Uploaded July 24th, 2007

  • This mob spawns at in the caverns in the north part of the zone.
  • Class: Necromancer

This page last modified 2018-10-20 00:57:14.

Level: 53
Expansion: Ruins of Kunark
Effects Used:Deadly Lifetap
NPC Added: 0000-00-00 00:00:00
NPC Last Updated: 2020-07-26 09:39:14

Known Habitats:
  Everfrost Peaks
  The Fiery Avenger

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Spawn Time?
# Oct 11 2004 at 1:44 PM Rating: Decent
I am at the spot where I have killed this guy for other people before in the upper right room of the caves. I have been watching for this guy for over 6 days with no pops. Anyone else having this trouble?
# Sep 19 2004 at 2:02 AM Rating: Decent
Did him today with a 65 chanter, 2 65 pallys, a 64 cleric, a 65 ranger, and a 47 bard (me). Basically, chanter charmed, one of the pallys handed in the item, miragul spawned, and he hit once for 130 and got one dot off (ignite blood). Took all of 1 min and he didnt get one life tap off at all.
# Jul 03 2004 at 7:09 PM Rating: Decent
I did this guy today for my epic seeing as i have gone for over 4 years with no epic i thought i should pick this quest up again. I believe the lifetap is in fact a proc because i never got a casting message for it. This mob was relatively easy to solo as a lv 65 paladin, had quite a bulky amount of hp and i got hit by the 1500 dd about 4 times but it is not cast enough to be a significant threat. I hope this info helps he also cast a fire dot on me that i could cure with rc 3.
Spell list and melee damage
# Mar 18 2004 at 5:24 AM Rating: Excellent
385 posts
He uses the following spells. All appear to be spells, not procs, and are interruptable.

Deadly Lifetap
Infectious Cloud
Paralyzing Earth
Torbas' Poison Blast
Ignite Blood

His minimum melee hit was 35, max was 130, average was 60 -- though with our team, he got in a whopping 20 hits total before he died. Beware his spells, though. Deadly Lifetap is just that -- it's a 1500 point DD spell. It didn't heal him, though, despite the name. His other spells were more irritating than dangerous.

He took about 19K of melee and DD damage, plus extensive damage from dots. I'd guesstimate his hp at 27K to 32K. My hunch is that it's 32K, which matches up to other high-level mobs of that era.
Sir KyrosKrane Sylvanblade
Luclin (Veeshan) Server
Lord, Lightbringer, and Redeemer in the service of Erollisi Marr
Master Artisan (300 + GM Trophy in All)
Master Fisherman (200 + 5%) and maybe Master Drunk (2xx + 20%, too drunk to tell!)
# Feb 08 2004 at 4:15 AM Rating: Decent
Soloed him as a 65 necro for a friend's Paladin epic. Charmed the Lich of Miragul for the turn in, then sent in the 65 pet Child of Bert with Rune of Death and Calliav on it, and basically dotted Miragul to death. He didn't resist splurt, horror, plague, Saryrns Kiss, FP or BoT. He did try his lifetap but I resisted it, but cannot say what resist was used. It is probably an MR based life tap if it is like player necro lifetaps.

All over in under two minutes, and didn't use Lifeburn either. Used about 2 bubbles or mana. Also my pet interrupted one spell (or proc) he tried to use, so it is interruptable too.
lifetap proc or spell?
# Dec 15 2003 at 6:31 PM Rating: Decent
i heard some people say his 1500pt lifetap is a proc.

if so then you can prolly duo this with a tank and a chanter + a stack of dots.

if mobs proc lifetaps you just rune up and it stops them from proccing, me and my buds do vs the same way all the time, tank, chanter, sham, and whatever dps bros are on at the time
lifetap proc or spell?
# Dec 15 2003 at 6:31 PM Rating: Decent
i heard some people say his 1500pt lifetap is a proc.

if so then you can prolly duo this with a tank and a chanter + a stack of dots.

if mobs proc lifetaps you just rune up and it stops them from proccing, me and my buds do vs the same way all the time, tank, chanter, sham, and whatever dps bros are on at the time
Nice robe!
# Dec 06 2003 at 7:11 AM Rating: Default
Does the robe look the same on player? I love the looks of it... =)
He is no longer a challenge
# Oct 13 2003 at 6:44 AM Rating: Good
385 posts
Be aware that by today's standards, Miragul is a wimp. One group of moderately-equipped people, levels 55-60, can easily take him. He casts a 1500 point DD or lifetap spell, but you can both interrupt and resist that. Other than that one spell, he's weaker than a typical PoP Tier 1 mob, though he seemed to have more HP.

