Dain Frostreaver the First: The Founding of Thurgadin  

Quest Started By:Description:
Maximum Level:120
Monster Mission:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Loot
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Prophecy of Ro
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Wed May 17 17:00:30 2006
Modified: Thu Feb 3 02:23:56 2022
The Dain monster mission series may be completed in any order.

Dain`s Historian Duggans can be found in a small room near the throne area at the top of Icewell Keep. (He /cons Coldain faction, but will not attack no matter what your status. His roommate may, however.)

You say, 'Hail, Dain`s Historian Duggans'

Dain`s Historian Duggans says 'Welcome ______, welcome! It's always a pleasure to speak with an Outlander such as yourself. All Coldain appreciate the services you have rendered us and the blows you have dealt to our Giant foes. Have you come to learn more of our [history]?'

You say, 'What history?'

Dain`s Historian Duggans says 'The Coldain are a proud people, and with good reason! We have proven ourselves time and again in this unforgiving land, flourished and thrived. Of course all Coldain must acknowledge the [leadership] that has brought us through the dark times we faced.'

You say, 'Leadership?'

Dain`s Historian Duggans says 'Yes indeed, we have been blessed with leaders beyond compare. All Coldain know the story of Colin Dain, and I'm sure you have heard of our great first leader. But even after Colin fell the Coldain have always been guided as if by Brell's own hand through each Dain's reign. Would you hear more about [Dain Frostreaver the First]? Or perhaps [Dain Frostreaver the Second]? And who can forget [Dain Frostreaver the Third], the father of our current magnificent leader?'

You say, 'I want to hear about Dain Frostreaver the First.'

Dain`s Historian Duggans says 'Who can forget the great Dain Frostreaver the First? Certainly not I, and certainly you will not once you have heard of his [greatest triumph.] In a dark time he led us to this place and carved a home for us with his arm and his axe, driving before him the Giants that sought to bar our way.'

You say, 'What was his greatest triumph?'

Dain`s Historian Duggans says 'Well I could tell you about it, or I could show you. Would you like to [see for yourself]?'

You say, 'I would like to see for myself.'

Dain`s Historian Duggans says 'A wise choice indeed ______! Happily Brell has gifted me with the power to bring the exploits of our great leaders to life. Prepare yourself and let me know when you are [ready].'

You have been assigned the task 'The Founding of Thurgadin'.

After being forced to abandon the Crystal Caverns the Coldain were in search of a new home. Dain Frostreaver I led his people through the mountain pass to the Great Divide. There they found a new place to call home, but not before Dain himself and his five greatest warriors carved a space for his people through the Giants and wolves already there. Each Dwarf with our Dain knew that if the Dain were to fall it would be a blow too terrible for our people to bear. Thus did they guard him even as they brought the assault to the Giants. Relive Dain the First's greatest moment as he kills the three Giant Chieftains and the Giant Warlord.

Our scouts report three main clusters of Giants in this area. Each is commanded by a Chieftain, and all report to a single Warlord. Our first objective is to eliminate all three bands.

You are given a list of six dwarves you can play:

Dain Frostreaver I: Level 65 Paladin (required)
Faltan Brittleblade: Level 65 Warrior
Otan Restil: Level 65 Cleric
Brita Timus: Level 65 Cleric
Lothem Brightsteel: Level 65 Rogue
Brimhem Brightsteel: Level 65 Berserker

You say, 'Ready!'

You have entered The Great Divide.

Kill the Kromzek Chieftains 0/3 (Great Divide)

Four giant scouts Kromzek Scouts protect one chieftain in three different areas. Each scout has approximately 75k hp. Each chieftain has approximately 200k hp and rampages frequently. There are two types. The shamans wear gold and rust armor. They cast the "Toxic Snare" spell, among others. The warriors wear light blue and metallic light green armor.

The first chieftain is in the fort by the wizard spires. He's in the center building, all by himself. The front entrance to the fort has one shaman scout and one warrior scout. The back entrance has two warrior scouts. Since you only need to use one entrance, most people just kill the the scouts at the front entrance, kill the chieftain, and leave by the same entrance.

The second chieftain is in the Southern part of the zone. He's near the river. He has two warrior and two shaman scouts as guards. Of the three cheiftains, this one is the most difficult because the shaman scouts can snare.

