Grieg's End  

Quick Facts

Type: Outdoor
Continent: Luclin
Instanced: No
Keyed: No
Level Range: 45 - 60
EQ Atlas Link
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Grieg is credited with opening the door for the Combine Empire's trip to the moon. After they found out they would not be able to leave, Grieg was expelled to this castle. As he was attempting to find a way home, Grieg was driven mad by Luclin herself, and condemned to remain in what is now an ancient castle.
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Minions of GriegGrieg's AltarThought HorrorsArch Way
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Greg's End
# May 22 2012 at 11:01 AM Rating: Decent
This is my absolute favorite place to level a 50 toon. Just you and a Healer Merc will get the job done. At 55 you just set it to 100% AA's and rack them up. You can litteraly change the strength and durability of your character by maxing the AA's at 55, there are that many. The zone also gives the added benifit of droping the main component for Skinspikes IX, if memory serves. Very useful and easy for a Shaman to make and sell or give out to your other toons or guildies.

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Archery
Experience
# Jan 20 2010 at 11:36 PM Rating: Decent
4 posts
This place was a great zone, came here at 48 and left at 59. Their are 2 big rooms that are connected in center of zone with 2 little rooms off one of them, this was a great place to setup camp and just pull mobs from these rooms. My server doesn't seem too active but their was always people here.
Spider's Bite VI
# May 08 2009 at 6:17 PM Rating: Decent
11 posts
I was using my Spider's Bite VI potion while fighting a mangled clairvoyant and a dark practitioner. I wish i knew which one of them did this but my poison buff vanished. Just a heads up for anyone fighting here who also uses it
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Halamorm, Shaman on The Nameless
Spider's Bite VI
# Aug 28 2011 at 9:12 AM Rating: Decent
Scholar
17 posts
I realize this is an older post but for those who haven't run across this problem I thought I would mention the solution; what happens to your buffs when they disappear is either you have been debuffed OR a mob has overwritten your buff with a similar type of DoT. What you do to prevent this happening is throw up a **** buff in your first buff slot, proceed to fully buff yourself, then remove your **** buff, this gives a top level space for the mobs' spells to hit instead of removing your buffs. And it can help when a mob attempts to debuff you too.
Spider's Bite VI
# Jan 23 2013 at 10:34 AM Rating: Excellent
*
208 posts
Sorry for the necropost...

There's one more possibility, which I've run into... You are limited to 15 buffs slots at lower levels (before 55, when you can start getting the Mystical Attuning AA's).

If your buffs are full, and you get hit with a debuff or DoT, it will wipe out a buff to apply the DoT. So make sure you leave 1-2 free buff slots when fighting casters.

Tat
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Tatankaa (95 Inquis)/Urkell (38 Conj)/ Seanthornton (24 Pally), <Inisfree> Freeport server

Tatanka Wolfdancer, 87 Wood Elf Druid
Anaceup Mysleeves, 85 Erudite Mage
Snookims Whinslow, 85 Erudite Enchanter
<Inisfree>, Tunare (Seventh Hammer!)
Level Range
# Apr 07 2008 at 9:23 AM Rating: Decent
22 posts
April 07, 2008
We had our level 73 Beastlord in Grieg's End this morning, when you get to the last room, there is an Ancient Necromancer which conned red to lvl 73, along with another mob that cons yellow.. Grieg's End is no longer lvl 45-60 zone.. I am assuming that the Ancient Necromancer is at least lvl 83.... but in my case, probably 200, so I left him alone
Level Range
# May 16 2008 at 1:24 AM Rating: Decent
Scholar
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110 posts
Quote:
April 07, 2008
We had our level 73 Beastlord in Grieg's End this morning, when you get to the last room, there is an Ancient Necromancer which conned red to lvl 73, along with another mob that cons yellow.. Grieg's End is no longer lvl 45-60 zone.. I am assuming that the Ancient Necromancer is at least lvl 83.... but in my case, probably 200, so I left him alone


