Castle Mistmoore

Quick Facts





Level Range:
18 - 40

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Castle Mistmoore is home base for the vampire followers of Mayong Mistmoore. With only one zone-in/out, it's not uncommon to see some massive trains here.

Interestingly enough, it is possible to make yourself non-KOS to the castle's residents through faction work, (in doing so, however, you'll make enemies out of the League of Antonican Bards and Ring of Scale).

Note: For the higher level revamp version of this zone (available only in special events - usually branded as "Hardcore Heritage", running several weeks in the spring and/or summer), click here.
The CourtyardVampires Outside the Castle AreaCastle EntranceThe GardenGypsy DancingEntrance RoomDining RoomIn the KitchenThe CryptTop Floor of the TowerGraveyardThe Advisor
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2016 update to Castle Mistmoore solo
# Oct 14 2016 at 6:09 PM Rating: Decent
149 posts
Castle Mistmoore is a very fun zone that can be quite challenging for level appropriate characters. The following is just some tips on how to grab some fast lower levels solo with a merc for people returning to the game or just getting started. Most of the tips can be applied to any zone below level 40.

First things first... level your character to 15. At 15 get the most HP you can by buying twink items or defiant gear. Do not skimp on the food and water, those 2 items alone can get you an additional 330 health with Merchant's brew and Raxil fish from level 1.

Next step - stock up on potions. At 15 you should have Distillate of Skinspikes III, and every 5 levels you can get a new one that does more damage. These are very important as the damage shield will out damage you and your merc put together. So take a small stack of lvl 15, 20 and 25 skinspikes which can be made by a shaman or purchased in the bazaar. The western trader building in PoK has a female vah shir that sells potions where you can get haste, buff, and healing pots. Grab some haste pots for levels 15 - 25 and I like the heal over time pots because they do more healing than the direct heal and both are on the same timer so it doesn't benefit you to use both. Be sure to get some Spider's Bite I, II and III as well from a rogue or from the bazaar. Bite I procs 60 times on any weapon, any class for 65 dmg. Bite II does around 140 direct damage... and so on.

If you hate begging for buffs then get a cleric merc. Log them in and they buff you with level appropriate buffs. Dismiss, or keep them in a separate merc slot, and use the tank merc when fighting. Along the way be sure to zone out every level or two so that your merc can level up. As you near 30 he will get tougher and tougher and eventually can solo the whole zone himself around 35.

MM is an outdoor zone so you can mount up and take advantage of the mana/health regen and movement speed. At 15 stay near the zone line, you may need it. The mobs almost always come in 2 or 3, but as long as you let the merc pick them up it is no problem. Have the merc beat one down to 90%, then target another one and he will switch over to it and beat it down to 90%, then the third. At this point you can step in and get agro from the merc one mob at a time. If you have enough health just tank all 3 of them. The skinpikes takes them out fast and you get 10-15% of the level per kill. It goes seriously fast. You can easily get from 15-26 in 2 hours.

Work the front area and dont forget the 2 gargoyles. After clearing it a few times you will be in your lower 20's and ready to move back to the grave yard. I eventually just run from the entrance back through the grave yard and then start over for levels 23-26. Heading back further than the grave yard is a little tough until 27 or so. The mobs are higher and they can come in packs. At 25, in the grave yard, you will still see 5-8% of a level per kill on the even or higher cons. There is a named shadow man behind the building in the grave yard that drops a robe. Really the toughest part of all of this are the healers that spawn in the cemetery. If you have good burst dps they are easy, but for most classes its more about letting the merc beat on them until they run out of mana. It can take a few minutes, but they eventually die. Just keep them agro'd on the merc.

Dont sweat it if you get 3 yellows and a red on you. The merc can handle a lot and if things appear to be going south just make a dash for the zoneline. A long train like that can help you spread the mobs out and clear a tough area just by zoning out and back in to get them to reset. Heal up and pop back into zone and usually half of them are headed back to their spot... zoneline splitting... fun fun. I tend to get a little aggressive and end up running for the zone a few times.

