Miragul's Vendetta  

Quest Started By:Description:
Maximum Level:120
Monster Mission:No
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Faction
  • Loot
  • Money
Time Limit:06:00:00
Success Lockout Timer: 06:00:00
Factions Raised:
Factions Lowered:
    Quest Items:
    Related Zones:
    Related Creatures:
    Related Quests:
    Era:House of Thule
    Group Size:Group
    Min. # of Players:3
    Max. # of Players:6
    Appropriate Classes:
    • All
    Appropriate Races:
    • All
    Entered: Wed Nov 17 06:43:02 2010
    Modified: Thu Feb 3 02:23:56 2022
    This is a group progression task that begins with the Nightmare Emissary in Miragul's Nightmare (outside the castle area at about 650, 580).

    You must have completed the following tasks in order to request it:
    - Beauty Lost
    - Please Release Me
    - Prisoner of the Portal
    - Such a Prankster
    - The Sword of Shadows

    Note: The Well mission "What Lies Below" also used to be required. However, a patch on December 8, 2010, eliminated this requirement.

    You say, 'Hail, Nightmare Emissary'

    Nightmare Emissary says 'Your presence here is undesired. The [master] will see you forcibly removed since you insist on staying and the creatures here have not destroyed you yet.'

    You say, 'The master?'

    Without pre-requisites, you'll see:

    Nightmare Emissary says 'I am but his emissary. You are, as of this moment, of no consquence. [sic] A word of advice, mortal. Stay away from Hiljorin. If you do not, you and I will be forced to meet again. And you will not enjoy it.'

    With pre-requisites:

    Nightmare Emissary says 'This is Mirgaul's realm, mortal. And you have done enough [damage]. You will now answer to him for your disturbances.'

    You have been assigned the task 'Miragul's Vendetta'.

    Miragul is trying to prevent you from changing the reality of the nightmare he has created. You must find a way to weaken him and deal with the emissary he has sent.

    Say "damage" to zone into the instance.

    You say, 'What damage?'

    Nightmare Emissary says 'Did you think helping Hiljorin would not have consquences? There is no escape now.'


    Speak to the Nightmare Emissary after you are transported 0/1 (Miragul's Nightmare)

    You say, 'Hail, Nightmare Emissary'

    Nightmare Emissary says 'Miragul has tired with you. Your death will be quite painful.'

    The Emissary despawns.

    Defeat the sorrowful shades 0/3 (Miragul's Nightmare)

    Defeat the stalking shadows 0/3 (Miragul's Nightmare)

    Defeat the pools of darkness 0/3 (Miragul's Nightmare)

    You'll find the above mob types scattered throughout the zone-in area. A few of them are also in the surrounding valleys (some also see invisibility).

    Explore the burnt down housing area 0/1 (Miragul's Nightmare)

    From the zone-in, head north and then east until you come across another clearing.

    Assist the lone warrior, Dariah, by defeating an undead captain 0/1 (Miragul's Nightmare)

    The undead captain is a straight melee fight. It hits for a max ~7,500 (has about 600k hitpoints).

    an undead captain has been slain by _____!
    an undead captain's corpse collapses into a pile of bones.

    Speak to Dariah Syke 0/1 (Miragul's Nightmare)

    You say, 'Hail, Dariah Syke'

    Dariah Syke says 'I appreciate the help. I was disarmed and caught off guard. We have to get out of this nightmarish dream world. I want to help you, but I'm wounded and I lost my equipment. Can you go find my pack while I tend to my wounds?'

    Find Dariah's pack and return it to her 0/1 (Miragul's Nightmare)

    Her pack is a groundspawn behind a house located across from Dariah. Two mobs spawn in the area, one of which sees invisibility.

    Talk to Dariah about the situation 0/1 (Miragul's Nightmare)

    You say, 'Hail, Dariah Syke'

    Dariah Syke says 'Thank you. I think we can escape this trap. I have a feeling it won't be easy though. There are undead soldiers ahead, and more shadow creatures. There may be a way to escape this 'reality' in that castle-like structure down the road and up the hill. Let's go there, and get rid of the general in charge of the undead troops. Then we can use the portal to escape.'