This mob has been there for a few years. It is part of the zerker 2.0 and is in a corner by itself with his higher level buds. GE is still a 45-60 zone, just don't go anywhere near his room. Since this is just for the berserker, the zone's group level does not go up. According to the bestiary, he is level 80.
Fabled Servitor of Luclin
# Mar 16 2007 at 10:40 AM Rating: Decent
1 post
killed today, dropped

Fabled Spined Chain Mail

100ac
Str: 20 Sta: 20 Dex: 20 Agi: 20 HP: 335 Mana: 300

SVF: 15 SVD: 15 SVC: 5 SVM: 5 SCP: 15

Effect: Bramblecoat (req 46) 8 sec cast time

Damage Shield +3

Avoidance +15

Required Level of 75

Class: War / Clr / Pal / Rng / Shd / Brd / Rog / Shm / Ber

Race: All

Augmentation Slot: 8

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Fabled Wand of Musing

20 Damage / 20 Delay

Dex: 10 Sta: 10 Cha: 10 Wis:40 Int: 40 Agi: 10 HP: 200 Mana 400

SVF: 5 SVD: 5 SVC: 5 SVM: 15 SVP: 15

Mana Regen: +1
DoT Shielding: +2%
Spell Shielding: +2%

Required Level of 75

Class: Nec / Wiz / Mag / Enc
Race: Hum / Eru / Hie / Def / Gnm / Iks / Frg / Drk

Augmentation Slot: 8

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Fabled Lurid Dagger

25 Damage / 20 Delay

STR: 20 DEX: 20 STA: 10 CHA: 10 WIS:10 INT: 10 AGI: 20
HP: 260 MANA: 260 END: 260

SVD: 10 SVC: 10 SVM: 10 SVP: 10

Effect: Shadow Creep (combat)

Attack: +10
DoT Shielding: +2%

Class: WAR / PAL / RNG / SHD / BRD / ROG / NEC / WIZ / MAG / ENC
Race: ALL
NOT indoors
# Jun 27 2006 at 10:59 AM Rating: Decent
**
276 posts
this zone is NOT indoors. You can cast SoW and ride a mount, you can NOT however cast lev. I know this from personal expierence playing both an enchanter with a mount, and a druid in this zone. So it is, in fact, an Outdoors zone

Edited, Jul 1st 2006 at 4:22pm EDT by Paylin
Unpickable Locked Room...
# Aug 11 2005 at 8:01 PM Rating: Decent
3 posts
Does anyone know what is in the unpickable room? I havent been able to find it and noone seems to know in game....=/
RE: Unpickable Locked Room...
# Aug 23 2005 at 2:08 AM Rating: Decent
I believe you're trying to pick the lock to Grieg's room, or more accurately the teleporter up to his room. You get the key by killing on of the nameds on the ground floor.
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The Real Iksar

Madho
Novocane
Poldarn
loot
# Mar 30 2004 at 4:01 PM Rating: Decent
This zone is really a neat zone and great exp. I lvl'd from 56 to 60 in no time tho it started to slow down at 58. There is actually lots of nice loot here, you just have to get to the right mobs. A killer earing for enchanters and other casters but has good cha on it. Some gloves and Other neet things. The higher lvl mobs around lvl 60 and so drop some really nice stuff and Greig himself drops a killer chestplate. I wouldn't raid here unless you are headed for Greig, Servitor, or Khemot. Unless you want to practice on crowd control and other raiding tactics. I had a blast hunting there after I got the hang of the place.

Dhinu, Shadow Blade Society of Kane Bayle.
No CotH here
# Dec 14 2003 at 2:55 PM Rating: Decent
Guru
****
5,310 posts
Sadly, Call of the Hero does not work in this zone.

I tried it and got the message "there are no heros here".

I've been here a couple times this past week. We killed a few mobs in the first room to get warmed up, then invised and ran to where the named mobs are. Nothing saw through invis along the way.