At 15 you stocked up on Rough defiant gear and twink items. At 26 go get your upgrades to Ornate defiant gear and restock on potions. And don't just delete the old defiant gear, your tribute master will gladly take it, and it all adds up to thousands of tribute as you level up.

Camping in front of the castle can take you up into the mid 30's if you want to hang around that long. The pulls can be crazy sometimes, but that's part of the fun. And if someone was really serious about dungeon crawling the whole zone you could solo here until 40 with good xp the whole way. The zone was well thought out and is a lot of fun to learn.

Hope this helps!
2016 update to Castle Mistmoore solo
# Aug 03 2021 at 3:59 PM Rating: Decent
34 posts
Very nice detailed tips
Epic Request broken cause of Revamp
# Jun 25 2015 at 2:25 AM Rating: Decent
In the middle of doing my warriors epic request I run around to 14 different zones upon going to the 15th one Castle Mistmoore I'm suppose to get update upon the zone in. Nope, not during revamp. I made petition hopefully I'm credited for this since I went on ahead to Plain of Sky did last update and all I need is the 1 from Castle Mistmoore I think that needs to be fix for future revamps or Quest that will be Effected. cause I just wasted 6 hrs of a late night to get this done and now I'm at the mercy of a GM. great !!
# Oct 24 2014 at 5:26 PM Rating: Excellent
509 posts
a dark elf noble
a dark librarian
a dark offerer
a dark ritualist
a dark sacrificer
a deahtly harbinger
a deathly herald
a deathly usher
a ghastish ancille
a ghostly ancille
a ghoulish ancille
a glyphed aegis
a glyphed custodian
a glyphed familiar
a glyphed forbidder
a glyphed guard
a glyphed sentry
a glyphed warder
a hemo enologist
a Mistmoore guard
a negotiator
a pledge familiar
a shadowy sage
a shadowy scribe
a shadowy scrivener
a soul inveigling
a soul seductress
a soul temptress
a spiritish ancille
a thought corruptor
a thought defiler
a thought spoiler
a vampire noble
a vampire oracle
a vampiric ancille
a werewolf
a wightish ancille
a will pillager
a will ravisher
a will sapper
a wraithish ancille
an ancille cook
an initiate familiar
Butler Syncall
Lesna Cheroon
Maid Issis
Sir Bronthas
Your faction standing with Mayong Mistmoore has been adjusted by -5.
Your faction standing with King Tearis Thex has been adjusted by 1.
Your faction standing with Agents of Mistmoore has been adjusted by -5.
Your faction standing with League of Antonican Bards has been adjusted by 1.
Your faction standing with Ring of Scale has been adjusted by 1.

a flouting gargoyle
a grinning gargoyle
a jerring gargoyle
a lerring gargoyle
a sneering gargoyle
Your faction standing with Mayong Mistmoore has been adjusted by -4.
Your faction standing with King Tearis Thex has been adjusted by 1.
Your faction standing with Agents of Mistmoore has been adjusted by -4.
Your faction standing with League of Antonican Bards has been adjusted by 1.
Your faction standing with Ring of Scale has been adjusted by 1.

Garton Viswin
Your faction standing with Mayong Mistmoore has been adjusted by -50.
Your faction standing with King Tearis Thex has been adjusted by 12.
Your faction standing with Agents of Mistmoore has been adjusted by -50.
Your faction standing with League of Antonican Bards has been adjusted by 12.
Your faction standing with Ring of Scale has been adjusted by 2.

a blood wolf
a gypsy ambassador
a gypsy dancer
a gypsy musician
an advisor
an avenging caitiff
Black Dire
Eirod Haerod
Sir Bronthas Pet

Your faction standing with Temple Of Sol Ro has been adjusted by -5.
Your faction standing with Shadowed Men has been adjusted by 1.
2014 end date for revamp?
# Aug 31 2014 at 6:34 AM Rating: Good
The page describing the level 100 revamp version of this zone states that the level 100 revamp lasts until September 10, 2014.

Listed above on this page, it states that it lasts through September 16, 2014.

Does anyone know which date is actually the case?


