Nagafen's Lair

Quick Facts

Type:
Indoor

Expansion:
Antonica

Instanced:
No

Keyed:
No

Level Range:
40 - 55

Send a correction
Rivaled only by Permafrost in terms of danger on the continent of Antonica, this treacherous network of caves is located deep within the Lavastorm Mountains. Inside these caves is a variety of residents.

In the northeast is a clan of aggressive kobolds with a series of tents and camps, hunted for their valuable bronze and fine steel. In the central area are a host of sonic bats, which see invisibility, and spiders, which tend to swarm those unlucky enough to become entrapped in their webs. In the west are the fire imps and elementals, as well as the Efreeti Lord Djarn.

In the south, the deepest part of this maze-like network of caves, is the castle of fire giants. These warriors and wizards loyal to Nagafen are led by the shadow knight King Tranix. The giants are the guardians of the fire dragon, Lord Nagafen, whose open lair is situated in the deepest point of the caverns.

Note: For the higher level revamp version of this zone (available only in special events -
usually branded as "Hardcore Heritage", running several weeks in the spring and/or summer), click here.
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LavafallDon't Fall InBeware the Spider's WebA Fork in the TunnelsImps and ElementalsFire Giant TerritoryKing of the Fire GiantsLord Nagafen's Lair
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Dangers of Fire Giants...
# Aug 29 2000 at 10:31 AM Rating: Good
**
295 posts
Fire giants are some of the most challenging monsters for their level range. Immune to magic cast from outside their melee range, giant flagged (meaning they cannot be stunned or mesmerized), with respectable melee damage and health, they can be daunting foes. However, there are additional hazards to fighting them simply given the terrain. A fire giant must never, under any circumstances, be bashed into a wall or allowed to enter lava.

When a fire giant enters a wall, I have heard that it removes all debuffs upon it and heals fully. While I haven't seen this happen to fire giants, I have seen it with ice giants in permafrost. However, there is an additional hazard here that I was able to experience first hand. Once, a fire giant was knocked into a wall... and it never came back. We waited for it, then all camped out and reentered to eliminate hate. No trace of it. We all thought it must have destroyed itself, and continued as normal. The next pull of fire giants consisted of around 9 fire giants. Every pull thereafter, until the zone was repopped due to a patch, was that way. I believe that the fire giant was possibly stuck under the world, aggro'd during any pull but unmoving, and pulled just about every giant in the vicinity during a pull. In any case, that one little fire giant wiped out at least two subsequent raids after ours.

Giants can also be knocked into the lava. While I've heard similar things about them healing, I haven't been able to verify this. They can, however, summon people to them while merrily fighting people inside lava. While I suppose a group with heat resistances of 160+ (due to bards or just great equipment) might be able to carry the fight to the giant inside the lava, it generally just means the clerics should camp and hopefully you'll have a necro to retrieve corpses lying at the bottom of a lava pool.

Further miscellaneous notes on fire giants. The first room has 3 fire giants, one of whom is a roamer. If you float across the lava from near stone spider room, you can come out behind the giants, kill the roamer, then face the remaining two. Feign-pulling makes life much easier. I preferred having two feign pullers to make things go smoother. Enchanters level 49 or higher can charm fire giants with Allure, although the casting time of their charm makes it nearly impossible to charm a fire giant that is beating on them (unless it is slowed) - two enchanters trying to charm a single giant generally will work, as one of them tanks it and the other gets Allure off uninterrupted. Slowing the giant with either their own slow spells or the stronger insects line of shamans will also allow them uninterrupted charms. It's a good idea to have along a shaman regardless, due to the power of their insects line and additional hp buffs on tanks. In a pinch, root-parking giants -can- work. Rooted npcs don't summon, so if you park a fire giant warrior far enough out of melee range, you may be able to keep him out of the fight. Keep in mind that there are fire giant magi, and root parking them isn't nearly as effective.