The other posters are correct when they say only the named mobs seem to drop anything (except small cash).
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"God created man from a handful of dust, and he created woman from that man's rib. And these two together were so stupid that they weren't on the planet five minutes when they managed to get a curse put on all future generations. Nice work." Pat Condell
Griegs Key
# Dec 06 2003 at 1:31 PM Rating: Decent
Scholar
20 posts
I also had a hard time finding info on the key so we just started killing all the mini bosses. Griegs Key dropped from Khemot Agarthizar for us. Not sure if he is the only key holder or whether various mini bosses may drop it. The key is no rent btw.
the key
# Nov 28 2003 at 8:15 PM Rating: Decent
11 posts
but whqat about the key? iv read all theres in hee and still no one took the time to write about the key to servitors door . please help thanx
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Spawn point?
# Jan 19 2003 at 8:16 AM Rating: Decent
3 posts
where is Greigs? I have not found any guide what so ever telling his location. Can anyone help me with this?
____________________________
Life iz DEATH
Death iz Life
I am just the tool that death use.
RE: Spawn point?
# Jan 24 2003 at 5:29 AM Rating: Decent
5 posts
Depends on were you come from , if you come from Dawnshroud he is in a little ways ... Bring a bard druid or ranger to track him and the others but beware they are 65 mobs, And even the other mobs in there are way underconned do not go in there unless you got sum experianced partners ...
Griegs is Fun~!
# Jan 14 2003 at 4:50 AM Rating: Good
5 posts
This place is very tricky, but to any experianced player im sure you will like, very complex and unexplored zone.... I am a 52 Necro and can solo here 1 at a time. I am here with group of 6, im the only 50+ everyone else in 40's and were doing pretty good, can easily walk threw the place. Always be carefull though some mobs are undead and some are just waiting to come wax you, They pop all over the place and attack always, Need a solid group , or a good soloer, I will learn this Zone very well.. And i will keep my post's updated. Im sure more stuff drops here than people know , somone out there has gotta be playin in this zone~!!


Skektor 52Heretic ~ Vallon Zek
Grieg
# Nov 03 2002 at 1:46 AM Rating: Decent
26 posts
Does anyone know how to kill that b@astard!!??!!
Stand By for a major arse whooping...
# Aug 24 2002 at 10:11 PM Rating: Good
Friend let me come over to his house during GE raid to watch. It was totally awesome. The mobs were getting beat up like no tomorrow, and my friend got turned into a coterie (Not sure, but some1 on raid force 3 out of 5 claimed they got turned into a Akhevan, and some1 on raid force 4 claimed to be some kind of plant). But we were only training for trouble. We found a unlocked door as our tracker searched for a certian mob, but what he found was Grieg himself. But it wasnt Grieg. We looked at him and conned him. Indif. Some said Scowl. He was an Erudite. Okay somethings freaky around here. Cleric said i must be a trap, were on the wrong floor, but we decided t otrigger the trap with the ranger. Not that good of an idea. It was a trap just like the cleric said. As soon as the ranger got to "Grieg", Raid Force 2 claimed the Servitor just spawned in the middle of them, and Raid force 5 got a few triggered mobs on em. Oh **** We run for mercy when we find a new room, fliied with mobs that aggro us. My my, do we get beat up. Raid force 2 is wiped, raid force 5 can barly handle them, and the 3 and 4 just found the real Griegs room with countless guards...

They spent a new record on Coffins.