-- Scruetayp, 85 Leezard Necromancer of Povar (formerly Quellious)
2014 end date for revamp?
# Aug 31 2014 at 7:03 AM Rating: Excellent
1,088 posts
Bad place for a typo. The end date is September 10. Fixed up now, thank you.
Castle Mistmoore
# May 12 2009 at 10:12 PM Rating: Decent
this is a fun zone... the layout is pretty cool, with lots of false walls and hidden passages... while i was here, i found the fastest money was in the gargoyl eyes that drop off of almost every gargoyl you kill... at 9pp and change ea. colecting stacks of these is easy to do... also look out for the raw runic hides that drop off the albino vampire chicks (the ones with the old school graphics)... as these hides are used in research...
Maulis Thefool, Ranger of the 86th season on Firiona Vie...
items in this zone
# Dec 02 2008 at 5:30 PM Rating: Decent
lets try to update the items dropped here list plz
Exp Bonuses
# Dec 29 2007 at 4:52 PM Rating: Decent
This zone is by far the best place to get level 20 to at least 30. The EXP bonus is amazing.
I have made several toons being bored with my main lately and the days of grinding to level 50 are over. I have gotten several toons to level 50 and beyond in about a week with the new exp bonus in these great zones.

I recommend even if you've found your main to explore the different classes of Everquest. It's a great way to have fun, meet new friends, and just get back into the roll of exploration.

No Flaming....

Memories of Mistmoore
# Oct 04 2007 at 12:11 PM Rating: Decent
244 posts
Ahh.... Mistmoore...

I miss the days.

This is where I learned to truly play my class
(Druid) and to play well in a group. I came back later and
grouped a lot with my warrior. Great experiences both times.
Truly is one of my favorite zones from days of yore.
I never worked my way up to hunt in the castle
(better zones by then)
but this place will always have good memories.
Such as being charmed by some undead wench and walking
back with her to the castle (ulp!) and mercifully
having charm break before getting there and zoning
before the mobs realized I was free.
(happened more than once)
I also remember winning the roll for my first MM shield...
ah... it was great back in the day...
Zones by level
# Aug 07 2006 at 5:29 PM Rating: Default
This is still listed in the zones by level as the level range for the trueborn overrun period.
Key to Graveyard Building
# Apr 18 2006 at 4:35 PM Rating: Decent
17 posts
I am working on my Enchanter Epic 1.5 and was trying to get the Taste of Enticement from the tower. How do I get the key to the building in the graveyard?
RE: Key to Graveyard Building
# Apr 29 2006 at 12:20 AM Rating: Decent
I was a little depressed when i saw it locked to but you dont need the key. You can get in the long way through the castle lots of mobs to kill but for lvl 70 no problem. Took me about 20 minutes.

The secret passge that is mentioned in the posts is in the jail room and that leads to the lift you need to get into the tower.
CM Revamp
# Mar 02 2006 at 11:32 AM Rating: Decent
Alrighty folks I need some help,
From what I have read, CM was revamped sometime January 2005 and apparnetly quite harder than it use to be. Then it was changed back to its original state in October 2005. We can all tell by this page alone that its original state was very mid-level content, 20-45ish in level max. I went to CM last night (3-1-06) to get an item for a spell and to get the hilt of soulfire for my epic. Low and behold I popped in there and before I know it I am getting whacked for 550+...I cannot find any information on another revamp of this zone anywhere, obviously it is not in its original state. One Paladin I talked said it might have something to do with PoR being released though I could find no written verifcation of that, can anyone fill in the gaps here? BTW don't be a ****** and pretend you know everything, go check it out before you post that it has gone back to its original state because it is not, it is much like a tier 2/3 PoP zone, certainly not original.

RE: CM Revamp
# Mar 09 2006 at 10:37 AM Rating: Decent
This has now been fixed as of 3/2/06
RoS faction
# Aug 02 2005 at 8:43 AM Rating: Decent
45 posts
Donbayne is exactly right. Lemme tell ya - i was VERY happy to have JUST finished my VP key and the faction needed right before this zone changed. Let me elaborate on the time consumption of this project.