The third chieftain is by the druid port (aka dragon circle). He has four warriors as guards.

Fight throught the Heart Wolves 0/8 (Great Divide)

Eight heart wolves may be found near the entrance to Thurgadin. They are melee only and have approximately 60k hp apiece.

Slay the Warlord 0/1 (Great Divide)

The warlord spawns when the last heart wolf is killed. This allows you to setup before you kill the last one. Because of the warlord's knock back, the best place is in the cave behind the waterfall. He has approximately 400k hp, rampages, and procs a knockback/stun that happens every 20 seconds. The cave has hard corners that the tank can use for the knockback.

He drops a shield or ring, a coldain seal, and six shards of wisdom (loot this for experience).

The shield is a Reinforced Kromrif Buckler (ARTIFACT) and can transmute to:
Battered Kromrif Buckler (level 1-10)
Dented Kromrif Buckler (level 11-20)
Worn Kromrif Buckler (level 21-30)
Kromrif Buckler (level 31-40)
Ornate Kromrif Buckler (level 41-50)
Runed Kromrif Buckler (level 51-60)
Reinforced Kromrif Buckler (level 61-70)

The ring is a Blue Diamond Kromrif Citizen's Ring (ARTIFACT) and can transmute to:
Chipped Kael Citizen's Ring (level 1-10)
Worn Kael Citizen's Ring (level 11-20)
Kael Citizen's Ring (level 21-30)
Jade Kromrif Citizen's Ring (level 31-40)
Ruby Kromrif Citizen's Ring (level 41-50)
Diamond Kromrif Citizen's Ring (level 51-60)
Blue Diamond Kromrif Citizen's Ring (level 61-70)

In addition to these rewards, a Portion of a Coldain Historical Seal drops every time. Turn this seal in to Dain`s Historian Duggans in order to receive an augmentation, based on your level (these are listed in order of level - need information on level ranges for each):

- Minor Coldain Historical Seal (recommended level 5)
- Lesser Coldain Historical Seal (recommended level 15)
- Coldain Historical Seal (recommended level 25)
- Greater Coldain Historical Seal (recommended level 35)
- Golden Crested Coldain Historical Seal (recommended level 45)
- Platinum Crested Coldain Historical Seal (recommended level 55)
- Diamond Studded Coldain Historical Seal (recommended level 65)

The strength of the augmentation is determined by how many and which Dain monster missions you have completed:

Dain Frostreaver the First - 15% power
Dain Frostreaver the Second - 20% power
Dain Frostreaver the Third - 65% power
First and second - 35% power
First and third - 80% power
Second and third - 85% power
All three - 100% power (maximum stats as shown on item display)
Submitted by: Gobin
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How to get the achievement
# Mar 27 2021 at 10:56 PM Rating: Decent
4 posts
To actually get the checkmark for the achievement, you need to loot the Portion of the seal and hand that in to the Historian. If you don't hand in the seal and get the augment, you don't get the checkmark and you don't get the achievement.

Also, this means you have to repeat this quest once for each party member.
dain aug writeup (mission 1)
# Feb 17 2014 at 12:25 AM Rating: Decent
27 posts
Was able to 4 box this with dain, rog, clr, clr. I can imagine that it is 3 boxable, but the last boss has somewhat high DPS and i felt more comfortable with 2 clerics. First step is the giant fort , SW of zone in. I kill both the giants outside so I dont get any adds as the chiefs all run. Rogue pulls for rampage, should be an easy kill.

2nd chief is north of the plane of mischief zone, near the river. It sucks but the best thing to do is grab a wolf which lets you single pull the chief. The wolfs are quite slow so make sure you dont lose it, you can walk instead of run for example, or just stop every now and then. Inch forward with the wolf facing straight at the chief and he will come alone. Have rogue or whoever hit the chief ramp. kill wolf. kill 2nd chief.

3rd chief is a bit tougher as the wolf trick doesn't work. I had rogue throw axe, ran SE, and had dain peel off the chief. Once on dain, had him run NE so adds did not add when pathing back. Eventually adds will disengage from rogue (run 4 a must for all toons!) at which point you can have rogue/melee run back and join chief fight. Just watch the extended target window so you know when you only have chief. You can engage when puller is still fleeing from adds or wait until they are back with dain and healers.

