Mistmoore Catacombs

Quick Facts

Type:
Indoor

Expansion:
LDoN

Instanced:
Yes

Keyed:
No

Level Range:
20 - 125

Send a correction
Mistmoore Catacombs expeditions are initiated by talking to NPCs in the Wayfarer camp in Butcherblock Mountains (near the zone line to the Greater Faydark).

Beneath Faydwer's fog-clad surface, darkness flows through tendril-like tunnels. Shielded from the daylight, unseen and unstoppable, the children of twilight lie in wait. Vampires and other horrors move beneath the unsuspecting citizens of Faydwer like foul blood through a network of veins... with Castle Mistmoore as its undying heart. Will you be able to destroy this evil before twilight's arrival ?
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Grand PianoCesspits of PutrescenceA Tangled Web WeavedTorture ChamberRawboneInfernal SanctuaryTruebornThe Catacombs
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Mistmoore Catacomb Tribute
# Mar 18 2011 at 7:03 PM Rating: Decent
Watch for Gravedigger Arm Straps to drop, they're worth 25K Tribute points
Still cant complete LDON....
# Jul 30 2005 at 9:44 AM Rating: Decent
Me my dad and bro group all the time and we slaugter everthing in our path but still either ran outta temp or ran outta time in the missions so no sucessful advs completed yet
this is our grp
Warrior 34(me)
Shamman 33
Druid 35
we've tryed getting more peps but it dont work no-one joins us
I am on the Antonious Bayle i got transfered from venril Sathir
ADV Stone power ups
# Jul 21 2004 at 8:05 AM Rating: Decent
I had never powerded up my adv stone Is that a problem and wut does it do if it is powered up?



lvl 36 cleric-Tunare-Prexus
RE: ADV Stone power ups
# Aug 11 2004 at 3:53 PM Rating: Excellent
The adventure stone is an aug. It is restricted to the charm slot. By combining your adventure stone with a charm in a combine pool and placing the charm in your inventory slot for charms you will receive the benefit of the adventure stone.

By hailing different npcs your adventure stone will get an increase in ac/stats/resists/hps/mana/endurance after 10 wins in a theme. The increase caps at each camp after wins from 68 to 78. When you have capped each theme you will have a 9 ac/stat/resist 99 hps/mana/endurace adventure stone.

Next turn your adventure stone into a npc in east commonlands you get a wayfarers emblem. The wayfarers emblem is charm slot aug. Combine it with your charm and equip it in your inventory in the charm slot. The augment for the wayfarers emblem is 10 ac/stats/resists and 100 hps/mana/endurance.
High Risk LDoN
# Jun 29 2004 at 5:56 PM Rating: Decent
I do high risk LDoNs all the time at 65, but will not try it without a good puller (bard or monk). It is not uncommon for pacify to be resisted in a high risk ldon, so a good puller is very important. My favorite groups for hards consist of cleric(me), bard(for pulls,mez,etc), bst or shaman(for slows/buffs), ranger(for snare/dps/track named), necro(for dps/twitch), and a paladin(great aggro control/undead dps/group heal). This has worked very well for me so far. Sometimes I can't find a bard and take a monk & enchanter instead of bard & shammy or beastlord. If you do have a monk pulling I think EC is the easiest dungeon for fd pullers, except for Halls of War(very annoying entrance to split). I hope this helps. Good luck.

Giada
65 Archon
Xev
AC points
# Jun 22 2004 at 1:21 PM Rating: Decent
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72 posts
Hi, i've been doing ldon's since lvl 20 and am now 27 and still get 1 Ap per successful adventure..Was wondering if anyone knew around what level of player or group the number of APs earned starts to rise and an approximation of how quickly...Thanks in advance for any feedback...

Ilena 27 chanter

Edited, Tue Jun 22 17:02:57 2004
RE: AC points
# Jul 01 2004 at 4:47 PM Rating: Decent
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1,117 posts
Around lvl 30 it will start to go up, but slowly. The points dont really start to increase until around 45. At the point the increase is dramatic.