To raise faction for RoS , myself and my partner would sit at the ent to the castle, while i literally pulled every single mob from inside the castle to the front door. Im talking a good 20-25 mobs , mebbe more. I would bring this huge train of greenies to the front ent , and we would commence to kiling them. It was very easy and we definitly found ourselves wandering outside the castle just to keep killing mobs. This went of for three days until my faction FINALY raised to a non-kos status....but thats not it - cuz you still need amiable faction to do VP quests. After a solid week with a minimum of 1 hour a night slaying dozens and dozens of mobs - my faction finally made it to amiable.

Now there are 12 guys scattered thru Lfay to kill to try and up faction? I will bet all the rice in china Xeraxis never did these quests or raise this faction or he would have thought twice about defending Sony. This was pure idiocy. VP quests are pretty much off the table now - as it would take Weeks and weeks to work up the proper faction killing 12 guys scattered in camps across the zone.

This ranks right up there with , "Lets do GM events constantly in an arena thats 5 zones away but not install a port-stone to get there for a few years" .....thats brilliant! Or how about "Lets unlock all the zones that people worked their butts off to get into - and let anyone in !!!" - good thing no one thought of *backflagging* when developing this content originally.

Mistmoore use to be a great place for lower levels to exp- and a great place for RoS faction. Plus its a neat zone and it was nice when one was able to wander thru freely and see the zone. So they killed off a faction - killed off a good exp place for youngins- probably really screwed up some peoples epics (i know the pally epic 1.0 had apiece drop in MM) and i think the last thing in the world Sony needed to do was jack this zone up. I dont know anyone that goes there- not for exp or loot. Why would someone when they can get great armor with aug slots from DoN's and great augs out of DoN/ Omens / Gates , not to mention better exp in other places.

Sony should have stuck to fixing things the player base has asked for. Of all the things people petition about , and post about , and would like to see changed - i did not ever see anyone complain about mistmoore being a low level dungeon - and that it needed to be revamped. Yet - this is what Sony decided to put effort into. Good job. Way to please your player base!! Three cheers!!!

Donbayne i couldnt agree with you more. Taking the RoS faction out of MM all together and not giving people an alternative source to raise that faction has rendered ANOTHER zone useless - unless you want to trash your RoS faction and simply go into VP to kill. All Sony had to do was keep RoS faction in MM (wow , that might have been incentive for people to GO to this zone) or made another area with lots of mobs to kill to raise the faction. wtg sony

Edited, Tue Aug 2 10:04:21 2005
RE: RoS faction
# Oct 19 2005 at 1:20 PM Rating: Default
You have become better at whining! (200)
# Jul 07 2005 at 12:10 PM Rating: Default
Could a decent group kill everything here except the raid encounter listed? Even the named?
# Apr 05 2005 at 8:16 PM Rating: Decent
52 posts
Do the mobs now give larger faction hits towards COV, as they're more difficult to kill?
RE: factioning?
# Jun 28 2005 at 1:27 PM Rating: Good
641 posts
They originally gave Ring of Scale faction, not Claws of Veeshan faction.
Now they don't give faction for either.
Instead, the twits have added a retarded quest that takes a damn strong group or raid to do, whereas before, RoS faction could be gotten here solo.
Thanks for nothing, imbecile developers, the purpose of removing the faction hits was to do what exactly?
Put back the faction for RoS in Mistmoor.

Donbayne 100 Rng - Uinian 100 Dru - Breru 100 Sk - Nyenie 82 Brd - Ruusan 76 Clr - Braru 75 Mag - Syqen 100 Shm EQ Stromm/Luclin
RE: factioning?
# Jul 07 2005 at 5:25 AM Rating: Default
You are aware that all mobs that were once in mistmoore are now in LFay including those with positive faction hits to RoS? Before you make a post try doing some research next time.
RE: factioning?
# Jul 15 2005 at 12:43 PM Rating: Decent
20 posts
You are aware that all mobs that were once in mistmoore are now in LFay including those with positive faction hits to RoS? Before you make a post try doing some research next time.

