Miragul's Menagerie

Quick Facts

Type:
Indoor

Expansion:
LDoN

Instanced:
Yes

Keyed:
No

Level Range:
20 - 125

Send a correction
Miragul's Menagerie expeditions are initiated by talking to NPCs in the Wayfarer camp in Everfrost Peaks (just north of the fork in the ice river).

Deep within the frozen tundra, magic has taken on a form of its own. As Miragul's cursed form walks on the frigid ground above, his menagerie of artifacts and arcane knowledge secretly awaits his return. Created through the use of magic, this lair now seeks power of its own. Do you have strength to harness power that waits beneath the ice... or will you become another specimen in Miragul's collection?
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Forgotten WastesThe Spider DenIn the Theater of HorrorsSkeletal BeingsConfused MutationClattering AnomalySwirling MenacesPlanar SpecimensThe Ruined AmalgramMiragul's HorrorsAn Exiled Planar Fiend
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Tough zone?
# Sep 23 2003 at 11:15 AM Rating: Decent
Just wondering if anyone else has had trouble in this zone. I would like to get points here for a really nice ranger BP so yesterday I did several pickup groups here. I ended up with 1 win and 3 losses on the day. Very frustrating. Each group was well balanced with 65's. I make groups with cleric, chanter, BL, ranger(me), and any 2 high dps classes.

The missions we chose were an assassination, a rescue, a kill certain #, and collection. The only one we won was the kill certain #. The other 3 we timed out. We always had a mob in camp and had very good dps every time. The worst is the collection as we got 10 drops right away then no drop for a very long time.

One common theme was that I downloaded maps for the new zones and the 3 failures that we had all had the same configuration (of which my map was only drawn about 10% of the zone). So, perhaps the difficulty isn't so much with what mission you take, but what zone config and mobs you are given.

I have done several missions in other themes but never had this much trouble. Anyone else finding Miragul's a bit more difficult than other themes to complete on time?

Penamian
65 Forrest Stalker of Karana (Run Forrest!)
Warning
# Sep 17 2003 at 5:32 PM Rating: Decent
If you do the 1 looter idea it does work well however if the 1 looter is dishonest he will steal everything when its over and leave you empty handed so be sure you trust the person doing the 1 looting. Otherwise just share like you always do. Even the ones where you collect an item can be gathered by many and still work the same so consider this.Also it can take a lot of xtra time to do all the splitting as well. Have a nice day. :)

55 Baroness Wiz - Rallos Zek

Edited, Wed Sep 17 18:34:14 2003
My experience with xperience
# Sep 17 2003 at 5:31 PM Rating: Decent
So far ive watched closely the exp factors here and how they effect you based on group or level. Heres what Ive learned. My level 30's group can go in and make almost a complete level in one of these dungeons if you dont die pull non stop to the end of the mission and then hang out after the mission for xtra exp and loot. The exp is better here then anywhere in Norrath ive found at this level. On the other hand my 55 character does groups in here too. The xperience is substantially less then with the 50's group and i do get better xperience then this elsewhere but ONLY in POP zones. Actually its about = to what youd make in a tier 1 plane. but tier 2 planes still surpass the ldon dungeons xp. Im sure the plan here was to get people to advance from 1-20 in the usual fashion then use ldon to move up faster to higher levels nearer to the planes and all the other new higher level zones being created.In the same intention it will keep 50+ players from always doing ldons providing good xp adventuring in the rest of Norrath too. Good move on Sony's part here (which id rarely say) but it allows much greater spectrum of play at higher level espiecially. i often wonder though since the drops and items received in ldon are better then you will fair in regular Norrath hunting that they may soon nerf the exp in ldon a bit. I guess well see. I better get a lot more done before they do too. lol Hope this helps someone. have a nice day. ;)
55 Baroness Wiz - Rallos Zek
30 Druid - Rallos Zek
RE: My experience with xperience
# Sep 17 2003 at 5:56 PM Rating: Good
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3,705 posts
Sure its not better exp than a LEVEL 55 in a teir two PoP zone. But then if you took a full group of level 55s to a tier two zone, you'd wipe pretty fast. Get your 55 wiz in a group of all 60+ and you'll find the LDON exp comparable, as the mob level adjusts for the group level. Additionally, full group of lvl 65s, particularly on HARD level, will get significantly better exp in LDoN than in PoV. Of course, in LDoN you cannot group with those 65's so you can't share in the faster exp.

