City of Mist  

Quick Facts

HOT ZONE
Type:
Outdoor
Continent:
Kunark
Instanced:
No
Keyed:
No
Level Range:
35 - 53

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The City of Mist, also known as Torsis, was built under the guidance of Lord Rak'Ashiir shortly after the fall of the Shissars.
Problems arose when Rak'Ashiir's wife, Queen Neh`Ashiir, grew weary of life in Torsis,
had a secret romance with High Scale Kirn, and fled the city with her lover.

Rak'Ashiir gradually lost faith in his god, and one night, Cazic Thule sent one of his minions to take Rak'Ashiir's daughter away.
This event prompted Rak'Ashiir to lay out the groundwork for the city's demise.

The once-great City of Mist is now home to a host of undead and golem reavers.
Some of its temples and towers have withstood the test of time, and the spirits of the King and Queen remain.
Bring a rogue friend to lock pick, there are many doors that don't have a key.

A Once-Great CityLhranc's HouseGazebo in Front of Reaver TowerReaver Tower
The ArenaTempleCatwalkInside the Tower
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#Anonymous, Posted: Sep 04 2000 at 12:24 AM, Rating: Sub-Default, (Expand Post) is it reasonable to bind just inside the zone for melee characters to hunt in city of mist or nearby zones?
RE: wolfystyle
# Sep 11 2000 at 5:45 AM Rating: Default
Yeah, the entrance is fairly safe most of the time.
#Anonymous, Posted: Sep 04 2000 at 12:26 AM, Rating: Sub-Default, (Expand Post) sorry, thought that box was where i type my handle.
#Anonymous, Posted: Nov 29 2000 at 9:44 AM, Rating: Sub-Default, (Expand Post) aye this is where you can bind if you are melee and dont wannna be bound at FV
Beware the walls...
# Aug 29 2000 at 9:59 AM Rating: Excellent
Sage
**
295 posts
City of Mist is an interesting zone in that it has a sky level floating above the rest of the zone. Unfortunately, it is possible to pull npcs from this higher level portion of the zone by accident. Occasionally, you might see a gyrating goo float by without attacking - it is "ghosting", a display error. It is actually a good distance overhead, although it is within spell range. Casting on it will generally bring a train of 4 to 8 low to mid 40s npcs. Using AE near one of the walls, or even just being too close to a wall when lower level, will produce similar effects. In the back area, near the gazebos, bringing in a character below level 40 who gets anywhere close to the wall will probably pull it. A note of warning - if you do pull the wall, you will probably have npcs warp in on you seperately, rather than all at once. I frequently saw them warp in as two groups of four, about 10 to 15 seconds apart. Because additional npcs warping in can be hard to notice when in a pitched fight, you may be fighting a much larger train than you initially realized.
____________________________
Tehom
be VERY careful AoE next to walls (stun, damage, mez)!!!
# Oct 12 2000 at 2:09 PM Rating: Default
Be very careful AoE mezzing, stunning, damaging, anything AoE next to walls!

I find it's pretty easy to snag a gyrating goo that's up high on the wall (z-axis bug). You AoE stun too close to the wall, you have 2 mobs but see 3 stun messages..... at that very moment that you see that extra message, run like hell! =)

Gate, run, whatever ya want, just get out!

It goes like this: Gyrating goo get's stunned, mezd, or damaged... it now goes all the way behind the temple (along the high trellis) it enters the temple from the rear, it aggro's mob's inside the temple, including reavers...

If you're fighting at the arches and next thing you know you have a reaver and many others on you, this is probably what happened, you just didn't notice a message...

Now, if this happens and you do not or cannot get a Gate off, best thing to do in my experience is run to the nearest water duct and swim towards the zone! The pathing does not allow them to be too intelligent to jump in after you... they will try to follow you up above on land, not always, but most of the time... now you can swim to the first bridge and get up on land from the left side and run to the zone...
Orante Rune
# Aug 25 2000 at 3:55 PM Rating: Default
I heard this is where they come from? any hints how to get one?
Moduna Excursions
# Aug 24 2000 at 7:50 PM Rating: Excellent
8 posts
Heya,

We have found a few places to hunt from in COM. Near the adjacent to the entrance bridge there are two balconies. We most often chose the left one as we could pull the nearby areas quite well and avoided bridge trains.

The next area is beyond the fist courtyard, stay left at the fork and head to the corner of the open area. We were able to pull from the surrounding buildings, especially liking the goos as we obtained our first Kunark spell drop from one.

The next area is the left passage that leads to the castle, keeping the group just before the archway worked best. Moving further in trains from the castle would magically appear. Something about passing mobs deagroing before they reached the castle.

Places to avoid, any of the suspended areas near the castle, huge castle trains will eventually boil out and slay your entire group.

Item drops seemed to be random, so find a place where the mobs are the right level and grind.