You are aware that if you're lucky you will have less than two dozen of those ROS adjusting mobs in the zone per spawn cycle (and scattered across three camps at that? This has made an already agonizing faction to adjust even more unbearable and a hundred times more time consuming.

The person who griped about this has every reason to do so. And maybe you should think about where he's coming from before you get up on your soap box with your snide remarks.

The Devs really screwed the pooch on this one. What a pain. Just think how much fun EQ would be if all that effort was put into fixing bugs from the past six years instead of sabotaging decent zones.

Fey Newmoon
RE: factioning?
# Nov 12 2006 at 11:03 AM Rating: Default
Faction ???
# Feb 25 2005 at 10:37 AM Rating: Default
I was in the middle of my AE factioning when the zone got revamp. Im am warmly to the dragons in VP. Any idea on how to go about raising faction after ther revamp?

I do not wish to kill the King in Kaldim , Being a pally and a alcoholic I enjoy going there :-)

new MM info
# Jan 27 2005 at 2:12 PM Rating: Decent
so lastnight i went to the new revamped MM and im a warrior with around 1880ac 10khp the mobs hit around 200-600 and are very easy when slowed.. they have qute a few hp. we only made it to the GY then i had to leave. the group consisted of 1warrior(me) 1cleric(70)time geared 2green necro's 1bst(66) 1enchanter(68) and we did just fine.... even though we killed the mobs rather slow. something to remember. the pathing in this zone is still really really messed up. just like the old MM. well thats about all i got from my short experience there. have fun.
# Aug 25 2004 at 10:46 AM Rating: Default
It was dark one evening. I had just made it to the entrance of the crypt of mistmoore. Being a cleric I relished in the thought of destroying the plans the Vampires had to attack our small home in Faydark.

I called my magical friend. He practiced the arts of necromancy, and he had just learned to conjure bones into a mighty warrior.

We rested a while, waiting till nightfall to sneak into their layer and take them out, one by one.

Once we reached the kings room, and we had slaughtered a fourth of their army, we were faced with a grave danger.

The danger was that the king was lazy and fat. We were use to attacking swift vampire who we called the earth to grab to hold in place. But what do we do about a big king who can attack us no matter where we stand, we wouldn't be able to use magical spells when his arms are waving in our face, interrupting our casting.

We thought he wouldn't be bright enough, so we attacked him.

We soon regretted that action as after we did that we had every living vampire come after us in the whole crypt.

The trail of bodies lead them to us.

I ran for my ever loving light, asking for invincibility from tunare. While the Necromancer feigned death and snuck out later.

It was the greatest day of my life, because I stole the king’s dinner.
# May 07 2005 at 9:24 AM Rating: Decent
woot good story hehe was fun reading :)
# Apr 23 2005 at 12:23 PM Rating: Decent
hehe, good story.
# May 13 2004 at 9:23 PM Rating: Decent
Gday Everyone reading this post

My self and a mate have been leveling up a couple of characters here for the past week. I started there with a lvl 16 mage, he a lvl 24 necro.

Twin boxing my lvl 65 cleric there for pulls and heals I can confirm the posts by others here that no matter what lvl you are, you WILL pull mobs either by proximity to them or getting adds when you try to pull single mobs, this appears to be in a line of sight type arrangement, so if the mob could see you pulling one of its friends then it will usually add.

The mobs here are very social and if they are in range to help their brothers and sisters they will add, usual pull is 4 mobs, sometimes 5 depending on pathing issues etc, most mobs wont agro through walls.

The zone is split pretty much into three disticnt areas and the lvl range of mobs is pretty set for the areas. I have found the mobs con from dark blue to red based on a lvl 20 character.

The first area is from the ZI to the Graveyard, mobs will be blue to red, some casters among this lot.

Second area from the Graveyard to the Castle, Mobs will be mostly red to your lowbie, start to yellow out towards lvl 30. Casters and healers, the Warders and Aegis seem to be the healer types, kill these first in your trains to make it easier on yourself.

Third area is the Castle itself. Red everywhere to lvl 20, some blue to red for lvl 30, same variety as outside castle.