We took him with 7-8 people, ranging from 52 to 63. I was main tank -- level 59, nicely equipped. We had a 60-something cleric for healing, with a druid as emergency healer in case of disaster. We also had a mid-50's enchanter to charm the lich, slow Miragul, and haste the melees. The rest were dps classes -- a wizard, ranger, etc. The fight lasted less than two minutes, and I was never in any real danger of dying.
Sir KyrosKrane Sylvanblade
Luclin (Veeshan) Server
Lord, Lightbringer, and Redeemer in the service of Erollisi Marr
Master Artisan (300 + GM Trophy in All)
Master Fisherman (200 + 5%) and maybe Master Drunk (2xx + 20%, too drunk to tell!)
# Oct 19 2003 at 3:36 PM Rating: Decent
uh i dont get it. Every thing I read says that this mob sells pack shrew for LDoN (druids version). Now I come here and I hear about him being part of the SK epic... am I losing my mind or what?! someone clear this up for me please
RE: uh?
# Oct 22 2003 at 3:17 PM Rating: Excellent
I'll try and help you out here.

First off, Miragul is for the Paladin epic, not the SK. But that's not really the question.

Pack Shrew is bought at the adventure camp in Everfrost with adventure points. You get the adventure points by doing adventures from the camp. The theme of these adventures is called, Miragul's Menagerie. I believe this is what is throwing you off. You get adventure points from doing Miragul's Menagerie adventures, then buy the spell at the adventure camp.
RE: uh?
# Oct 28 2003 at 12:09 PM Rating: Default
Gotcha! Ty for your help :)
# Aug 28 2003 at 3:57 PM Rating: Decent
So they are making a whole zone named after this lvl 53 complete wuss? What's up? I could summon a familiar more scary than anything he could make....

Liveye (lvl 65 Wizard)
RE: what?
# Oct 02 2003 at 8:59 AM Rating: Default
Hey you're cool Liveye...but try to be that cool
when lvl 50 was the cap and no PoP armor was available...
RE: what?
# Mar 24 2005 at 11:44 PM Rating: Good
387 posts
Lvl 50 was never the cap. It was lvl 55.
RE: what?
# Sep 29 2005 at 5:59 PM Rating: Excellent
35 posts
You, sir, are quite wrong. EQ began with a lvl cap of 50.
RE: what?
# Sep 07 2003 at 1:56 PM Rating: Excellent
Ok, some of this may be slightly off, so correct me if I'm wrong, but here it goes. Miragul was from times when Paineel was first being formed, during the outcast of the Heretics. Miragul became vastly comsumed by the black arts, and soon learned many dark rituals. He learned things such as how to creat portals to other parts of the world, and this is how he found everfrost. He slowly but surly kept stealing more and more from the library in Erudin about any sort of magic, especially the dark arts. He came to desire only one thing, all knowledge of all magic ever. He got very good at this, as he would spend years at a time sitting in the caves of Everfrost reading his scrolls, porting back every few years to steal more. Once he realized that he was getting old, and would soon die, he was very scared, not of death but that he would no longer be learning new magic. He found a spell that would alow him to become un-dead and live forever, and after some preparation was finally ready to perform the ritual. Unfortunatly he did not realize that although his body would live forever, it would have no soul, which means that he now just aimlessly wanders around the caves of Everfrost.