For example, I started Ldoning at lvl 39 and was earning around 4 points on a normal. By lvl 45 I was earning around 6 or 7, Lvl 50 12-15, lvl 55 25-30.
Question on raids
# Jun 16 2004 at 8:14 PM Rating: Good
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517 posts
Can any level players go on raids (like can 3 groups of lvl 20 people do a raid) or are the raids only for Higher end players. Also do you get more AP for raids? Thanks for any answers ye can give.
Black Powder
# May 18 2004 at 11:36 AM Rating: Decent
I have asked this question in several dif areas in forum and ingame online and noone can give me an answer.

What is the Black Powder that drops in the Mistmoore LDoN missions use for?

So far no one knows. You cannot sell it. It does not say "can be used in tradeskills". It is not "nodrop" or "lore item". It does not stack. It is not a collection item for any mission.

So why have it?

If it is useful I would like to know what for.

Xyvarious--35 NEC---Bertoxxulous
Raid Groups
# Mar 16 2004 at 8:32 AM Rating: Decent
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86 posts
Does anyone know what kind of group you must have to use the LDON raid adventure? Is there a minimum number of groups? Is there a minimum group level? And are there high and normal risk? Is the time still the same (90 minutes for a win)? And what kind of points do you get? Would appreciate any information.
RE: Raid Groups
# May 18 2004 at 11:01 AM Rating: Decent
The information you seek is given by the Raid Merchant at teh LDoN camps. All you have to do is go up and request a Raid and you will get a msg as to what is required. I believe it is around 24 people for a Raid,but like I said check with the Raid Merchant at teh camp.
My perfect way to play a cleric in ldon
# Feb 10 2004 at 7:44 AM Rating: Default
Well i'm level 56 now so it's a little differnt then lower clerics that play. I don't run out of mana and i hardly ever sit down. Yes thats right this cleric fights. These are the spells i have up and rdy at all times.

1. Wake of tranquility
2. retribution
3. root which ever line usually the highest for me depends if you want to save mana
4. yaulp V
5. word of vigor or my pet hammer depending on the group compisition
6. celestail healing
7. devine light
8. complete heal

the whole time i'm helping to fight i keep an eye out on the main tank health when i see him low that when i heal. The whole time i'm fighting i'm casting yaulp v for the mana regen. i don't use my dd spell to often because with my summon hammer with the proc i can do more damage hitting then doing dd. Mostly use that for the kill if we got two or three on us.(also got a few items on me to make that dd more powerful)
Oh and yea sometimes i pull wake of tranquility is great for any mobs under 60 it's alot eaiser to cast 1 spell have the whole room be pacified. Sometimes i split the pulling technique set up a hot key that say pull let the tank know when pull comes up there pacified so they go ahead pull the one closer.

In short iv'e been in many groups and it really doesn't matter what you have it's the players behind the keyboards. If anyone would like to see how i play i'm on the Innoruuk server. theres alot more i wanted to add but ain't got the time lol.

56 cleric
Baron Acurus Devine
Innoruuk server
RE: My perfect way to play a cleric in ldon
# Jul 23 2005 at 2:23 PM Rating: Decent
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144 posts
while I agree with the spirit of your comment about not the classes but the players.. this doesnt necessarily hold true in high level LDoN's..

on a regular difficulty adv with an avg lvl of 68 mobs hit me (1800AC and about half my defensive aa's done) for 950+ on a regular basis.. and plenty fast.

once you get up in lvls you really need a balanced group
2 cents worth
# Dec 29 2003 at 9:47 AM Rating: Decent
Was involved in a mid 50's HARD slaughter mission last night in Mistmoore Cats. LDON newbie here so keep the flames low.... First time in Mistmoore LDON for myself as the group's chantah (pally, monk, nec, sham, cleric, me). Noticed the following and was wondering if this was specific to HARD missions. Mobs could not be pacified by me or our pally. Spell would fail in mid cast and message on the order of "spell has no effect on target" was received. Also, the mobs could not be rooted (not sure about snare as SONY conveniently keeps chantah's from having snare - just sillly IMHO!) Also noted that when mezzing in a multi-pull (happens when u can't pacify/lull), that this acted as a huge aggro on the mob I was not mezzing. The mob would peel off the MT and head my way. Thank the maker for the cheap Rune III's I was using to give me that extra time to get a stun or short mezz off. Just wondering if others have experienced this or other oddities.
2 cents worth
# Aug 14 2008 at 7:04 AM Rating: Decent
Pacify can be used if the level approiate spell. Or else what would be the point on getting higher level pacify spells if your a chanter?