    Locate and search the castle-structure 0/1 (Miragul's Nightmare)

    This updates as you enter the castle area in the very north of the zone. Note: None of the skeleton mobs see through Invis vs. Undead, so with IVU up, you can move around the area freely.

    Defeat the Undead General 0/1 (Miragul's Nightmare)

    The Undead General hits for a max ~9,000 (has about 775k hitpoints). He's slowable and mezzable. He casts the spell "Nightmare Blade":

    Nightmare Blade: PB AE 60', Magic (-650)
    1: Decrease Hitpoints by 15300 per tick
    2: Decrease Attack Speed by 80%

    The Undead General has been slain by _____!
    The Undead General's corpse collapses into a pile of bones.

    Search for an exit 0/1 (Miragul's Nightmare)

    This is the center room inside the castle, where you'd find the glittering portal. As you enter the room, you'll see this:

    And so we meet again. The same fools who were so willing to trespass are now so eager to escape. Did you think master would permit you to wander his sanctuary, slaughtering his kin?

    The vibrant life that flows through your veins will soon bleed dry, until your body is nothing but a colorless husk. I am tasked with ending your life, and in my makers name, I will not fail.

    Note: While the Nightmare Emissary is aggro, he doesn't attack until provoked, so you enter the room and get ready.

    Defeat the Nightmare Emissary 0/1 (Miragul's Nightmare)

    Note: The task locks upon the Emissary's death.

    The Nightmare Emissary hits for a max ~9,000 (has about 775k hitpoints) and is slowable and snareable. He casts a fear spell called "Futile Escape".

    You'll also have undead mobs spawning from the portal as the fight goes on (timed? or health based?).

    NOTE: The Emissary is NOT leashed to his spawn area, so he can pulled out of his room, away from the portal where the adds spawn.

    Speak to Dariah Syke 0/1 (Miragul's Nightmare)

    You say, 'Hail, Dariah Syke'

    Dariah Syke says 'Thank you. Your help has been invaluable. And you've stopped the lich Miragul, at least for now. I just hope I can wake up from this nightmare soon. Let's get out of here. I'll be fine, just go to the portal and get out of here. I won't be far behind.'

    You've made a stand against Miragul and remain victorious for now. The death of the undead figments and the Emissary has allowed Dariarh and yourself to leave. It is likely he has not finished with you yet, however. Use the portal discovered in the fountain to escape.

    Claim your reward from the ornate chest 0/1 (Miragul's Nightmare)

    You say, 'Hail, Dariah Syke'

    Dariah Syke says 'You had better escape while you can, stranger! Once this creature is finished with me, you will be next! We're in Miragul's trap.'

    To zone out, you can say "leave" to the glittering portal or to the cowardly shade at the zone-in.

    You say, 'Hail, a glittering portal'

    a glittering portal appears to allow you to exit Mirgaul's trap and return to his nightmare. Do you want to [leave]?

    Task Rewards:

    315 platinum
    Experience (about 2 AAs at Level 90)
    60 Dream Motes
    Faction with Dream Delvers

    Known chest rewards (1 item + 1 spell per task):

    Amygdalan Soldier's Boots
    Assassin's Coin
    Bloodfeather's Eye
    Emperor Crush's Mattock
    Iglum's Earring
    Klaknak Falchion
    Leather Pantaloons of the Beast
    Princess Klaknak's Eye
    Rod of Terror's Essence
    Shard of the Deep Blue Sea

    Minor Nebulous Dream Fragment
    Lesser Nebulous Dream Fragment
    Median Nebulous Dream Fragment
    Greater Nebulous Dream Fragment
    Glowing Nebulous Dream Fragment
    Send a Correction
    Post Comment
    pack location
    # Mar 20 2022 at 2:54 AM Rating: Good
    117 posts
    The location of Dariah's pack is +65, +405, -45
    (showable on your map via /waypoint +65, +405, -45 )
    my experience.
    # Sep 10 2012 at 2:29 PM Rating: Decent
    I was able to 2box this mission fairly easy with my 92 SK (4k AA) and 90 SHM (1100 AA) sk had rogue merc, shm had clr merc. All the mobs you need to get first flags are in the zone in area. Most of them are single pullable with the acception of the 3 spawn at the entrance to the northern valley. Once all the mobs have been cleared, you will need 1 more pool of darkness that will roam into the zone in area from that north valley.