The moral to this story: Grieg's End is riddled with traps. **** you Ventrificus! You WILL pay!
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[52 Illusionist] Nindail Charmbinder
[29 Beastlord] Nexcat Portalclaw
Xev
"There is a path to everyone's future but mine is closed for repairs" http://www.magelo.com/eq_view_profile.html?num=376933
Griegs Notes
# Jun 14 2002 at 1:03 PM Rating: Decent
We took in two groups of 6 and started at the DS zone. All members were lvl 50 to 57. We cleared the zone area of about a dozen mobs in 20 minutes or so. They were Dark Sendings and Dark Visions all blue or light blue to a 52. Some kind of poison no drop glove dropped right by the door. We moved in to the courtyard and set up a camp. Then the fun began. Each mob that the monk pulled took on a different form, but the form was different to each viewer. Sometimes one of those attacking would take on the form of something else. I, a male woodelf Ranger, was turned into a naked woodelf female, a lightcrawler, an owlbear and some kind of 4 armed geisha. At least from my point of view. Interesting. We moved in deeper to a tomb where Grieg himself appeared. I couldn't con him. A couple in the group could. He conned red indifferent. I must note that I checked my tracking often in there and Grieg seemed to be constantly moving although he appears as a statue. We had one mishap. The monk pulled an Umbral Somnium. He hits up into the 200's and has a nasty AoE Blind spell. Very high magic resist. This caught us off guard. Our cleric did a great job click healing his group while blind. The mob went down but dropped nothing of note. We fought for about 3 hours. Had the one glove drop, one Shaman spell, lots of pages and words and about 110pp. We are still debating the faction hits we took against Luclin, Grieg and Dark Sendings.
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Pathfinder - Mith Marr
Good AoE
# May 20 2002 at 1:40 AM Rating: Default
This zone makes a fair AoE zone. Bring 2 chanters though
InTeReStInG
# Apr 13 2002 at 5:57 AM Rating: Decent
This zone is very interesting. I didn't get a chance to look at it when SoL first came out but a lot of things have changed over the past visits I've done. The named seem to spawn more near DS now but the zone seems to have gotten a little harder. I noticed they they would randomly spawn greens with 10k hp and hit for 200 or blues and hit for 50's with 5k hp etc...The MR is not longer a "chance" of happening it's always there. Previously it was only some of them that would be so resistant but now it seems VI has made sure that ALL mobs green - red are about 90% immune to magic...(60 druid root/snare was taking 6/10 tries on greens to land)I have taken a full group of 60's and gone to the locked door and peeped through. I have a feeling due to how SoL(expansion itself) that the Unfinished portal has all to do with the planes of power or something to do with Vex Thall, while still the posibility that it's a portal to other floors. Reading the storyline about Greig he started making these spires before everyone else so they banished him here with his spires. I believe when planes of power comes out this is what's going to be the key in getting there because it has been concealed there and not touched for a while....Just a thought...So far I've seen Everculum(sp?) 20/25 or close 2hb broom effect: knockback and Snakefingers have dropped...The zone is great for the laughs you can get but I am not going to stop trying to get through that door and see why it's there.

Peace,
key to Servitor of Luclin
# Apr 02 2002 at 1:28 PM Rating: Decent
5 posts
As the door leading to the Servitor of Luclin is locked and unpickable by any rogue no matter how high the picklock skill is, is there anybody who knows who/how/where/when it is possible to get a hand on that damm key ?

Also my second question would be, is it possible to drop down the Servitor of Luclin with 4 groups of 52+ (one 58 paly MA, 5 tanks, 5 clerics, 2 druids, 2 rogues, 4 wizzy, 1 mage, 1 chanter , 1 monk, 2 necro,...)
That sonds like a party or a massacre, what you think ?

Thanks guys for feedback,



Edited, Tue Apr 2 13:26:48 2002
____________________________
Galorh Holyblayde,
Paladin of Erollisi Marr,
Seeds Of Legends Guild Leader on Torvonillous
RE: key to Servitor of Luclin
# Jan 10 2004 at 8:54 PM Rating: Default
36 posts
ok I have taken down the servitor of Luclin with 3 groups.. Yes he Does flurry and Yes he Does do Serious DMg.. But At The same time he is Slowable he is stunnable and If you have A cleric with Their epic Then You Can Battle rez Any fallen Wariors.. We had 2 warriors.. Both 60+ a 65
cleric, we had 1 chanter A 65 Druid a 60 Shaman, 2 necros one 51 (me At The time) and Another level 60 necro, We Had 2 mages Both 65 And 2 Rangers, And various other DPS dealers i Think there was A Wizzy and a monk or 2. Also Both 60+.. The Warrior died once.. Got battle Rezed And one of The Rangers Died once.. Also battle Rezed.. he wiped us on the forst run because we didn't have enuff DPS.. We then Recruited another mage another necro And another Ranger And owned him.. CR's Are Easy if you have necro With You.. If everyone Dies The necro FD's And waits Till The Servitor Goes back To his Lil Locked Room And Then Stands up, invizes And Drags everyone out into The hall And to the Right.. tis a safe spot... We Then Proceeded to rez Everyone once our Cleric got back and recruited some extra help.. oh yeah.. Sorry.. it was 3 mages.. But In The end he got owned By the Warriors of the ebon heart on the luclin server.. now grieg.. Thas another story.. We Wiped twice on him.. But we have A New Strategy now And are gonna try it out on him soon.. BTW the necros Were There Strictly for The Pets (With V and Fo7 of course And VoG For haste) And for The mana pumping abilities For The cleric.. Together We could fully pump our cleric back From 20m to FM in bout 45 seconds.. This is considered a VERY important Thing To have on This guy as your healers will be Bad off for Mana When They are having To Chain heal The MA and SA... If thinfgs Werk out well with the new strategy on Grieg he will be a REgular Raid for us As he Drops some SERIOUS phat loot.

