The Castle of Mistmoore: Difference between revisions
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Eternally blanketed in enchanted darkness, the foreboding towers of Castle Mistmoore rise from a thick haze of mist enshrouding the whole of the Lesser Faydark. This castle has stood since before the elves fled Tunaria, now named Antonica, before the dwarves had seen the light of the Norrathian sun. It is rumored that the builder and inhabitant of the castle is an ancient vampire named Mayong, Lord of Mistmoore, who has lived well over ten thousand years. The elves of the Faydark know to stay clear of the castle and its surrounding lands out of a well-justified fear of the castle and its monstrous, bloodthirsty inhabitants. Few that have ventured to the castle have lived to tell the gruesome tales of the undead abominations that lurk within.
None have reported any sightings of the vampire lord himself. It is believed that he currently resides elsewhere and in solitude, for his reclusive nature is nearly legendary. It is not inconceivable to think that some have had the unfortunate pleasure of standing within the lord’s presence, but such meetings are those between servant and master, or prey and predator.
Like its master, the castle and its origins remain shrouded in an impenetrable mystery and likely shall until the vampire lord deems it necessary to reveal such secrets, which in all likelihood will never come to pass. The castle itself is a structure of breathtaking, cathedral-like architecture, greater than any noble’s palace and able to grip the heart of even the bravest of knights in a vice of unfathomable terror.
The outer areas of the castle grounds are scrupulously kept by the vampire lord’s ghoulish servants. Gargoyle constructs of stone, infused with the lord’s eternal blood, guard every corner of the castle. All recognizable inhabitants of the area are of Teir’Dal descent, although why the lord holds a preference for this racial monogamy among his servants is unknown. Many have concluded that the vampire lord was once a Teir’Dal himself, as grand portraits of Teir’Dal nobleman adorn the castle’s interior walls. None have been able to ultimately confirm this suspicion.[1]
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Map
Not marked on map:
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Safe/Evac Spot
Safe X: 120
Safe Y: -330
Safe Z: -178
Dangers
Castle Mistmoore is filled from one end to the other with dark elves in thrall of their lord and undead raised and controlled by him. Since Mayong Mistmoore considers all to be his enemies, everyone who enters here will be attacked viciously and relentlessly by his followers. Dark elves and other creatures roam the castle during the day, and at night the undead rise to roam the castle, replacing many of the daytime creatures. Invisibility works on the daytime monsters, and invisibility vs. undead only on the undead creatures.
Death in Mistmoore can make for some difficult corpse retrievals due to the fact that some of the mobs can cast see invis.
This area is lethal for someone trying to solo, it simply is not possible. The monsters here are so tough and spawn so quickly and close together, that trying to pull one monster that you could gain experience from will eventually result in your death. As such, everyone must hunt in groups for safety in numbers.
The worst danger in this zone is the trains. The biggest reason for this is that most of the trains come from areas farther in, like the castle itself, and on the way out every creature along the way will join in. All of these trains pass directly through the middle of the outer area between the tower and the lake on their way to the narrow corridor to the zone edge. The only ways to avoid these trains are to be either behind the lake or the tower, or to zone. Also, the zone shuts down after a large train since it is also lethal to pull from the line of returning monsters as they walk slowly back to the castle. The pathing is such that they run around a little, gathering friends before coming after you, invariably pulling in friends. I have never entered Castle Mistmoore with fewer than five bodies littering the entry hallway. These monsters will also hang around the entrance for some time before walking back, so it's safer at all times, if possible, to zone in invisible, because you never know who you'll meet on the other side.
Benefits
Although dangerous, this zone is arguably some of the best experience for any zone in the game, assuming you don't die frequently within. The spawn rates are fast and creatures of similar strength tend to spawn very near each other, so a group can pull a small area with good results without encountering more than they can handle. Loot is also good, as the dark elves often drop platinum, runes and words, and the gargoyles drop gargoyle eyes which are worth at least several platinum each.
The other benefit of this zone is that nobody who hunts in the front need die. This may be a bold statement, but if a group is smart, everyone has Spirit of the Wolf on when hunting here, and whenever there is even a question that you may have more than you can handle, whether from a bad pull or some train, every person should simply zone. The zone edge is very near and, if nobody tries to be a hero, nobody should die. Accidents will happen, and deep castle trains can have monsters capable of dealing out 500 or more hit points of damage with one spell, but overall it is a safe place to hunt.
Traveling To and From
Castle Mistmoore is reached by traveling through Lesser Faydark to the western edge of its southern border. An ancient druid ring stands at the entrance leading into the zone. Most of Lesser Faydark can be traveled safely by those who are powerful enough to fight in Mistmoore, but care must be taken to avoid the Brownie camp to the north and the Shadowed Men camp to the east. Dark elves that are quite powerful have taken up residence in an abandoned camp along the southern edge now as well, so do not run along the southern edge as a way of finding the tunnel to the Castle.
Garden Variety's Glorious Adventures and Travel Guide
The mobs in this zone tend to come in groups and if they run for help it can be deadly. Crowd control and snaring mobs are critical to safe hunting here. If you have druids or rangers in your group, make sure to use Harmony before pulling mobs, and Snare them before they get a chance to run at low life. Enchanters will need to mez often.
Forageable Items
Bestiarum Vocabulum
Found 0 NPC's that spawn in The Castle of Mistmoore.
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Items
Found 0 items that drop in The Castle of Mistmoore.
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Quests
Found 0 quests that start in The Castle of Mistmoore.
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References
- ↑ Excerpt taken from Everquest Atlas: The Maps of Myrist by Amanda Flock. Published December 31st 2002 by Sony Online Entertainment, Inc. ISBN10: 0972149503 (ISBN13: 9780972149501).