|Journal Category||Forest Ruins|
|Journal Level||11 (Tier 2)|
|Starting Zone||The Forest Ruins more|
|How to Start||Speak to Acting Lieutenant Germain in the Forest Ruins ( 900, -15, -580 ) /waypoint 900, -15, -580.|
What does this information mean?
This quest is part 6 of a 7-quest series in the Qeynos Districts Timeline.
You may now continue with the quest Reinforcements
Lure is a positive status effect in Final Fantasy XII. While lure is in effect, it will cause creatures to attack a specific player character. In this way, the player can, to some extent, control the damage that his casters take by focusing enemy attention only on player characters with high defensive characteristics. Lure may only actually draw the attention of enemies present when cast.
Lure is granted by the spell Decoy.
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Sometimes referred to as "luring", pulling means carefully approaching a large group of mobs with intent of aggroing only a small amount of them, preferably one. In Guild Wars, enemies have a tendency to cluster together in large groups that can quickly overwhelm even a powerful, experienced party with their superior numbers. The objective of pulling is to split up these large groups into more manageable portions.
A typical pull is done by either a Ranger or a Warrior using either a longbow or a flatbow so as to be able to hit the enemy at a significant range. This allows the group to select the most effective group to pull without dragging any unwanted groups along. To initiate the pull, the puller selects one monster in the targeted mob. As soon as the arrow leaves the bow, the puller rushes back to where the group is waiting, thus setting up the front-line Warriors, Assassins and Dervishes in the group to deal with the incoming mob. Pulling melee classes such as Warriors is preferred as they must come close to deal damage whereas Elementalists, Necromancers, Paragons, Ritualists, Rangers, Monks, and Mesmers are capable of attacking at range.
It should be noted that more crude forms of pulling can be done by other classes using a wand or staff though it is less effective as the range between the enemy mob and your own group will be minimal. An even more basic pull can be acomplished by simply walking into an enemy's aggro circle and then running back. An experienced puller can draw a small number of enemies away from the rest, towards their party waiting a short distance away, making for a much more manageable fight.
Even the most careful of pulls can be thwarted by the use of henchmen, pets, or minions who have a tendency to rush forward and attack the closest target. It is advisable to keep any ally with minions or pets towards the rear of the group during the pull and have them move forward after it is completed. henchmen and heroes can be ordered to stand back by a flag. Heroes can also be temporarily set to "Avoid Combat".
Most groups in the game are easy to lure, though it can be more difficult against certain mob groups such as Hydras or Minotaurs which tend to move quickly and unpredictably. Some groups tend to follow for only a short distance before returning to their original location. The only way to pull these groups is to wait for the enemies to get just inside your aggro circle before running back to your group.
The biggest problem with pulling is deciding if a group is a patrol group or a stationary group. Stationary groups spawn in one location and stay there unless otherwise attacked. Patrol groups will traverse the instance area along a set path. It is advisable to study an area for patrol groups before making a pull because they have a tendency to cross paths with stationary groups while on patrol, thus doubling or even tripling the number of enemies that will come running if attacked. On most occasions, the patrol group will head off in another direction leaving the stationary group behind. Just be sure that it isn't heading your way; if it is, just back up and pull them away from the stationary group.
Due to a recent update by Jagex, the information in this article may be out-of-date. You can help to improve this article by updating the information.
Luring is a common term used when a player tricks or deceives another player and brings them to a dangerous place. Since 28 March 2007, it has been considered scamming and many lurers get reported. Another type of lure is bringing an enemy to the player, which is seen mostly in the Dagannoth Kings lair. Luring was usually done when victims have rich items or plenty of cash, so that when they die, they will lose it all to the lurer. However, this is no longer the case due the Trade and Drop Changes update.
Luring is considered to be dishonest and unfair; and in some cases illegal. However, it was also considered to be one of the greatest money making methods in RuneScape. There have been many players who received hundreds of millions, and even billions of cash through luring. Some players lure because maybe another player says some innappropriate or offensive things to the player, the player reports them but they continue. Most of the time the offensive player is a low level (like 3) and doesn't worry about dying, so the player lures them into a group of monsters and they kill the player then the other player runs away so they cannot be tracked.
Some players find pleasure and get a kick out of luring and griefing other players. However, the victim certainly would not feel very well or comfortable after such an experience.
There are many types of lures; the two main being Wilderness Luring and Monster Luring.
Wilderness luring was the most common lure seen in RuneScape. It is when a player (lurer) brings another player (victim) to the Wilderness and immediately kills them; receiving their loot. A lurer usually brings a victim to the wilderness with a variety of methods; for example: revenants, faking a drop party, or selling/buying an item for a ridiculously low/high price. MOSTLY revenants. The lurer usually creates an excuse for trading in the wilderness, depending on the location. For example, if a lurer is east of the Edgeville Bridge, the lurer will usually say he's power-fletching trees. Another method of luring was using the RuneScape Official Forums, where the victim is buying or selling an expensive item.