It seems like the most troublesome pull is Magi Rokyll and the giants with him should Lord Nagafen be up and about. If Nagafen is dead, this isn't a problem at all. If he's alive and well, the pull of Magi Rokyll can be difficult enough that some groups just stop at Warlord Skarlon and leave.
RE: Dangers of Fire Giants...
# Feb 12 2001 at 8:35 PM Rating: Default
Fire Giants CAN be stunned. I stun them all the time with my pally spells.
RE: Dangers of Fire Giants...
# Jun 15 2001 at 11:10 AM Rating: Good
Even though it says they are stunned, the only way you are actually affecting them is that you're interrupting any casting they might be doing. Dragons and Fire Giants are immune to stuns. Fact =)
RE: Dangers of Fire Giants...
# Nov 20 2003 at 4:08 PM Rating: Decent
They can be stunned. I stun them all the time with my Trochlics Skean (clockwork poison). In fact, I have yet to come across a mob that cant be stunned by it, to include dragons.
RE: Dangers of Fire Giants...
# Sep 23 2002 at 3:02 AM Rating: Default
If they CAN be stunned they are not IMMUNE to stuns ok??

I know for a fact that Sand Giants, Hill Giants AND Fire Giants are NOT IMMUNE to stuns.. HOWEVER they almost always are stunned only for tenths of seconds.. so the only practical use of the spell stun on this kind of mobs are (1) to get aggro and (2) to interrupt spellcasting as I see it.

------------
Sazzily Bonezlasher
Cavalier of Brell
Antonius Bayle

Edited, Mon Sep 23 03:47:34 2002
Efreeti with one group:
# Aug 24 2000 at 11:25 AM Rating: Good
**
295 posts
Many people treat breaking the Efreeti Lord Djarn camp as a two-group affair. This is not true. The efreeti is moderately challenging to break with a single group of high-40s or low-50s, but far from impossible. Just make sure you have a competent enchanter, a competent cleric, and strong melee types. A group gater may be necessary if you want to leave without killing everything in the way. While the Efreeti camp isn't great xp for a low-50s group, it isn't awful. Just break up the spawns and xp away while waiting for boots to drop.
RE: Efreeti with one group:
# Dec 19 2000 at 10:00 AM Rating: Default
51 cleric
51 enchanter
51 mage
52 necro

Broke into room with ease, camped it for hours (only one pair of boots, grr). Very good xp just the 4 of us, about as good as Sebilis.

No PC tanks. Just make sure to completely buff up (yes, even Symbol) on the pets.
RE: Efreeti with one group:
# Aug 24 2000 at 6:40 PM Rating: Default
A rogue and monk make a great combo for getting to and holding the efreeti camp. None of the imps or guardians can see a sneaking rogue, so they can wait for all wanderers to clear before making clearing pulls.

At the top of the ramp, where the three imps spawn, a rogue can tell the monk when to begin the feign pull and can then chain off him across the lilypads.

I've done it with as few as five (pre-Kunark, rogue, monk, cleric, bard, druid).

The guide to Sol B
# Aug 23 2000 at 11:52 AM Rating: Excellent
This has to be one of my favorite zones to hunt in between levels 35 and 45. Not only is the experience great here, but the loot is great for these levels.

common mobs

Near the zone, in the pool room, and in the noble room is where the Greater Kobolds spawn. Greater kobolds are good experience all the way into the 40's in a group and great solo experience as high as level 46 (when some of them become green). GK's (as they are called by many) can drop up to 5PP worth of coins, Fine Steel (FS) weapons, medium sized Bronze armor, Poison components (which are stackable and sell for about 1PP apiece to vendors), and various research components.

In the area called the King Room, and as the placeholder for the Kobold Noble, are where the Solusek Kobolds spawn. SK's (another slang term) are very good group experience all the way up to level 50 and great solo experience (if you can pull them.. which is tricky) clear into the low 50's. They drop all the same loot as the GK's but with more frequency.

Farther down into Sol B, past the kobolds is the area called "Bats and Bugs" because it is populated mostly by Sonic Bats, Lava Beetles, and Lava Duct Crawlers (spiders). This area is exeptional experience, for a group that can handle it, Clear into the low 50's and good solo experience until the mid 50's. The loot isn't as good down here as it is off the kobolds, but they still drop up to 5PP worth of coin and research components.

Past the Bats and Bugs, there are two ways to go (basically.. there are lots of tunnels but they all lead to one of these two places) The Efreeti, and Nagenfer.

