Crystal Caverns

Quick Facts

Type:
Indoor

Expansion:
Velious

Instanced:
No

Keyed:
No

Level Range:
25 - 45

Send a correction
The Crystal Caverns are the site of Froststone, once home to the Coldain. Although the citizens of Froststone still have a small outpost in these caverns, the area is largely controlled by the Ry`Gorr Clan. Adventurers must also beware of the tentacle terrors and crystal spiders which have made homes out of the abandoned halls.
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Foreman Rixact Keeps WatchA Steep FallThe Broken BridgeCrystal CavernsLurking in the Water...Froststone CitizensIn the Geonid TunnelsTentacle TerrorsSpider TunnelsStaircaseGuarding FroststoneQueen of the Crystal Spiders
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Caster solo
# Nov 15 2003 at 12:08 PM Rating: Decent
I just tried CC with my 31 chanter. Apparently, they've changed the pathing as every time I feared the orcs in that back hallway, they ran straight to the dwarves who killed them, giving me no xps. FWIW.
Farming
# Sep 30 2003 at 6:30 PM Rating: Default
Could a 47 monk effiecently farm cash in this place? And if so is there an estimate on how much pp I could make per hour? Advice would be appreciated.
RE: Farming
# Nov 06 2003 at 11:11 AM Rating: Decent
There is now reason why you couldn't farm this zone for cash at that LV. If you can solo the Geonid tunnel easy you could pull 100-300pp and hour or so. It depends on what gems drop off the GEOs in the tunnel and the respawn time is not to bad either.
LVL 39 left in fear
# Jul 06 2003 at 11:44 PM Rating: Decent
Well I am a lvl 39 warrior. I went to CC thinking that there would be other people there Leveling. TO my horor, no one was in CC as i didn't have any buffs on me there would be no way i could leave. After a full hour of OOC in both EW and CC, and to guildmates i was finaly able to get someone to come and port me out of CC (well the little room in EW). So if your a Warrior make sure you got someone to cover you back on the way out.
RE: LVL 39 left in fear
# Dec 07 2003 at 10:51 PM Rating: Decent
Hey I am a 41 Warrior Tank... I am going to CC tonight. I will get camo to run past Orcs on way in and for my exit... I will gate. In fact that's why I am going... to collect more velium so I can create more Thurgadin gate potion. I also hope to pick up a few silk net webs that allow me to snare. Many people don't think a warrior would use snare, or root... but as you have read, it is often to our advantage to keep a mob in its place. Ok that's it... Look into gate potion for escape. Oh and if you are evil, use the gate hammer item from OT is it? I think Sarnak Beserker has it not sure. GL Oh jeez more info... and when you gate back to Thurg, you can run out and kill a giant for his woven beard buff... it all helps. -Peace
RE: LVL 39 left in fear
# Oct 17 2003 at 9:54 PM Rating: Default
36 posts
Wow, that rumor's still not dead? You don't need ports to get out. Just walk out the same way you came in. There's a pile of boulders there, yes, but you also port when you touch them. There's also another exit through the geo's tunnel. I forget whether it looks like an exit or it's another fake blocked exit, but you can get out by running past the geo's.

I highly doubt there's anyplace in the game that you can get to without magic and need it to get out. The only place I've ever been stuck and needed a port was in the water under the bridge to PC in shadowhaven. Even there, I'm sure there's a way out but I just couldn't find it.
RE: LVL 39 left in fear
# Oct 18 2003 at 11:50 AM Rating: Good
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3,705 posts
Umm, the guy said he got ported from the room in the orc camp in EW. I'm pretty sure what he means is that he was afraid to try to get out of the orc fort without sow (rightfully so).
aa points
# May 30 2003 at 4:40 PM Rating: Decent
Hi everyone,Just came to this zone for the first time last night with my wife a 51 druid and me a 51 mage.We came for silks from the spiders for our forth shawl quest but after finding a lot of the terrors are still blue to us we decided to stay.We where originally planning to go to Velks to work on our aa but i find the cash here along with the ok xp from the terror to be quit fun.Though the xp would be better elsewhere we have little if no chance of dieing here.So we came to an understanding between us to stay for a few aa pionts at least.On my server it is most crowded in prime ours but in the morning you can have just about any camp you want.We do the spider tunnel then the terror tunnel by the time we are done with one the other is back so i would guess around a 19 to 20 minute spawn time.The terrors hit for around 60 or 70 tops but thats on me being a caster my ac is low they where only hitting pet for 35 to 45.They snare and root well with no resist and all my spells landed on the spiders and the terrors.Wife was dotting well to to with no resist.The spiders will aggro on us if they get close but pet can kill them one at a time with no adds.The terrors will help each other against pet if they are dark blue.The loot from both is nice drop pearls and other assorted gems highest i've gotten is a peridot.Also 2 -6 pp eack on average from each kill.Only thing to add is that if you are going into the queen room make sure to watch for the velium crawlers in the water.There are three there we usally wait for them to come onto land and have pet kill them one at a time.One quick question for anyone that can help.Are there any quest that will raise your faction with the dwarfs in the town down there?Would make life easier for us.We usally come in through ry'gorr keep and the tunnels can be rather confusing when making our way back to the town.
RE: aa points
# Jun 02 2003 at 11:57 AM Rating: Decent
Quote:
Are there any quest that will raise your faction with the dwarfs in the town down there?