I usually pull in every group, even hard Ldon missions. The only time i dont pull is in zones that mobs that duo hit or more then 1k hps. You are however right about alot of pacify resists. Alot of time i try anyways, and this is the strat. I find that if you cast more then 1 pacify on a mob after it is resisted, the mob will come running at you with the rest of whatevers around. which im not saying doesnt happen to me quiet often... however i usually have pacified the rest of the room already. The trick is to pacify one mob, if it is resisted move to the next, and come back to the one that just resisted you. I find that usually if you dont cast on the same mob 2x and come back to him it will work... If it doesnt start running, root one mez other... park slow fight...
2 cents worth
# Aug 14 2008 at 7:10 AM Rating: Decent
2nd you usually cant stun hard LDON higher mission mobs... or in higher end zones anyways... Mez is a big aggro, but shouldent be on mobs that a tank has started taunting. Usually a good chanter will just let a tank take some hits first before blasting mobs.... best way to crowd control if you know a tank can take it is. for example on a duo pull. Mobs tagged by tank, 2 of them... root the one u want to mez, and mez it. Slow mob on tank, and keep other parked. therefore u take no damage, and the crowd is under control.
RE: 2 cents worth
# Feb 12 2004 at 9:49 AM Rating: Decent
Being a level 58 Pally myself I can directly relate to this. Any mob that is level 56 or above can not be pacified. It wont let you even attempt to cast on them. On hard missions to however all mobs below level 56 can and lots of times resist paccy and aggro. There's just nothing you can do about it. 50-56 paladins are one of the best pullers for LDON along with bards of course. But after that it gets harder and harder. Paladins are becoming useless for pulling later on. which is fine by me.

aronnov 58 Paladin (Karana)
RE: 2 cents worth
# Jan 12 2004 at 5:14 PM Rating: Decent
The spell 'Pacify' is of no use on mobs greater than 55. 'Wake of Tranquility, which is an enchanter and cleric spell, will work up to level 60. Wake of Tranquility requires more mana, but will solve your problem. You will later acquire the spell Pacification, which is effective on mobs from levels 1-65. I have been told that Paladins ability to Pacify ends at level 55 mobs, which would explain why he was not successful.
RE: 2 cents worth
# May 28 2004 at 1:59 PM Rating: Decent
as i recall wake of tanquility is a AOE pacify, and in hard LDoN can be death on a stick for chanters. my 2cp
RE: 2 cents worth
# Jun 16 2004 at 4:23 PM Rating: Decent
Never had any problems with WoT but the long recast time and mana consumption really make it situational. Bards really shine pulling in adventures but if you can't get one I think the best tactic is just have the chanter CC adds. No enchanter LFG then bring an extra tank or pet class to help off tank adds.

I really like LDoN's because you can be successful with just about any group makeup the team members just need to know there roll and know how to play.
RE: 2 cents worth
# Jan 01 2004 at 8:35 PM Rating: Decent
Had a very similar experience in a mid-50's group, hard adv, Pally puller unable to pacify. Pulled the room (4) sic-ed pet on one, attempted to Screaming Terror Mez the 4th. ST failed on all attempts. Would like to know if anyone has successfully negotiated this situation or if it intended as a raw DPS challenge?

Xodus - 56 Necro
RE: 2 cents worth
# Jul 23 2005 at 2:30 PM Rating: Decent
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144 posts
basically.. Hard adventures are.. well.. hard.. the mobs are MUCH more resistant to all spells.. hit much harder.. have many more HP etc... its ummm... hard

seriously.. imho hard adventures are virtually useless.. I mean whats the point?

