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Crystal Caverns

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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
Slot: CHEST
AC: 8
CHA: +5 INT: +6
SV COLD: +10
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS

,
Bottle of Karsin Acid
Bottle of Karsin Acid

MAGIC ITEM LORE ITEM NO DROP
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

, Bricks of Velium (all sizes), Chipped Gems,
Chipped Velium Amulet
Chipped Velium Amulet

MAGIC ITEM LORE ITEM
Slot: NECK
AC: 4
STR: +4 HP: +30
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

,
Cloak of the Ry`Gorr Oracles
Cloak of the Ry`Gorr Oracles

MAGIC ITEM LORE ITEM
Slot: BACK
AC: 6
WIS: +2 INT: +2 MANA: +10
SV COLD: +10 SV MAGIC: +5
WT: 2.0 Size: LARGE
Class: ALL
Race: ALL

,
Crystal Covered Shroud
Crystal Covered Shroud

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 12
STR: +4 WIS: +4 INT: +4
SV COLD: +10
WT: 1.0 Size: MEDIUM
Class: CLR DRU MNK NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS

,
Crystal Fiber
Crystal Fiber

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 26
DMG: 8
WT: 2.0 Size: SMALL
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

,
Crystal Grinder
Crystal Grinder

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 27
DMG: 9 AC: 2
WT: 2.5 Size: SMALL
Class: ALL except CLR DRU MNK
Race: ALL

,
Crystal Lined Slippers
Crystal Lined Slippers

MAGIC ITEM
Slot: FEET
AC: 5
WIS: +3 INT: +3
WT: 1.8 Size: MEDIUM
Class: ALL
Race: ALL

,
Crystal Webshield
Crystal Webshield

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 15
HP: +20 MANA: +20
SV COLD: +10
WT: 0.2 Size: TINY
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

,
Crystalline Belt
Crystalline Belt

MAGIC ITEM LORE ITEM
Slot: WAIST
AC: 5
WIS: +3 AGI: +3 HP: +10
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

,
Crystalline Robes
Crystalline Robes

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 10
INT: +6 AGI: +2 MANA: +10
SV COLD: +10 SV MAGIC: +5
WT: 2.0 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS

,
Crystalline Silk Net
Crystalline Silk Net

MAGIC ITEM
EXPENDABLE Charges: 2
Effect: Ensnaring Roots (Any Slot, Casting Time: 2.0)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

,
Crystallized Sword
Crystallized Sword

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 29
DMG: 11
WT: 4.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

,
Crystallized Two Handed Sword
Crystallized Two Handed Sword

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 49
DMG: 24
WT: 8.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

,
Foreman's Skull Cap
Foreman's Skull Cap

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 8
STR: +4 DEX: +2 STA: +2
SV COLD: +10
WT: 2.0 Size: SMALL
Class: ALL except DRU NEC WIZ MAG ENC
Race: ALL

,
Froststone Stein
Froststone Stein

MAGIC ITEM LORE ITEM NO TRADE
Slot: PRIMARY SECONDARY
CHA: +10 AGI: +10
SV COLD: +20
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL


,
Frozen Long Sword
Frozen Long Sword

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 26
DMG: 7
WT: 4.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

,
Frozen Two Handed Sword
Frozen Two Handed Sword

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 12
WT: 8.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

,
Glowing Velium Axe
Glowing Velium Axe

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 37
DMG: 18
STA: +5
WT: 4.0 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL

,
Herbalist Pack
Herbalist Pack

LORE ITEM
WT: 1.0 Weight Reduction: 25%
Capacity: 6 Size Capacity: LARGE

,
Klezendian Crystal
Klezendian Crystal

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
HP: +10
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
Messenger of the Queen
Messenger of the Queen

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 40
DMG: 20
STR: +5 WIS: +5
SV COLD: +5
WT: 8.0 Size: LARGE
Class: PAL
Race: HUM ERU HIE HEF DWF HFL GNM

,
Ry`Gorr Mining Pick
Ry`Gorr Mining Pick

Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 25
DMG: 4
WT: 3.0 Size: MEDIUM
Class: ALL except CLR PAL DRU MNK
Race: ALL

,
Sceptre of the Coldain Ancients
Sceptre of the Coldain Ancients

MAGIC ITEM LORE ITEM NO DROP
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

,
Spider Fang Choker
Spider Fang Choker

MAGIC ITEM LORE ITEM
Slot: NECK
AC: 3
STA: +2 AGI: +2 MANA: +20
SV COLD: +5 SV MAGIC: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

,
Stalagterror Spine Spear
Stalagterror Spine Spear

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: Piercing Atk Delay: 34
DMG: 15
Effect: Disempower (Combat, Casting Time: Instant)
WT: 8.0 Size: LARGE
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

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: 85 110 (147%)

Map Location Key

Map of Crystal Caverns

The Crystal Caverns

Map of The Well

The 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.
Map of Froststone

Froststone

  • 1. Lower Room with Merchant who sells Alcohol
  • 2. Upper Room with banker Kramble Gemshard
  • 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

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.

What's in this zone?

Special:DynamicZoneList/Crystal Caverns