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The Dungeons of Hibernia

There are five dungeons in Hiberinia. They are as follows:

Muire Tomb

  • Closest town: Ardee
  • Location: xxxx, xxxxx, xxxx
  • Appropriate Group Levels: 14 - 21
  • Appropriate Solo Levels: 18 - 22

Muire Tomb, also known as the "Newbie Dungeon", is the lowest level dungeon in the realm. Common monsters are the xxx spiders, xxx hags and xxx. Good drops here consist of the Nobles Leather Armor and xxxx. This is a good place to go to learn how to function in a group and to take on large swarms of creatures. The mobs are very dangerous in this dungeon because they spawn quickly and en masse. Be prepared for constant fighting and little rest. It's best to stay by the front door your first time there so you can get away if you need to quickly. Test the waters before you veture deeply. One thing to be wary of until you hit high enough levels to kill them are the xxxx scorpions. They are aggressive and patrol the dungeon from time to time. Many a group has been wiped out by them.

When you reach higher levels (18+), a group can reach the bottom fairly easily and try to take on Murie himself. He's the boss of the tomb and has a whole room of socially linked mobs to guard him. (More here - I never fought Muire until he was grey. No clue what he drops if anything)

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Kaolinth Caverns

  • Closest town: Tir Urphost
  • Location: xxxx, xxxxx, xxxx
  • Appropriate Group Levels: 17 - 24
  • Appropriate Solo Levels: 28 - 34

The Kaolinth Caverns are located west of Tir na Nog, past the "Gale Field" by the Fog Wraiths. At the entrance there will usually be four fast spawning sentries. You can either draw them away and attack them or try to run past them. I typically sprint past them myself, and get hit at least once, but zone long before they kill me. However, be careful on the way out because they will most likely be there. Make sure you have as much health as possible because they have been known to aggro while someone is zoning out of the caves.

The caverns were recently itemized (February 2002 I think) so they are now a good place for drops as well as cash. (more here - anyone know what drops they have in there?)

The Caverns run in a large circle on the upper levels and have a few ways to go deeper. Be careful of the roaming sentries, since they are socially linked to the others in the area. If it's your first time there, stay by the door on the ramp and pull the 2 guards that pop in the foyer. They spawn kind of slowly, but you can pull the wandering ones as they pass the door while you wait for the respawn.

The lower levels are filled with xxxx slugs and Cave/Posionous Toads. The toads are neutral and not factioned but are socially linked. The Slugs on the other hand are aggressive and will attack anything that comes near them in groups. In the deepest levels you will come across more Kaolinth and can attack their king if you wish to. Be careful though because the King's throne room is stuffed with mobs and they are ALL socially linked. Be prepared for a fight.

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Spraggon Den

  • Closest town: Howth
  • Location: xxxx, xxxxx, xxxx
  • Appropriate Group Levels: 17 - 24
  • Appropriate Solo Levels: 28 - 30

Upon first entering the Spraggon Den you will see Rock Sprites and Root Worms. They are not factioned and will remain neutral no matter how many you kill, however they are social with each other. That is, pull one worm and you get all of the worms, same goes for the rocks. The worms do have a bracer drop but I've never seen anything come off of the rocks.

Once you get past the rocks and worms you will see the entrance to the Spraggon Den proper. It is usually guarded by four sentries and 2 roamers. You can generally get good experience and drops from standing on the platform and pulling them as they spawn. As usual, they are social and will come in groups, so be careful. Spraggons have very good drops for their level and the Den is a good place to go to load up on weapons and armor. They drop Earthen Crafted leather through scale armor and stone weapons. The stone weapons are the equivalent of cobalt weapons but do not have magical benefits. The armor does however have magical benefits.

Just inside the doorway is the first room, which is fairly safe in a group situation, that has a slow spawning Spraggon Runner. Once you clear this room out it is usually safe to rest in it. In the left corner are as many as three Spraggons which will stay put unless you attack them. To the right is the way down deeper.