So next is the wolfs, there is 8. Kill 7, and last one pull into the tunnel to Thurg. Keep DPS low on the last wolf, you want to keep it rooted so it does not leave tunnel. The warlord spawns right outside the tunnel so he will jump you if you go too far out of the tunnel, which screwed me once. I believe he casts a snare so you wanna have the melee pull for ramp and dain get aggro.. have dain in corner of the tunnel, as the warlord uses a knockback. Keep heal over time on dain, ramp tank, and whoever needs it. Have 1 cleric solely do perfect heal on dain, and other dain do HoT and CH as able. Thats about it. : )
strategic hints
# Jul 15 2008 at 12:55 AM Rating: Decent
just my experience with this missions, think this can add a bit of flavor to some people.

not a full group or a full group of not used players:
1. you need at least dain, the female cleric (with the conviction) and one melee for dps. dont forget that the warrior has 2 weapons...

2. for the AA: ancient run speed 4 is a MUST. warrior is a DPS, not a tank...

3. for all chief fights and the Warlord you need to get aggro with dain AND a melee first, then start healing, so you dont get the rampage on the cleric. also keep some distance with the cleric(s) to be out of aggro range.

4. keep in mind anyone can die in these missions except the key toon (here the dain) and wont loose any exp at all.

5. Out of combat (ooc) regn is your friend for the cleric.

6. conviction and manaregn buffs are nice-to-have but no must. it just consumed time and mana. only one who should be buffed at sometime on the run is the dain, but even the dain dont need it...

there are mainly 2 ways dains are done these days afaik:

Giant fort

Kill the chief. dont care for the add of one of the guards (as they socialice the add will kind of "root" the chief, then outrun the add on way to next camp.

another way is killing one giant, get a wolf which are running around that area on one melee and charge the chief. the wolf (socialised with the giants) will root the giant. if no wolf it doesnt matter, chief is not SOWed.

Camp at the river.

easiest way is to grab a wolf on the way from the first camp and pull it to that camp. (best to pull is dain but can be done by any toon) go to the chief from the hut side and move slowly so that the guards are evenly left and right BEHIND the chief. you will reach a point when the chief will start helping the socialised wolf on the dain. only chief will add, no guard, if you do it right.
so its a single pull and dont kill the wolf, he again will root the chief. this chief is SOWed, so if you box you will appreciate the situation of a static mob and not running after a sowed mob...

if you dont find a wolf on the move just do pull/pick as already described by others: one throws an axe at the guards and run along the dain who will pick the chief with a stun. in a full group usually the second cleric should pull, as he has no dps. otherwise its up to you which melee pulls, does not really matter. dont start looking after wolf for a longer period, you will loose time on that, just do pull/pick then. i a group of 3 i would advice to search a wolf, even if it need 1 or 2 minutes.

Dragon Circle / gate-in

there are no wolfs nearby and the chief is not SOWed so stay with the pull/pick scheme. pull the guards away with the puller. just die and respawn at the tunnel is quick and easy, you can also run a big circle back to your group, essential in a group of 3 (dain picks the chief and kites the chief until the dps is back for getting the rampage, or healer has to heal himself more then the dain...) pull chief a bit a way from the DC, best in direction of the wolfes. it does not really matter to which spot, but direction of wolfes will shorten the time you need.

8 Wolves

the wolfes socialice. so keep at least 2 wolfes in the fight, so they dont run.
often seen and done is pulling the first 4 wolfes by dain and fought by all toons. the second cleric (or if 5 or less toons a melee) runs for the other wolfes and pulls 3 of them to the fighting crowd. just run trough the fight so the wolfes have to run through it too. they will stay at the fight. healing can be done all the time with healing over time. just dont sit down, you will never get the aggro of the wolves.

you can also pull all wolfes at the begin or do it free for all, but best is to give the rogue the possibility to use his backstab...