    Continue north and east to the burnt down house area. There will be 1 SI mob that can be killed at his spawn location with out any adds. When you enter the clearing to the burnt house, The Undead Captain will agro. There is 1 mob that will roam near his spawn point and possibly add. The Captain is no harder than yard trash. After you speak to Dariah, you need to pick up her pack that is a ground spawn on the other side of the house she is facing. There will be 2 mobs, One undead and the other is SI. I ran in, picked up the pack and FD to loose agro.

    Make your way to the Castle in the north. There are SI mobs in the clearing when you come out of the valley, but they can be avoided fairly easily by watching their pathing. Once you get to the castle entrance, clear out the 1 undead by the stairs. This is where I pulled the Undead General to. Wait for the undead roamers around him to walk far enough away, and you can single pull him. IMO this fight was harder than the Emmisary. With shamans group HoT I was able to keep pets and mercs alive with no problem.

    Use IVU and you can move around the castle area freely. When you enter the castle's main room with the Portal, You will see the Emmisary. He was far enough away from the entrance to the room for me not to get agro. With a bit of luck and timing, The Emmisary can be pulled from that room, around the courtyard and back to the clearing where I killed the General, with out getting undead adds. There were less Undead on the west side of the courtyard so I pulled Emmisary through that hallway, around the pond and through the tunnel. My shaman was able to get off Mending Counterbias before he was feared. It's a short duration fear so he never pathed far enough into the castle to get any adds. I did notice after a few more fears, I could stand on the west side of the stairs leading into the castle courtyard, and when I got feared I would get stuck in the corner and not actualy run anywhere. Between fears, shaman was able to throw down a few DoT's to help dps. With rogue on burn, it's a fairly simple fight. Keep up SK and SHM 2.0's and Visage of death, it's not a hard fight. Hope this helps.

    Edited, Sep 10th 2012 4:37pm by frogslobber

    Edited, Sep 10th 2012 5:39pm by frogslobber
    Easy Quest
    # Jun 24 2012 at 10:13 PM Rating: Decent
    54 posts
    Did this as a 90/1550 Wizard, 88/550 Mage, and 89/?? Beastlord, plus two clerics and one tank merc. Way overkill for the task...

    We went through things slowly and cleared rather than ITU as I kept expecting to run into a challenge, but really there was nothing. The mobs near the entry are all single pullable. There are a few SI roamers throughout the zone but if you did the prequests you've already dealt with worse in the static zone.

    The captain was on par with the trash mobs. I pulled the general out of the castle area and he was nothing special either.

    We did clear all the trash from the castle before dealing with the emmisary. There were a few spots that had to be split but I was again being extra-cautious and we probably could have just pulled 2-3 at once. Once all the trash was sorted, I pulled the emmisary from the portal room to the outer area where we fought the general.

    The Mage and I both got feared; not sure about the BST or mercs. It was a really short fear though - maybe three seconds - and with no trash to worry about, it wasn't that big of a deal.

    Maybe we just had an overpowered group for a T3 zone, but we're all group geared players without high AA counts, and this just didn't present any challenge at all.

    Endaar Flaashpoint, Wizard of Karana
    Current member of Ring of Valor, Bristlebane
    Guild history, for the old timers:
    Founder, The Valorous (Karana)
    Officer, Harbingers (Karana)
    Officer, Evolution of Faith (The Rathe)
    Officer, Legend of Marr (The Rathe)
    Officer, Battle Cry (The Rathe)
    Some info
    # Jun 18 2012 at 2:20 PM Rating: Excellent
    173 posts
    An Undead Captain wasn't much harder than the first set of mobs. About the same HPs (600K) and similar dps,

    The Undead General was much harder, 775K HPs approx, and his AE really devastated pets and my shamans low tier merc. He does not see Invis to Undead.

    The Nightmare Emissary has approx 775K HPs also, but was actually easier if I just soloed him with my SK (as I'm immune to fear).