Once you go down you will hit a four way intersection. Left (past the stone pillar) will lead to a room guarded by the Spraggonix. Past him is "The Pit". Be careful when you attack the Spraggonix because he casts spells and is socially linked to any Spraggons that are wandering around the Pit entrance doorway. Straight you will find a room populated by Rock Sprites, Spraggons and Root Worms. Past this room is also a room full of Root Worms. To your right is the way to go down deeper and it leads to another Spraggonix. Like the other one, he brings a friend (BAF) if you attack him.

The splinter hallway leads to a room up the ramp that has a Pit Spraggon in it. Be careful about this area though because there are wandering Earth Sprites which cast spells and practically teleport around the room. I avoid fighting them unless they are blue or I am in a good group. A new mob has been added to this area as well, a giant Spraggon named xxxxxx. He is conned fairly high for this dungeon and has been known to wipe out entire groups, be ready for a tough fight.

The Pit is good for constant pulling and is very challenging. I recommend not going into it unless you have a very good group. The numerous gravestones are a testament to how deadly the Pit often is. Whatever you do, don't pull the Spraggonit through the left doorway of the room unless you have cleared everything else out, including the Pit. When he is pulled, the entire room attacks and this is the cause of death for many groups.

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Treibh Caillie

  • Closest town: Innis Carthaig
  • Location: xxxx, xxxxx, xxxx
  • Appropriate Group Levels: 27 - 35
  • Appropriate Solo Levels: 37 - 40

This is a very dangerous dungeon to get to but it does have decent drops. You have to run past Siabra Waylayers, Grand Pooka and Savage Fishing Bears to get to it, so be prepared. The dungeon entrance itself is surrounded by wandering mobs including Ire Wolves, Luch Catchers and Phantom Wickermen. The closest landmark to help you find it is Merucha Pond, it is just east of it. And fair warning, if you leave the dungeon and it is nighttime, stay put. The just over the cliff the dungeon is on is surrounded by Black Wraiths and Duhllans (which are practically invisible) and they only spawn at night. It's usually best to wait it out unless you are high enough level to take them. (purple con at lvl 40)

Once you get down the entrance ramp you will see a Rock Golem standing in an alcove in the wall. Even if it cons aggressive, it will remain in the alcove unless you attack it. This particular mob is a decent creature to fight for experience because it is high conned for this dungeon, spawns super quickly and fight alone. You can spend hours just fighting it. Straight ahead is a room with xxx Worms and xxxxx. These are the lowest conned creatures in the dungeon and are usually a good place to start. There is a named one in this room but I have yet to see him drop anything.

To your left is a hallway which leads down into the caves and to death for a disorganized group. You will see Ursine Sentries and Ursine Shaman wandering in the room beyond and they are much higher conned the the mobs upstairs. Their real danger is that they attack socially in groups of 2 to 5 and the Ursine Shaman casts nasty Direct Damage spells. Although they are conned as aggressive, you can often run past them and they will simply ignore you. However, don't count on this because they do aggro often enough. As far as drops, they drop excellent money for their con and a few miscellaneous items. Among them are the Spiderweave Reinforced Armor pieces and xxxx Short Recurve Bows.

In the lower levels are several other creatures, mostly more Ursine, Thralls, Arachnids and xxx. The Thralls drop the same things that the Ursine drop and resemble Firbolgs (because they are enslaved). As with the Ursine, the Thralls will generally ignore you, but do aggro sometimes. There are several rooms with spiders of all sizes and there are also wandering spider patrols, so be wary.

The "Boss Room" is just up a ramp after you get into the deep caverns (there are 2 ramps that lead to this room) and contains the Ursine King and his court. As with the other Boss's, he is socailly linked to the whole room and pulling him will pull everything. Likewise, pulling some of the other members of the room will pull all of them.