The route to the Efreeti is populated by Lava Guardians (fire elementals) and Imps. This is Quite possibly the best experience in all of Sol B, and also has really good loot. I would reccomend going with someone who knows the area though, cause it is very dangerous if you are not prepared. The imps and elementals are great experience all the way until the high 50's and I know a few people who have solo killed them (with help.. they are tough) all the way to 60. They drop up to 6PP, FS weapons, and research components also.

The Last area, the road to Naggy (as he is commonly referred to as) is where the Fire Giants of Sol B live. The fire giants give good experience, but due to thier long spawn times, are not that efficient to hunt for experience. The main reason to hunt the Fire giants is for thier loot. The normal fire giants drop up to 30PP and thier toes (used for magician quest) and research components.

Named Spawns

The Noble
Just to the right of the entrance (from Lavastorm) is the spawn known as the Noble room. The noble is a high level enchanter with a pet who sits in this room guarded by numerous GK's. The noble is Tough to fight, mainly because he likes to charm members of your party and send them against you. Give your group a good MR spell and you should have no problem taking him down. He drops the Petrified Erudite Heart Amulet as his rare drop, and the Staff of Writhing as his common.

The King
Just to the left of the same entrance, and up a big circular stairway, is the lair of the Solusek King. He is a high level Shadow Knight and is a very dangerous adversary. His room is usually camped at the same time as the priest room and the champion room (which are all right next to each other) He hits very hard, has a pet, casts some pretty mean dot's and HT's. His rare drop is the Fleshripper, and his common drop is the Runed Mithril Bracer

The Priest
Next to the king, behind an illusionary wall, is the Priest spawn. The priest is a healer, hits fairly hard, and complete heals himself if given the chance. If you keep him stunned he is an easy kill. His rare drop is the Mithril Breasplate, and his common are the Carnal Pauldrons.

The Champion
Next to the priest, and viewable from the king's room, is the Solusek Champion. The champion is a high level warrior, and hits about as hard as the king. He is the easiest of the 3 to kill, and has the poorest loot (in my opinion) his rare drop is the Painbringer sword, and his common drop is the Shield of the Slain Unicorn

The Guano Harvester
Down in the bats and bugs area, sometimes instead of a bat or a bug spawning, a goblin spawns. This is the guano harvester. He has no set spot or time to spawn, so catching him relies purely on luck. Also, as soon as he spawns, he turns himself invisible, so if you are in this area try and keep a see invis on at least one person int he group. He is extremely easy to kill and has some incredible drops. His rare drop is the Cloak of Shadows and his common drop is the soiled bag.

The Death Beetle
On the way to the efreeti lord, is the death beetle room. The death beetle is a named lava beetle, hits really hard, and has more hitpoints than the normal ones. His common drop is a single use DD item (I can't remember the name at the moment :( ) and his rare are the Black Chitin Leggings.

Efreeti Lord Djarn
Past all the imp protectors and lava guardians is the spawning place of one of the prizes of Sol B. Efreeti Lord Djarn is a level 50 caster who also hits very hard and has a ton of hps. If you aren't prepared he will whipe the floor with you (although if you made it past the imps and elementals, you can probably handle him) His common drop is Djarn's Amathyst Ring, and his rare are the prized Golden Efreeti Boots

The Noxious Spider
On the way to Nagenfen is the spider room. In this area the Noxious spider spawns. Nox (his pet name) has a mean poison, hits very hard, and has alot of hitpoints. His Rare drop is the Gold Chitin Bracer, and his common is the Green Silken Drape

The Stone Spider
In the same area as Nox, spawns the stone spider. The stone spider has a similar abilities to Nox, but can stun as well. He dropps the Brown Chitin Protector.

Warlord Skarlon
This is one of the first Named Giants you will see when killing off the fire giants. He hits hard, and has a ton of hps. He drops the Razing Sword of Skarlon as his ultra rare drop, the Mithril Arms, and Mithril Legs as his more common drops.

King Tranix
He is very similar to Warlord Skarlon, he hits hard and has a ton of hps. His rare drop is the Crown of King Tranix and his common is the Polished Mithril Torque

Magi Rokyl
The toughest of the named giants is as mean as the other two, but also a powerful caster. His rare drop is Rokyl's Channeling Crystal and his common is the Polished Mithril Mask

Lord Nagenfen
well I will leave this one up to you.. I could go on for days about the strategy behind this guy. Every guy I have seen kill him has done it differently. You need to be smart and talented to take this guy on ;)
He has too many great drops to name ;)

I think that about covers it all, but if I have missed anything or am wrong please correct me ;)
RE: The guide to Sol B
# Jan 15 2001 at 10:02 PM Rating: Decent
Correction: Djarn's common is the Eboots, rare is the amethyst ring.