    If you watch the pathing you can pull both the last two nameds to the corner which is to the right as you come out of the secret tunnel.

    The task locks once the Nightmare Emissary is dead.
    Some info
    # Jun 19 2012 at 1:30 PM Rating: Excellent
    173 posts
    I did this again and wanted to add a note about the Fear spell cast by the Nightmare Emissary.

    It goes around corners, and is not affected by zone geometry as far as I could tell.

    My shaman was not in LOS or on aggro and he was hit twice; once while round the corner in the tunnel, and once in the courtyard outside the castle (I was fighting in the tunnel) below the drop off there. So beware if you intend to try and avoid it, distance is likely the only defence if you don't have Fearless AA's or Disc.

    Edit to add: a third time doing this, fighting the Emissary in the portal room, left my Shamanround the corner in the tunnel - the fear still hit him... so the range is pretty long, and thats round a few corners, up and down some stairs, and through a door.

    Edited, Jun 20th 2012 2:54pm by Umbraeques
    Definitely kill all the surrounding mobs by portal
    # Apr 22 2012 at 9:48 AM Rating: Decent
    54 posts
    Definitely kill all the surrounding mobs by portal -

    AE fear creates chaos - everyone runs around and gets aggroed and dies - it is a mess
    still able to add after undead general
    # Apr 22 2012 at 8:47 AM Rating: Decent
    54 posts
    still able to add after undead general - not sure when lockout occurs
    Porting In
    # Jul 05 2011 at 7:52 PM Rating: Decent
    A couple of times, I've ported in to get what was left in the chest, only to be ported hundreds of yards outside of the area. No way to get there, and no way out other than Gating or disbanding the Task. Any insight?

    Edited, Jul 5th 2011 9:53pm by Madriss
    # Mar 05 2011 at 9:10 PM Rating: Decent
    2,540 posts
    Contrary to current info as of thsi post... Emissary does NOT spawn adds (unless they spawn at the portal and stay there if u pull him away like I did). He fears and people can run into adds....

    Clear the area, turn on walk, pull him to a far corner outside.

    Edited, Mar 5th 2011 10:11pm by GOMN

    Two SI behind shack where bag is
    # Feb 13 2011 at 11:12 AM Rating: Decent
    121 posts
    I had an SI sorrowful shade and an SI undead shadowknight behind the house opposite Dariah, guess it's random.
    Undead spawns.
    # Feb 09 2011 at 6:19 AM Rating: Good
    1,308 posts
    You'll also have undead mobs spawning from the portal as the fight goes on (timed? or health based?

    He has never spawned anything that I have noted. However, once he engages, the undead mobs that are behind and around him, sometimes path around to the kill spot in the courtyard, once he is dead. I've never had an add while I was killing him. I have had somethign wander out a few......5? 10? minutes after he died.

    There is also an undead necromancer that paths to the hallway close to his room. I've had that add while pulling him. I just kill the add and then continue on to the pull of the last nameed.

    Edited, Feb 9th 2011 7:20am by Bonesmasher
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    More info
    # Feb 09 2011 at 6:02 AM Rating: Good
    1,308 posts
    First mobs are weak sauce. 1-2 pulls .. can probably get the first few as singles.

    After you hail the quest giver, the initial mobs spawn..... after about 8 - 15 minutes of killing.... - you are confronted with pulling 3-4 mobs at top of pathway leading up - depending on if pool of darkness has pathed down from up the trail. I usually encroaching darkness with nec .. get 2-3 and mez the adds, possibly memblur, depending on what discs are up. Then all the initials are dead .. move up path .

    There is undead mob there. I mez him, mem blur, group invis and move team to next named - an undead captain, by Dariah Syke. So, he's dead. Kill the wanderer undead, or mez and pull other two in the location in the buildings by quest giver, Dariah Syke. I kill all three, cuz the roamer can cause problems if others want to loot chest, later.

    They dead, grab her backpack, give.

    Invis undead group, move to undead general. Roamers up that way = right side = don't see ITU.

    Kill adds by undead general, then move team to hall behind undead general. Drop chanter pet so it doesn't get healed

    Mez undead general and keep mezzing til deep sleep https://everquest.allakhazam.com/db/skills.html?skill=788 hits.