-- Double Adv points? great until you consider you can do normals MORE than twice as fast.

-- Better drops? anything that drops in Adventures below lvl 65 is.. well.. junk even on Hards.. and at 65+ if you got the juice to do Hard LDoN's at that level.. you'd be better off in GoD zones or Elemental planes for drops

-- More exp? even on Hard setting LDoN exp bites since the nerf

-- Sense of accomplishment? ok I'll grant you that one

in short... save the hassle.. do normal ones and do them almost 3 times as fast

RE: 2 cents worth
# Jan 01 2004 at 8:34 PM Rating: Default
RE: 2 cents worth

Edited, Thu Jan 1 20:36:42 2004
#REDACTED, Posted: Dec 27 2003 at 3:33 AM, Rating: Sub-Default, (Expand Post) How many people do you need to raid? How is it organized and allows all to enter? I know some friends that would love to try one, but we know nothing about it, please help me out and give me some info, thank you.
Looking for website
# Dec 22 2003 at 9:30 AM Rating: Decent
Anyone know of a website that lists items and prices that can be purchased with Adventure points? Prefer broken down by zones too.
RE: Looking for website
# Jan 02 2004 at 7:01 AM Rating: Decent
This website has a search engine for all items that are available through the adventure merchants.

http://www.squidbox.com/skp/eq/ldon/list.cgi
RE: Looking for website
# Dec 22 2003 at 9:38 AM Rating: Decent
use the allakhazam searchengine and specify ldon items only (and no drop only). It shows drops and items from all ldon zones, but i doubt that there is a website dedicated to just only one of the ones with specific droptables and adventurepoint purchases, so in my idea this is the closest you are gonna get.


#REDACTED, Posted: Dec 20 2003 at 6:58 PM, Rating: Sub-Default, (Expand Post) I have found, over my 30 or so adventures, that while group composition is not as important as group competence, there are a few musts.
RE: Successful Adventures
# Feb 05 2004 at 6:17 PM Rating: Decent
SK (ME), Cleric, Bard, Beastlord, Rogue, Wizard for meon normal setting, beastlord slow and buff, bard pulls and does crowd control, I tank, and group has nice dps, or substitute a chanter for the bard if they Call of Druzzil
RE: Successful Adventures
# Apr 04 2004 at 6:20 PM Rating: Decent
Of those I'd drop the Shadow Knight and replace with a warrior. If you want a chanter in drop the beastlord.

The higher level I get the less attractive hybrids become especially if you have a bard in the group who can do any job and provides invaluable support to all.

My favourite group is based on a bard for pull, tank, mesmerise, mana and health regen, slow mobs and haste, backed up by a cleric and four mages (of some description - Necros are good in Mistmoore but Wizards are generally better) one of these should be an enchanter for when things go wrong.

As long as the bard can solo pull with slows the wizards can destroy the mob before the bard takes a hit.

Trouble is that kind of group is hard to get. These days I'm happy to take any six as long as they know what they are doing have adventured successfully with just 2 bards and a ranger for healing.

Yep all in all I guess what I am saying is that a good Bard never goes amiss, the ability to cast on the run is THE invaluable advantage bards have over all other classes.
RE: Successful Adventures
# Jan 06 2004 at 2:07 AM Rating: Decent
Bards can also soothe and help regen mana.
#REDACTED, Posted: Dec 27 2003 at 3:27 AM, Rating: Sub-Default, (Expand Post) As a higher lvl group, it is up to the dungeon. One of the best types of groups there is is a 2cleric and 4tank group. Both of the clerics heal only. You can possibly chain pull even at high levels with this. It is just what I expierinced so far, as well as some friends of myne.
RE: Successful Adventures
# Dec 26 2003 at 3:18 PM Rating: Decent
21 posts
As long as we're into dream groups...