8th and last wolf to be pulled into the tunnel and be killed there so the warlord can spawn outside with all toons in the tunnel.


due to the knockback i like to fight in the tunnel. there are also some spots outside, where the MT - dain can stand without having trouble with the knockback, but easiest and most obvious spot is the tunnel.

all toons are backed behind at the furthest wall in the tunnel, only dain will go the the left alcove (left if looking outside) accompanied by the toon who will fetch rampage, they target the warlord and put autoatack on. dain will get a heal over time, then nuke the mob to come into the cave.

a: if you have only one cleric, the cleric has time for a mark (reverse damage shield, an AA she has), then start chainhealing with the PH (first time needed all other heals can be done with heal over time) until warlord is down. dont heal other toons, if one will die he will respawn soon near and with /assist he can get a clear target again and join again the fight. all other toons join fight when the warlord is completly in the tunnel. the rampage toon can switch to the backside of the mob, too.

b: with 2 clerics, the female will mark/nuke and spot heal if needed (rarely), the other will chainheal with PH.

dain needs to taunt, bash and nuke all the time, even as he is stunned half the time. just keep aggro on him.

whe warlord is dead, loot and scoot. an experienced group can do this under 20 minutes.

if you have a full group of experienced players
you can do it faster then with this strategy:
4 toons will rush the first chief without caring for the add(s).
2 others will go on the hunt. usually the second cleric (no dps) and the warrior will go, but it does not really matter which melee will be the second hunter.
one hunter will go for the second camp and singlepull with the wolf the chief.
the other hunter goes for the third camp and pulls the whole bunch.

both hunter are going with the mob(s) to the wolfcamp. make sure, you dont outrun them!!!
the fighting group also moves after the kill of the first one to the wolfes.
usually they should be there before the hunters arrive. the dain then picks the chief off the bunch pulled from the DC and aggroes the one single pulled. i advice to kill the single-pulled SOWed mob first, but up to you if you like to chase running mobs. after killing the 3rd chief go as usual for the wolves.

this system is faster that the classic one, the task can be done in 12 to 13 minutes if all have their AA saved/loaded and start running when zoning in.

why doing this that fast? with a timer of 30 min you can do a lot of housework meanwhile or other stuff. or you work around the timer of the task. just add your group to already running tasks.

if you have questions send me a message and i will try to answer it or amend this posting accordingly.

# Mar 08 2008 at 12:15 PM Rating: Decent
2 posts
Went to do quest today and no one around. What happened?
Done with 3
# Jan 17 2008 at 10:20 PM Rating: Decent
Easily done with 3, was 2-boxing Dain and Faltan and friend Was using Brita. Done it twice, and Brita never got hit.

Easy way for the harder two Chieftans is to pull anything (other than Cheiftan) with Warrior, and as you throw the weapon, nuke Cheiftan with Dain. When they all get to Warrior, use Enraging Blow and just keep attacking. Works great for all 3, never had a problem.

For Warlord just back in to corner behind waterfall and let Dain tank. Keep chain CHing with Cleric.
Not too difficult
# Aug 30 2007 at 5:46 PM Rating: Decent
I just tried to 3 box this and I got the warlord to 17%. Would have had him easily if I had known just how far that knockback spell of his knocked you.

The dwarves I used: Brita, Faltan and, of course, Dain.

Have Faltan pull the Chieftain's guards with a throwing axe, and have Dain's thunder spell hit the Chieftain after he aggros Faltan. Then, run the chieftain away from there to someplace safe. It doesn't matter if Faltan dies as all of the dwarves except Dain can resurrect without you failing the mission.

Dain is more than strong enough to kill the bosses of this zone before Brita's mana runs out, but help speed the process along by using mark of the blameless on each named.

As for the warlord, he is only slightly stronger than the Chieftains. He casts (procs?) a knockback spell every 5-9 seconds. I'm not exactly sure of the time, but it's short enough to make it so perfect heal won't land before your tank goes flying away. Just position Dain against a wall and it should be fine.
KO to Dain
# Feb 14 2007 at 3:51 PM Rating: Decent
I am kos to dain, as I just found out. What do I need to kill to get my faction up?
KO to Dain
# May 21 2007 at 9:40 AM Rating: Decent
86 posts
velious giants
dain bramage
# Jan 15 2007 at 9:35 AM Rating: Decent
i am trying to get to lvl 46 (from lvl 44) are these worth trying to group up and do? i just downloaded PoR, and was wondering plz hit me back
dain bramage
# Aug 06 2007 at 2:21 PM Rating: Decent
43 posts
I am mostly an XP grinder, and do not power level, but... this mission helped me as well as prepare me for future raids (when my warrior grows up!). It is worth it. Have gone from Lvl 39 to 41.