Edited, Wed Sep 17 18:55:20 2003
Agro
# Sep 16 2003 at 11:55 AM Rating: Decent
after serveral missions I have to ask what is with the agro here? Any casting of any spell is giving more agro then 2 to 3 tanks can cancel and this is every time. even my bardic twisting is giving insane hate list even on all buff songs without hp. My mez breaks they dont even swing at me and got right for the not sitting or engaged with healer. my Mez is giving me no taunt off. they go right back after the pure casters that cant take it. Agro ranges are normal but the hate list seems completely messed up. I have seen less and less casters willing to dungeon dive with this freaky hate list.

and does Infernal Sanctuary seem have a area that warps critters and always draws a train ? about 80percent of the way though? room of mummies come charging in from end of the hall
RE: Aggro
# Oct 11 2003 at 1:46 AM Rating: Default
Gotta say while in the Infernal sanctuary Ive seen a few monsters run away - THRU THE WALLS - only to drag back half a dungeon - definitely a bug.
Worst time was the first - was in the first room and a devotee? (one of the ladies in there) ran to and thru the wall on the right of the room - opposite to door. was confused, as auto attack was still on but no trace of her aywhere. Made the mistake of dismissing it, but i did guess right when i figured she'd be back. Just didn't expect it to be with 15-30 adds - I've never seen so many monsters at once - couldn't even count them as they were directly on top of on another. Shoulda seen them swarm the room tho. was just so weird I didnt get pissed at dying - just dazed from the weirdness of it. Grp was wiped (obviously), but when we went back in the raging horde had returned (I assume) to their original locations. Weird.
great zones
# Sep 14 2003 at 8:28 PM Rating: Decent
At lvl 53 adventure (49 to 56), have been ok. The ones that ask you to get 20 or so items, normaly get done with 10 to 20 mins left (full group of 6). We could even get 4 add's with out a slower, and still have no one die. We got about 10 to 15% xp in the time it took us to finsh the adventure (70 to 80 mins). The adventure point where low though. We each got 13, which I fine really low. Group 10 lvl higher are getting near 50 point for normal adventures. (or that what i have read so far).
RE: great zones
# Sep 23 2003 at 2:12 PM Rating: Decent
Its based on your level relative to your group. I'm at level 57 right now and if I group with all level 57 people I get 20 points, if 1 member is below 57 I get 21 points, if two are below 57 I get 22 points. Also, if there is one person above level 60 and that is the only person higher level than me I get 19 points, but if there are two people higher level than me and 1 is at least level 60 I get 18 points. I grouped once with 2 people higher level than me that were both over 60 and I got 17 points.

I'm guessing in reality you get X points for adventures based on your groups average level and then your actual points get adjusted by how many levels below or above the average level you are. Of course Hard gives more points than normal too.
LDON Everfrost
# Sep 14 2003 at 4:50 PM Rating: Decent
I have a question after doing 15 sucessful adventures in everfrost. I hailed the NPC valshir that gives you information and give you stats to the adventure stone. But now she has ask me to talk to another npc named Ubzial Lyeagl anyone know who this is? or where they are?
Thanks
RE: LDON Everfrost
# Sep 15 2003 at 10:07 AM Rating: Decent
Ubzial Lyeagl is in Qeynos Hills at the little shack outside the Blackburrow entrance.
Evac
# Sep 13 2003 at 1:43 PM Rating: Decent
I have successfully Evac'd a group in the new ldon dungeons. It brings you to the dungeon entrance. That was on normal setting, but im pretty sure it will work on hard as well.
The Nibbler
# Sep 12 2003 at 3:43 PM Rating: Decent
18 posts
Lvl 66-67, 800ish melee necro with a spectre pet. Have fun :)


Edit: Forgot to add in he enrages too.