Tips, use a DS or reverse DS on mobs if you can, have some kind of snare or root ability, runners will bring adds flooding back to you.

Keep your pets in check if you are using them, had a couple of times where pet chased off after a mob only to bring back up to 5 mobs to camp area, this is more a problem beyond the GY.

Get to know the zone, especially the paths through the castle and from the castle to the ZL, nothing worse than taking a wrong turn and adding mobs to your nice train.

Last word of warning, be prepared to die, or to sacrifice your lowbie if you are powerleveling as sometimes trains will grow and believe me, ten mobs nuking and beating on your lvl 65 makes a bit of dent in the hitpoint line.

Loot is mediocre, some mobs drop up to 5 plat and FS wpns but if you go there expecting uber loot, you will be disappointed.
Experience wise the zone is great, in the 5 or 6 hours me and my mate have been in the zone, my Mag has gone from lvl 16 to lvl 24, and my mates necro has gone from 24 to 32.

61 Necro run this place over solo?
# Jan 07 2004 at 9:18 PM Rating: Decent
I was just wondering. I have a 61 necro and am having fun experimenting in zones I used to be too chicken to wander through alone. Can a 61 necro safely explore this zone without getting overrun? I was having fun earlier running through Guk etc. What mobs should I avoid here or should I avoid the zone altogether? It's abandoned on my server for the most part. (I could also bring a 62 cleric with me if that would help.)

Thanks in advance for any and all responses.
RE: 61 Necro run this place over solo?
# Feb 10 2004 at 7:01 AM Rating: Decent
74 posts
I'm a 65 Warrior and I solo the place without any problems at all, a 61 Necromancer shouldn't have any issues that I could think about. The only problem, as Crimzon mentioned, would be potential adds, but a Necromancer won't have adds with their Darkness line.
RE: 61 Necro run this place over solo?
# Jan 09 2004 at 9:27 AM Rating: Good
Zeep you shouldn't have too much trouble here being your a lv61 especially now since the 'Dark Huntress' isn't as high as she use to be. You might want to bring the cleric along for some fun too. Only problem you 2 might have is getting too many adds, if something gets away from you, they tend to bring the whole castle back with them so the cleric might not want to AoE unless you guys going to drag the whole castle out for the cleric to AoE. I've seen a high lv cleric and wizard pull they whole zone to the zone line and then kill it. And some of the vamps at night can do a fear/mezz/stun somewhat effects along those lines at lower levels. Also some of the vamps will suck your stamina dry, but with no stamina bar anymore I couldn't tell you on that. Also make sure you get your resists as high as you can, at night in the castle just about everything casts. You might want to check out the beastiary link at the top of the page for the heck of it so you know what you'll be up against.

Criimzon Kniight, lv47 human sk, Drinal Server, maxxed neg and pos faction in Mistmoore