Seesha Critterslayer.
dain bramage
# Feb 04 2007 at 10:54 AM Rating: Default
I have not try at lvl 40+.. my druid is 73 and it's worth the effort.. It's challenging especially it's my first time doing it. The augment is really nice when I complete all 3 mission.
# Jan 12 2007 at 4:56 PM Rating: Decent
What expansion is needed for this MM?
# Jan 14 2007 at 9:23 AM Rating: Decent
need PoR, just tried with titanium package and no dice.
Guide for D1
# Nov 14 2006 at 3:10 PM Rating: Decent
37 posts
Did this mission a few times. Can nearly do it in my sleep, and have once or twice. Another fairly simple way is Dain tanks Chiefs and Warlord. On the second and third chiefs, we have the warrior tank 2 scouts and zerker tank the other two, while healers focus on the Dain and the other takes care of the offtanks. Every now and then I throw an Armor Cleave on a chief to help out the Dain. the wolves are fun as we just pull then all at once and just free for all. Never tried the cave trick but it may be worth looking after as the Shard loot does get lost once in a while and if you don't have a bud to assist, you cannot get the loot.
Last night we tried the kiting trick as there were only three of us to do this and while messy due to my playing the Dain it worked out ok until our healer crashed and LD'd. Bummer there. Had 2 bad missions in a row, one being the LD incident and the other being I had my "/hidecorpse looted" on and lost the Warlord in the Dain 2 mission. Before I could get a good assist or turn off the hide, the giants started repopping. Was a pretty good run for everyone else, though. So I reckon that is all that matters. I did win a roll for the Dain 2 aug though and managed to get 2 seals to the aug after another try. So it wasn't a total wash. Unfortunately, I'm already augged a bit better than that one . Oh well...
desstroy for upgrade
# Sep 17 2006 at 5:07 AM Rating: Decent
did the destroy to get upgrade, if you think it failed check your bank slots, somehow it ended up in my trader satchel lol
desstroy for upgrade
# Sep 27 2006 at 5:26 AM Rating: Decent
4 posts
i did not have to destroy mine to get the upgrade it automatically upgraded on its own
# Aug 15 2006 at 7:51 PM Rating: Decent
I got the full aug before 60. So I didnt get the max version. Is there anyway to 'upgrade' the aug I have (aside from doing all the missions over again).

I was told the if I killed myself and looted the aug off my corpse that it would upgrade itself to a post 65 Aug. Tried that...didnt work.

Anyone know if there is an upgrade path? Has anyone tried just turning in, say Aug3, and see if it upgrades the full aug?....
# Aug 24 2006 at 9:21 AM Rating: Decent
15 posts
Remove and destroy the augment. Then hail the Historian and he will hand you back the higher level version of the augment. I was scared to try this myself, but it worked fine.
Caul Ebonfist - 100 Monk
Gagej - 100 Shaman
Zendledorf - 95 Beastlord
Gager - 95 Ranger
# Sep 09 2006 at 6:21 PM Rating: Decent
86 posts
i can confirm as of today this does, indeed, work.
# Aug 30 2006 at 9:35 AM Rating: Decent
You get flagged for having completed each mission, so this sounds logical. Will confrim tonight and post.

# Sep 11 2006 at 10:11 AM Rating: Decent
Confirmed this works.
# Aug 14 2006 at 6:50 PM Rating: Decent
i 4 box this mission, so i will give ya my read on it. i go in with dain, 2 clerics, and a rogue.

First Chieftan (In fort by zone in)
I like to kill both scouts outside. Why? because it is easy enough to do, and it saves me the hassle of dealing with them when the chieftan runs out to them when he gets low hp.

Second Chieftan (southern part of zone)
I set the clerics to the north of the giants. I place the rogue to east of the formation, set to run west right through the 2 rows of giant behind the chieftan, and i put the dain dead ahead of chieftan. I then run the rogue through the giants to agro and stun the chief as the rogue trains off the rest. I let the rogue run all the way to velks while i grab the clerics and head north with the chieftan. Once i have him single and far enough away from spawn that he wont get any assitance from the other giants heading back after the rogue has died or outrun them, I stop and stomp him.