Nefarra Nefertiti
Level 54 Heretic of the Luclin server
Warrior of the Ebon Heart.
RE: key to Servitor of Luclin
# May 04 2002 at 7:35 AM Rating: Decent
1 post

Without going into too much detail, imho, the party you suggested would stand no chance against him.

He is very fast, and flurries like there is no tomorrow - top level chanter(s) and shammy(s) are needed to Tash/Slow/Cripple him to make him vaguely realizable (read: keep MT vaguely alive), and thats talking about a lvl 60 War with defensive up. A pally would be squished in no time flat.

Also, if and when things do go wrong CR in here is **** - its a summon corpse jobbie...

You have been warned ;)


Sherron
how to pull!
# Apr 01 2002 at 7:48 AM Rating: Decent
ok i was here now 2 times. first time i was in with a grp of 50+. was bad ! second i was with a grp of 55+. much better ! dont try to pull from to far u will die ! example : mnk starts pulling at first he said inc...xxxxx we prepared next was the he said he need rez got multiply adds. ok good is to move slowly inside and fight mobs where they spawn. problem is that some of high lvl mobs has a random spawn and most of the mobs can see invis. we also got a mob spawn in one of the room inside we where that cast AOE blind. so u need people with high resist magic or will see a black screen for some second and next is bind point. also corpse run can be hard when u die inside to far from zone point. good is to have necro or sk to summo corpse. i see a grp that was trying to get 3 corpse of there grp back and the runner died 3 times. the mobs near zone from DS dont drop anything. when u move to deeper inside some named mobs can drop stuff. but not that much. we got some all/all handwrappers with strong poisen effect clickable ac10 and some other stats.
Grieg's {No Loot} End
# Mar 17 2002 at 8:53 PM Rating: Decent
Scholar
31 posts
I spent 3 hours in this zone with 3 full 50+ groups. Our total haul was 142pp and a handful of words/pages. The mobs are fairly easy, but have a rather high MR - so make sure you bring a lot of tanks. Mezz rarely holds and most nukes are resisted. One big challenge of the zone is pulling - this is because a lot of mobs only spawn when you walk through a door and trip their trigger/trap.
DOn't let the illusions distract you. Several mobs can randomly change their own apprearance and will randomly change the appearance of anyone who fights them. So in a multiple pull it can get very confusing when you tanks start appearing as other mobs. I recommend turning off all PC names and leave on the NPC names - it'll help you target when everything is changing form.
Until they rework the loot in this zone, I'd have to recommend you don't bother coming here. Just MHO. Good luck and happy hunting.
Cool zone to check out
# Mar 04 2002 at 12:10 AM Rating: Decent
2 posts
Very cool zone. Very trippy sounds (the child sound was creepy), and the fighting is cool...seeing the tank switch back and forth among different creatures was SWEET...got a lot of cool screenshots ;)

I must say the zone was not worth the risk. A group of 5, most of us being 56, had an easy time with one mob...tough time with 2. It seemed like it was a **** shoot on when a mob was mezzable or not. Pulls were interesting in that I never saw the mob until it popped on me....except for the zombie things which you can see usually.

