Murdrick Tardok  

Monster
Screenshot

Uploaded July 24th, 2007

  • This mob spawns at the entrance to the caves that is on the same level as Velk's Lab (one level above the kodiak caves) at neg 5593, pos 3532.
  • Class: Rogue
  • Highly Resistant to spells.

This page last modified 2021-03-14 03:20:53.

Level: 50
Expansion: Scars of Velious
NPC Added: 0000-00-00 00:00:00
NPC Last Updated: 2019-09-08 21:23:34

Known Habitats:
  Great Divide

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Make this easy on yourself, bring 1 Cleric or Enchanter
# Sep 25 2022 at 8:56 AM Rating: Good
Scholar
36 posts
The way this works is, his script runs on a 4.5 min loop, starting with:
Murdrick Tardok says, 'Good day my friends, it is good to see you all are alive and well.'

The timer begins at the START of the script with the "Good day my friends" line, not the end. When the timer expires, if Murdrick has been aggro'd he will despawn. If he has not been aggro'd the script will restart from the beginning with the "Good day my friends" line and restart the 4.5 min timer.

As soon as he says "Good day my friends" have someone pacify all of his friends.
Druids will not be able to do this until Planes of Power when they get Harmony of Nature.
Clerics and Enchanters make this easy with Wake of Tranquility and Pacify.

When all 6 of his friends are pacified, pull Murdrick straight out of the room. The mobs are scripted to move to his location, but they won't social agro with him because of the pacification. When Murdrick leaves the room, pull him to just outside of the cave entrance so he will be outside of heal range of his friends. You MUST pull him out of his room before trying to leave the cave or his pathing will get messed up and he will get stuck in the corner of his room, the pacification will wear off of his friends, and then they will all aggro and assist him.

The earlier you pacify his friends and pull him out of the room, the more time you get to kill him before he despawns.

Edited, Sep 25th 2022 10:11am by riguild

Edited, Sep 25th 2022 3:04pm by riguild
Caves not (currently 03/11/2021) on Brewall maps.....
# Mar 11 2021 at 1:39 PM Rating: Excellent
Sage
*
99 posts
Drove myself crazy (non-tracker here) looking for this guy. Turns out the caves he is in isn't on the Brewall maps. Entrance to the caves is on the same level as Velk's Lab (one level above the kodiak caves) at neg 5593, pos 3532.
Not hard, just time consuming
# Nov 28 2011 at 3:43 PM Rating: Decent
*
63 posts
Well I finally got the head on my 4th attempt. I resorted to using a 54 ranger box, 57 monk box and my healer merc. On this last attempt, Murdrick seemed to stick around longer than he usually does, before despawning. He was CHealed 2 or 3 times but managed to take him down before the despawn timer. Id suggest some boxed help since the other mentioned tips arent the easiest to work out.

I for one was never able to Lull, Paci, Harmony, Snare, Root or single pull anything from the cave. I was never able to pull Murdrick to the Velks zone line as his pathing out of the cave is horrible. Im sure you can pull him out however while 3 boxing its more work than its worth. These days if youre not in some kind of guild, I doubt youd be doing this quest.

Edited, Nov 29th 2011 12:55pm by PinkkMaggit
Location
# Nov 14 2009 at 6:53 AM Rating: Decent
**
402 posts
Murdick is located at -5900, +3700, in the SW edge of the zone, in the caves NNW of the Velketor's Labyrinth zone in. On the Mapfiend maps, his caves are marked in dayglo green. Go south through the entrance and it's the first room on your right (which will be west).

And he is highly resistant, but not immune. My Chromatic nukes landed on him just fine.
how to kill him nowadays
# Sep 07 2007 at 6:33 AM Rating: Decent
Scholar
*
90 posts
After some unsuccessful tries to kill him that always ended with a despawn (he says "we've been overheard" and poofs), I figured out how to get his lousy head. For this you only need 2 characters, any class with sufficient level will do.

1) Get character A and B ready outside the cave.
2) Character A enters the cave invis and stands next to Murdrick. This starts a script with a dialog between Murdrick and another dwarve.
3) Listen the complete dialog! It ends with Murdrick telling his plan to make the Tainted Avalanche Ale. Only if you have listened the whole dialog, Murdrick will not despawn when attacked!
4) Character A targets Murdrick.
5) Character B get the aggro of the whole room. A good way to do this is by casting on Murdrick, who calls the others for help. Now train the dorfs out.
6) Character A attacks/nukes/whatever Murdrick to separate him from the others. He will not despawn and is an easy kill now. Loot the head.
7) Drop aggro, zone out or kill the rest of the dwarves.

Don't bother with harmonie or pacify, I have tried but those don't work for this. When Murdrick is attacked he uses some call for help that wakes up all the lulled dwarves.

Edited, Sep 7th 2007 8:55pm by mitsune
____________________________
Mitsune Foxfire, Vazaelle
Time Limit
# Aug 20 2007 at 11:13 AM Rating: Decent
Interrupted him in the middle of his conversation with his fellows. Agroed the lot as lev 75. Cleric, so almost all DPS is magic-based. Can confirm that all the gang has high magic resist (but not immunity). In the middle of the fight, Tardok said 'It seems we've been overheard, I must be off.' and depopped. The rest of the gang stayed.
He's on a long respawn timer - I'm waiting for him now, and have been for fourty-five minutes so far.
Soloed
# May 08 2005 at 12:20 PM Rating: Decent
Soloed him today pet took him on while i nuked his gang who was not very MR. He resisted most of the nukes.