Third Chieftan (by druid port)
Pretty much same strat as second, i set the rogue to the north of the formation, clerics to the east, and dain in front of chieftan. I ru n the rogue south through the giants as the dain stuns and grabs the chieftan. I let the rogue keep going, pull the chief east to my cleric to grab them, then run him north towards thurg, once i have him over the hills, clear and free i stop and stomp him. then i bring the rogue back if he outran the giants or bring him south if they caught him.

Pretty easy, just single pull em till they are all dead.

Also pretty simple. i set the clerics up on the east side riverbank out of range, the rogue on the west side riverbank out of range, then run the dain along the east riverbank wall and around behind the warlord. Smack him and back up into the corner, move the clerics up into healing range, and run the rogue up his backside. perfect heals off cleric 1 and hot's off cleric 2 with the occasional hot to the rogue, takes about 2 mins to kill the warlord.

rinse and repeat as needed.
Level 60 Loot
# Jul 12 2006 at 9:04 PM Rating: Decent
286 posts
Face item dropped recently:

Ruby Inlaid Frost Covered Mask
Slot: Face
AC 12
DEX:7 STA:7 CHA:7 WIS:7 INT:7 HP:70 MANA:80
Recommended level of 60
WT:0.8 Siza: SMALL
Race: ALL
Slot 1 Type 7: empty

This came from the first Dain mission.
# Jun 17 2006 at 9:49 PM Rating: Decent
90 posts
What's up with the imp?
Guide for D1
# Jun 10 2006 at 3:49 PM Rating: Good
383 posts
Ok... This mission is enough to drive someone to insanity. The reason being is that this mission is SOOOOOOO easy, but Normally is made excessively complex due to misinformation.

So to help correct this.. Writing a basic walkthru, Based on my exp Playing nearly 100 D1 Missions, In every diffrent Role Template.

Stage 1 - Giant fort

Straight forward. Kill the 2 guards, Kill the cheif.

Stage 2: The rivers end.

This is where problems start, and conflicted information comes into play. General consensus Is absolutely adamant that the proper way to complete this stage, is to have the Warrior of the group, aggro the pile, and then the Dain Peels the Cheiftan off. Once peeled, The Dain holds the Cheif while the Warrior Holds the remainder.

This is ***NOT*** effective. (Keep in mind, It is obviously diffrent in Missions w/ people you know... But if your doing MMs, Normally its random grouping)

What happens in a random group in this method, is that Invariably, the dain Holds aggro, The Warrior Trys to keep aggro, but fails due to the fact clerics pick up aggro due to having 2 chain heals going 1 on dain, one on Warrior. Then the mobs all float around causing chaos. With chaos Unneededly, People die, and In some cases, the mission will fail at this point.

The Most effective, Efficent, and Safest way of doing this, Is Zerker kite.

When ready to pull, The zerker gets hit w/ Conviction, and Heal over time. The zerker pulls the pack, and taunts using AoE aggro. The dain Then Peels the Cheif, and the Zerker Kites the remainder as far away from the group as possible.

(Ususally... this gets goofed up, when a Warrior feels left out and trys to get aggro on one of the scouts, Or One of the clerics trys, for some odd reason, Trys to heal the dying Zerker, picking up aggro back onto the cleric.)

In this stage... It is a given (but if done correctly Not always guaranteed) that the zerker will die. The reason is the scouts will Cast Toxic snare, which doesnt let the zerker get very far, or live long.

However, If the zerker dies or not, It does not matter, Because With both the Warrior, rouge, Dain focused on the Cheif, The cheif goes down usually at the same time as the scouts are just arriving back at the camp to aggro the dain. Once there, its just a simple matter of overwhelming the mob of scouts.

Now... The advantage of this method, is that it puts the fights in a 1 on 5 situation, instead of a 5 on 6 situation. This allows the clerics to keep heals on dain, instead of bouncing aggro all over the place requiring heals on 2-4 Melees, drawing more aggro, and wasting excessive mana. It keeps the stage much less chaotic, Much more controllable, Safer, And more mana efficent... To do anything else Is just asking for trouble, Simply in the name of being lazy.

(Seems when trying to set up kite method, Alot of resistance seems to come from people, who think its "Easier" to let the warrior hold the group, and the Dain hold the cheif)

Stage 3: Dragon Circle

Simple, straight forward. Repeat the Zerker kiting method in this stage, as used in Stage 2. Luckily in this one, Due to the fact there are no shamans in this camp to cast snare, The zerker can effectively Kite the giants around the hill sides. The Melees gank the Cheif, and the dain peels the scouts one by one from the kiting zerker until none are left.

