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Dagnor's Cauldron

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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.

Level of Monsters: 10-25
Types of Monsters: Scalded Rats, Cauldron Rats, Shoal Serpents, Sandbar Serpent, Undertow Skeletons, Orc Scouts, Aqua Goblins, Aqua Goblin Mariners, Aqua Goblin Shamans, Aqua Goblin Bosuns, Aqua Goblin Tidal Lords
Notable NPCs: Gundalthur Izuran, Barnacle Bones, Flotsam, Jetsam, Squallslither, Conium Darkblade, Dwigus Lowater, Bilge Farfathom, Exiled Legionnaire, Jinalis Andir, Llara, Captain Klunga
Unique Items:
Coral Trident
Coral Trident

Slot: PRIMARY
Skill: Piercing Atk Delay: 38
DMG: 8
DEX: +5
WT: 4.5 Size: MEDIUM
Class: WAR RNG SHD BRD ROG
Race: ALL

,
Giant Wasp Venom
Giant Wasp Venom

Effect: Contact Poison I (Combat, Casting Time: Instant) at Level 5
WT: 0.2 Size: SMALL
Class: ALL
Race: ALL

,
Iron Leash Collar
Iron Leash Collar

MAGIC ITEM
Slot: NECK
AC: 4
STR: +5 AGI: -3
WT: 3.5 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

,
Serpentskin Eyepatch
Serpentskin Eyepatch

MAGIC ITEM
Slot: FACE
AC: 3
AGI: +3
WT: 0.1 Size: SMALL
Class: ALL except NEC WIZ MAG ENC
Race: ALL

,
Reed Belt
Reed Belt

MAGIC ITEM
Slot: WAIST
AC: 6
WIS: +5 HP: +10
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

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Pearl Kedge Totem
Pearl Kedge Totem

MAGIC ITEM LORE ITEM
Slot: SECONDARY
STR: -9 WIS: +18
WT: 0.8 Size: SMALL
Class: CLR DRU BRD SHM
Race: ALL

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Shiny Golden Coin
Shiny Golden Coin

MAGIC ITEM
Slot: PRIMARY SECONDARY
CHA: +5 HP: +10 MANA: +10
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

, Dena Rod (Ground spawn -890, -740)
Related Quests: Poison Sales
Adjacent Zones: Butcherblock Mountains, The Estate of Unrest, Kedge Keep
Name in /who: cauldron
Succor/Evacuate: 2815, 320 (Zone line to Butcherblock Mountains)
ZEM Value: 75 100 (133%)

Map

Dagnor's Cauldron

  • 1. Friendly (to good races) NPC Camp and Healing
  • 2. Thief NPC selling Poison
  • 3. Dwarven Stone Marker
  • 4. Orc Scout Camp
  • 5. Aqua Goblin Camp
  • 6. Kedge Keep

Trail to Butcherblock Mountains (1406, -151)

Safe/Evac Spot

- In gorge to Butcherblock (2815, 320)

- In alley to The Estate of Unrest (-1709, -689, 79)

Dangers

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. One possible solution is to use something like Sneak, if you are a class/race that can do that. This, even combined with, SoW produces a relatively safe speed.

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.

Note that undead in DG no longer flee when low on health.

Benefits

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. Their camp could be a good place to rest - but keep in mind they can (and will) get overwhelmed by the local fauna occasionally. 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.

Traveling To and From

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, they are the only trees in the zone. The path to the south of the crossroads leads the traveler there. The only exit from the south of the Cauldron is into the The Estate of Unrest. The entrance to Kedge Keep lies underwater in the southern edge of the lake.

NOTE Kedge Keep entrance is at LOC -1040, -1027

What's in this zone?

Special:DynamicZoneList/Dagnor's Cauldron