Muire Tomb  

Min Level:10
Max Level:28
Concaire Muire and his family were rich landowners prone to greed and haughtiness. Bitter and ranckled from years of cruel treatment, Muire serfs cast an evil eye upon the family. A dementia slowly started to afflict Concaire Muire until one night, he murdered his entire household and then killed himself. The family's tomb has since been a place of unrest.

As of Dark Age of Camelot Version 1.50, Muire Tomb has been expanded, and there are mobs here that are blue to a level 26, with the dungeon going even lower in past that point.


Bordering Zones:

Links and Maps:

Updated: Thu Dec 21 06:38:55 2006
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Muire Tomb
# Oct 23 2001 at 12:01 PM Rating: Decent
From the binding stone in ardee face NW and go up the hill. You will see some large stone obelisks standing along the ridge, follow them until you see a stone hut. That is the entrance. The dungeon is well done, small and a lot of fun. Most of the mobs will agro other mobs of their same type, so a little discipline is necessary. Levelled fast from 11 to 14 here, though my first trip there was tough. Drops include some class specific staves, caster armor, leather armor, reinforced armor, and scale armor. We also got some decent weapons (yellow to level 16).

This dungeon really only supports about 20 adventurers comfortably. More than that and people start stepping on each other's camps.

One of the best things Mythic has done is the anti-train code. If someone trains a bunch of mobs to the entrance right through your group, the mobs will return to their spawn points without molesting anyone as long as you do not attack them.

Banal of Wyrd, Bedevere
#Anonymous, Posted: Feb 07 2002 at 10:18 AM, Rating: Sub-Default, (Expand Post) There is no anit train code, if it is aggresive to you it WILL agro if it is pulled through your group . If what you say is true, I could walk to the bottom and never get agroed...yea like that will happen =p
RE: Muire Tomb
# Sep 09 2002 at 9:58 AM Rating: Decent
Try reading what was written before you spout off about the anti-train code. You seem to think that the anti-train code means mobs never aggro at all, but that is completely incorrect. All the anti-train code does is cause "trained" mobs to return to their spawn spots without aggro'ing anyone on the way back. Mobs at or near their spawn spots aggro normally, of course. Also if you or someone in your group attacks trained mobs then they will aggro.

If you think you have had problems with trains, it's because you panicked and attacked the trained mobs instead of letting them alone, or because a group of aggressive roamers wandered by your camp and you just *thought* it was a train, or because you or a member of your group caused the "train" to begin with (the anti-train code won't save you from "training" yourself or your groupmates, but that would properly be referred to as an overpull, not a train).

Yesterday I zoned into Muire's to be greeted by a train of Suitor Spirits and other orange-to-me mobs at the entry stairs. All conned aggressive, but they literally walked *through* me peacefully on their way back to their spawn points once the train-engineer zoned out.

So in summary, the anti-train code is working.

Cuthandau, 13 Hero
RE: Muire Tomb
# Oct 24 2001 at 10:09 AM Rating: Decent
the anti train thing....when i was there last night, we got trained horribly and died horribly :) I know I never attacked one but maybe someone in my group did???

this is confusing to me :(
RE: Muire Tomb
# Oct 23 2001 at 2:30 PM Rating: Default
I agree, this Tomb is very nicely set up and has some excellent drops, i wouldnt recommend coming here before lv 9 though, because even the mobs at the entrance are lv 10+.

Definetly bring someone along who can rez though, its a major pain to have them spawn back in Ardee or elsewhere
RE: Muire Tomb
# May 23 2002 at 6:07 PM Rating: Decent
the anti train thing is true....I have done most of my leveling from 10-14 in this place, and on many accaisons have watched as hags, murkmen, and death worms went right by me as I was sitting at the 4-way intersection resting. They won't attack if you don't hit them, however if someone in your group does you will draw the bet it to just play nice and let them go back to their places before continuing in the tomb.

Venomhawk The BladeMaster
The Harpers
Muire Tomb
# Oct 17 2001 at 12:45 PM Rating: Decent
Looked around a bit last night. Was only me at first, then a few more showed up, and we killed spiders and mummy hags, all even to a Lvl 11 near the entrance. Had to leave after a higher lvl group went in deeper and brought back a few too many Tomb Keepers (?) to crash the party. These look like larger versions of the Feccans you see getting slaughtered around Ardee, but with nastier dispositions and a significantly nastier smackdown ability. The entrance is a small stone hut or tomb (duh!) on top a a hill to the left of the Wind ghoul field near Ardee
Map of Muire Tomb
# Oct 16 2001 at 7:49 PM Rating: Default
# Oct 13 2001 at 11:11 PM Rating: Default
It's location is tricky to find. It is north of the city of Ardee, which is on the main path, at the north end, past Mag Mel and Tir Na Nog. To get there, stay on the path running by Ardee. Go north from there until you can see the bridge crossing the water to your right. Before you get to the bridge, there will be a large clearing in the trees to your left. Head up through that clearing and up the hill where you will see some dead trees and logs on the ground. The first log you come to points in the direction of the entrance to the dungeon. The entrance is to the left, up a hill, and you can't see it until you're close to it because it's behind some trees.

Good luck. The lowest level mob is level 10.
# Oct 13 2001 at 10:30 PM Rating: Default
Give it a change to develop the game has only been out a few days
#Anonymous, Posted: Oct 13 2001 at 4:47 PM, Rating: Sub-Default, (Expand Post) You know this information is worthless. WHERE IS IT?
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