The main flaws of Wilderness luring was that it is usually obvious that the lurer will kill the player and the lurer must ensure the item is stacked or cash. Since the victim will most likely lack a Skull (Where a player loses all their items when they die), they will not lose their item unless they are already wearing armour or weapons that protect over the item. To ensure the specific item is dropped, a lurer usually lures players that are selling stacked items or are buying in cash. Stacked items or cash are lost no matter what, so this was used to the lurer's advantage.
Another type of Wilderness luring involves the lurer pretending to team up with the victim. Because teaming up in the Wilderness is very common, the victim usually doesn't suspect anything. The lurer usually gives an excuse for going deep into the Wilderness, such as "The guy we want to kill is there". Once in deep Wilderness, the lurer, chatting with the victim as if they're really teamed up, suddenly and abruptly attacks the victim. Sometimes the victim can escape if they have a lot of food and if they have "run" turned on. However, the lurer succeeds most of the time, especially if it's a ranger or a mage, because they can still attack the victim while they are running away. This lure was more effective than the other Wilderness lure, particularly because in the first type, the victim may easily figure out that he is being lured, while this lure doesn't have any suspicious parts to it (until, of course, the lurer attacks).
A lure method that still goes on in PVP worlds (members), is the chinchompa luring.1 victim, 2 players, 1 with a powerful weapon and another with a chinchompa. They'd both convince the victim to go into wilderness and team. They'd hand the player a chinchompa and tell him/her to turn auto-retaliate on. Once they got deep enough, the one with the weapon would have their friend stand either on them or next to them. The one with the weapon would then attack the victim, who'd retaliate by throwing a chinchompa. The chimchompa would damage the attacker and their friend, causing the victim to have a skull. Then, with the skull, the attacker and their friend would kill them.
A newer method of luring (usually for luring out of a safe area or into deeper wilderness) is for the lurer to offer a trade to a victim and then run out of the safe area. This causes the victim to run out of the safe area upon accepting the trade. This is used quite frequently on pvp worlds, so it is highly recommended to watch the person sending a trade offer, and make sure they do not run out of a safe zone before accepting the trade. If the lurer does run to a danger zone, the lure can be avoided simply by not accepting the trade offer.
In an attempt to combat this, Jagex constructed a ditch that must be jumped over to reach the Wilderness. This is not a fool-proof way of stopping wilderness lures: for example players would claim to have a clan that the victim could join on the other side of the ditch, and many runecrafters were disappointed as it added extra time to their repeated trips through the Abyss.
Multi luring was one of the most popular methods of luring since the wilderness ditch was created. It is when a person is lured into multi combat wilderness, and is then killed by one or more people using Dragon daggers and other weapons that are capable of quickly doing damage, such as the dark bow. This method of luring was not illegal because it only lures a person to another part of the wilderness, though it was illegal if they were lured into the Wilderness from an area outside of it, such as Edgeville or Varrock. Since PvP worlds were released, this type of luring has renewed in popularity. For example, one square south of the Wilderness ditch near the Grand Exchange shortcut is a multi combat area, so people are often seen in that area with dragon spears, who then use the special attack to push an unsuspecting player into multi combat, where they would then be killed by the person with the dragon spear's team. There is also another type of multi lure.... commonly found in the Clan Wars red portal. In this type of lure there is always a an ancient mage/ranger and or spec rusher and most importantly a low level lurer. The Mage uses Ice barrage or any other stopping spell. The mage immediately changes to range armour or melee armour then quickly kills the victim in seconds with a weapon that can hit multiple times in a single turn such as the Dark Bow, or a dragon dagger. For example, a level 50 account with adamant armour may lure a level 80 with a mix of granite and dragon armour, where the level 80 thinks he will easily kill the level 50. However, as soon as the level 80 walks past the barrier, an extremely high level player (usually 125+) casts Ice Barrage. and runs over with Dragon clawsor another weapon with a powerful special attack, and kills the level 80 before he can retreat, losing items that would be very valuable to the lured player, such as Dragon platelegs or Dragon boots.
Monster luring is a type of lure where a player attracts an aggressive monster (preferably a strong one) to another player and kills them. This is most commonly seen in the Dagannoth King lair, a very dangerous place where level 303 Dagannoth Kings lie. Serious Dagannoth King hunters usually bring a Guthans set to extend their time spent on the Dagannoth Kings. Since a player will always lose a Guthan's warspear out of an entire Guthans set, a successful lure will rack in a large sum of money for the lurer. Although Dagannoth Kings are the most commonly seen; the same principle applies for other high levelled monsters.
Preventing a monster lure is more difficult than a Wilderness lure. This is because you aren't able to choose whether you are attacked or not, whereas in Wilderness lures you are able to prevent yourself from walking into the Wilderness. Since aggressive monsters will chase after a player until they're out of sight (especially revenants), there are only a few options to getting out of a Monster lure. One option is to teleport, which is the fastest and safest way to get out; however, this causes frustration because the player must re-enter the area again from faraway. Another option is to run out of the area, and either log out or hide at a safespot. This is more risky, but will allow you to stay in the area. The last option is to just simply kill the monster (or any kind of revenant or revenants if in a multi-combat area); however if the player lacks the necessary combat stats/items, the player will most likely die.