Kill the orcs. :)
Geo Campers BEWARE!
# Apr 24 2003 at 2:17 PM Rating: Good
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190 posts
I'm not sure if anyone else has ran into this but i did this morning felt a need to get it out so others could learn from my mistake...

I got on, got a nice fresh smelling KEI and made a bee-line for Crystal Caverns to xp grind while making some good money on the Geonids, like so many others do/did. I cleaned up. Great day. But.

My KEI starts to blink and after that long of a binge, I was ready to go anyway...SoW had left me long ago and that, as it turns out, was the bigger problem.

As luck would have it, I had 3/4 of mana and same on health at top spawn...it's blue and knocks me down to about 1/4 health and mana before it falls.

Happy, I zone...and see Rodrick Tardok, a coldain dwarf looking guy standing right in front of me with a Ry'Gorr Emissary behind him. Rod is blue and orc is light blue. They start pounding on me. No sweat I think..i'll just run. I try twice to snare Rodrick and he resists. Emisarry I snare fine but i'm starting to get a little low in health and can't get away from this damn dorf. Try to root him...resisted. One more time for snare, no good resisted.

Then i'm unconscious. Then I'm dead. Just wanted to warn everyone.
Farming
# Apr 16 2003 at 10:05 PM Rating: Decent
Would a 42 druid be able to farm the Geo's solo????

Edited, Fri Apr 18 15:49:04 2003
Monk Heaven
# Mar 25 2003 at 12:33 AM Rating: Decent
Ok many of you have commented on how good the Casters do here. I have seen little on how uber this place is for Monks. I came here at 33 with my monk at the time I was anything but a twink i had extremely moderate gear Knuckle Dusters and a Mudman Enforcer. Still had my trust Crystal Covered Shroud. But anywas, getting down is EASY!! I personaly had my Safe Fall maxed just from my many journies around uncharted territory. All you have to do is jump from ledge to ledge and as soon as you get down FD, train problem solved. If FD fails no problem just high tail it to the rigth when you get to the bottom and run straight intll you hit the city and let the dwarves do all the work. At 33 I was mainly fighting Miners, they were a challenge but well worth it. There are 2 placed spawns right as you get out of the "ice" part of the zone in front of the coldain citiy. Id kill one without any problems bind up to 50 go for the other and then mend at 25% or so and hed be gone also, I'd then move on to other static spawns. At 35 after making about 3000pp here jsut from leveling I went and bought some new gear and then this is where it got great. At 35 i could solo 4 or 5 miners and maybe a watchman with the bind / mend technique and by the time i was ready for another round Mend was up and the spawns were too. So it was none stop killing for a blue or more a kill. This got me to 40 extremely quick and i left the place with EVER item that dropped off spiders and orcs and about 6000pp total or more from velium and stuff. I loved this place and the people so much that when i was 40 i spent about 3 or 4 days just killing things and talking to everyone there. Thats the best part of CC, the people , most will buff me and if i yell for help they come running, and sometimes theyd even let me help them kill geos for uber exp :-). Well thats all i have to say now im a 51 monk and come back here every now and again to farm velium. Good luck fellow monks!
Monk Heaven
# Mar 25 2003 at 12:33 AM Rating: Decent
Double post sorry.

Edited, Tue Mar 25 00:34:40 2003
Sneak
# Mar 03 2003 at 6:08 PM Rating: Decent
Does sneak work for the orcs in CC?
Edit: well i tried it and NO its doesn't work. Hope this helps for those of ya all that was wondering the same thing


Edited, Fri Mar 28 22:19:45 2003
RE: Sneak
# Nov 17 2003 at 2:47 PM Rating: Decent
Actually went there today and if you hide ans sneak yes it does work!!
hunt
# Feb 11 2003 at 9:16 PM Rating: Default
can a lvl.32 monk efficiently group or solo here ?



# Feb 05 2003 at 12:42 PM Rating: Good
After spending most of my 20s in cozy High Keep I was at a loss on where to venture to next. I went to OT, got the T-shirt and couldn’t wait to leave. Then I found Crystal Caverns and instantly was hooked on this zone. I came here as a 31 enchantress. Now at 39, ninety percent of my xp since then has come from this zone. After reading the great information from other posters here before coming to CC, I wanted to add a few notes of my own.