6 Beastlords.

Who needs a healer or a pacifier when you have infinite dps? Substitute a ranger with virtue for one of the beastlords and a healer for another if you must...but you don't need a healer if all mobs are dead after about 5 seconds. Just a thought.
Aggro Radius Notes
# Dec 18 2003 at 8:26 AM Rating: Excellent
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1,262 posts
In MMC I have noticed, with my 37 bard pulling, that the creatures with the largest aggro radius are the shadow creatures and the ones wearing the dark cloaks. Their aggro radius is easily half the size of a large room. If you pull anything else within their aggro radius then the hate list will transfer to them and they will come.

The ones with the lowest aggro are the bare, grey, skinned ones, the werewolves and the mummies. I can be standing just about next to them and they will not aggro right away.

The tornado looking mobs have an aggro range that is pretty large, too.

Spiders have a low aggro range but I admit to not having had too many encounters with them to be certain.
Wolfform KOS
# Dec 09 2003 at 10:42 PM Rating: Good
28 posts
just a warning about a game bug

Wolf Form is KOS to BittenVictims


if you are a chanter using druid wolfform
-- or anyone using Feral Pack (Ldon druid spell)

Bitten Victims will aggro you if you get too close
Adv stone NPCs
# Dec 09 2003 at 10:30 PM Rating: Excellent
28 posts
http://pub45.ezboard.com/fotherworlds31279frm32.showMessage?topicID=38.topic
*Takish*
Ruanya Windleaf - North Ro - Adventure Camp (2)
Farwein Windrun - South Ro - n2800 p500 (15 wins)
Ruanya Windleaf - North Ro - Adventure Camp (30 wins)
Nifel Faliwae - Greater Faydark - n1960 p2400 (50 wins)
Ruanya Windleaf - North Ro - Adventure Camp (End Charm)

*Guk*
Selphra Giztral - South Ro - Adventure Camp (2 wins)
Bealya Tanilsua - West Commonlands - n455 p2600 (15 wins)
Selphra Giztral - South Ro - Adventure Camp (30 wins)
Deblik Grumblok - Innothule Swamp - n1700 p1150 (50 wins)
Selphra Giztral - South Ro - Adventure Camp (End Charm)

*Mistmoore Crypts*
Vual Stoutest - Butcherblock - Adventure Camp (2 wins)
Henai Silentwalker - Dagnors Cauldron - n1660 n1230 (15 wins)
Vual Stoutest - Butcherblock - Adventure Camp (30 wins)
Elwinn Prelilaen - Lesser Faydark - p700 n580 (50 wins)
Vual Stoutest - Butcherblock - Adventure Camp (End Charm)

*Rujarkan*
Barste Songweaver - East Commonlands Shady - Adventure Camp (2 wins)
Ginehl Wiquar - West Freeport - n606 p180 (pok book - 15 wins)
Barste Songweaver - East Commonlands Shady - Adventure Camp (30 wins)
Shumpi Wimahnn - Highpass Hold (....) - p185 n20 (near succor point / ek - dont remember wins .. 50 i think)
Barste Songweaver - East Commonlands Shady - Adventure Camp (End charm)

*Miraguls*
Teria Grinntti - Everfrost - Adventure Camp (2 wins)
Ubzial Iyeaql - Qeynos Hills - p3300 n500 (15 wins)
Teria Grinntti - Everfrost - Adventure Camp (30 wins- End Charm)


another source for LDoN maps
http://maps.eq-toolbox.com/
RE: Adv stone NPCs
# Apr 22 2004 at 5:15 AM Rating: Decent
16 posts
thanks, I was looking for a post like this :-)
Warrior = Puller
# Dec 09 2003 at 7:53 PM Rating: Default
If someone one pacifies there is no doubt about a warrior being the best puller. Scrap the pally and bard, why bother making someone peel the mobs off of them when a warrior can pull just as easy and take all the hits.
RE: Warrior = Puller
# Jun 26 2004 at 7:59 PM Rating: Default
Bard is the best puller in LDoN. Ability to rack up mezzed mobs ready for tanking adds incredible speed. I do high risk 65 lvl dungeons, and wouldnt really substitute a bard if I could help it.

Failing a bard I like ranger/ench combination.

And I cant see why people would take a warrior if a pally or SK is available. THe warrior can tank and thats it. SK and pally add utility.