So first off, a lot of the top mobs from the origional EQ (such as Miragul, Phinny, Vox, Naggy) may be gimp by PoP standards, they were still the games top mobs at one time. My guess would be that the new zone is going to be a theme that Miragul found a way to return,(kinda like Venril Sathirs) and created himself a new fortress, so that even though his un-dead body still roams Everfrost, his spirit will be a new top boss in the new zone.

I dunno, this is just a guess, so we'll just have to wait till LDoN comes out to find out.

Edited, Sun Sep 7 14:57:15 2003
A bit tough
# May 14 2003 at 4:03 PM Rating: Decent
402 posts
Did this with 60 paladin, 55 paladin, 53 enchanter, 58 ranger, 52 cleric. Was a bit tougher than i thought. He procced 4 1500 lifetaps throughout the fight. Cleric went oom but we got him. Congratulations to Temil on Innoruuk server.

-Matthyas Lionheart
Officer of Sigils
Crusader of Rodcet Nife
His 2 cp?
# Dec 16 2002 at 10:29 PM Rating: Decent
Just out of curiosity, if he doesn't con kos to anyone, has anyone tried hailing him? Anyone know if he IS kos to anyone, like maybe halflings? Just curious
RE: His 2 cp?
# Oct 13 2003 at 6:49 AM Rating: Good
385 posts
When Miragul popped for me, he was not KOS to anyone in my party, which included Erudites, Wood Elves, a human paladin (me), Dark Elves, and I'm sure some others I'm forgetting.

Come to thing of it, a more accurate statement would be that he didn't aggro on any of us; I don't know if anyone in the party actually conned him. Smiley: smile

That aside, I did try hailing him. He said something like, "Begone, fool! I have important matters to attend to." I'll try to find my log file and extract the actual quote.

For the record, the Lich of Miragul doesn't respond to hails. Smiley: smile

Edited, Mon Oct 13 07:35:38 2003
Sir KyrosKrane Sylvanblade
Luclin (Veeshan) Server
Lord, Lightbringer, and Redeemer in the service of Erollisi Marr
Master Artisan (300 + GM Trophy in All)
Master Fisherman (200 + 5%) and maybe Master Drunk (2xx + 20%, too drunk to tell!)
# Nov 17 2002 at 2:37 PM Rating: Excellent
The History of Miragul and his Lich:

Over three thousand years in the past humanity was in its infancy. Mankind dwelled in the center of Antonica, spreading out slowly to inhabit the vast and fertile plains of Karana. Villages appeared and prospered, several reaching the size of towns, and two even became cities -- Qeynos to the west, and Freeport to the east. Humanity, much to the disdain of the elder races who watched from afar, was strong -- it rapidly gained a solid foothold in the world of Norrath and was there to stay.

This is not to imply, however, that humanity was at peace. Early on small groups formed, some linked by similar appearances, others by common goals. Competition was fierce, and when resources grew scarce for one reason or another many groups abandoned the promises and alliances of their past and fought. A few leaders spoke out against the violence, urging the masses to remember why they had fled the cold north. They had broken away from the lands of Halas and their barbarian brothers in the name of peace, and these leaders insisted that humanity adhere once again to those principals to which all had agreed.

Their cry was not totally ignored, and the fighting subsided. Villages were encouraged to trade with one another and to respond to competition nonviolently. An economy based largely on agriculture appeared and the villages and small towns were surrounded by large farms. Most of humanity’s leaders were pleased with this, wanting nothing more than peace and food on every man’s table after a hard day of work. A few, however, wanted more. Even though their people had risen well beyond the standard of living endured by their barbarian brothers to the north, they were not content. Explorers and adventurers returned from afar with tales of elves, dwarves, and other strange creatures, as well as descriptions of ancient abandoned cities. A few even came back with limited knowledge of sorcery and the mystic arts.