The advantages: Bank, guards, vendor in the middle of the zone and never far away. The xp is very good and the loot is fantastic. On a typical day there are 8 to 15 people in the zone with me. Never crowded with spread out and well-defined camps, the mood is very pleasant here. But the largest advantage to me personally is that you can find pick up groups here in your 30s. (More on this in a moment)

The disadvantages: If you can’t cast levitate or safe fall, getting past the zone entrance is a lengthy process. If you can’t cast invis, just getting to CC is a challenge and once you’re in CC invis is simply a must to get to the bottom for most folks. Corpse runs can be a long process, as is leaving CC if you’re a non-porting/gating class. (Side note: Put a few batwings in the bank!) For all of these reasons, casters make up the majority of people in CC, but not all. If you’re not a caster, you’ll want to bring one with you or be prepared to wait at the zone-in for one to come along and help you get down.

FINDING A GROUP
I play on Tunare (an old server), but rarely have trouble finding a group in CC. Now, these are not your normal groups. I typically will find one to four other folks to team up with. In all the levels I spent here, I was in a 6-person group just one time. Most days, it was some crazy combination of my enchanter in a duo or trio, usually with other casters. The upside to this is that I’ve learned loads about other classes and my own. And when I do have occasion to join a "balanced" group it’s just too easy.

Because CC is off of the well-worn Paldual/LOIO/OT path, I found that other players in CC tend to be more adventurous folks also looking for something different. I’ve also met many many talented alts farming velium for mains. The caliber of player in CC is very high and I’ve made great friends here.

On a typical day, I will start off soloing orcs and I don’t think I ever went more than half and hour before finding at least one other person to team up with.

LOOT
In the 9 levels I’ve been here, I’ve made about 5000pp give or take. About 4,000 of that was made through selling velium in the bazaar and the other 1,000 from coin, gem and equipment drops. I killed a lot of orcs, was at the geos just once. Once you hit 34ish, the spiders and terrors are easier, but not nearly as lucrative as those orcs.

FEARING
If you are 29-35 and can cast fear, get thee to CC! This zone has a few excellent pathing spots for fearing. Another poster has a great explanation of the terror's pathing and I’ll explain the spot for fearing orcs at the end of the tunnel heading towards Coldain town. To get this awesome spot from the top – Zone in, levitate down, once at the bottom the exit from the pit is due north. The exit hallway immediately splits to the right and left. Hang a right. This tunnel soon opens up into an "icy" area. (Keep going and you’ll reach the guards, bank and vendors). This icy area is safe (very rarely, velium crawlers will come out of the little pond to your left as your facing the orc tunnel. Be on the lookout for these nuisances.) Pull up a pet if you have one and buff up.

Head back into the tunnel. There are 3 spawn spots here on an approx. 15 min timer. One spawns very near the entrance to the icy hallway (this one may have a longer timer). It is often an oracle or a miner and rarely a herbalist. To the right as your coming down is a static spawn, usually a watchman, sometimes an inspector or the Foreman. There is another spawn point at the first bend in the tunnel and this mob will start walking almost immediately towards the pit. There is one other spawn spot further down the hallway and this mob will also start walking toward the pit. If no one is camping the pit, then you will also get wanderers up here every 5 mins or so.

The tactic I used as an enchanter – pull with slow or tash, stun, then fear. Once feared, the orc will run up the tunnel to the icy hallway. There is a "ditch" here and the mob will run back and forth in this ditch. Short running space with no adds. Great for pet or dotting classes. I would nuke twice. Re-fear. Nuke more. Viola. Dead mob. A 29 enchanter can handle this spot with little trouble and can get about 3/4 of a blue per kill. At level 34, I was getting one half blue per kill.

By 34, I had very little down time with this tactic. Prior to that I would use med breaks to fish in the pond near the "ditch."

Now at level 39, I often duo with a 37 mage that I met here in CC. Orcs solo are little xp for me, but grouped with the mage, we own the orcs and can camp the pit or wander up and down the hallways killing everything that moves. The sheer volume of orcs = good xp and I can get a yellow in an hour or two. I would recommend a small group of mid thirties plus for the pit and surrounding hallways.