____________________________
Moduna
The Nameless
Black Reavers and the Lords...
# Aug 24 2000 at 10:28 AM Rating: Good
Sage
**
295 posts
The Black Reavers can make for a nice raid. They're immune to spells and proc blindness. In survivability and damage, they seem roughly as tough as a fire giant warrior. I haven't seen a black reaver ever drop anything, though since they were once itemized at the beginning of Kunark, it could just be that their drops have become very rare.

Pulling these guys to a good spot is essential. When they die, a lord spawns where you killed them. There are three lords - Lord Ghiosk, Lord Rak'Ashiir, and Neh'Ashiir. Neh'Ashiir and Lord Rak'Ashiir gate, so you'd like to be able to fight them on their spawn point.
____________________________
Tehom
RE: Black Reavers and the Lords...
# Oct 02 2000 at 10:16 AM Rating: Default
I am planing a raid to city of Mist. Any information that can be given about Lord Ghiosk, including how to get to him, the best method to use when camping him etc. would be greatly appreicated.
Thanks

#Anonymous, Posted: Oct 02 2000 at 10:15 AM, Rating: Sub-Default, (Expand Post)
RE: Black Reavers and the Lords...
# Aug 31 2000 at 3:47 AM Rating: Default
Tonight about 30 min ago the first reaver dropped a Jade Reaver 23/40. Not bad. Went down like a punk then the Lord spanked us due to not enough tanks and clerics. Only had 1 plate class tank and 1 cleric. Recommend you not try it yourself lol.
#Anonymous, Posted: Aug 31 2000 at 3:44 AM, Rating: Sub-Default, (Expand Post)
RE: Black Reavers and the Lords...
# Aug 24 2000 at 2:00 PM Rating: Default
Ok, do they gate to where the LORD spawned, or to where to pulled the reavers from?
re:gating...
# Aug 27 2000 at 6:28 PM Rating: Good
Sage
**
295 posts
They gate to where the lord spawned, not to where you pulled the reaver from. Wherever the reaver dies becomes the spawn point of the lord, so fight them there and they won't gate.
____________________________
Tehom
Killing Lord Rak'asiir
# Aug 24 2000 at 11:17 AM Rating: Excellent
*
248 posts
Many players are aware of this lord's super dot, which can wipe out a raid party in seconds. However, a good number of people don't know that its fire based. Use this to your advantage by killing him solely with fire elemental pets of magicians, having the healers focusing on keeping the pets alive.
RE: Killing Lord Rak'asiir
# Aug 28 2000 at 12:44 PM Rating: Default
We took the Lord Rak'Ashiir over the weekend fairly easily. Heres what you do.

Kill reavers until this guy spawns. Die alot. Eventually you will have finished your cr and rezed everyone. Move back to the pull spot. (We were pulling to the courtyard along the left wall of the zone, facing the long walkway to the castle.) Bind nearby if you are a tank. (We bound on the far side of the house.) Buff like crazy, create fire pets and necro pets.

Have the casters stay way back. The ae dot Rak casts is of a shorter range than either Lure or the Staff of TF.

Start the fight. Heal the fighters. Heal the pets. At 85% dump a round of Lure on him. Again at 50%. At 20% pound him down. By keeping the casters way back and really slow casting, you dont aggro him. By using the pets, all the player kills were to the dots not to hits and thus no exp loss. Just hop up and go kill again. (We had one trollie die 3 times this way with no exp loss.)

Zot. One dead critter. (Note we did this with all darkies. 19 folks (4 wiz 2 mages).

Lanath T'Vyl
Wiz 52 Vallon Zek.
RE: Killing Lord Rak'asiir
# Nov 05 2000 at 5:32 PM Rating: Default
We did it with 5 mages 44-54, hehe took pretty short, I was 44 at the time, and even my pet helped out. Just have the mages keep resummoning when thier pets die if you can get a buncha them.
RE: Killing Lord Rak'asiir
# Sep 08 2000 at 12:28 PM Rating: Default
Try it this way:

You need: 1 mage (2 if possible). 3 clerics (2 if you have two mages)

When a reaver drops and this guy spawns, just run back from him. Make sure everyone knows the name to look for and to fall back instantly. You usually have one or no deaths. Send in the fire pet (should happen as your tanks are falling back).

Nobody goes after the lord except the pet(s). Stand back and heal trying to mimimize mana wasting. Hybrids play a great support role here allowing healers to med.

One pet will take a LONG time to kill the lord and if healing is light it may be close. Bards and enchanters make this a joke. Two fire pets will not take that long to kill him and will split the damage taken to mimimize close calls.

Remeber, only the pets do the work. Wizards, druids, etc. get to sit on their ****** 8)

We did this a while back with a crew from 48-52nd level.
RE: Killing Lord Rak'asiir
# Sep 08 2000 at 12:28 PM Rating: Default
Try it this way:

You need: 1 mage (2 if possible). 3 clerics (2 if you have two mages)

When a reaver drops and this guy spawns, just run back from him. Make sure everyone knows the name to look for and to fall back instantly. You usually have one or no deaths. Send in the fire pet (should happen as your tanks are falling back).

Nobody goes after the lord except the pet(s). Stand back and heal trying to mimimize mana wasting. Hybrids play a great support role here allowing healers to med.