Again, simple, easy, safe, and efficent

Stage Four: Wolves

Nothing big here. Melees free for all on the wolves, Dain needs to refresh the clerics "Pure Thought" At the begining, and Clerics start working back any lost mana in prep for the final stage.

Stage 5: Overlord

Many methods on this...All basically the same method. In general, for safety sake, Allow the warrior to go in first, aggro the Last giant, and set himself in One of the north corners outside the tunnel to thurg. The giant has "Knockback" which will snare as well.

Generally, the wisest idea is to allow the Warrior to solo the general/Overlord (whatever) till hes down 10% HP, to allow the warrior to build up enough aggro to keep the giant focused on him. Once that aggro is there, The remaining melees close in for the kill.

Now, Who ever has main aggro in this, When they get hit w/ knockback, has a responsibility, to "Position the Giant, As close as possible to the middle of the river. There have been confirmed losses due to the giant falling into the side of the hill, and end up unlootable, wasting everyones time and effort.

Easiest way to do this.. Once knocked back... The tank needs to walk straight for the giant, walk between its legs, walk to the opposite side of the river, let the giant follow, then once in the river, the tank then resumes position back in the original corner. If done right, The giant will cast its knockback, with just enough time for the tank to get back in the proper position, to avoid long distance knockback.

And thats it... The MOST Mana Efficent, Time efficent, Organized, effective, and Most importantly... SAFEST method of doing this.

I hope this helps, not only to make this easier, But help to understand WHY this method is better, Because w/ as easy as this mission potentially is, There is simply no reason for any group to ever fail on it.

Good luck to all, and happy hunting.
Guide for D1
# Jul 27 2006 at 8:55 PM Rating: Decent
Some of the difficulties I've run into on Dain1:

Warrior goes in to aoe enrage the 4 guards to kite them and the aoe doesn't hit them all, so when Dain pulls the Chieftan, all but 1 or 2 come, wipe.

Warrior gathers them all up before hitting aoe enrage so that they all get hit with it, but doesn't get far enough ahead of them before snare wears off and splat, wipe.

After getting past the snare guards, getting a good taunt on all the guards at the dragon circle, starting off running, getting too far ahead and the 4 guards head back to camp to kill the cleric(s) splat wipe.

On the Warlord, seemed pretty easy straight forward until Dain got wiped 4x in a row because we couldn't get a heal on him in time. Or just went down too fast for patch healing. Ok np try the warrior leave Dain out of it, and then we find the Warrior can't hold agro to save his life.

Note that the Warrior, I just found, has another 1hs in his bag to replace his shield he comes equiped with, so when we go again and get to the Warlord, going to try that this time.

This mission can be much more difficult than it appears to be.

completed level 65+ historical seal
# Jun 09 2006 at 12:34 AM Rating: Decent
123 posts
The completed 65+ historical Seal looks like this:

Diamond Studded Coldain Historical Seal
Lore Group: Coldain Historical Seal
This Augmentation fits in slot types: 7, 8
AC: 14
STR: +7 STA: +7 WIS: +7 INT: +7
HP: +70 MANA: +70 END: +70
Regeneration: +7
Avoidance: +15

Restrictions -
Recommended level of 65.
Class: ALL
Race: ALL

Item Information:
You must use the solvent Class XVIII Augmentation Distiller to remove this augment safely.


Have it augged to my sleeves on magelo. Link is in my signiture.

Edited, Fri Jun 9 00:31:41 2006
The Rathe / Prexus
Krosar Shadowflame - 105 Necro
Rasork - 105 Druid
Imacatlol - 105 Bard
Yaldax Toknight - 105 Rogue
Savi Yorr - 105 Paladin
Dain Augments
# Jun 07 2006 at 11:56 PM Rating: Decent
Would anyone please let me know whether I will get three different seal augments after the completion of these mission or only one his name and stats will get changed even as I complete the last two missions? For example by doing the first mission I will get Golden Crested Coldain Historical Seal, now when I will turn in the Portion of Coladin Historical seam for Dain 2, will I get an another augment with increased stats or the Golden Crested will change to some other item?
Level 70 Loot
# Jun 01 2006 at 10:50 AM Rating: Decent
The level 65+ mission drops

