The Castle of Mistmoore

From EQArchives
Revision as of 17:13, 13 May 2023 by Nazwahdi (talk | contribs) (→‎Map)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

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]

The graveyard and tomb
Level of Monsters: 20-45
Types of Monsters: Mistmoore Guard, a pledge familiar, an initiate familiar, a glyphed familiar, Glyphed Guard, Gypsy Dancer, Grinning Gargoyle, Sneering Gargoyle, Glyphed Sentry, Glyphed Custodian, Jeering Gargoyle, Gypsy Musician, Spiritish Ancille, Dark Offerer, Ghoulish Ancille, Shadowy Scrivener, Glyphed Forbidder, Thought Spoiler, Glyphed Aegis, Glyphed Warder, Gypsy Ambassador, Dark Sacrificer, Deathly Herald, Flouting Gargoyle, Ghastish Ancille, Shadowy Scribe, Ancille Cook, Spectral Ancille, Negotiator, Dark Ritualist, Deathly Harbinger, Vampire Oracle, Soul Seductress, Thought Corruptor, Shadowy Sage, Will Sapper, Will Pillager, Thought Defiler, Soul Inveigling, Ghostly Ancille, Vampiric Ancille, Flouting Gargoyle, Leering Gargoyle
Notable NPC's: Advisor, Avenging Caitiff, Black Dire, Butler Syncall, Cloaked Dhampyre, Deathly Usher, Enynti, Garton Viswin, Glyphed Ghoul, Imp Familiar, Lasna Cheroon, Maid Issis, Mayong Mistmoore, Mynthi Davissi, Princess Cherista, Ssynthi, Xicotl
Adjacent Zones: The Lesser Faydark
Name in /who: mistmoore
ZEM Value: 1.2
Type Outdoor
Expansion Classic (1st revamp 26 January 2005 patch [15 December 2004 on Legends server] during Omens of War expansion)

Map

Map mistmoore.jpg
  • 1. "Graveyard" (GY) where an imp familiar spawns, and a glyphed ghoul
  • 2. Tomb with Coffin; behind it is Ssynthi, and a Secret Entrance leading one way to the Jail
  • 3. "The Pit"
  • 4. "The Canyon" where Black Dire spawns, as well as Enynti
  • 5. "Jail" where a deathly usher spawns, secret door has trap that strips off invisibility spells, Stairs is where an avenging caitiff spawns
  • 6. "Courtyard" (CY) where A Hemo Enologist spawns
  • 7. Fountain where a cloaked dhampyre and A Fallen Noble spawns
  • 8. Entry Hall
  • 9. "Piano"
  • 10. "Ballroom" where gypsies and Mynthi Davissi spawn
  • 11. "Ambassador Room" where Negotiator and Gypsy Ambassador spawn
  • 12. "The Corner"
  • 13. "The Tower" where Garton Viswin spawns
  • 14. Torture Chamber
  • 15. Mayong Mistmoore's Coffin Room
  • 16. Kitchen
  • 17. Servant Room where Maid Issis spawns
  • 18. Servant Room where Butler Syncall spawns
  • 19. Library
  • 19.a Advisor room where an advisor spawns
  • 20. Throne Room where Princess Cherista spawns
  • 21. "The Bath" where Lasna Cheroon and Xicotl spawn
  • 22. Bedroom
  • 23. a dark ass`t librarian spawns

Not marked on map:

  • "Castle Entrance" (CE) - located on cliff by the bridge just outside entry hall (8).
  • Winding path connecting pond area and graveyard may be referred to as the "hall"

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.

{{#dpl: category=The Castle of Mistmoore Mobs | includesubpages=false | mode=unordered | ordermethod=title | noresultsheader= }}

Items

Found 0 items that drop in The Castle of Mistmoore.

{{#dpl: category=The Castle of Mistmoore Items| includesubpages=false | mode=unordered | ordermethod=title | noresultsheader= }}

Quests

Found 0 quests that start in The Castle of Mistmoore.

{{#dpl: category=The Castle of Mistmoore Quests | includesubpages=false | mode=unordered| noresultsheader= }}

References

  1. 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).