Litre Hosen
Ayonae Ro Heretic
#Anonymous, Posted: Jan 04 2001 at 7:14 PM, Rating: Sub-Default, (Expand Post) As you did not notice this is a "strategy page" not a beastiary. Although you did a great job on the mobs and drops, people are looking for more of a strategy to the zone...
RE: The guide to Sol B
# Jan 22 2001 at 1:40 AM Rating: Good
44 posts
As you did not notice, his post contained strategies as to which mobs to kill for which items. Although you did a great job criticizing his post, people are looking for actual information.

Not "feedback" on excellent posts.

:P

As to the original poster, thanks for a great post.
#Anonymous, Posted: Mar 04 2001 at 6:19 PM, Rating: Sub-Default, (Expand Post) do u realize u just did the same thing? nice job criticizing the criticizer.
RE: The guide to Sol B
# Aug 30 2000 at 10:09 AM Rating: Default
Just a minor correction: The way to the king room from lavastorm zone does not go to the right, but to the LEFT. You will pass through a round room with a circular (sp?) ramp going up (hence most often referred to as circle room). Follow the ramp all the way up into another room (which is commonly used as the camping spot for king, champion and priest). To your left you will see 2 hallways. The left one leads into the spawn room of the king and the right leads into the spawn room of the champion. The portion of the wall between the hallways is actually an illusionary one and leads into the spawning room of the priest.

Important note for the puller:
Allways pull from the right to the left. That means: start with the champ room, take the priest room afterwards and THEN pull the king. Make sure the rooms right of the king are empty ! Otherwise the king and its companions run through the aggro range of the mobs in the other rooms and can lead to a train of more then 10 mobs. That can be rather devasting :)

Additional info: in the spawning room of the king sometimes a monk (called Targin the Rock) spawns. He hits pretty hard and fast and is VERY resistant to spells. He loots a no-drop book for a monk quest (code of Zan Fi, if i remember right).

Info for the unwary:
There are 3 spots where rarely a lava duct crawler (short: LDC) spawns. First is directly at the zone entrance from Lavastorm, second is at the pool in the poolroom and third is in the king room area. They can provide some excitement for the unprepared ... :)

Abinu, Enchantress of the 43rd Circle on Rodcet Nife
RE: The guide to Sol B
# Aug 30 2000 at 10:06 AM Rating: Good
Just a minor correction: The way to the king room from lavastorm zone does not go to the right, but to the LEFT. You will pass through a round room with a circular (sp?) ramp going up (hence most often referred to as circle room). Follow the ramp all the way up into another room (which is commonly used as the camping spot for king, champion and priest). To your left you will see 2 hallways. The left one leads into the spawn room of the king and the right leads into the spawn room of the champion. The portion of the wall between the hallways is actually an illusionary one and leads into the spawning room of the priest.

Important note for the puller:
Allways pull from the right to the left. That means: start with the champ room, take the priest room afterwards and THEN pull the king. Make sure the rooms right of the king are empty ! Otherwise the king and its companions run through the aggro range of the mobs in the other rooms and can lead to a train of more then 10 mobs. That can be rather devasting :)

Additional info: in the spawning room of the king sometimes a monk (called Targin the Rock) spawns. He hits pretty hard and fast and is VERY resistant to spells. He loots a no-drop book for a monk quest (code of Zan Fi, if i remember right).

Info for the unwary:
There are 3 spots where rarely a lava duct crawler (short: LDC) spawns. First is directly at the zone entrance from Lavastorm, second is at the pool in the poolroom and third is in the king room area. They can provide some excitement for the unprepared ... :)

Abinu, Enchantress of the 43rd Circle on Rodcet Nife
RE: The guide to Sol B
# Aug 24 2000 at 6:43 PM Rating: Decent
The guano harvester is not a random pop. He, or his placeholder, always pop on the same schedule as all other bugs and bats. (His placeholder is by far the more common of the two).

His placeholder is a bat that wanders in a circle between the crusher bat cave and the last room before the lilypad area.
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