And when that discontent minority of leaders heard all of this, they became both jealous and determined. A small, fragile man of great intellect called Erud led this group, and he formed them into a council. They quickly became irritated, even disgusted, by their fellow man. Leaving a small network of spies behind, the remainder of Erud’s followers fled the city of Qeynos and boarded a small fleet of ships. They sailed to the west and landed upon the barren coast of the island of Odus. The land was sparse and uninhabited and quite appealing to the council and their people. They quickly built a city of their own, dissimilar in almost every way to both Qeynos and Freeport, for it was almost entirely a towering castle. Erudin it was called, and within it the scribes and scholars, who called themselves High Men, gathered and analyzed reports, captured books and scrolls, and other artifacts brought to them by their spies. The first human mages were then born – wizards, sorcerers, and enchanters occupied the great halls of Erudin and grew immensely in both power and knowledge.

One of the more adept practitioners of the arts was named Miragul. Unlike and more extreme than the others, he not only abhorred his human brothers on the mainland to the east, but he also grew to hate his fellow Erudites. To him they were both short sighted and narrow. They created schools of thought, categorizing magic into three groups and designing themselves to three classes: Wizards, Sorcerers, and Enchanters. Miragul found this limiting and thoroughly resented the thought of being restricted to one school of thought or another.

He soon found others who felt similarly. They were a small but growing group of outcasts who often studied forbidden texts and other knowledge generally kept secret from the majority of students. The council was morally and ethically opposed to much of the information gathered afar by their spies. Miragul found that these outcasts not only studied the three schools of magic, but also a fourth. It was called Necromancy and a few lucky spies had returned from a distant underground city (Neriak, it was called, home of the dark elves) with both their lives and also ancient texts describing this art. Miragul was intrigued, and, by using powerful magic, created for himself four identities, four separate countenances and names, and joined all four schools without the knowledge of the council, nor anyone else for that matter.

It came to pass some years later that the council, in its ever growing desire to know all there was to know, both in distant lands and also in its own city, discovered the group of Necromancers. They were branded heretics and a great conflict arose. For the first time in several hundred years, the Erudites fought. They engaged in a civil war not entirely dissimilar to that which they had loathed and fled from back on the mainland. But there was one very significant difference – they did not use swords and bows, but rather magic, and the result was terrible. Lives by the hundreds were lost, great buildings and structures destroyed, and eventually the heretics were forced to flee Erudin, to hide and regroup in the southern regions of Odus.

Miragul, being a member of all four schools, was not blind to the implications when the conflict began. He left the heretics before they fled the city, abandoning his fourth identity and siding apparently with the council. But this was only a ruse in order to buy time. He soon gathered every artifact and tome he could discreetly steal and then left Odus entirely, taking a ship back to Antonica and to the city of Qeynos. The lands of men, however, were not only to his dislike, but also filled with Erudite spies.Miragul grew afraid, even paranoid, and soon fled again. He headed far to the north and then to the east, wishing to avoid the barbarians of Halas. After many weeks he found himself near the great lake called Winter’s Deep and he hid there for some time.

While Miragul waited in secret his mind was not idle. He schemed and planned, and looked over every letter of every scroll and tome he had taken from Erudin. Time passed and his understanding and power grew. But he was unsatisfied and a deep hunger for even more arcane knowledge ate away at him. He soon left his hiding place and began to travel long distances in search of more ancient texts and artifacts. His power had grown and confidence overcame his fear of Erudite spies. Once again he cloaked himself in false identity and countenance and traveled the lands of men.

Not far to the south of where his cache of artifacts lay, Miragul soon found another of the new races, the Halflings, and their town Rivervale. The mage feared these small people and their propensity to sneak and to steal, and as his treasures grew in both size and value, he eventually made the decision to move even farther north, and away from all intelligent life. He traveled leagues and leagues, far beyond the range of both Erudite spy and curious Halfling, and eventually came to a vast tundra. This land had no name, and was not until centuries later referred to as merely the Frigid Plain. This frosty and remote environment appealed to Miragul’s heart, for it had grown cold, obsessed with only knowledge and the abstract, and filled with only hatred for others. Creatures with intelligence forced him to be discreet and slowed his acquisition of knowledge and items. He had as little to do with them as he could, only hiding amongst them when absolutely necessary.