For normal rating LDoN's I like Pal (Me), and dps x5. I do all the healing, and CC .. dont need slow for these mobs and can churn out a win in a few minutes.

Kosari - Lord Protector - Drinal

RE: Warrior = Puller
# Jul 06 2005 at 5:59 PM Rating: Decent
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163 posts
on high end ldons bards and monks are the best pullers in the game. the reason for this is no down time. pally might be able to pull good on a normal IF he or she can pacify the mobs otherwise the chanter or cleric having to do pacify in every room is a waste of time and mana. as for pallys and sk's being the best tank i disagree there too. first off a warrior can out tank a hybrid any day. secondly warriors with disciplines and AA's can taunt and hold aggro MUCH better than any other class. granted a pally's stun does quite well for aggro but if mez breaks or is resisted on several mobs that add into the battle(or theres no chanter or bard) , a warrior with enough AA's can AE taunt all the mobs and save you little caster buts.
RE: Warrior = Puller
# Dec 10 2003 at 8:53 AM Rating: Default
I disagree, Rangers are the best puller I have come across (as long as they know there job!).

Chanter or whatever soothes, Ranger snares target, pulls back to safe spot plinking arrows into mob, 5-10% of mobs HP already. Tank wades in. Rangers can pretty much tell what is in the next room if they use map and track.

The worst thing about LDoN is grouping with strangers, there seem to be a lot of people that don't know how to play their class, it gets messy. My 'ignore' list is growing at quite a rate!

RE: Warrior = Puller
# Dec 26 2003 at 4:36 AM Rating: Decent
Agree with ya about Rangers being great pullers, not sure they are the best, not sure who is the best now that pacy has been nerfed. Ranger pulls with snare or bow, takes to MT, then jolts to give up aggro. Cleric then only has to heal one tank. I usually heal myself when I get low enough.
Warrior pulling also makes sense, since he can pull with bow just as well. And like the man said, then he doesn't have to work at getting aggro.
Monks make great pullers, as do Bards.

As for the strangers comment, again, cant agree with ya more. As I group with more and more people who are very good at playing thier character, my friends list grows. So, very rarely now do I get into a group where I dont know at least one or two of the group.
RE: Warrior = Puller
# Feb 24 2004 at 2:25 AM Rating: Decent
Aye on that block list. Bunch of inconsiderate people in Adv.'s I needed a Buble to get my frst Leadership AA, and they wouldn't do it because so and so has to go to work.
High risk missions?
# Nov 18 2003 at 2:55 AM Rating: Decent
anyone have alot of luck witht he high risk missions? what kinda groups do u use?
RE: High risk missions?
# Dec 10 2003 at 11:19 AM Rating: Default
THE BEST ADVICE I CAN GIVE YOU IS TRY TO KEEP LEVELS CLOSE GROUP LEVEL SHOULD BE AROUND 3-4 DIFFERENCE

SO IF YOUR 46 YOU SHOULD BE IN A GROUP 44-48
THE CLOSER THE BETTER
Minimum level for adventure
# Nov 16 2003 at 3:52 PM Rating: Decent
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164 posts
Did Sony change the minimum level for an adventure? My level 16 Iksar Necro is receiving the message to talk to the guy in Cabilis.
RE: Minimum level for adventure
# Nov 18 2003 at 12:03 PM Rating: Excellent
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3,705 posts
You can get an adventure at level 15, providing the AVERAGE level of the group exceeds 20.

As far as I know, it has always been this way.
RE: Minimum level for adventure
# Nov 21 2003 at 3:14 PM Rating: Decent
Don't think so - have to be at LEAST 20 to get mission - however, they start prepping you for it at 16 (sell more copies of LDoN that way).
RE: Minimum level for adventure
# Nov 21 2003 at 6:46 PM Rating: Excellent
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3,705 posts
Nope, I have BEEN IN adventures with group members under level 20. My original statement is correct.
Mistmore catacombs
# Nov 13 2003 at 10:47 PM Rating: Default
My standing on a good group would be, a MT Warrior, a pally for kicking the crap out of undead with the spell insturement of nife i can do 250dmg when i hit undead, a cleric for healing and other undead blasting spells, rouge for DPS, an enchanter for clerity for the cleric, and then shammy, or druid for dots and other things.