Monster luring does not happen very often since the Trade and Drop Changes update, however there are still players out there that wish to cause harm to players despite the fact they gain nothing. A common version of this is a higher level player (Level 41 or higher) lures a very low level player to the centre of the Dark Wizard area near Varrock, where the Level 20 wizards can kill the lured person in 2 hits usually. However, this does not work anymore, due to the Dark Wizards south of Varrock no longer being aggressive.
Note - Monster luring should not be confused with the method of dealing with strength pures in Multicombat area that take part in Kill stealing. This is where a low level with high strength will wait for another player to attack a monster and will then join in the fight, letting the other player take all the hits. players who freely attack a monster that another player has stated combat with do so at their own risk regardless of the fact the other player may run away to make the monster attack the kill stealer. The way to avoid this is by not attempting to join another player who is attacking a monster that has a considerably higher combat level than you.
Another place for luring is in the Ranging Guild. Someone may say that they are buying feathers or raw chicken for large amounts of money and a victim will go out to the chicken farm to get it. The lurer lures the unsuspecting player into the minigame area and brings them to the high level rangers. This is a multicombat area and all three enemy archers may attack a player at once. The lurer goes by, but not into, the high level area and tells the victim to trade. When they try to trade, and the victim is in range of the level 64 archers, they can hit high in the tens and could kill a player if they aren't suspecting it, and then the lurer takes his/her prize!
Another lure involves simply placing bait, such as a stack of coins or some valuable item, in low-level Wilderness. When the victim goes for it, the lurer attacks him/her. It is believed that this is not against Jagex's rules, because it does not involve lying.
Another possible lure is in bounty hunter. A clan or a group of players stand in the middle with bringing usually ancient magics. The person who teleports with the bounty locate spell risks being teleported next to them. The clan or team either kills one of their own members that has been fighting against him to get a pickup penalty or tries to kill him or her. Sometimes the clan has one or two members with the same target, making it nearly impossible for the victim to escape. This penalty makes the victim unable to use the item protect prayer, thus losing any items. Most people who teleport to their targets are rushers. Some of these people have weapons like Armadyl godswords or dragon claws, both of which are very expensive. In this example the victim loses the Armadyl godsword and the clan protects the killer/lurer.
An older, somewhat obscure lure was the so called Tzhaar lure. Before updates to prevent luring, Karamja wines exploded when you tried to bank them in the Tzhaar City to prevent them from leaving the island, dealing damage into the high 20s. A lurer would find a player walking about Karamja and ask him or her to get to low health, perhaps for a video or screenshot, in return for a cash/item reward. The lurer would then ask the victim to buy a few karamja rums for them, in return for a further payment, telling them that this payment would be received at Tzhaar City bank. The victim would follow the lurer into the volcano and into the Tzhaar city entrance. Upon entry the rums would explode, dealing high damage and killing the victim, leaving the lurer to loot the dropped items.
There is also a lure in the red portal at clan wars It involves the victim, the lurer,and the killer. A player with no armour (the lurer) tells someone (the victim) with armour that comes in to kill them, and after he says that to the soon to be victim, he private messages the killer that the victim is attacking them. Then the killer rushes in and freezes them with ice spells and use dragon claws specials to finish them off, probably killing the victim.
There have been many questions as to whether luring is bannable or not. There have been cases where players HAVE been banned for luring; however, there were also many messages from Jagex that said luring was NOT bannable. On 29 March, 2007, Jagex updated Rule 2 to make "Luring someone into the wilderness under false pretences" a bannable offence. However, Wilderness luring is now obsolete due to the Bounty Hunter and Clan Wars updates.
After the update, there have been some minor riots.
Luring is to move a Creature from it natural Spawn point to a certain place. This could be making the Creature to follow the lurer or roping up the Creature. Normally, monsters can be lured 50 squares from their spawn, and raid monsters can be lured without restrictions, and some monsters may have smaller luring range to avoid abuse, like the slime under Carlin.
Lurers, do this to kill people they dislike (especially in Non-PvP Worlds where you can't attack other people, or to kill on PvP without getting a skull).
Luring is considered against the Tibia Rules in non-pvp worlds and could ruin your reputation.
It is not always bad, as players usually lure Creatures to use them for training, and for special occasions, like making Zoo's etc. The August 2005 update introduced a new feature where once a monster was taken too far from its spawn point, it would dissapear. This was intended to eliminate luring. However, some Paladins have reported having trouble killing Giant Spiders, because of the popular tactic of running while shooting over their shoulder. This causes the Giant Spider to disappear while still engaged in combat with the Paladin. Similar problems may exist with the other spawns (example, Valkyrie).
Bosses, monsters that spawn from quests and monsters from raids are not restricted by the normal "anti-luring" boundaries.