In conclusion, I just love this place. I've yet to find a zone that can beat the loot/xp/fun-factor of CC for a 30-something character. If you're looking for something different, I would highly recommend that you check it out.
#REDACTED, Posted: Jan 28 2003 at 6:24 PM, Rating: Sub-Default, (Expand Post) how deos a 32 monk set up a life for this place please indicate patthing thru zones, bind spots, mobs to fight, dangers etc.
#REDACTED, Posted: Jan 28 2003 at 6:23 PM, Rating: Sub-Default, (Expand Post) how deos a 32 monk set up a life for this place please indicate petthing hru zones, bind spots, mobs to fight, dangers etc.
Necro Tactics
# Jan 18 2003 at 12:28 AM Rating: Decent
At about 35 and maybe even lower as a Necro, you can come here and solo with great Exp and loot. If you can get a small group for Geos, great cash and Xp in it for you, but a great solo place is the broken bridge. With easy access to guards and Guard Kithan who patrols the hall, you can easily fear kite the 4 terrors and 1 crawler that spawns here. The pathing will always lead them to th left side of the pond (Your left as you enter the room from the city). It is the only entrance or exit for NPCs. Simply cast Darkness, Fear, Venom of the Snake, Boil Blood and sic your pet. The pet will chase it into the water and you can med up. Now and then a Crawler will spawn and a message will appear. It will say something like a Stalag Terror uses a Velium Crawler as a shield. Just jump down into the water (Its the only Crawler and it always spawns on the right, though it does move to the left very quickly now and then) and Fear kite the crawler. If you've kept up with fear and DoTs and your pet's HP, the pet should hold it's own for a good amount of time - even killing the Crawler solo. The Terrors will even take their time to come around the entire lake to get at you. The one in the far left corner will even come all along the far wall to go along the right wall to get at you, just stand in the tunnel up to the city. You can get 2-3% per Terror and 1-2% per Terror at 36 and 37. If this isn't what you woudl wnat to do, try a duo group with another Necro in Dreadlands or solo in Overthere. That's how I got 35-39, this is a great zone.
#REDACTED, Posted: Dec 18 2002 at 8:27 PM, Rating: Sub-Default, (Expand Post) can a lvl.32 monk efficiently group or solo here ?
lvl 24
# Dec 08 2002 at 4:46 AM Rating: Decent
Im a druid lvl 24 and im soloing those rygorrs for good xp and loot. If i get adds ill root one up and bring the rest to the guards.
Geos
# Oct 11 2002 at 1:19 PM Rating: Decent
Im on the brell server and have been sitting waiting for a spot to open in the geos...and it doesnt happen whens a good time to find this place not so full? or is there one?
Soloing the Front Entrance Orcs
# Jun 11 2002 at 1:56 PM Rating: Excellent
49 posts
Mostly as a science experiment, my High Elf Enchanter 34 (wearing a Silken Green Drape with Affliction Haste, INT 157, CHA 156) soloed the entrance - one Orc in the tunnel leading to the landing above the Pit where two more Orcs spawn. The Orcs in the tunnel are on a 15 minute timer measured over 12 cycles; I suspect that all three of these Orcs are on the same timer. Elapsed time was about 9.5 hours during which time he went from 34:1:4 (level:yellow bubs:blue bubs) to 35:0:0 dying once (losing about 0:2:0.5). Gated back to Thurgadin once to unload loot and buy more Jaspers for my Rune.

Killed 25 Miners (all in the tunnel), 20 Watchmen (all on the landing), and 2 Oracles (one at each spot). I have seen a Watchman spawn in the tunnel but not this trip though. The Watchmen pretty consistently gave me 0.5/0.6 blue bubs and the Miners and Oracles about 0.25 to 0.5 blues. One of the Foremen spawned at the landing but was unable to take him down due to forgetting to Rune my pet and the mez on his partner fading at a bad moment. Found that when a mez expired on an Orc on the landing and I was still fighting his partner which I had pulled quite a ways back up the tunnel towards the zone, the now un-mez'd Orc would come to his friend's assistance. One Memory Blur on the mez'd Orc usually prevented that.

25 Miners (13 dropped only coin and a pick):

33600 with a range from 90 to 3050 for an average of 1344 each
6 small pieces of velium
6 small bricks of velium
1 block of velium
2 Jade Shards
2 Klezendian Crytals (NO DROP - no idea what it is for)
1 Amber
1 Pearl
1 Ivory
1 Silver Amulet
1 Words of Detachment
and, of course, 25 Miner's Picks


20 Watchmen (11 dropped only coin):

22028 with a range from 50 to 2730 for an average of 1101 each
1 Jade Earing
1 Eye of Serilis (is this for a quest?)
1 Rune of Helix
1 Words of Haunting
1 Ivory
1 Jade Shard
1 Velium Scimitar
1 Velium Spear
1 Velium Warhammer


2 Oracles (one dropped only coin):

3520 with a range from 1020 to 2500 for an average of 1760 each
1 Rune of Dismemberment

Overall:

Coin: 59448
Ore (est): 100000
Weapons (est): 15000
Gems (est): 24000
Words/Runes (est): 2000
Rest (est): 4000
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Total 204448 for an average (est) of 21520 per hour

Gained a total of 26.5 blue bubs in 9.5 hours = 2.8 blues per hour


Summation:

I could have leveled quicker in a Pit group or with a partner at the Entrance. The Pit groups I've been in gained xp faster with comparable loot rates on the Master Looter plan. Unfortunately, at no time were there enough players in zone (that weren't doing the Geods) to form a Pit group when it wasn't being loot/ore farmed by high levels. Would have been able to level faster if I had been unfriendly and not passed out Clarity, Lev, or Invis to the many who requested them (and Clarity to some who didn't) or if, when I died, I had remembered the name of one of those "customers" who was a 40-something Dwarf Cleric.