Hagoth "The Rainbow" Holypants
35 Paladin of The Rathe
Ferdok
12 Druid of The Rathe

RE: Mistmore catacombs
# Nov 18 2003 at 12:08 PM Rating: Excellent
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3,705 posts
My usual grind group is:

63 cleric (me)
62 enchanter
62 SK
64 Paladin

and the last two spots get filled with just about any types. We've had warriors, rangers, druids, wizards... you name it.

With this group, I rarely fail LDON adventures, particularly in MMC. Last fail was a bugged assassination, where the boss mob was standing in one inch of water, and that caused all the heals not to hit the tanks. Otherwise, we roll thru the place.
Best LDON grp
# Nov 13 2003 at 12:48 AM Rating: Default
The best ldon group is the one that wins and keeps their exp/aa bar moving....

I have had the most success with a SK for MT (They are AWESOME at keeping aggro), Rogue for DPS, Cleric (we all know why), Bard for pulling and speeding/buffing (note they do better with me when they are playing an instrument, Beast or Mage for DPS and free 7th group member and of course a good ol shammy for speed/slow. I have had success with many different group types though, but when I am recruiting thats my dream lineup going in.

Puppygirl 65 Druid <Tunare>
Bladesmasher 60 SK <Tunare>
Merdur 51 Shammy <Tunare>
Emeralds 48 Chanter <Tunare>
Raids
# Nov 11 2003 at 9:34 AM Rating: Decent
I have a question. I have read a lot of threads on items and such that say that normal setting on raids in LDoN is aimed at elemental equipped guilds. So does that mean that all of us that haven't reached that point are out of luck where LDoN raids are concerned? If someone could clear this up for me i'd appreciate it.
Dugeon Difficulty
# Nov 09 2003 at 5:06 PM Rating: Good
After doing 30 or so adventures, there is still one thing in the setup that I am not sure of. If you select the normal setting for difficulty, is this normal difficulty for the average level of your group? the requester? highest player in group? lowest player in group?

I ask because I made the mistake of asking for a harder adventure the other night with a group that was mostly mid-30's but had a couple of low-40's. The dungeon we got was way too hard for us. Everything conned red to myself(36 pally) and our enchanter who was level 38. This makes me think that the dungeon generated was a level 45. At the time, I thought difficulty was set based on level of requester (36 for me at the time), but now I don't know.

Does anyone have a clue on this? It's frustrating because I've been in way too many that were too easy for our group, but don't want to repeat that disaster.
RE: Dugeon Difficulty
# Jul 23 2005 at 2:37 PM Rating: Decent
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144 posts
the zone itself.. and the mobs in is are calculated based on the average level of the group members.. it doesnt matter who gets the mission

the fact that you had such a large spread of levels (making the average roughly 40 probably) and the fact that you chose a Hard type.. its not surprising that they were yellow and Red to your lowest members


Edited, Sat Jul 23 15:37:51 2005
RE: Dugeon Difficulty
# Dec 10 2003 at 11:31 AM Rating: Default
NOTE YOUR LEVEL 38 ENCHANTER WAS CASTING LEVEL 34 SPELLS ON MOB IF HE WAS 39 AND HAD FULL NEW SPELL REGEMENT IT WOULD HAVE PROLY BEEN MUCH EASIER
RE: Dugeon Difficulty
# Nov 18 2003 at 12:10 PM Rating: Excellent
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3,705 posts
Its supposed to be based on the average level.

Hard gives you one level higher dungeon than you would get at normal for your level.

Since the levels are based on roughly 3 level increments, its not surprising that the mobs were red to you.
advent stone
# Nov 06 2003 at 7:57 AM Rating: Decent
not ec.....fp
doh
# Nov 06 2003 at 7:56 AM Rating: Decent
secret tunnel in freeport not ec
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