Difference between revisions of "Dagnor's Cauldron"

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Latest revision as of 15:39, 6 June 2020

General Zone Info | Description | Dangers | Benefits | Travel To/From
Adjacent Zones: Butcherblock Mountains | Estate of Unrest | Kedge Keep
Dagnor.jpg
  • 1 Friendly NPC Camp and Healing
  • 2 Thief NPC selling Poison
  • 3 Dwarven Stone Marker
  • 4 Orc Scout Camp
  • 5 Aqua Goblin Camp
  • 6 Kedge Keep

General Zone info[edit]

Level of Monsters: 12-25
Types of Monsters: Scalded Rats, Cauldron Rats, Shoal Serpents, Sandbar Serpents, Undertow Skeletons, Orc Scouts, Aqua Goblins, Aqua Goblin Mariners, Aqua Goblin Shamans, Aqua Goblin Bosuns, Aqua Goblin Tidal Lords
Notable NPC's: Gundalthar Izuran, Barnacle Bones, Flotsam, Jetsam, Squallslither, Corium Darkblade, Dwigus Lowater, Bilge Farfathom, Exiled Legionnaire, Jinalis Andir
ZEM: 75 (100%)
Zone spawn timer:
Indoor/Outdoor: Outdoor
Dungeon: No
Bindability (Self/Others) : Yes/No
Succor point : X (320) Y (2815) Z (473)
COTH possible : Yes
Can summon corpses : Yes
Ground Spawns:
Foraged items: Berries, Cauldron Prawn, Fishing Grubs, Fruit, Miller Carrot, Plains Pebble, Pod of Water, Rabbit Meat, Roots, Vegetables
Allaclone links: Bestiary, Drops/Equipment

Description[edit]

Dagnor's Cauldron is a barren wasteland that separates Butcherblock Mountains from the haunted Estate to the south. One can't imagine what manner of impact, whether magical or natural, rent this landscape to make it as twisted and ugly as it is now.

Dangers[edit]

Dagnor's Cauldron is a barren zone, grey stone covered with small amounts of red and green moss, and very broken. The aggressive aqua goblins roam all over this zone, as do the undertow skeletons, and are often difficult to see due to the terrain. As such, travelling through the zone is an exercise in keeping ones eyes peeled for approaching or lurking danger.

The other danger in the Cauldron is from the terrain itself. Since many people travel through here at enhanced speeds, shall we say, they have to take into consideration that falling off of some of these rock formations can be painful. My record so far is 151 hit points from one fall, while running sideways along a cliff and not sped up. I shudder to think if I had the Spirit of the Wolf in me and had been going straight over the top. The safest way from north to south is along the edge of the water on the west side.

Given this, the best way to hunt here is by using the Levitate spell, as that will make the drops not nearly as painful. Also, following monsters as they run away is very difficult, and having some way to either snare or root them is very helpful.

Benefits[edit]

Dagnor's Cauldron doesn't have many advantages over other zones on Faydwer. I suppose you could adventure there and kill snakes at lower levels, and pick off aqua goblins as you get to higher levels, but it's probably more work than it's worth. Just move into Unrest. The zone is basically a difficult place to travel through on the way to Unrest.

There are two unique bonuses to this zone. First of all, this zone's version of "guards" is the NPC camp at the northwest end of the lake. They provide grudging protection if you need it, and will also heal you if you ask. The other individual is found on the island in the center of the lake, Corium Darkblade. He can make poison for you if you want him to, for a small fee.

Travelling To and From Dagnor's Cauldron[edit]

From the north the entrance to Dagnor's Cauldron is easily missed, a crevasse in the rock wall on the southern edge of Butcherblock Mountains. There is a small copse of trees right near this entrance, however, the only trees in the zone. The path to the south of the crossroads leads the traveller there. The only exit from the south of the Cauldron is into the Estate of Unrest. The entrance to Kedge Keep lies underwater in the southern edge of the lake.

External Resources: EQAtlas