64 Mage
MR
# Apr 04 2005 at 2:53 AM Rating: Decent
Forewarning to all those who try to solo him, his MR is ridiculously high. Resisted my level 67 lifetap EVERY time.

Managed to solo the SoB, here's how. And even as a 70 EP geared SK with all 66-68 spells, it wasn't easy.

First, I loaded up two spears, the 64 and 54 disease nukes. Then, I loaded up as many poison/disease/fire dots I could. Pull him to one of the empty caves and FD off until he's mostly alone. Aggro comes with him mind you.

FD until aggro is broken, then stand, and throw all DoT's on him, starting with the longest duration. Once he hits 40, I unloaded both nukes, with the epic 1.5 click in the middle.

I barely won, and barely lived... I can't imagine what this took in those days.

Edited, Mon Apr 4 04:23:42 2005
RE: MR
# Aug 19 2005 at 9:27 PM Rating: Decent
This is odd, I soloed him easily on Al'Kabor (expansions up to PoP). Equipped in mostly BoT ornate and Velious gear. Don't think he resisted Touch of Innoruuk or Touch of Volatis much.

FD, send Cackling Bones, pet back off when he hits. Mobs assisted Murdrick but left him alone after my pet got out of aggro range. Ran out of the cave a long way with Jboot speed, then fought him solo, adds didn't come. But Festering never stuck.
his loc pls
# Feb 28 2005 at 8:09 AM Rating: Decent
where does this guy pop at in GD? anyone know a decent area or close loc to find him or a PH ? went tracking the zone with a bard friend and couldnt find him maybe he was downed?
Bow Kiting
# Nov 10 2004 at 7:41 AM Rating: Decent
I did this some time ago. 65 Ranger then just harmo'd what I could then tagged him. Several came and I learned that they were resistant to snare / root. However, they all do run slower than him. I simply just bow kited him around until we was dead. Loot then zone.

Last night doing this for a warrior friend. Tried to just fight outside his room but guards were too much. Warrior almost died so had her zone to Thurg (Should have used Velks). I proceeded to kite Murdrick around. War zoned back to GD so I started kiting to Thurg for the final kill. About 1/2 way there and him at 1/2 life he depopped. Not sure if this was due to distance or time of day.
where?
# Sep 06 2004 at 1:59 AM Rating: Decent
20 posts
Where does this guy spawn?
Failed Pull
# Aug 20 2004 at 6:46 PM Rating: Decent
*
109 posts
65 Pal and 51 Druid went to do this as a duo. Druid harmonized and Paladin pacified. Then we tried to single pull Murdrick. It did not work. He came alone for a short while and we pulled him outside cave. After about 15 seconds, ALL of them came. We were able to root and retreat to get most of them out of the fight, but Herga was unrootable and always with him. Murdrick died, but his body popped while we were finishing off Herga. At this point we are back re-clearing the original room aiting for Murdrick to re-pop.

Herga Ratgur is his meanest helper: she has very high MR, resisted amny 65 level stuns, and appears to be totally immune to root of any kind. She dropped Braided Beard of the Coldain and a Coldain head, as many others did. Davin Fatfist is a typical warrior type, nothing speial, and dropped Vellium Scimitar.
Mob level
# Jun 09 2004 at 4:17 AM Rating: Decent
He is a level 50 rogue

Edited, Wed Jun 9 05:19:05 2004
timer
# Jun 03 2004 at 7:59 PM Rating: Decent
alrighty 65 druid here working on this for my warrior. Using harmony I can get him out with one add usually. Root add and run a ways out to get him isolated. Have not been able to finish this kill in 3 attempts. get him down to about 20% and he says "we've been overheard" then poofs. I think you have to kill him in a certain amount of time or yer S.O.L.
murdrick
# Feb 21 2004 at 5:39 PM Rating: Default
This guy is gimp single pulled him and soloed him with 65 pally avg hit i took was 50. Just use pacify on guards and you can get him single.
Separating Murdrick
# Feb 06 2004 at 10:30 AM Rating: Good
*
55 posts
I managed to find a good way to separate Murdrick from the rest of his henchmen quite by accident but if it worked for me then the rest of you may be able to use the same technique.

I was in a group with a pally, shaman and warrior (avg level 60). I had the pally and shaman wait for me at the GD/Velks zone line. I went inside the cave where Murdrick resides (around neg6000, pos3300) and pulled one of his henchman near the entry to his room with my bow.

At first it seemed that I had successfully managed to pull just 1 of his henchmen outside of the cave and started pulling him towards Velks. I had SoW on and walked backwards to make sure the dorf was still coming. Suddenly, Murdrick and his entire force gated in on top of me and I took them all to the Velk's Lab zone.

I made sure the entire group of 7 dorfs came all the way down into the Velks tunnel. Some of this henchmen cast on me (hit for 200-300 at times). I quickly zoned into Velk's and then immediately back to GD.

When I zoned back, all of the dorfs had left the tunnel except for Murdrick and 1 other henchman. I immediately got a full heal from the shammy and the 3 of us proceeded to whoop **** on Murdrick and dropped him easily. His other henchman fell next with little difficulty.

So it looks like the key man will stay at the zone when you pull his entire room to Velks making separation a fairly easy thing. Just be sure whoever is pulling the room can withstand about 4 to 5 rounds of spell damage for roughly 1200 HP. Murdrick drops his head and his plans which tell the recipe for Tainted Avalanche Ale.

This is part of the 9th Coldain Ring quest series.
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