Edited, Fri Sep 12 16:44:43 2003
Return of the Wizzie
# Sep 12 2003 at 11:51 AM Rating: Decent
For most groups the obvious need for a cleric, 2 tanks, a slower > (enchanter to keep clarity,c3,c5 up) a secondary healer are the 5 basic requirements to a perfectly balance 5 person group for these crawls. However now the addition of the wizard will provide exceptional firepower to drop mobs fast. Wizards have a difficult time finding groups at times due to the lack of understanding of how the class benefits the group. A wizard will increase the potiential for you to kill more mobs faster. In these new dungeon enviroments this seems to be a growing need in order to get through the quests.Caster mobs have less hps and often can be dropped by a wizard in 1-2 nukes when they hit 60% from the meele bashing. Anyhow... dont forget to invite your wizards. They just might supply the edge needed to mosh through these crawls.
Also a Question > Anyone try to succor / evac in a dungeon during an adventure? is there a safe point and will it effect the quest? Please advise if anyone knows. I havent tried yet. thanx

:)
RE: Return of the Wizzie
# Sep 12 2003 at 2:36 PM Rating: Decent
Yeah we succored, brought us back to the entrance. We didn't get through the whole dungeon though so not sure if it affected the quest (I would doubt it..)
Beware Dream Defiler
# Sep 12 2003 at 11:11 AM Rating: Excellent
Seems like assassination missions are a lottery - never know what waits at the end - at least for now. I think we should compile a list of all boss mobs, and how bad they are. Sometimes final target is super easy, sometimes insanely hard.

Dream Defiler, in Frosted Halls, ended up being a lvl 66-67 SK, hitting for triple 850, 1200 HT, and a DD proc. VERY tough.
Strategy used to successfully complete a rescue mission last
# Sep 12 2003 at 11:03 AM Rating: Decent
Last night, my 30 War, a 31 Cleric, 31 BST, 25 War, 29 Rng, and 29 necro went on a rescue Squire Gualam Mission. We completed with plenty of time to spare. All that couldn't bind themselves bound at the wayfarer camp. All that could bind, bound outside entrance of Maw of Menagerie. Once in, we did not do any rezs as they eat time and mana. We managed to find the Squire with around 25 mins left and the BST lead him out. Once the BST got to the portal out, we all recieved Adventure Completed Successfully and were told we had 30 mins to exit the dungeon. Only had 2 augmentations and a pair of sleeves and a stolen flute? Each person averaged about 2 adventure points and 12 pp after split. All Rezs were done after dungeon was over.
How it's done
# Sep 12 2003 at 12:47 AM Rating: Default
I've done quite a few of these and let me just say from experience that you need a Rogue or TWO to really do well here. I did it once with one Rogue and it was okay...but with TWO we totally owned it! My suggestion (and what I will do from now on) is get at least TWO rogues in my LDON raids/groups.

With the time limits you need all the DPS you can get.

Best groups are a tank, cleric, slower, 2 rogues and (insert class).


RE: How it's done
# Sep 12 2003 at 12:39 PM Rating: Default
*
90 posts
tank, cleric, slower, 2 rogues and (Wizard?). DPS with safe succoring sounds decent to me.
RE: How it's done
# Sep 13 2003 at 6:42 PM Rating: Decent
My SHM at lvl 34 owns these with this grp - Myself, Chanter, Cleric, Rogue/Monk, Rogue and Tank. It's nice to have the Chanter for crack(no KEI :( ) so I get a chanter to haste and crowd control since FD pullers are now USELESS. Just my 2cp. At higher lvls I'd suppose U dont need BOTH Chanter and Shaman, although it is good :)
Pacify
# Sep 11 2003 at 6:51 AM Rating: Decent
Pacify is a must i would not go in without a pally, enchanter, cleric ( actually druid did fine but cleric is great too) and 3 DPSers in my case Wizzy epic BL and monk but whatever you can find works too... wizzys are great down here. on the "find and kill the screamer" mission we were running low on time and eneded up pacifying our way to him....it was very effective and we are gonna do it next time too, this strategy came from a 52-59 dungeon FYI i dont know how this works in higher ones...