Turns out there is a fourth Orc in the tunnel beyond the landing but never pulled him (at least not intentionally). Over 9.5 hours, given a 15 minute timer for all four Orcs, there were a possible 152 targets. A Paladin or Ranger partner (tank/healer) might have allowed taking them all for almost a doubling of the xp/loot rate for each character. Of course, they would have needed to swallow their tankly pride and allow this unworthy Enchanter to pull to engage his pet.

Whew .. that's done; thanks for reading.
RE: Soloing the Front Entrance Orcs
# Aug 11 2003 at 1:06 PM Rating: Default
MoonBeym,

Your post has to be the best and most knowledgeable post I've ever seen on Allakhazam's. I've been reading lots of posts for about a year before I decided to register,and yours is definately the best I have seen so far. =) Just wanted to tell you how helpful your post was,and I'm sure your others are just as well-written,heh...
strong enough?
# Apr 08 2002 at 10:01 PM Rating: Decent
so, the way I look at it is my little group could prolly take this zone but I gonna ask anway (then probably not read it till after we try it anyway) but anway.
Could a lv 45 rogue, 40 cleric, and a 40 pally be safe fighting here?
RE: strong enough?
# Apr 12 2002 at 7:05 PM Rating: Default
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58 posts
Yes, you could be safe.

Depending on where you hunt, though, you could also get killed pretty fast.

There's an excellent guide (ahem) down a few posts, with some suggestions about where a group of 3 40s could gain good loot and exp.

Have fun, it's a great zone.
Inspector
# Mar 21 2002 at 4:36 PM Rating: Decent
Camped the orcs (me 36 shammy) with a guild mate (56 mage) looking for the crystalline belt. We killed every orc in the place for 5 hours and the inspector never popped! Took out the Herbalist at least 5 times but never saw hide nor hair of the Inspector. Were we just really unlucky or has he ceased to spawn in CC. I'd be willing to make another trip down below for the belt if anyone has seen him lately.
RE: Inspector
# May 13 2002 at 4:18 PM Rating: Default
I got him a lot, he is random. I would sit at the end of the hall with my wizard and nuke to death 2 or 3 mobs before respawn. If there is no one in there and he is already spawned deep with in I would suggest leaving it alone. Leveled my wizard 28 to 39 off the orcs. Didn't think I would be a tailor so I gave a lot of the velium away, big mistake.
RE: Inspector
# Mar 22 2002 at 9:21 PM Rating: Decent
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58 posts
The inspector seems to be pretty random. I have spent hours on end camping orcs to farm velium pieces, without him ever showing up.

On the other hand, I got him on the evening of 3/21 and again in the morning of 3/22, so he does still spawn.

Both times he had the belt, by the way, and the second time it lay on the ground and rotted. I hadn't had a chance to sell or give away the first one, and no one responded to my /ooc advertising a free belt if someone would just come pick it up ...
RE: Inspector
# Mar 23 2002 at 3:51 AM Rating: Default
Thanks for the reply! I'll be back down there looking for him shortly then. I'm tired of my Banded belt! :(
Very Excited
# Mar 08 2002 at 10:54 AM Rating: Excellent
A guildy took me there for the first time last night...He a 38 mon and me being a 35 druid..we dropped down and ran around killing everything in sight hehe,sometimes 3 pulls at a time...great exp,great loot,and had a good time for 2 hours. We only fought the miners and the foremans and 2 herbalists...but he did die on our way out.Other that that it was fun and I plan on goin back tonite.
Guide to Crystal Caverns
# Feb 18 2002 at 1:08 PM Rating: Excellent
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58 posts
MACNAIR'S GUIDE TO CRYSTAL CAVERNS


IN BRIEF. This is a great zone for about level 30 to 45. It rewards patience and solid teamwork with money, experience, and items that are exceptional for this level. It also rewards impatience with brief exciting battles followed by corpse runs.

BIND POINTS. No one can bind in Crystal Caverns. Melees need to bind at Thurgadin. Casters may want to bind there as well, although there are selected places that they could safely bind in Eastern Wastes. Sometimes people bind just outside the portal to CC, inside the RyGorr fort. This is almost safe, since the RyGorr Orcs do not patrol this spot. Unfortunately, however, they do get trained here fairly often, when players camping the fort need to zone in order to escape. It is quite distressing to die in CC, pop at your bind point, and realize that a couple of RyGorr elites have already slashed you down to half health. All you need to do to zone safely to CC is turn around and click the portal: but if you get stunned or if there is just a bit of lag, you could be dead twice. Following which you will, of course, pop once again at that very same bind point, with those angry RyGorrs possibly still there to kill you a third time.

