is offline
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A lot of cleric NPCs cast "Radius of Fear2." I don't know if it's AE or if they just are willing to cast it on targets other than their primary target.

Regardless...why bug report it? Is there any evidence this shouldn't be cast? Lots of things in EQ are a bit odd.
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Old Yesterday, 02:34 PM
YeOldeLordJiggz YeOldeLordJiggz is offline
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Quote:
Originally Posted by Videri [You must be logged in to view images. Log in or Register.]
A lot of cleric NPCs cast "Radius of Fear2." I don't know if it's AE or if they just are willing to cast it on targets other than their primary target.

Regardless...why bug report it? Is there any evidence this shouldn't be cast? Lots of things in EQ are a bit odd.
ok, well based on what you are saying perhaps this is normal behavior. The reason I reported it is because I had spent last month in and out of Kedge and killing seahorses but it only seemed to me that I noticed them casting this spell in the last couple weeks.

I am probably mistaken but it appeared to me as something new or different from my previous experiences with these Soothebrines Seahorses.

I've just taken a look at the cleric spells and I can see that they do indeed get an AOE Stun spell so maybe that is what is happening, the casting of the spell looks like a fear spell though and the messaging is confusing "you resisted fear2 spell."

I assume it was an AOE because the pet had the agro held whenever it was being cast and I didn't consider that maybe the target would randomly target me to cast a spell. I think I have seen targets randomly switch from pets to me to cast magic cancelling often.

Well I learned a lot from this and I guess it isn't a bug then.
Last edited by YeOldeLordJiggz; Yesterday at 02:36 PM..
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  #9  
Old Yesterday, 05:36 PM
loramin loramin is offline
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Quote:
Originally Posted by Videri [You must be logged in to view images. Log in or Register.]
Is there any evidence this shouldn't be cast? Lots of things in EQ are a bit odd.
I posted evidence two posts prior.
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  #10  
Old Yesterday, 07:08 PM
bcbrown bcbrown is offline
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Quote:
Originally Posted by YeOldeLordJiggz [You must be logged in to view images. Log in or Register.]
ok, well based on what you are saying perhaps this is normal behavior. The reason I reported it is because I had spent last month in and out of Kedge and killing seahorses but it only seemed to me that I noticed them casting this spell in the last couple weeks.
Here's one from August:
[Fri Aug 22 12:13:13 2025] A soothebrine seahorse's feet adhere to the ground.
[Fri Aug 22 12:13:14 2025] A squallsurge seahorse tries to hit a soothebrine seahorse, but misses!
[Fri Aug 22 12:13:15 2025] You have been struck by the wrath of the gods. You have taken 196 points of damage.
[Fri Aug 22 12:13:16 2025] a soothebrine seahorse begins to cast a spell.
[Fri Aug 22 12:13:17 2025] a gloomwater mermaid begins to cast a spell.
[Fri Aug 22 12:13:17 2025] a squallsurge seahorse begins to cast a spell.
[Fri Aug 22 12:13:18 2025] You think you are heading SouthWest.
[Fri Aug 22 12:13:20 2025] You resist the Invoke Fear2 spell!

And July:
[Wed Jul 30 15:28:57 2025] You have slain a soothebrine seahorse!
[Wed Jul 30 15:28:57 2025] Your faction standing with PhinigelAutropos could not possibly get any worse.
[Wed Jul 30 15:28:57 2025] You gain party experience!!
[Wed Jul 30 15:28:58 2025] You have been struck by the wrath of the gods. You have taken 59 points of damage.
[Wed Jul 30 15:28:58 2025] a spinereef seahorse was hit by non-melee for 29 points of damage.
[Wed Jul 30 15:28:58 2025] a spinereef seahorse was hit by non-melee for 29 points of damage.
[Wed Jul 30 15:28:58 2025] a squallsurge seahorse was hit by non-melee for 29 points of damage.
[Wed Jul 30 15:28:58 2025] Yalson regains concentration and continues casting.
[Wed Jul 30 15:29:00 2025] a soothebrine seahorse begins to cast a spell.
[Wed Jul 30 15:29:01 2025] a squallsurge seahorse was hit by non-melee for 29 points of damage.
[Wed Jul 30 15:29:02 2025] a spinereef seahorse was hit by non-melee for 29 points of damage.
[Wed Jul 30 15:29:03 2025] a spinereef seahorse was hit by non-melee for 29 points of damage.
[Wed Jul 30 15:29:03 2025] Shellara Ebbhunter begins to cast a spell.
[Wed Jul 30 15:29:03 2025] a spinereef seahorse begins to cast a spell.
[Wed Jul 30 15:29:05 2025] You resist the Invoke Fear2 spell!

And another in July:

[Wed Jul 16 00:10:58 2025] a squallsurge seahorse begins to cast a spell.
[Wed Jul 16 00:11:00 2025] You begin casting Engorging Roots.
[Wed Jul 16 00:11:01 2025] Your Entrapping Roots spell has worn off.
[Wed Jul 16 00:11:01 2025] a soothebrine seahorse was hit by non-melee for 190 points of damage.
[Wed Jul 16 00:11:01 2025] A soothebrine seahorse's feet become entangled.
[Wed Jul 16 00:11:03 2025] a squallsurge seahorse regains concentration and continues casting.
[Wed Jul 16 00:11:03 2025] a squallsurge seahorse was hit by non-melee for 11 points of damage.
[Wed Jul 16 00:11:03 2025] a squallsurge seahorse was hit by non-melee for 11 points of damage.
[Wed Jul 16 00:11:03 2025] a soothebrine seahorse was hit by non-melee for 11 points of damage.
[Wed Jul 16 00:11:04 2025] a soothebrine seahorse begins to cast a spell.
[Wed Jul 16 00:11:05 2025] a squallsurge seahorse was hit by non-melee for 11 points of damage.
[Wed Jul 16 00:11:08 2025] a squallsurge seahorse was hit by non-melee for 11 points of damage.
[Wed Jul 16 00:11:08 2025] You resist the Invoke Fear2 spell!
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