Under the icy ground of the Frigid Plains, Miragul created a large network of tunnels and rooms in which to hide and study his collection. He used no labor, but rather deep magic to remove the earth from his way. Room after room, passage after passage, he did create to house his store of artifacts. He split his years, spending one score out in the world, exploring and amassing knowledge and items, returning them to his cache, and then the next dabbling with them, experimenting in one of several laboratories he had created.

Many years passed, even centuries. Miragul grew old, even though he did his best to extend his life using magical means. There was a limit to his enlightenment when it came to aging, and he soon acknowledged that one day even he would die. Only one aspect of death did he fear, and being no longer able to learn and collect wrought him with terror. As his skin grew wrinkled, and his breath short, Miragul’s time was spent less exploring the world of Norrath and more studying the existential. He soon discovered the various hidden dimensions that neighbored his own, the Planes of Power and Discord. He discovered means by which he could traverse these planes, making portals that led between them. But his strength was leaving him, and his journeys into these realities were short and often unprofitable. More and more, his own mortality limited his reason for living, and the specter of death haunted him daily.

The mage’s research into life and death was built upon a foundation he had learned from his fellow outcasts centuries before in Erudin. Necromancy, more than any other art, became Miragul’s obsession. Eventually he discovered a means by which to create portals within his own plane and made them to travel great distances in mere seconds. He traveled back to Odus, to its southern regions, in search of the other Necromancers. Perhaps, he mused, they had unearthed by now a way to cheat death.

The mage soon found that the heretics of Erudin had built a city into a great hole that led to unknown depths beneath the earth. This chasm was apparently the result of that huge civil war from which Miragul had fled centuries earlier. The city, called Paineel, though somewhat suspicious, allowed Miragul to enter and after a time he earned its inhabitant’s trust. Many humored the old man and his claims, while a select few respected him and were willing to trade knowledge for knowledge, power for power. They revealed to him the true power of necromancy, the ability to raise the dead, creating zombies and wraiths obedient in every way to their master. Many of the heretics planned to assault Erudin with vast armies of undead, to wreak revenge upon the council that had exiled and made war upon them in centuries past.

One important aspect of their necromancy interested Miragul, the fact that the undead ceased to age. Their lives appeared endless and the elderly mage knew that he must discover a way to be like them. He feigned interest in the heretic’s goals, learning spells to raise the dead, helping them raise their undead army. All the while, however, he was experimenting himself, hiding much of his research in the small home he was given in Paineel. After some time he discovered that which he had sought, a way to transform a living being, as opposed to a corpse, into the undead. Unfortunately, time was scarce, for he was tired and almost dead himself, his body deteriorating with age, and the heretics were almost ready to make war once again.

Miragul then left Paineel, using a small portion of his dwindling life energies to make a portal back to his cache hundreds of leagues to the north. Upon arrival, he withdrew silently to his most secret laboratory and prepared his final spell. Dreaming all the while of endless exploration and discovery, he slowly made ready his ultimate experiment. The enchantment laced with necromancy was finally made, and Miragul hid his remaining and fragile life within the phylactery, a small device he had pilfered from the other necromancers. Clouds of mystical energy gathered and then dispersed, revealing a shell of the man Miragul once was, an undead mage, what ancient scripts and legends called a lich.

In his haste, however, Miragul had made a miscalculation. The lich, while retaining all the mystical power of his formal self, lacked a spirit. Only the mage’s soul, now locked within the phylactery hidden deep in the cache, retained the ambition and desire to amass knowledge and power. The spiritless lich possessed none of these human traits, and Miragul’s soul screamed in silence as the undead creature began to aimlessly wander his menagerie of wisdom and enlightenment, his rooms filled with artifacts of power.

Main Entry: phy·lac·tery
Pronunciation: f&-'lak-t(&-)rE
Function: noun
Inflected Form(s): plural -ter·ies
Etymology: Middle English philaterie, from Medieval Latin philaterium, alteration of Late Latin phylacterium, from Greek phylaktErion amulet, phylactery, from phylassein to guard, from phylak-, phylax guard
Date: 14th century
-Either of two small square leather boxes containing slips inscribed with scriptural passages and traditionally worn on the left arm and on the head by Jewish men during morning weekday prayers.