Edited, Thu Sep 11 07:39:33 2003
ldon xperience
# Sep 11 2003 at 4:10 AM Rating: Decent
ok a few things my 65 chanter couldnt charm anything i have done 9 quests nwo and tried to charm every diffrent type in there, two boxs in ldon as far as i have seen can only be opened with the spells bought from ldon merchant with points, lvl 65 group normal is like pov trash mobs while hard is into elemental planes trash it IS hard it wiped a few groups back to back. also there are the confused guys lying on the floor find one with full health and hail him till he stands up then say follow and you have a neat pet for awhile, this place is so much fun tryin to deal with people who think they know best then get dead cause they sure dont. gluck and hope you enjoy as i still am
Closed Containers
# Sep 11 2003 at 1:42 AM Rating: Decent
Question: how do you open the darn locked containers? My bard has tried the old lock pick on curser and click, but it doesn't seem to work. /open doesn't work either. Hitting it blows them up. Banging my head on them caused damage to the containers. Any other ideas?
RE: Closed Containers
# Sep 15 2003 at 11:02 AM Rating: Decent
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77 posts
you dont have to have the lockpicks on your cursor. there are new "commands" to use after targeting a box. in the abilities section of your screen (sense heading/fishing/etc) you can now select such options as open/sensetraps/disarm trap/picklock
RE: Closed Containers
# Sep 12 2003 at 12:45 PM Rating: Decent
Very annoying, but with lock pick in hand you have to hit pick lock. Clicking on it does nothing. My bard hasn't been able to open anything, but a friend of mine has opened two with the new bard skill caps. We beat one up and got a few plat from it.
RE: Closed Containers
# Sep 11 2003 at 2:42 AM Rating: Good
My very first venture into EF dungeons we had mixed luck with chests. first one went ok, we just attacked it, the just could be targeted like any mob and killed. you then click it as if looting a corpse. the second time we tried this we got a nasty AE DoT trap for 400hp/tick...killed 2 in our party before we knew what the hell was going on. I'm sure there are other variations on this trap theme, but some are not trapped by my experience.



Edited, Thu Sep 11 03:41:55 2003
RE: Closed Containers
# Sep 15 2003 at 6:02 AM Rating: Decent
The Dot is Called Acidic Mist and has to well over 11k dmg, Me a lvl 60 Warlord has come across trap a few times, first time keeled me and my party before we knew what happened, second time with a different partty I got to see the name and get a full CH, at the time hp was 5.5k with some change so I know it has to do at lest 11k dmg, btw if you are even in my gorup and you open a chest with out consent of the group, I'll brake you frak'n arms off and beat you senceless wiith them

Knightof Unforseenrange
60 warlord
Brell
RE: Closed Containers
# Sep 21 2003 at 9:46 PM Rating: Decent
OMG< LMFrigAO, you can say that again, dont resort to your early days of ninja loot for that unopened box of goodies, they bobby trapped and i mean BOOBY.

Edited, Sun Sep 21 22:35:47 2003
RE: Closed Containers
# Sep 13 2003 at 10:22 PM Rating: Decent
Thank you both for your help. My sister did the dot the container with her group, and I'm wanting to try the lockpick button (this one, you mean the one I've never used?) to try and get one open. If that won't work, I think the ole bang my head into the side til it opens trick will get used.

Edited, Sat Sep 13 23:18:24 2003
50's adventure notes
# Sep 11 2003 at 1:28 AM Rating: Default
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8,619 posts
at LvL 53 ave we got mainly goo and Skele's with occasional summoned, Pacify is a must and we wiped when the idiot monk decided he could get in front of the puller, with the team work aspect it is so important everyone must know there roles and stick to them. casters REALLY need there new spells or take a rogue <if not don't try to open anything it WILL be a trap>

XP is good getting full yellow AA per adventure 8o)
Mob infos
# Sep 10 2003 at 7:53 AM Rating: Decent
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70 posts
Some holgresh are enchanters and will CHARM this took my group by surprise when one charmed me, later we got another one that charmed the MT. There are ugly tentacle mouthed mobs like the ones in the plane of torment, the ones not named "singing" type will complete heal. There are black goos, skeletons, and skeleton abominations as well which dont do anything special.
info
# Sep 08 2003 at 8:55 PM Rating: Excellent
Everfrost dungeon. WF camp for it is just a tad north of the fork of the river. Very bright -- undead in one or two types of it. two different enterances, follow blue line on compass to find out where you enter.
woot
# Sep 08 2003 at 6:51 PM Rating: Default
**
509 posts
Woot First post druids are uber!!
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