Oh yeah and for the couple of hours we were there, we got 0 lootother than 1 chanter page :p

Very cool zone to check out tho...just for the screenshots when fighting
Serious Undercon
# Feb 25 2002 at 1:20 PM Rating: Decent
6 posts
Stoped in to check it out yesterday. We had a full group with me being to lowest a lvl48 Druid. Rest of the party was another druid,pally,warrior,monk and shammy ( all over lvl 50) We only went in as far as the first room. Conned everything we fought and we didn't pull anything higher than a dark blue (to me). Well one of those drk blues killed the monk and myself and nearly killed the rest of the party.

So when hunting here, just watch your back and don't get too overconfident with the blue pulls :)

On a side note we seach saw the mob as something different!! Mankes it rather interesting
How does one navigate the zone?
# Feb 11 2002 at 1:14 PM Rating: Decent
*
65 posts
I'm still relativly new to Luclin, and I'd heard that Grieg's End was an interesting zone so I decided to go check it out. Zoned in and I'm the only person there. I took just a few steps into the tiny hall where you zone in and all of a sudden I see some text it read something like "A Dark Vision materializes" and then "A Dark Vision Appears" and next thing I know I was getting my **** kicked by a female iksar hitting for nearly 200. She was named A Dark Vision (that may not be quite it but it was "A Dark Something"). I tried to fight back but she was just way too hard and I had to zone. So my question is how am I supposed to do anything here if the zone is guarded by hidden mobs hitting for 150+?
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Xebantiz
Transcendent Swifttail
The Tribunal
RE: How does one navigate the zone?
# Feb 12 2002 at 6:17 AM Rating: Decent
7 posts
The answer is.. you can't do anything in there solo. The mobs hit too hard & can pop on you anytime anywhere.. & at varying levels & characteristics (sometimes magic resistant & they can be any class). At 53 I have seen mobs con from light blue to even spawning in the first room coming in from dawnshroud. Myself (mage) & a 57 cleric enjoy hunting there, but we do get chased out quite often. However if you can get a group to go in there (I have yet to see more than 4 people in the zone) it is quite fun, good experience, & spells can drop there. Also if you thought a dark vision was fun wait until you meet an atra somnium (or something like that). Those hit in the low 200's and can pop on you anywhere, same as the dark sendings, black sendings, warped sendings & dark visions (& probably some others I'm forgetting). But on the bright side the sounds in there are awesome & there is a spell called tendrils of madness that mobs cast that causes you to rotate through different body types (mobs, player classes & even pets).. that is quite a sight to see. Just remember, if you do hunt there and the plane in which Luclin herself resides is ever found you will not be very welcome :).

Your faction with Dark Sending has gotten worse.
Your faction with Luclin has gotten worse.
Your faction with Grieg has gotten worse.

Everyone needs to get a group & go check out this zone.. it is the best in the game!
Spell Drop
# Jan 22 2002 at 8:33 AM Rating: Decent
Scholar
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64 posts
Got into here tonight with a decent group. Me (53 bard), 56 ranger, 59 or 60 monk, 60 chanter, 47 cleric, and 59 druid. First pull got us by surrpise, so with a lttle effort we started again. The first pull went bad thanks to some named mob that spawned in the entrance tunnel from SD He popped as a sacrificer was pulled.

But when we took him out he had a mage spell on him. Transons Elemental Infusion was the name from memory. Nice little pet heal apparently, and significantly better than the previous heal spell.
Route to Scarlet Desert?
# Dec 23 2001 at 10:47 PM Rating: Decent
I'm trying to figure out if it's possible to safely (well, relatively safe that is) reach the Scarlet Desert through this zone. Has anybody checked to see if mobs can see invis?
RE: Route to Scarlet Desert?
# Dec 17 2003 at 7:10 AM Rating: Decent
18 posts
My necro invised through here with no trouble at all with a rogue friend (she did the hide/sneak method). We reached Scarlet Desert without any hassle.

Hope this helps
____________________________
BriSTleBaNE's DeLIriuM
Torv
Baron Razok Snowbound - 62 Barb Warlord
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Lusis Zy'Tark - 44 DE Necro
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Oejig -24 Eru Ench

RE: Route to Scarlet Desert?
# Jan 16 2002 at 10:01 AM Rating: Decent
Scholar
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151 posts
Haven't tried it myself yet, but according to this (http://pub23.ezboard.com/fgraffeswizardcompilationfrm1.showMessage?topicID=9764.topic) thread on Graffe's, Abscond/Evac (and presumably Egress/Succor) lands you right at Dawnshroud zone.

