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Crystal Caverns
I had some broke-ass items in there. -Todd Schmidt (GM Hobart), EQ Programmer [1]
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.
| Level of Monsters: | 25-45 |
|---|---|
| Types of Monsters: | Ry'Gorr Miner, Ry'Gorr Oracle, Ry'Gorr Watchman, Stalag Terrors, Drachnid Retainer, Crystal Crawler, Velium Crawler, Geonids |
| Notable NPCs: | a crystal lurker, a crystal spiderling, a crystal webmaster, a focus gem, Crystal Purifier, A drachnid retainer, Foreman Smason, Foreman Rixact, A hollow crystal, A life leech, a gem collector, A Ry`Gorr inspector, Queen Dracnia, A Ry`Gorr herbalist, A terror carver |
| Unique Items: | Blackened Crystalline Robe , Blackened Crystalline Robe MAGIC ITEM LORE ITEM Bottle of Karsin Acid , Bricks of Velium (all sizes), Chipped Gems, Bottle of Karsin Acid MAGIC ITEM LORE ITEM NO DROP Chipped Velium Amulet , Chipped Velium Amulet MAGIC ITEM LORE ITEM Cloak of the Ry`Gorr Oracles , Cloak of the Ry`Gorr Oracles MAGIC ITEM LORE ITEM Crystal Covered Shroud , Crystal Covered Shroud MAGIC ITEM LORE ITEM Crystal Fiber , Crystal Fiber MAGIC ITEM LORE ITEM Crystal Grinder , Crystal Grinder MAGIC ITEM LORE ITEM Crystal Lined Slippers , Crystal Lined Slippers MAGIC ITEM Crystal Webshield , Crystal Webshield MAGIC ITEM LORE ITEM Crystalline Belt , Crystalline Belt MAGIC ITEM LORE ITEM Crystalline Robes , Crystalline Robes MAGIC ITEM LORE ITEM Crystalline Silk Net , Crystalline Silk Net MAGIC ITEM Crystallized Sword , Crystallized Sword MAGIC ITEM Crystallized Two Handed Sword , Crystallized Two Handed Sword MAGIC ITEM Foreman's Skull Cap , Foreman's Skull Cap MAGIC ITEM LORE ITEM Froststone Stein
, Froststone Stein MAGIC ITEM LORE ITEM NO TRADE
Frozen Long Sword , Frozen Long Sword MAGIC ITEM Frozen Two Handed Sword , Frozen Two Handed Sword MAGIC ITEM Glowing Velium Axe , Glowing Velium Axe MAGIC ITEM LORE ITEM Herbalist Pack , Herbalist Pack LORE ITEM Klezendian Crystal , Klezendian Crystal MAGIC ITEM LORE ITEM NO DROP Messenger of the Queen , Messenger of the Queen MAGIC ITEM LORE ITEM Ry`Gorr Mining Pick , Ry`Gorr Mining Pick Slot: PRIMARY SECONDARY Sceptre of the Coldain Ancients , Sceptre of the Coldain Ancients MAGIC ITEM LORE ITEM NO DROP Spider Fang Choker , Spider Fang Choker MAGIC ITEM LORE ITEM Stalagterror Spine Spear
Stalagterror Spine Spear MAGIC ITEM LORE ITEM |
| Related Quests: | Crystal Caverns' Ancient Artifacts, Coldain Military Wristguard Quest |
| Adjacent Zones: | Eastern Wastes |
| Name in /who: | crystal |
| Spawn Timer: | 14:45 |
| Succor/Evacuate: | 487, 303 (Eastern Wastes zone line) |
| ZEM Value: |
Map Location Key
![]() The Crystal Caverns
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![]() The Well
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![]() Froststone
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Dangers
There is a pit area near the entrance which allows access to all other areas of the zone, but it can be confusing to navigate. Although you can skip much of the upper dungeon by falling or levitating into the pit, it is advisable to do this while invisible or you will have quite the greeting party waiting for you at the bottom. There are a large number of orcs who patrol this area, so if you are camped along the trail expect to be frequently attacked.
The Coldain will fight most creatures in the zone, so you can use them as "guards" if you wish (although not against the geonids). The bad part about this is that they count the elemental illusions of enchanters as an enemy as well, and will attack them. The Coldain guards appear to be about level 34 or 35.
The Stalag Terrors are especially dangerous to hunt due to their quick movement speed and tendency to form lethal trains. This makes pulling them a serious undertaking. Players should note that though they are approximately the same level as the spiders, the Terrors are much tougher and hit much harder.
Players should also note that aquatic creatures will jump out of the water and chase you onto the shore if aggro'd. They are social, so be careful when fighting around the pools past the Coldain town.
Hunting Queen Dracnia is one of the most dangerous ventures in the dungeon. There is a small area near her spawn point 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
A 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 too powerful for the group. 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. YOU CANNOT BIND AT THIS TOWN! For a reasonably safe bind, exit via the Geonid Caves and bind just outside of the tower you spawn in.
The caverns are easily traversed with the help of certain spells, notably invisibility and levitate. 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.
Traveling 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 as a small snowball. Ry'Gorr Keep is near -3435, -465. Depending on which exit you use from the Caverns to return to the Eastern Wastes, players will appear either in a small tower just outside the Keep or near the snowball. Unless you are of sufficient level to safely handle the Orc fortress, it's more advisable to exit through the Geonid tunnels as you will return to EW in an area with much fewer Orcs to deal with. [Note: the Ry'Gorr emissary and Rodrick Tardok have a very common event right at the geonid zone out in eastern waste and they both conned threatening so if you zone out visible you should be ready to deal with these two. Also saw one of the higher-level frost giants path there and a snow griffon so it remains a very dicey zone out.

