P.S. If the named dark elf quest NPC is still in Mistmoore zone, don't mess with her, she is massively underconned. Funny seeing her kill lv 50+ people who are foolish enough to mess with her.
# Feb 26 2003 at 3:13 PM Rating: Decent
51 Monk here, I heard this place gives faction with bards- which is pretty much the main thing thats been keeping me from advancing any further into many of the cities ive worked so hard to get into. Im at scowls, and I dont think wolf is going to help any, so faction slaying is the only way i know of to do it right now. Would it be possible to do this at my level without being partnered? Ill probably try it today, but any help/hints would be very much appreciated, as Im not even sure I can do it at this level.
RE: Faction....
# Jun 10 2003 at 3:17 AM Rating: Decent
Most definitely, you can slay quite a many lower level dark elves at the zone in from Lesser Faydark and pull in the faction hits.
RE: Faction....
# Mar 03 2003 at 2:21 PM Rating: Good
1,262 posts
Most stuff will con green or (a few) lt blue to you. However, even the green stuff aggros in this zone.
Area effecting!?!?!
# Feb 04 2003 at 12:19 AM Rating: Decent
My friend, a level 61 enchanter, and my twink wizzard (29) have been doing a lot of area effecting. We like old school dungeon's because most are not crowded and tend to give great exp with getting in other people's way. Upper Guk basically dried out within the last level or 2 and we've decided to try MM. Went on raids here with my main (61 SK) when i was level 30 or so, but frankly don't remember much. Anyone agree or disagree about this being a good place to area effect? (if u don't know what AE'ing is, basically u aggro a HUGE group of mobs <25-50 or so> and then group then up, area effect stun, and area effect nuke <with point blank area effects of course>) says trains are far to frequent and that most pulls are never single, so sounds like a great place to me. feedback if u feel like it, anything is appreciated.
jail ent one way?
# Jan 15 2003 at 12:20 PM Rating: Decent
If jail secret ent is one way. How do you get back out?
RE: jail ent one way?
# Feb 11 2003 at 10:00 AM Rating: Decent
No the secret jail ent is not one way and you can go back out the way you came in.
RE: jail ent one way?
# Jun 14 2003 at 8:40 PM Rating: Decent
193 posts
Hmm, I was wondering, seems I fell in some trap trying to find way to jail. I never been in zone before and was working my way to get the black silk gloves. Well I fell in some trap by the tomb looking for entrance to jail. Since I was solo, and not very high level for the area and already down to 50 percent health at this point. (44 warrior) and no one else in zone but me, I logged off right away and came back to restudy map. I didnt recall seeing any trap or pit. Anyways, now to the point. How do I get out. Can I get out alive, solo warrior 44 half dead from this point. Or do I have to log on an alt and wait for the rescue party to come get me?
secret graveyard ent
# Nov 15 2002 at 7:20 PM Rating: Decent
u better have invis up if u go thro secret graveyard ent. U have same problem walked up stairs killed deathly usher walked across path to castle aggro usher then bamm 6 others sage being highest. oh-oh gate not up cast to oom die from just being hit mr of 83 kept registering no hits.
# Oct 20 2002 at 7:33 PM Rating: Decent
Yes you can solo this zone. Just like everyone says if you are smart. I have a 36 Ranger and do fine in the graveyard. The casters do tend to open a can of whoop butt on you but with full mana and full health they go down just as easy. The other night my 26 monk, 17 Cleric and a friend 26 Bard hunted the yard trash. It started out very unpleasant like, only about 8 deaths between the three of us. All due to lack of patience. If you are patitent the yard trash is good exp for 26 and below. (Still not sure about above 26). After we got our corpses back, we set up camp on the hill behind the pond. There are 3 groups of 2 spawns around the pond. If you space yourself between the two closest to the zone you can med and heal undisturbed. The casters hurt like hell but in a matter of 2 hours my clerice dinged 18 from being only 1 blue in 17. Exp is great and the loot is alright. Be careful of the tower though the gargs dispell and hurt a little. Just my two cents.

Aythatos Alussionary 53 Enchanter
Thatos Surefyre 36 Ranger
Catos Casmack 26 Monk
Liath 18 Cleric

Edited, Sun Oct 20 20:16:13 2002
Campin the entry hall
# Aug 12 2002 at 8:29 AM Rating: Default
we tried to camp the entry hall a few days ago, and its simply impossible. the moment you enter the hall one of the mobs in the back will start to wander into the ballroom and then into the ambassador room, and two minutes after our two 35-40 grps had set foot into entry, youll face like 20 mobs at once,and youll stand no chance, we were wiped out, 12 people, in like 20 seconds.
ill place a bet that VI made that wandering mobs AI to act just like it does - alerting the whole castle that someone has just entered through the front door. which IMHO is a great design idea :)
so id guess u have to take the secret graveyard entrance if u want to make it into the castle.
RE: Campin the entry hall
# Aug 28 2004 at 12:16 PM Rating: Default
yea its pretty tough but if everyone has temp+sow potions u should be fine
RE: Campin the entry hall
# Sep 22 2002 at 2:52 AM Rating: Decent
The entry hall is not impossible. When we used to hunt in MM, we would clear the landing on top of the ledge from the pit, and then pull from the entrance. Once the hall is cleared, we would camp in there and pull from the Embassador/Ball room.
52 Cleric to Brell
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