So getting from SD to DP shouldn't be too hard if you can find a high-level druid/wizard. Going the other way may be a tad trickier :).

--
Carlo Curiosus, 55 Erudite Evoker, Morell-Thule
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Carlo Curiosus, Erudite Wizard, Erollisi Marr (Morell Thule)
RE: Route to Scarlet Desert?
# Dec 23 2001 at 10:51 PM Rating: Decent
2 posts
We are currently trying to find the route through this zone from DP to Scarlet and back. It really is a large zone. so far we have had no luck. I can tell you though that there are many mobs that can see through invis and agro range is absolutly huge in here.
Grieg's
# Dec 23 2001 at 10:56 AM Rating: Excellent
THIS ZONE IS A TRIP. Let me just begin by saying that. It's also a double-edged sword.

On the positive side: The zone is eye candy. The mobs here can appear as *anything* under the sun - we fought centaurs, owlbears, vah shir, golems, halflings, iksars, elementals, fairies, drakes, elves... I mean, you name it, we fought it. The stats for the creatures are not the same as those these ghosts become - indeed it seems the illusions are merely "fun" for these dark terrors. In addition (and here's where it gets *really* goofy) - if a mob lands a hit on you (and you're not already in an illusion form, and that includes wolf form) - then YOUR appearance shall become changed to that of a random Norrathian or Luclin creature as well!! Pretty soon our parties were comprised of chitterlings, wraiths, vampires, goblins, centipedes, bats, and perhaps the most confusing of all was to watch an elf suddenly become a dwarf or a human! Suffice it to say, have that ASSIST key handy because it will become nearly impossible to tell the mobs from the players! The mobs are aplenty too - they seemed to pop with major frequency in every room we decided to set up camp. That made clearing a room and moving on a little more tedious. For the group fortunate enough to be getting the experience points, the exp was very good. The zone is set up really in two distinct and different designs. When you first zone in from Dawnshroud, this place appears to be an indoor dungeon setting, although don't let that fool you - it is indeed an outdoor zone, so in that sense it's vaguely reminiscent of a place like Karnor's Castle. As you work your way through the hallways, you exit into a courtyard with open sky. This too reminded me of KC. From here it begins looking like a place such as the City of Mist - a ruined old habitat. There are crypts about, and plenty of shapechangers, and every now and then you'll be greeted by an appearance of Grieg himself - although before you can target him he poofs away. It's a fun zone, with plenty to look at, plenty of laughs, and nice experience points.

The downside. In four to six hours of hunting, with three groups of high-40's to high-50's, and after felling what seemed like hundreds (probably dozens) of monsters, we got exactly zero drops of any kind. There was the occasional (but rare) enchanter page drop, that sort of thing, but beyond that - nothing. This included several mobs which we considered either named or at least rare. That was a bit of a disappointment, as the risk/reward structure here (based on this one visit) was tilted toward risk.

We got pretty deep (although when you're in a brand-new zone, that's hard to gauge) - but it became pretty obvious when we were reaching depths that were over our heads. As we started fighting mobs with more unique names that were dropping our numbers fairly quickly, we realized we had gone as far as we could that day and decided to come back when we had more reinforcement.

