Thorgarr
02-22-2007, 09:56 AM
I began doing these little dungeon review type things over on tentonhammer. I've since noticed that apparently this is the more popular of community forums so I will change homes and begin doing it here.
General Info:
Name: Cryshol Mines
Area: Tauthien Delta, North Eastern Qalia
Level Range: 17-20
Dot range: 3-5 (mostly 4)
Mob Types: Gnomes, Mechanized Armor, Gargoyles, and Oozes
Terrain: Moderate sized outdoor area with 3 dots, desert ruins; Large indoor mines, and underground chasm fortress.
Chrysol Mines is a very neat dungeon that I had the pleasure of running pretty much all day yesterday. It is located North/North East of Mekalia, in Thauthien Delta.
(Some local scenery and a shot inside Mekalia if you haven't seen it)
http://img.photobucket.com/albums/v496/Pacmanpth/qalia.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mekalia.jpg
The entrance to Cryshol Mines is through the bunker located about 500m North/North East of the East Angoer bunker. This bunker is guarded by lv 16-17 3 dot gnomes. In the basement of the bunker is an acceleration tunnel which takes you straight under the nearby mountain range at about 450% run speed. The adjoining bunker is located within an otherwise unaccessable (other than climbing over the mountain) valley, where there is a large outdoor ruin area filled with more 3 dot gnomes and the occasional named 4 dot:
http://img.photobucket.com/albums/v496/Pacmanpth/mines1.jpg
Two sections of the mines are visible here, the left mine section have approximately 20 mobs max, all of the lower level variety of 4 dot gnomes, these gnomes drop the "Toy-" named samples for the collection quest. The right section is the main part of the dungeon. Most of the spawns are 2 or 3 at a time, with nearby adds and wanderers. 2 Healers or at the least a good psionicist is almost a necessity in here.
My group consisted of 2 healers (cleric/disciple), 2 dps (monk/druid), and 2 tanks (DK/pal). This group setup seemed to work very well, and proved itself again when I returned later with a similarly configured group.
After a couple groups of gnomes, there is a junction of the 3 major tunnels of the mine section of the dungeon. The branch to the left leads to a dead end, and has oozes and gnomes, whom drop the "Dia-" named samples for the quest. The branch to the Middle leads to an elevator down to the fortress, and has gnomes, and 1 mechanized armor at the end, these drop "Sapph-" named samples for the quest. The branch to the right also leads to another elevator, with the same type of mobs as the middle, these drop the "Emor-" named samples for the quest.
Shots of the mine sections:
http://img.photobucket.com/albums/v496/Pacmanpth/mines5.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mines4.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mines2.jpg
The elevators take you down to the Fortress section of the dungeon:
http://img.photobucket.com/albums/v496/Pacmanpth/mines6.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mines13.jpg
The basic layout of this area is that there are two major platforms with sand and trees, the part you stepped out on, which covers the width of the chasm that have a few 3 pop spawns of gnomes, and the one on the opposite side that has a fortress, guarded by 4 mechanized armors, and containing the General boss mob or his ph. Crisscrossing the breadth of the abyss between these two areas is a narrow network of natural stone bridges which connect small islands together. All the wanderers are mechanized units, that have knockback spells, and when are killed spawn gnome drivers. On each island are 3-4 gnome Constables, who are paladin mobs apparently, as they Lay of Hands at about 50% hp.
http://img.photobucket.com/albums/v496/Pacmanpth/mines9.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mines8.jpg
Another problem in this area is that every 20 minutes or so a yellow name (read, unkos...easier to pick them out) gnome sniper will spawn and wander around. The sniper AE's bridges whenever you walk on them for about 1700 dmg. The sniper only has about 100 hp though and will not AE invisible/stealthed targets. So the plan with that is just to send out a rogue or invisble group member to take him down when he spawns.