ENTERING CRYSTAL CAVERNS. With SoW and invis, enter the main gate on the north side of the RyGorr fort in Eastern Wastes (-3300, 400). Inside the fort, in back of the main building, there is a small outbuilding with an iron gate. Click on the iron gate to open it. Inside there is a large snowball on a stone pedestal. Click on the snowball to enter Crystal Caverns. Inside, cast levitation and re-invis. Run forward down the curving tunnel to about 380, 480. Turn right and jump down into The Well. You don't have to have levitation to do this, but it is a significant fall, generally about 500 hp in damage. At the bottom, run straight ahead, out the exit corridor at the north end of The Well, and then immediately turn right. Follow that path quite some distance: it will emerge from the stone tunnel onto an ice shelf that will lead you to the town where the Froststone dwarves live.

MOBs. There are four groups of mobs here, plus the Froststone dwarves in their town. Each group stays in their own area, except when trained. In addition, there are Velium Crawlers, ugly lizard-looking beasts, living in the river. They are not worth hunting, but they will aggro on you when you jump in the water to loot that mob that tried to get away from your group and died in the river.

1. RYGORR ORCS. Although they are the easiest mobs in the zone, they hit hard and fast, in the 50s and 60s, and they are often in groups that mean you have to fight several at once. Their section of Crystal Caverns is a three-dimensional maze of tunnels and ice bridges. It is not too hard to learn your way around in it, but until you do, you can quickly get confused and lost. If you are going to Crystal Caverns for the first time, I'd advise you to check out the maps available at http://www.eqatlas.com/velious/crystalcaverns.html. When you enter CC from Eastern Wastes, you arrive at the top of their area. The miners are the easiest of the RyGorrs: some pop in set places, others wander. Oracles and herbalists are shaman-like casters, casting healing on their friends and DoTs on their enemies. The watchmen, the inspector, and the two named orcs, Foreman Rixact and Foreman Smason, are the toughest fighters. Cold-based nukes are often partially resisted, but other spells land normally.

1A. PULLING RYGORRS. The most common pulling spot is the corridor, either at the right angle turn (650, 200) or just outside the well (530, 450). The first location is slightly safer for a lower level group (2 to 4 low 30s). A stronger group (4 to 6 mid 30s) will move into the bottom of the well itself, clear the room, and pull orcs as they pop. A good soloer (mid 30s) or small group can also pull at the top of the well, near the (two-way) zone in from Eastern Wastes. A careful low 30s soloer can set up on the ice ledge just outside the RyGorr tunnels (200, -50) and pull the watchman who guards that entrance, plus wandering miners, and if you're lucky, a wandering herbalist.

1B. RYGORR FACTION. Everyone appears to start out KOS to these orcs, but you will take faction hits until you get the message 'your faction with RyGorr could not possibly get worse.'

1C. RYGORR LOOT. Miscellaneous minor loot, small pieces and bricks of velium (sell them to players who are working on specialized Velious tailoring, sooner or later they will come through asking to buy them), velium weapons, frozen swords, Foreman's Cap, Crystalline Belt, Crystal Covered Shroud, Herbalist's Pack, Blackened Crystal Robe. Oh, and also thousands of mining picks.

2. SPIDERS. These live in a tunnel running from -350, 150 to -600, -850. They are very aggro, hit in the 60s and 70s, and inject velium poison. They seem quite resistant to cold, but other spells stick most of the time.

2A. PULLING SPIDERS. A group of 4 (high 30s low 40s) can easily take and hold the hall. Two players working together, high 30s low 40s, can probably clear the hall, but they will die when they pull spiders from the bridge area and then get aggroed by spiders repopping behind them. The Queen's Room requires a good puller and a strong group (4 low 40s, 6 high 30s).

2B. SPIDER FACTION. Spiders seem to hate everyone, but you receive no faction message.

2C. SPIDER LOOT. Crystal Crawlers and Spiders drop lots of crystalline silks for tailors, plus minor gems. The Webmaster, Retainer, and Queen drop crystalline blades, crystal nets, Messenger of the Queen, Sceptre of Coldain Ancients, Crystal Glass Slippers, Crystal Webshield, Spider Fang Choker.

3. GEONIDS. These are humanoid rock creatures. They pop at various corners in the right-angle zigzag tunnel that runs uphill from -400, 150 to the exit at -500, 100. They hit in the 70s and 80s. Their cold resistance seems to be less than that of spiders and orcs, but still above average.

3A. PULLING GEONIDS. The standard tactic of a puller bringing a mob to a waiting group is not what most people do here. Instead, the whole group moves together from spot to spot, attacking each geonid in turn. With a group of 6 high 30s or 4 low to mid 40s it is very fast. When they are near death geonids run downhill, hoping to get help from another geonid aggroing onto your group. Therefore it is best to start at the bottom of the ramp. Kill the one stalag terror that spawns there, and then work your way up the ramp: fleeing geonids will run downhill to the area behind you that you have already cleared. Note that all the turns on the geonid ramp are right angled, until you get to the top: there it appears to be a dogleg left, but it is actually the (one-way) exit to Eastern Wastes. When you see that turn, stop, run back to the bottom, and med until the next round.