All in all, you've never seen a zone with mobs like this, and hopefully as people dig deeper, there will come stories of fantastic prizes to be found within, although our investigation turned up nothing at all.
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Leafbringer, Pathfinder
Leafdefiler, Undead Enchanter
Leafcat, Once a pet. Once.
RE: Grieg's
# Nov 09 2002 at 8:55 PM Rating: Decent
**
464 posts
Unless you are going after Mini-Bosses, Servitor or Grieg, you will get nothing from this zone. The yard trash MoBs drop nothing of any interest and only serve to keep you on your toes while you work your way to the nameds.
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Lord Grieger Venificus
Darkreaper of Cazic Thule
<triality>
Maelin Starpyre
A Locked Door...
# Dec 22 2001 at 2:59 PM Rating: Decent
2 posts
We had a group pretty deep in last night and came upon a locked door. We had a rogue with us that had a 209 Lockpick skill and it said that the door was unpickable. I would like any information folks may have found about this door key. If you have found a key, talked with an NPC about something locked away in Griegs, or anything that might be related please post if here.
Thanks
#Anonymous, Posted: Dec 11 2001 at 3:31 PM, Rating: Sub-Default, (Expand Post) For a level 53 Ranger who's looking for new exp besides KC, what's better, Velks or Fungus Grove? I was in FG last night and it was laggy. I seem to lag only when I'm in big open spaces. Any opinions?
RE: .
# Dec 23 2001 at 11:02 AM Rating: Default
You might consider going to a Velk's or Fungus Grove thread. This one is about Grieg's End. Grieg's we decided to attempt with three groups, and that was challenging enough, so in that sense, for pure experience, I'm sure you'll find it better in one of the places you mentioned, or the trusty old KC.
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Leafbringer, Pathfinder
Leafdefiler, Undead Enchanter
Leafcat, Once a pet. Once.
Grieg's End
# Dec 11 2001 at 6:50 AM Rating: Decent
3 posts
Went there last night with two very nice groups. At the entrance we encounted what I think were called Dark Terrors. The NPC's outer apperance was random. Also when you got aggro'd you changed into a random npc. The thing I changed into (from my point of view) was a giant Centipede. But everyone in the group saw me as something else. One of our Rangers was a naked Human Female. One chanter was an Owlbear and another was one of those Four Armed purple things from Maiden's Eye.

All in all we had a great time till the puller pulled a Preatorian which we fought for three or four minutes and only got him down to 90%. He Flurried once every ten seconds. Absolutely NO LOOT at all for about an hour of fighting in there.


Kaastle Speedmetal
55 Myrmidon
At Death's Door
Quellious Server
Odd Zone
# Dec 08 2001 at 10:27 AM Rating: Good
I was soloing at the entrance, and the mobs seem to be all blue (with exception of a few) to level 55. The mobs respawn in different forms, with no apparent advantage of one form for another. I can tell you, that of the 6 mobs I killed, (2 mobs, 3 Respawns) 2 were clerics, the rest were melee types. The clerics have about 2200 hp (2 Winged Deaths would have taken care of them if they had not healed themselves) they cast a stun spell that does a max damage of 200ish. The melee types have about 2500 HP (2 Winged Deaths and a few 160 damage roots took care of him) none of the spells I had casted had resisted except Fury of Air (druid magic based stun) 1 time. The entrance to the zone is clear, there are 2 ways to go, straight ahead through a door or take a sharp left and go through a partially open door behind. I went forward, and through the door is 2 mobs, you can take a party in and when you open the door, head to the right against the wall, and it looks like a pretty safe corner. The two mobs standing inside that room could not see invisible. I hope this gives you guys some idea about, at least, the entrance to the zone. Oh yeah, and Sow/Wolf Form works here.

Happy Hunting
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Beebe Lytcaster 53 Heretic
Hiyeedi Fliess 55 Preserver
Sarany Richmen 34 Warrior
Audrea Vai 36 Enchanter
Payhn Reliepher 35 Cleric
Whispher Sweetnothings 25 Monk
Rallos Zek
Transforming into Random Monsters
# Dec 07 2001 at 6:55 AM Rating: Good
Scholar
30 posts
You get changed into random monsters while in this zone. Not sure what it accomplishes, but it's kinda neat.
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Fenira Jormungundr
Judge of Ice
Proud Member of the Sacred Brotherhood of the Wolf
RE: Transforming into Random Monsters
# Jan 23 2002 at 2:16 AM Rating: Decent
*
55 posts
One thing it accomplishes is it disallows slam =(
RE: Transforming into Random Monsters
# Nov 09 2002 at 8:54 PM Rating: Decent
**
464 posts
It also kills Shrink ;(
____________________________
Lord Grieger Venificus
Darkreaper of Cazic Thule
<triality>
Maelin Starpyre
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