Now to the boss mob. To get to the boss mob you will first need to assemble a key. To find out about this you first can go talk to the Architect. To get to him, you jump down one of three "warp holes" that are in the middle of 3 different islands in the area. Yes, Super Mario Style without the 'plunka plunka plunk'. Pictured here:
http://img.photobucket.com/albums/v496/Pacmanpth/mines10.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mines11.jpg
You get a lev buff when you enter this area (that sometimes fades after a while), so you can just float down slowly into the holes to get to warp. I have color coded an overview picture I took of the area, and matched colored circles (the warp holes) to respective outlined areas (the destinations):
http://img.photobucket.com/albums/v496/Pacmanpth/mines7.jpg
Blue - Architect
Red - Right ledge
Yellow - Left ledge
The Architect will give you quite a bit of lore and inform you that the only way to enter the General's keep is to obtain both key peices from the Keepers. The Keepers are named gargoyles, 1 spawns on each ledge. Due to our group composition, we were able to have 1 tank, 1 dps, and 1 healer at each ledge to camp the key droppers and summon back and forth between them as need be. The first mob you see when you warp to a ledge is the ph/named, the 3 outside the cave on the actual ledge are not associated with the named spawns. These are relatively rare spawns, probably about 10% or less.
http://img.photobucket.com/albums/v496/Pacmanpth/mines12.jpg
The same person needs to loot both pieces of the key as they are no trade. Once you have both pieces, the person with them needs to take the warp hole to the Architect platform. As soon as they warp, they will recieve a quest for the key. Then they just need to talk to the Architect and complete the quest to recieve the whole key which will unlock the doors in the fortress. He is a 5 dot lv 20, and has the armor, as well as the actual gnome boss that pops out.
http://img.photobucket.com/albums/v496/Pacmanpth/boss1.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/boss2.jpg
All in all a very cool dungeon, probably will be grinding levels out there quite a bit.
There is also another boss up in the tower of the fortress that I have not figured out how to get to yet. I have heard rumors that the spare/broken mechanized armor suits (seen below) are activated and used to jump up there. I have a lead on what is needed to activate them, but I won't divulge any information until I have verified this.
Loot:
Boss:
Rare medium healer bracers
Named drivers:
Heroic Shield
Rare heavy breastplate
Uncommon medium boots
Named gargoyles:
Rare light robe (very nice one too)
Rare heavy shoulders
Named sniper (still 1 shot kill):
Rare quiver
I will try to update with more pics and loot drops as I do the dungeon more. See you in game!
http://img.photobucket.com/albums/v496/Pacmanpth/mech.jpg
General Info:
Name: Cryshol Mines
Area: Tauthien Delta, North Eastern Qalia
Level Range: 17-20
Dot range: 3-5 (mostly 4)
Mob Types: Gnomes, Mechanized Armor, Gargoyles, and Oozes
Terrain: Moderate sized outdoor area with 3 dots, desert ruins; Large indoor mines, and underground chasm fortress.
Chrysol Mines is a very neat dungeon that I had the pleasure of running pretty much all day yesterday. It is located North/North East of Mekalia, in Thauthien Delta.
(Some local scenery and a shot inside Mekalia if you haven't seen it)
http://img.photobucket.com/albums/v496/Pacmanpth/qalia.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mekalia.jpg
The entrance to Cryshol Mines is through the bunker located about 500m North/North East of the East Angoer bunker. This bunker is guarded by lv 16-17 3 dot gnomes. In the basement of the bunker is an acceleration tunnel which takes you straight under the nearby mountain range at about 450% run speed. The adjoining bunker is located within an otherwise unaccessable (other than climbing over the mountain) valley, where there is a large outdoor ruin area filled with more 3 dot gnomes and the occasional named 4 dot:
http://img.photobucket.com/albums/v496/Pacmanpth/mines1.jpg
Two sections of the mines are visible here, the left mine section have approximately 20 mobs max, all of the lower level variety of 4 dot gnomes, these gnomes drop the "Toy-" named samples for the collection quest. The right section is the main part of the dungeon. Most of the spawns are 2 or 3 at a time, with nearby adds and wanderers. 2 Healers or at the least a good psionicist is almost a necessity in here.
My group consisted of 2 healers (cleric/disciple), 2 dps (monk/druid), and 2 tanks (DK/pal). This group setup seemed to work very well, and proved itself again when I returned later with a similarly configured group.