3B. GEONID FACTION. Your faction with Geonid Collective will steadily decline. WARNING! Intelligence-based casters should consider the quest (https://everquest.allakhazam.com/db/quest.html?quest=931) with the geonids in Wakening Land for the Phenocryst Focus (AC5 dex+3 int+10 cha+3 svMagic+5 svCold+3 svDisease+3 svFire+3 svPoison+3 mana+40). Lowering your faction with Geonid Collective will make this quest much more difficult to fulfill.

3C. GEONID LOOT. Wow. Ordinary geonids drop miscellaneous loot and decent gems, but the Gem Collector and Focus Gem also drop chipped gems, complete with stats. No one I have spoken with has found a jewelry-making recipe to use these. But that’s ok, because these gems sell to merchants for high prices. A solid group will usually get splits of 100 to 200 plat per hour. Expect 600-800 plat per person, sometimes as much as 1000 plat, for a full evening of hunting.

4. STALAG TERRORS. Tough mobs, the terrors give the best exp in the zone. Normal terrors double hit for 65 or so; the boss terrors (Life Leech, Terror Carver, and Hollow Crystal) hit in the 80s and 90s. Unlike the other mobs here, they do not seem to be highly cold resistant.

4A. PULLING TERRORS. A good soloer (40ish) or small group (mid 30s) can take the 4 terrors at the broken bridge (-300, 700). A good soloer (high 30s) or small group (low 30s) can handle the 2 terrors in the Great Hall (-350, 300). A good team (low 40s) can camp the terror hallway (-150, -100). A good team (4-6 mid 40s) can take and hold the Terror Room (-200, -250).

4B. STALAG TERROR FACTION. Again, everyone seems to start out KOS to Stalag Terrors, and you receive no further faction message.

4C. STALAG TERROR LOOT. Ordinary terrors drop minor money and items, plus decent gems. The big ones drop Crystal Fiber, Velium Amulet, Stalagterror Spine Spear, Crystal Covered Shroud, Blackened Crystal Robe.

BANKING, BUYING, SELLING. There is a bank, usable by all (-180, 280). Most everyone's base faction starts off dubious with the Froststone Coldain. That means you cannot buy and sell from the merchants unless (1) you are a dwarf, and therefore accepted, (2) you can hide or sneak (invis does not work), (3) you can cast Alliance on the merchants, or (4) you raise your faction.

Contrary to much rumor, you cannot raise your Froststone faction by killing Frost Giants or Drakkel Wolves: that raises your faction in Thurgadin, but not in Crystal Caverns. There are many intriguing 'quest-teasers' given when you hail various dwarfs, but none of these appears to accomplish anything: either these are just dialog and not quests, the quests have not been implemented, the quests are broken, or there is some key word or factor that no one has yet discovered. Players have attempted to give varying numbers of mining picks and RyGorr scalps to talkative guards or to the Captain, but I have not heard of anyone who has succeeded with this.

There is one quest you can do, starting in Thurgadin, that will raise faction here (you must have indifferent or better faction in Thurgadin to succeed). This is actually part of a much larger quest, based in Skyshrine: for full description go to https://everquest.allakhazam.com/db/quest.html?quest=1277. Shortcut is as follows. Find Loremaster Sarl in the park in Thurgadin, hail him, say 'black,' he will despawn and respawn in the library, give him 50plat there and he will give you a book, bring the book to Historian Baenek in CC, your faction with Froststone improves. I kept careful track: it took me exactly 20 times of doing this quest to raise my faction from dubious to apprehensive, allowing me to buy and sell in CC. (Yes, that's 1000 plat. I wanted to find out how many times it would take, I hunted nearly continuously in CC for about 10 levels, and I hoped - so far in vain, as it appears - that raising my faction would lead to the discovery of further quests in CC.)


Edited, Tue Feb 19 11:47:28 2002
RE: Guide to Crystal Caverns
# Dec 23 2002 at 9:05 AM Rating: Decent
Let's correct one information of this wonderful guide :

Faction with Froststone can be improved by killing the orcs of CC. This is slow...I hunted from 30th 'til 40th and went from dubious to high amiably.

Madam Oruuk.
RE: Guide to Crystal Caverns
# Oct 30 2002 at 3:29 AM Rating: Decent
Wow, great post my man .. If anyone is planning on hunting/farming in Crystal Caverns, please listen to this post .. I just have two corrections .. crystal crawlers also drop crystal nets, which have two charges of ensnaring roots .. Also, regular geonids can drop chipped gems .. The chipped diamonds sell for the most .. my necro, with an enchanter buff that gave me 110 charisma, sold the chipped diamonds to a vendor for 145pp .. the other chipped gems that sell for good money are chipped fire opals, chipped black sapphires, and chipped rubies .. the others, including chipped peridots, chipped jades, chipped emeralds, etc only sell for 7pp at the most <which i was very disappointed, but still made 2.5k soloing them over a span of 7 hours> .. that's about .. great post!
RE: Guide to Crystal Caverns
# Sep 23 2002 at 3:11 PM Rating: Decent
One of the best, if not the best, guide i've ever read in months of perusing this and other eq-related sites.