Naldaen Quicksilver - Wizard at Large
"Words are the strongest weapon ever devised"

Edited, Sun Nov 17 14:51:29 2002
# Oct 29 2002 at 9:11 PM Rating: Excellent
Would just like to add something from experience...

My guild was ready to take down Miragul for our 56 Paladin (we got him, grats on the fiery avenger!) and we were drastically searching for an enchanter so we could charm and get this done...so i send a tell to an out-of-guild friend asking if his enchanter is high enough to charm him yet, he says no but insertlevel60necro'snamehere can charm it...i simply smacked my head really really hard...Lich of Miragul is an UNDEAD CREATURE! Necromancers CAN charm it, so remember if you're short on enchanters, get that necro in there!!!
# Aug 16 2002 at 2:24 AM Rating: Decent
Here's some Screenie's of Miragul. You can also check out his outfit.

Took him down..
# Jun 23 2002 at 3:39 PM Rating: Default
We killed him a few days ago for my FA. We had 1 full group a 60 cleric, 60 paladin, 59 warrior, 60 ranger, 60 druid, and a 56 chanter to charm the Lich to turn in Miraguls Philactery (Soul). I was alone but this group was major overkill the cleric only used CH once and one Cel Heal. A group of 55+ shouldnt have any trouble with him. Now just to get to the PoA and get my Fiery Avenger =P

Danerien Shadowlight
52nd paladin of Mithaniel Marr

Edited, Sun Jun 23 16:31:39 2002
Spawn Time
# Apr 23 2002 at 6:50 AM Rating: Default
Time spawn Lich of Miragul ??? Have PH ??
RE: Spawn Time
# Jun 23 2002 at 3:44 PM Rating: Default
His spawn time is about 6 or 7 days, and you DONT have to kill the roaming skellies he will spawn even if you dont. He should be up most the time unless another pally killed him in the last week like in my case, but I just kept checking on him once every day about the same time untill he was up.
RE: Spawn Time
# May 06 2002 at 10:58 PM Rating: Default
His spawn time is 1 week. You have to kill the roaming ice bones to get miragul to spawn, glacier bears will also spawn as PH's they are part of a cleric quest. He won't always spawn after 1 week, you must keep killing the PH's until he spawns. The respawn time on the PH's seems to be about 3 hours minimum.
RE: Spawn Time
# May 09 2002 at 10:37 PM Rating: Default
Guess I got unlucky. 28 wizard looking for the rod...swam down and entered the hall. Two skellies were walking along, targeted one...and it was the Lich. I've heard stories about this guy and ran like mad. Thought he was static. =(
Miragul Info
# Apr 04 2002 at 3:53 AM Rating: Good
I've always wanted more info about this guy before attempting him. But I went ahead and did it with what I've heard from friends and here. So I got my own info to share with other paladins. Its all going to be random, not much of a message board poster.

-Lich of Miragul wanders, and we pulled him with charm. He doesn't seem to like to get near the water so have your raid move up a bit into the main center hall. He will pull here easily. Once charmed, hand in your Phylactery.
-Miragul will now spawn. He was dubious to me and did not aggro at all. I initiated attack, and he immediately proced his 1500dmg lifetap.
-He procs his lifetap randomly... infact not even sure if its a proc or spell. Fight went by fast and I was too intent on stunning to keep reading the chat box. But I myself was lifetapped 3 times during the fight.
-He doubles for about 80-100ish.
-He casts invoke fear, and poison bolt, and I believe a low level disease AoE that I resisted everytime.
-The lifetap does infact heal him.
-He went down to the hands of just 2 groups. 52 paladin, 48 bard, 60 shadowknight, 57 cleric, 60 enchanter, 52 shadowknight, 53 druid, 44 warrior, 46 rogue, 57 necromancer, 45 enchanter, 52 bard. 1 death, and it lasted about 1-2 minutes.
-He seems average MR, 1 out of every 3 or so of my stuns seemed to be resisted.
-The 60 SK said he was hard to land a hit on, constant misses, high dodge skill etc.
-Overall it was a fairly easy fight, just make sure you bring more than enough... don't want to lose all that dragon raid time incase you fail.