    I move chanter/nec back to tunnnel beind general to avoid AOE .. war gets close and hits all agro discs... engages... chanter hits third spire .. nec hits reluc benovalence and spires/robes. War engages with wiz merc on burn. Chanter has twin cast and rune aura running .. nec has DPS damage potion - fire or the one that that affects all dots - drank .

    Edited, Feb 9th 2011 7:13am by Bonesmasher
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    Nightmare Emissary is mezzable
    # Jan 30 2011 at 2:00 AM Rating: Good
    1,308 posts
    Nightmare Emissary is mezzable, slowable, tashable by enc. Encroaching darkness AA worked, from necro.

    Baffle rk 2, clamor of tishan rk 2, curtailing helix.. I mezzed him right off the bat, no tash, heh.

    Also the Deep Sleep AA can proc on him, i just kept mezzing/serenity-ing him till it took, then locked him with Baffle. Makes him pretty cake.

    Hit warriors group fear resist 60 sec disc and just burn him. He does tend to fear my enc, every freaking time. Necro is immune to fear, so meh. Warrior resists it well, he only been feared once, and he has the AA to resist/causes it to break early.

    You're only feared for a few seconds, too.

    I clear out the undead from the courtyard, kill the General, and then pull him into the courtyard in the far corner from his hallway.
    Then I mez him and debuff the crap out of him, hit all my discs and burn him. I let war get agro for a few seconds and then turn merc wiz on burn. BOOM, dead.

    Every mob here has been mezzable, slowable, snarable, even the named. This is a pretty cake mission.

    Edited, Jan 30th 2011 3:20am by Bonesmasher
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    Defeat the Undead General -(Miragul's Nightmare)
    # Jan 27 2011 at 4:37 AM Rating: Good
    1,308 posts
    He's mezzable, slowable, tashable by enc.

    Baffle rk 2, clamor of tishan rk 2, Desolate deeds.

    Also the Deep Sleep AA can proc on him, i just kept mezzing hin till it took. Makes him pretty cake
    Bonesmasher/95 Nec http://eq.magelo.com/profile/439476
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    Nightmare emissary
    # Jan 14 2011 at 10:35 PM Rating: Good
    80 posts
    He WILL agro once you go to his side of the room
    # Dec 28 2010 at 12:34 AM Rating: Decent
    1) We found the easiest thing to do was clear courtyard and pull Emissary out there.

    2) Dont drop the task when you are done because it will dump you in the middle of about 5 mobs and you will zone out and die. (invis may prevent this, Im not sure)
    RE: Note
    # Jan 18 2011 at 4:55 PM Rating: Good
    1,308 posts
    It drops you by the Nightmare Emmissary, slightly behind him and to the left side. There's a wandering imp there that usually sees invis. I've never seen it not seeinvis, but some don't. In any case, he'll agro you there. I suggest camp fire or gate to leave task.
    Bonesmasher/95 Nec http://eq.magelo.com/profile/439476
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    Final Boss Buggy
    # Dec 16 2010 at 4:32 AM Rating: Decent
    Had alot of problems with the Nightmare Emissary at end dying and not getting credit especially if some group members are dead. Has happened repeatedly.
    Final Boss Buggy
    # Mar 10 2011 at 10:56 AM Rating: Excellent
    173 posts
    This may be due to everyone left alive being feared when he dies (and therefore 'technically' NPC's) thus the group does not get the kill credit properly.
    achievements for this mission
    # Dec 07 2010 at 5:01 PM Rating: Good
    56 posts
    There are several of the normal achievements for this mission:

    "Miragul's Vendetta" Time Trial = complete the mission in under 45 minutes
    "Miragul's Vendetta" Challenge of Toughness = complete the mission without anyone dying
    "Miragul's Vendetta" Challenge
    # Nov 27 2010 at 5:50 AM Rating: Decent
    19 posts
    You MUST also complete What Lies Below in order to request

    Taela - 87 Chanter on Luclin-Stromm
    Nikabur - 90 Cleric on Luclin-Stromm
    Amerikann - 90 Bard on Luclin-Stromm

    Officer of the Black Dragon Legion
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