Hits all the questions we all have as we enter new zone.

Great job

Grunzlit
41st Pally
Forbidden Faith
Kane Bayle
RE: Guide to Crystal Caverns
# Mar 08 2002 at 11:18 AM Rating: Decent
**
251 posts
Great guide. One correction. If you fall from the top of the well to the bottom without hitting anything on the way down to break your fall you can cross that boundary that kicks the damage up to 10,000 points. Verified the hard way. If you stop and look down into the well and spot a ledge to land on to break up the fall you are safe jumping down.
The other loot item that you get from orcs regularly is the Karsin acid. This can be used in the kromif military leggings quest in place of the ancient rod that the queen spider drops.
____________________________
The Power of Hate conquers all foes.
Leader of The Silent Minority a Rathe Guild
excelent trip to CC
# Oct 24 2001 at 1:26 PM Rating: Default
i must admit that when i went there it wasnt much fun for me. I was with a group of ppl who two of them had already been there they were 2 duids an sk 2 clerics and a rogue. i being a cleric dwf for some reason when sow'd was falling behind the group while running from where we got the port. I should have know from how they didnt want to slow for me that this group were not looking out for my benifit i couldnt figure out why i was soo slow i wasn't encumbered but fell behind at least 5 times trying to get there. well one of the times when i was hailing that my auto follow was not working i was attacked and killed by a flying beast griffon maybe, so i got a rez and off we went again, blinded by the thought of getting a GOOD ITEM! Then, we come to the orc fort or what ever ya call it, and we run with invisability on thru the camp and i being slow lost my group again and somehow got jumped while invisable dying once again b-4 reaching the crystal. Oh happy day. Well we got luckey got a lev to go to the bottom and once there found the town and i hit the bank :) happy now all the cp and silver finally into the bank, things were going ok but my group seemed to not feel we should med up for the spiders which agro'd the first cleric to death so the ranger runs back to fetch the cleric who binded outside the fort and we beat a few down and while medding to 40% some knuckle head pulled about 5 more spiders in with us kiling me once again after i tried to heal the sk, then while waiting on the cleric to rez me since i am bound in OT, and the 1 druid leaves taking rogue with her leaving the sk and is going to port everyone out of there, except the cleric who after he died went LD(haa)and druid who left our group and formed one so they could be invis for the trip back down. Well, the sk is a trooper says he will stay and find me a rez so i consent him and he gets me a rez and i grab my body and tell them i gtg log RL was calling which it was i wasted amm my time to get there and had to go to court so i had to leave. Here i spent 2 hours or so just getting to the place we were headed. Died 3 times in the process, got left by the druid who took us there taking the newbie rogue with her and waited what seemed 20 minutes for the other cleric to return from LD and running back down to the spiders didnt get crap for the trip except for the countless hours off playing time i lost on a trip that almost made me have a freakin heart attack... I can hardly wait to go back LOL as i sit here laughing about yesterday while typing i remember these words i typed to my group of 3 when the druid left our group and joined the cleric b-4 he went LD for ever just the sk druid and rogue were left " pls dont leave me i will never get my body outta there, you cant just leave me down there " and ya know what she did. Do Not Ally with Crystaal on saryrn server she will leave you hanging. choose your groups wisely if we had a enc it would have been awesome i bet.Sorry for run on sentences and countless other error's i hope who ever reads this get a a lil smile at my pityful trip and i am sure each of you have trips just like this one, that were not funny at the time
Morocca 34th lev cleric
saryrn
invis
# Oct 15 2001 at 5:48 PM Rating: Decent
do the spiders near the queen see invis. I went there the other day and didn't know if they did I did not think about asking me and two guildies went and died near the queeens room. That was my first time in crystal caverns. Also to add it is a very confusing zone.
Jensen Greatwar
lvl 41 druid of brell serilis
RE: invis
# Nov 15 2001 at 5:03 PM Rating: Decent
None of the spiders see invis, unless the Crystal Purifier does. I"ve never saw him but I know none of the others do.

I don't believe anything in CC has the ability to See Invisible.


#Anonymous, Posted: Oct 07 2001 at 8:47 PM, Rating: Sub-Default, (Expand Post) is this like a new continent or something? do u have to buy a special version of this game or what?
RE: im cofoosed
# Oct 15 2001 at 4:03 AM Rating: Default
Yes, simple one.... this is part of the expansion that has been out for a couple of monthes now called Scars of Velious. You can buy it in stores for like 20 bucks or less I think. It gives you the ability to travel to Velious, a continent south of antonica... have fun!
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