One pet will take a LONG time to kill the lord and if healing is light it may be close. Bards and enchanters make this a joke. Two fire pets will not take that long to kill him and will split the damage taken to mimimize close calls.

Remeber, only the pets do the work. Wizards, druids, etc. get to sit on their ****** 8)

We did this a while back with a crew from 48-52nd level.
RE: Killing Lord Rak'asiir
# Aug 31 2000 at 10:57 PM Rating: Default
what's the level of your crew to kill the Lord ?
and group combination ?
Thanks
Drops
# Aug 24 2000 at 12:05 AM Rating: Decent
14 posts
I must say this is one of the better loot zones in the game. Green Jade Broadsword, Jade Reaver, Wu Trance Sticks, Wraithbone Hammer, Springwood Hammer, Firerune Brand, Orante Runed Blade, Ornate Rune Shield, and many more. The drops are split into 2 sections...Most of the items are random drops from outside the castle, the rest are specific drops from the Dark Reavers...who respawn immediatly until they are replaced by a lord. Remember, the castle dwellers are much tougher than the normal mobs, and you need several groups or more.
____________________________
Durnhelm Eorling
"All that is gold does not glitter"
57 Wizard,
RE: Drops
# Jun 25 2001 at 12:26 PM Rating: Decent
Scholar
42 posts
I have been hunting here for about a week and a half probably a total of 15 hours and the only thing I've seen drop is a Wraithbone hammer (twice) If you're coming here for items...be prepared to wait a while.
____________________________
EQ: Strobius Dark Elf Enchanter of Conquest - Lanys T'vyl Server **Retired**
WoW: Strobius Undead Rogue of Syzygy - Lothar Server **Retired**
Rift: Shockwave High Elf Rogue of Legends Reborn - Byriel Server **Active**
Druids dream zone
# Aug 23 2000 at 1:50 AM Rating: Good
Scholar
16 posts
From personal experience, I would call this a druids dream zone... it's classed as outdoors, so wolf form and harmony work, and there's usually room to run around in, so a good druid at about 47 - 51 can make great exp around the front (near the zone line) and just a little deeper in.

Easiest driud tactic here is to just root and DoT, just beware, the ghost mobs don't like staying rooted, other mobs often only require one cast of the level 49 root spell to hold them until death.

Teaming with a Bard here also works very well, had the pleasure of grouping with Kassia here and she was tearing them apart, quickly getting level 47 singing her 3 DoT songs at them (all I did was root and heal, nuking only if we got more than 2 on a pull) so we could pull a constant stream, no downtime at all unless we got a bad pull.

I found the best spot to pull to was out the front of the temple, good amount of running room (just avoid the hole in the floor) and access to plenty of mobs. Just be VERY careful around the temple, dont walk up on top as those inside will often aggro you (usually 3 nasty mobs).

All round, it's a great zone from the little I've seen of it so far, with plenty of nice Random-Rare items on common spawns (Wu Stick, some funky warrior sword, Wraithebone Hammer, etc)
RE: Druids dream zone
# Oct 23 2000 at 10:27 PM Rating: Default
Let me make something clear that Neren didn't that almost cost me my life...
When he said wolf form works he didn't explain that the mobs will attack you. I assumed he meant they would be indiff to you as the undead in Unrest are in wolf form.
Be warned. Wolf form "working" only means you can cast it. It doesn't protect you in anyway.
Thx
Lucky Druid
#Anonymous, Posted: Oct 30 2000 at 12:35 PM, Rating: Sub-Default, (Expand Post) lol
Water Tunnels
# Aug 22 2000 at 10:03 PM Rating: Decent
Sage
*
141 posts
There are underwater tunnels linking the entry moat and the water inside the central house and the water in the northwest (i think, the near right when u zone in) corner. This is useful if you need to run to zone but dont want to run past all the spawned monsters, or to just skip the green spawns if you want to start camping deeper into the zone.
Water Tunnels Question
# Oct 27 2000 at 10:49 AM Rating: Good
Avatar
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279 posts
Are there MOB's that will agrro if you swim this way?

I have heard that most MOB's in CoM see invis so I was wondering on the viability of this route.
____________________________
AOL NWN - Lords of Freedom(LOF)
WoW - Cenarius (Avowry/Awry)
DAOC - Galahad (Einherjar)
EQ - Vallon Zek (Ministry of Hate/Innoruuk's Legion)
LOTRO - Imladris (Council of Elders)
Zone Line Area
# Aug 22 2000 at 10:02 PM Rating: Good
Sage
*
141 posts
the area around the zone line is good for a 35+ group. At 51 some of the stuff is green so that puts the lower end at about 36. You can expect single pulls if you have a FDer, or doubles with just a nuke/arrow/whatever pull. The levels of the monsters go up progressively as you move in, so just keep moving til you find a nice spot to set up camp (there are quite a few great corners/halls/etc) and sit down, pulling at your leisure. Try to avoid extremely cramped spaces.
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