After a couple groups of gnomes, there is a junction of the 3 major tunnels of the mine section of the dungeon. The branch to the left leads to a dead end, and has oozes and gnomes, whom drop the "Dia-" named samples for the quest. The branch to the Middle leads to an elevator down to the fortress, and has gnomes, and 1 mechanized armor at the end, these drop "Sapph-" named samples for the quest. The branch to the right also leads to another elevator, with the same type of mobs as the middle, these drop the "Emor-" named samples for the quest.
Shots of the mine sections:
http://img.photobucket.com/albums/v496/Pacmanpth/mines5.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mines4.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mines2.jpg
The elevators take you down to the Fortress section of the dungeon:
http://img.photobucket.com/albums/v496/Pacmanpth/mines6.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mines13.jpg
The basic layout of this area is that there are two major platforms with sand and trees, the part you stepped out on, which covers the width of the chasm that have a few 3 pop spawns of gnomes, and the one on the opposite side that has a fortress, guarded by 4 mechanized armors, and containing the General boss mob or his ph. Crisscrossing the breadth of the abyss between these two areas is a narrow network of natural stone bridges which connect small islands together. All the wanderers are mechanized units, that have knockback spells, and when are killed spawn gnome drivers. On each island are 3-4 gnome Constables, who are paladin mobs apparently, as they Lay of Hands at about 50% hp.
http://img.photobucket.com/albums/v496/Pacmanpth/mines9.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mines8.jpg
Another problem in this area is that every 20 minutes or so a yellow name (read, unkos...easier to pick them out) gnome sniper will spawn and wander around. The sniper AE's bridges whenever you walk on them for about 1700 dmg. The sniper only has about 100 hp though and will not AE invisible/stealthed targets. So the plan with that is just to send out a rogue or invisble group member to take him down when he spawns.
Now to the boss mob. To get to the boss mob you will first need to assemble a key. To find out about this you first can go talk to the Architect. To get to him, you jump down one of three "warp holes" that are in the middle of 3 different islands in the area. Yes, Super Mario Style without the 'plunka plunka plunk'. Pictured here:
http://img.photobucket.com/albums/v496/Pacmanpth/mines10.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/mines11.jpg
You get a lev buff when you enter this area (that sometimes fades after a while), so you can just float down slowly into the holes to get to warp. I have color coded an overview picture I took of the area, and matched colored circles (the warp holes) to respective outlined areas (the destinations):
http://img.photobucket.com/albums/v496/Pacmanpth/mines7.jpg
Blue - Architect
Red - Right ledge
Yellow - Left ledge
The Architect will give you quite a bit of lore and inform you that the only way to enter the General's keep is to obtain both key peices from the Keepers. The Keepers are named gargoyles, 1 spawns on each ledge. Due to our group composition, we were able to have 1 tank, 1 dps, and 1 healer at each ledge to camp the key droppers and summon back and forth between them as need be. The first mob you see when you warp to a ledge is the ph/named, the 3 outside the cave on the actual ledge are not associated with the named spawns. These are relatively rare spawns, probably about 10% or less.
http://img.photobucket.com/albums/v496/Pacmanpth/mines12.jpg
The same person needs to loot both pieces of the key as they are no trade. Once you have both pieces, the person with them needs to take the warp hole to the Architect platform. As soon as they warp, they will recieve a quest for the key. Then they just need to talk to the Architect and complete the quest to recieve the whole key which will unlock the doors in the fortress. He is a 5 dot lv 20, and has the armor, as well as the actual gnome boss that pops out.
http://img.photobucket.com/albums/v496/Pacmanpth/boss1.jpg
http://img.photobucket.com/albums/v496/Pacmanpth/boss2.jpg
All in all a very cool dungeon, probably will be grinding levels out there quite a bit.
There is also another boss up in the tower of the fortress that I have not figured out how to get to yet. I have heard rumors that the spare/broken mechanized armor suits (seen below) are activated and used to jump up there. I have a lead on what is needed to activate them, but I won't divulge any information until I have verified this.
Loot:
Boss:
Rare medium healer bracers
Named drivers:
Heroic Shield
Rare heavy breastplate
Uncommon medium boots
Named gargoyles:
Rare light robe (very nice one too)
Rare heavy shoulders
Named sniper (still 1 shot kill):
Rare quiver
I will try to update with more pics and loot drops as I do the dungeon more. See you in game!
http://img.photobucket.com/albums/v496/Pacmanpth/mech.jpg