Crystal Caverns

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General Zone Info | Description | #Info by Level | Travel To/From
Adjacent Zones: Eastern Wastes
Crystalcaverns.jpg

The Crystal Caverns

  • 1 Orc Bridge
  • 2 The Chasm
  • 3 Broken Bridge with Stalag Terrors
  • 4 Rib Bridge
  • 5 Great Hall with Stalag Terrors
  • 6 Room with Stalag Terrors who drop Crystal Fiber (Uncommon), Terror Carvers who drop Crystal Covered Shroud (Common), Hollow Crystals who drop Crystal Fiber (Common) and Frostone Stein (Rare), and outside Life Leech who drops Chipped Velium Amulet (Common) and Blackened Crystallized Robe (Rare), and Terror Carver who drops Stalag Terror Spine Spear (Common)
  • 7 Geonid Tunnels
  • 8 Room with Queen Dracnia who drops Sceptre of the Coldain Ancients (Always), Crystalline Robe (Uncommon), Messenger of the Queen (Rare), Dracnid Purifier who drops Crystal Lined Slippers (?Rarity) and Crystal Glass Slippers (Rare), Dracnid Lurker who drops Spider Fang Choker (Common), and nearby the Dracnid Retainer who drops Crystallized Two-Handed Sword (Common), Crystallized Sword (Rare), Glowing Velium Axe (Rare), and Crystal Webshield (Rare) and Crystal Grinder who drops Crystal Grinder (Common)
Crystalwell.jpg

he Well

  • 1 The Dead End
  • 2 The Ice Hall
  • 3 Bottom of the "Well" pull spot, nearby spawns Foreman Rixact
  • 4 Orc Bridge

The lettered spots connect to their corresponding letter on the other section of the map.

Crystaltown.jpg

The Coldain Town

  • 1 Lower Room with Merchant who sells Alcohol
  • 2 Upper Room with Bank
  • 3 Room with Merchant who sells Alcohol
  • 4 Upper Room with Merchant who sells Food, Water, Bandages, and other Goods, Lower Room with Captain Dunstan Coldheart
  • 5 Lower Room with Merchant who sells Food, Water, Bandages, and other Goods

General Zone info

Level of Monsters: 30-45
Types of Monsters: Ry'Gorr Miner, Ry'Gorr Oracle, Ry'Gorr Watchman, Stalag Terrors, Drachnid Retainer, Crystal Crawler, Velium Crawler, Geonids
Notable NPC's: Blade Terror, Crystal Lurker, Crystal Spiderling, Crystal Webmaster, Focus Gem, Dracnid Lurker, Dracnid Purifier, Dracnid Retainer, Foreman Smason, Foreman Rixact, Hollow Crystal, Life Leach, Ry'Gorr Inspector, Queen Dracnia, Ry'Gorr Herbalist, Terror Carver
ZEM: 85 (113%)
Zone spawn timer:
Indoor/Outdoor: Indoor
Dungeon: Yes
Bindability (Self/Others) : No/No
Succor point : X (200) Y (120) Z (0)
COTH possible : Yes
Can summon corpses : Yes
Ground Spawns:
Foraged items: Arctic King Crab, Arctic Mussels, Arctic Scallop, Glob of Slush Water, Lichen Roots, Small Chunk of Velium
Allaclone links: Bestiary, Drops/Equipment

Description

The Crystal Caverns are the ancient home of the Coldain, named Froststone, long since overrun by giants and now orcs and other creatures. There are five areas within the tunnels, each controlled by either the Ry'Gorr orcs, the geonids, the stalag terrors, the crystal spiders, or the Coldain dwarves. The orcs control the upper parts of the tunnels, the dwarves the small remnants of their city, the terrors some abandoned halls, the spiders also some abandoned halls, and the geonids a set of tunnels they created for themselves.

Dangers

There is a confusing pit area near the entrance which allows access to all other parts of the zone, but is also very confusing and can lead you astray. Although you can fall or levitate down through the pit and skip much of the upper dungeon, it is adviseable to do this while invisible or you will have quite the greeting party waiting for you at the bottom. There are also a large number of orcs who walk all through this area, so if you are camped along the trail expect to be jumped frequently.

The Coldain will fight all the creatures in the zone, so you can use the Coldain as "guards" if you wish. The bad part about this is that they count the elemental illusions of enchanters as an enemy as well, and will attack them.

The Stalag Terrors are especially dangerous to hunt. They create very lethal trains and move very quickly, so pulling them is a serious undertaking. They are also, although roughly the same level as the spiders, much tougher and hit much harder.

Hunting Queen Dracnia is probably the most dangerous venture in the dungeon. There is a small area near where she spawns that most groups set up in, and a group in the high 30's can do well there fighting rapidly spawning blues. The big problem hunting in this area is the trains that are created. These have been noticed to be bad when the Queen herself spawns, where one creature will flee and all the others from outside will rush the room. The rumors that this is a planned/triggered event are untrue, however.

Benefits

The major benefit of this dungeon is that you can travel a large part of it safely within a certain level range. For instance, the orcs are all relatively the same level. You can travel in a small group from the top of the Well to the bottom and hunt the whole way down without meeting creatures so powerful that you have to stop. Also, most of the creatures in this zone drop a variety of items, and in the orc sections all of the rarer creatures can and do spawn anywhere, making hunting anywhere along the way profitable. Even without getting your hands on rare loot, however, you can easily make good money in cash from hunting here.

The Coldain city at the bottom is a relatively safe area. The dwarves who live there, while not friendly, won't attack any visitors there unless they've been hunted. They also have a bank that everyone can use, and merchants that are usable by those who can sneak and sell to them, or change faction through the use of spells or songs. The dwarves will attack all creatures that enter the area, including the orcs.

Also, the caverns are very easy to travel through with the help of a few spells. Invisibility will get you past all the monsters in the zone. Levitate can get you down to the bottom of the Well with ease. With a way to breath underwater, you can also travel through the various waterways that lace the bottom level, which can take you all the way back to Queen Dracnia's lair.

Travelling To and From Crystal Caverns

The Crystal Caverns are reached through a teleporter located in a small hut at the back end of Ry'Gorr Keep in the Eastern Wastes. The teleporter appears to be a small snowball. Ry'Gorr Keep is near -3435, -465. Upon return to the Eastern Wastes, you either appear in a small tower just outside the Keep or near the snowball, depending on which exit you use out of the Caverns.

External Resources: EQAtlas