Reinforced Kromrif Buckler
AC: 65 (70)
STR: 8 (+9) DEX: 8 (+9) STA: 8 (+9) AGI: 8 (+9)
HP: 121 (+130) MANA: 121 (+130) ENDUR: 121 (+130) SV DISEASE: 8 (+9)
SV MAGIC: 8 (+9) SV POISON: 8 (+9)
Recommended level of 70.
WT: 4.0 Size: GIANT
Race: ALL
Slot 1, type 7: empty
RE: Level 70 Loot
# Jun 08 2006 at 9:50 AM Rating: Excellent
6,998 posts
Added, thanks.
# May 30 2006 at 12:23 PM Rating: Decent
1,272 posts
90% AA exp at level 70.
# Jul 14 2006 at 10:26 AM Rating: Decent
Somehow I get .78 AA exp per mission at level 70.
Seal aug
# May 25 2006 at 12:28 AM Rating: Decent
If you affix the seal aug to an item before it's maxed out the stats with all three missions will it show stats with two missions done? Will it also improve or evolve after you complete all three and loot all three seals?
RE: Seal aug
# May 29 2006 at 9:42 AM Rating: Decent
You may attach the seal from the first mission to an item to get stats from it while doing the other missions. The seal will get improved stats when you turn the other seals in, you will need to zone after turning in the other two seals to have the change in stats show up. The only thing you need to remember is to turn the seals in to the quest giver in the correct order, do not turn the seal from the third mission in until you have done the first two. The item will automatically upgrade each time you turn a seal in after you zone. You may also get all three and then turn then turn them in one after the other at teh same time to the final version.
RE: Seal aug
# Jun 12 2006 at 2:51 PM Rating: Decent
You do not need to hand the seals in the correct order. On mt necro i handed in 2nd then put aug in and then turned in 1st then 3rd and my stats are all there. On my shaman i handed in 3rd then 1st then 2nd and he has all stats also.
# May 24 2006 at 2:57 AM Rating: Good
76 posts
If a level 61-70 loots the "Portion of a Historical Seal" from the named's corpse the aug they get is as follows (at max stats, i.e. turning in all three portions from the three monster missions):

Diamond Studded Coldain Historical Seal
14 AC
7 Resists
15 Avoidance
7 Regen
RE: Augmentation
# May 29 2006 at 1:48 PM Rating: Decent
1,272 posts
I just wanted to expand a point about what you said. The max seal you get from the mission is indeed only for levels 61+. However you get the aug from giving in the seals. In otherwords, you can Do the missions and loot the seal portions at any level, then give the seals in once you ding 61 and you'll receive the maximum aug. I use the dain 3 missions to PL my boxes and even though some looted the seal portions in their 50's, by waiting until they're 61 to turn them in they've all received the full aug.
# May 23 2006 at 6:20 PM Rating: Excellent
As I have done this quest multiple times, there are a few things that need to be corrected. When killing the first chief near giant fort, there is only one scout you need to kill near the enterace (two guarding enterance but only 1 needs to be killed); from there its a clear path to the chief which is in the building inside the fort. The second chief is near the succor point, south of the worm cave by the river. There are 4 scouts that guard the chief, and from my experience the easiest way to get to chief is have someone (preferably the warrior) get agro from everything and kite it south from group, while the dain uses his DD to pull chief from crowd. The scouts at second camp snare, dispell and poison so be warned. From there the third camp is by dragon circle and the scouts can be kited here as well. This camp is easier seeing the scouts dont cast spells. The final step before the boss is to kill the wolves near thurgadin. These are pretty easy to kill and you need to get all 8 before fighting the Warlord. When killing the Warlord the best strategy I have found, is have the dain go behind the Warlord and get agro with melee; make sure the dain has his back against the wall so he doesnt get thrown back from the knock-back spell. A cleric should HoT dain before innitiating battle, and chain cast perfect heal. The Warlord drops 6 shards of wisdom (everyone MUST loot one in order to get exp for dain), along with the seal and the shield/ring.
Detailed write up here
# May 17 2006 at 7:24 PM Rating: Excellent
Check here for details on this mission
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