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Burning is a nearly constant problem in this dungeon. [[Extinguish]] and [[Breath of the Great Dwarf]] are effective remedies; [[Light of Deliverance]] is very useful for party-wide healing due to degeneration.
 
Burning is a nearly constant problem in this dungeon. [[Extinguish]] and [[Breath of the Great Dwarf]] are effective remedies; [[Light of Deliverance]] is very useful for party-wide healing due to degeneration.
   
On level 2, there is a Flame Guardian near the dungeon key. Killing it first disables all flame darts and jets, making getting the key a lot easier.
+
On level one, there is a Flame Guardian near the dungeon key. Killing it first disables all flame darts and jets, making getting the key a lot easier.
   
Also on level 2, towards the end, two siege wurms are immersed in lava and killing them can be quite challenging. Fortunately, they can be bypassed rather easily by simply running past them around the bend where their projectiles cannot reach.
+
On level 2, towards the end, two siege wurms are immersed in lava and killing them can be quite challenging. Fortunately, they can be bypassed rather easily by simply running past them around the bend where their projectiles cannot reach.
   
 
If you kill any of the [[Becalmed Djinn]] (although showing as enemies, they won't attack unless attacked--minions are, therefore, a bad idea, as might be Vanguard Assassin) on level 3 the monsters in the area will become extremely aggressive and will all be enchanted with [[Judge's Insight]]. The following dialog appears: "As the calming influence of the djinn fades, the fury of the surrounding creatures begins to boil over."
 
If you kill any of the [[Becalmed Djinn]] (although showing as enemies, they won't attack unless attacked--minions are, therefore, a bad idea, as might be Vanguard Assassin) on level 3 the monsters in the area will become extremely aggressive and will all be enchanted with [[Judge's Insight]]. The following dialog appears: "As the calming influence of the djinn fades, the fury of the surrounding creatures begins to boil over."

Revision as of 22:43, 20 December 2007

Catacombs of Kathandrax
File:Catacombs Of Kathandrax.JPG
Basic Info
Campaign: Eye of the North
Type: Dungeon
Part of: Charr Homelands
Neighbor(s)
Sacnoth Valley
Map
File:Catacombs Of Kathandrax Map.JPG
(click to enlarge)

Description

Catacombs of Kathandrax is a three-floor dungeon. The point is to kill Ilsundur, Lord of Fire, who is the final boss here. To receive the quest Kathandrax's Crusher for the dungeon, talk with Swithin Nye near the entrance.

Getting There

Catacombs of Kathandrax is located in the South East of Sacnoth Valley

NPCs

Bestiary

Monsters

Bosses

Boss-like foes

Light of Deldrimor Rewards

Dwarven Ghosts on level 1

  • At the Beacon of Droknar near the northen area map.
  • At the Beacon of Droknar just above the dungeon key location.
  • Beacon of Droknar at the dungeon lock.

Hidden Treasure on level 1

  • 2 in the large furnace room. One near southern furnace and one between the two furnaces.
  • Near Area Map just past dungeon door
  • Last room to right of bridge just before dungeon level exit.

Hidden Treasure on level 2

  • At the first Area map location (north-west).
  • At the second Resurrection Shrine (note : its not a Beacon of Droknar), on your way to the dungeon key, in the middle of the first 'hall' you go through.
  • Just behind the Regent of Flame that drops the dungeon key.

Hidden Treasure on level 3

  • In the middle of the first room, near the Beacon of Droknar.
  • In the second room past the boss lock, near the fire dart on your right (south-west).
  • The third room (past the first flame guardian), close to the entrance.

Rewards

Notes

Burning is a nearly constant problem in this dungeon. Extinguish and Breath of the Great Dwarf are effective remedies; Light of Deliverance is very useful for party-wide healing due to degeneration.

On level one, there is a Flame Guardian near the dungeon key. Killing it first disables all flame darts and jets, making getting the key a lot easier.

On level 2, towards the end, two siege wurms are immersed in lava and killing them can be quite challenging. Fortunately, they can be bypassed rather easily by simply running past them around the bend where their projectiles cannot reach.

If you kill any of the Becalmed Djinn (although showing as enemies, they won't attack unless attacked--minions are, therefore, a bad idea, as might be Vanguard Assassin) on level 3 the monsters in the area will become extremely aggressive and will all be enchanted with Judge's Insight. The following dialog appears: "As the calming influence of the djinn fades, the fury of the surrounding creatures begins to boil over."

Level 3 has 2 Flame Guardians. Killing the first will disable the nearby flame darts. Killing the second will disable the nearby flame jets.

At the start of the boss fight, two giant fireballs appear around Ilsundur and start to roll around the boss area in a circular path. When fighting Ilsundur, it is recommended to bring dazing or knockdown skills to interrupt his spells (e.g., Broad Head Arrow).

NOTE - Bringing Pain Inverter and allowing him to use Savannah Heat on the whole party kills him (and your party) within 5 seconds. <---This is no longer true since using this tactic will only bring his health down by 10 percent. Breath of the Great Dwarf is great for instant healing of burning and a small heal boost.


Ward Against Harm is of particular use in this dungeon.

Level 2 has the same physical layout as level 1 of Rragar's Menagerie.


Dungeons
Arachni's HauntBloodstone CavesBogroot GrowthsCatacombs of KathandraxCathedral of FlamesDarkrime DelvesFronis Irontoe's LairFrostmaw's BurrowsHeart of the ShiverpeaksOola's LabOoze PitRaven's PointRragar's MenagerieSecret Lair of the SnowmenSepulchre of DragrimmarShards of OrrSlavers' ExileVloxen Excavations