Hope this helps.

Edited, Thu Apr 4 03:51:03 2002
# Mar 18 2002 at 11:33 AM Rating: Default
Has anyone fought Miragul since the Lifetap change was made recently where NPC's and pets actually get the HP from the lifetap?

How often does he proc or cost his lifetap? How much is the lifetap for?

I know that a couple of other mobs that lifetap are harder than they were before the change. I just want to be sure before I go spawning this guy for the Paladin Epic quest.

Edited, Mon Mar 18 12:00:21 2002
# Mar 04 2002 at 5:35 PM Rating: Default
Does anyone have a Loc on the hole in the ice and the tunnel to reach this guy?

Edited, Mon Mar 4 17:38:04 2002
RE: Loc?
# Sep 10 2002 at 8:02 PM Rating: Decent
closest hole to the underwater caverns is roughly pos 2450, neg 4000
# Jan 29 2002 at 12:04 PM Rating: Decent
OK We owned him last night, The live Version was hitting me for 120's max and he only proced his lifetap once the entire fight from what i could tell and no it is not 200-300 hp it is 1500hp. And really he wasnt that hard we had 10 folks and he went down like a rock, one cleric 3 druids me, 1 warrior 2 rogues and one shaman, Granted the rogues one druid and the shaman had their epics but i dont think it would have made alot of difference.lvls Ranged from 53-60 with only 1 being 60

Darlantan SilverHeart
54Th Cavalier of Brell
Requiem of Souls
RE: Miragul
# Jan 30 2002 at 6:19 PM Rating: Default
He went down easy for us granted half of our ten 53-60th lvl ppl carried their epics. All i can do is lol ... love it when someone says "It went down ez at lvl 18" ohhh and btw i am ubertwinked and had my 41st lvl druid superbuff me first.
RE: Miragul
# Feb 01 2002 at 2:07 PM Rating: Default
Well like i said the Shaman and the druid epic didnt help out very much at all. the shammie didnt get the slow to stick till at least half way through the fight, and the fight only lasted like 30 seconds so the dmg from the druid dot was minimal also. I would say two or 3 lvl 60's could potentially kill him provided he doesnt get to many lifetaps off, but below 55 i would not recommend bringing less than a group and a half if you havent worked together very much

Darlantan SilverHeart
54th Paladin of Brell
Requiem of Souls
RE: Miragul
# Jan 29 2002 at 12:07 PM Rating: Default
ohh and he was not kos to anyone that was there with me including me. He was dubious to me. And he was up when we went in there so i couldnt tell you about the spawn time except that the two times i have been in the caves he has been up both times

Darlantan SilverHeart
54th Cavalier of Brell
Requiem of Souls
Spawn times
# Jan 12 2002 at 7:07 PM Rating: Default
17 posts
when does the lich spawn is he always there or is he on a spawn timer??...Would be kinda disapointing to get 20 of your closest friends together and wow the mob isn't here.

52 Pally
# Jan 04 2002 at 5:54 PM Rating: Default
It would be nice to see a pic of this bad ****, but I guess everyone is too busy tryin to stay alive ) When our guild whoops him I will make sure to send one in... it would still be nice to see one in the meantime.
It could happen
# Dec 10 2001 at 11:39 AM Rating: Default
Well i can for see a caster getting this item, the books of scale come from vox. naggy as well as some of the high end dragons. Gore and her brother in skyfire. A raid on them may not have paladins due to them being fairly few at high end things like them. And if a paladin isnt there to roll a caster will.
Dropped like a rock
# Nov 21 2001 at 4:25 PM Rating: Default
Now mind you, we brought about 20 people 50-60 and the epics were blinding, but he went down with only 1 casualty incurred.... first charmed him, then killed him, LOL
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