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Coruscating Mines

  • Closest town: Mag Mell
  • Location: xxxx, xxxxx, xxxx
  • Appropriate Group Levels: 27 - 35
  • Appropriate Solo Levels: 39 - 50

The Coruscating Mines are located just above the Siog Piller encampment, on a hill, east of the "Parth Farm". This is a very high level dungeon and should not be attempted by a group lower than lvl 30, the entrance alone is filled with very deadly aggressive creatures. Of all the dungeons, the Mines have the best drops and are very useful for getting a wide range of itmes includeing: Rings, Jewels, Cloaks, Jeweled Armor (Cloth through Scale), belts, Asterite Weapons and Shields, necklaces and the Gem Encrusted Claw (left-hand wieldable damage procing blades weapon).

The mines are full of several mobs that drop a variety of things. In general, anything humanoid (Undead Duregar, Silvermine Knockers, Enslaved Gemgetters, Enslaved Thralls, Unseelie Sentries and Gem Dusted Skeletons) will drop armor and weapons. The Gemclickers, not the Gemclicker Hoarders, drop the Gem Encrusted Claw. The lower levels (The Pit) have 3 main mobs to fight (The Silver Maddended Werewolves, the Abyssmals and Lode Protectors.) They are the very high level mobs and drop all sorts of useful lvl 40+ items.

Once you get inside you will be confronted by a foyer room with Cave Rats, Larval Predators, Silvermine Knockers and Cave Worms. They are all aggressive and high conned. If you can't get past them with relative ease, don't even try to go further. Once you get past the foyer you will see a ramp with support beams straight ahead and a hallway to your left. Down the hallway are several corridors. The first corridor is a dead-end. The next one (past the stone pillar on the right) leads to a room that has access to a "T" in the hallway. This is a good place to camp and has a variety of mobs to kill. If you go past the stone pillar straight ahead you will go down a slope and come to a room filled with Gemgetters and Unseelie Sentries. This is also a good place to camp but can be very deadly. The room is socially linked with highly aggressive mobs. Just a note, although the Gemgetters and Gemclickers are conned as aggressive they will generaly ignore you unless attacked. Everything else will aggro if you get too close.

Up the ramp with the support beams is the way to get to the Pit. There are several other hallways up here, but none of them lead to anything special. If you take your first right after going up the ramp you will come to a room (which does have mob spawns although they are slow) that has access to a 3-way "T". Directly ahead is a group of Gemgetters which you can pull to camp this room or you can pull mobs from the right hallway just past the room. To the left is a ramp downwards that leads to a very small room in the middle of a hallway. The doorway leads to a room full of Unseelie Sentries and Mangos and you have to fight your way through them to get to the pit. The best tactic is to pull the door guards into the small room and kill them first (usually four of them) and then immediately rush into the room following the left hand wall. There are usually mobs to fight here as well. The hallway to your left leads to the Pit. You however, must fight your way through here as well.

Once you get to the end of the hallway you will be able to see the edge of the Pit. The doorway is guarded by four Unseelie Sentries and they have to be killed before you can get onto the ledge. Once on the ledge you have 2 choices: You can attempt to fight your way down the spiriling ramp (which is very difficult to impossible) or you can jump off the edge into the Pit. The fall will cause 99% points of damage to you, so don't jump unless fully healed. I'm not sure, but I think Mythic added a patch that causes high elevation falls to do 100% damage now, but this is the way we used to get in. If the jump still works, rest in the corner, away from the Lode Protectors and venture through the doorway when ready. The left most hallway contains Abyssmals, The center hallway contains 2 different groups of Silver Maddended Werewolves and Weeweres and the right hallway leads to a small room filled with xxxx. All of the mobs down here are single pull except for the xxx, they are socially linked.

When you are finally ready to leave the Pit you have three choices: Die and release, fight your way back up or take the "Wormhole". At the top of the Abyssmal hallway is a visible geometry seam in the wall. This is the Wormhole and falling through it will bring you back to your last bind point. It can be a bit tricky but I have found a way that seems to work fairly well for going through it. Adjust your camera view so you are looking straight down on yourself (depending upon height you will be looking through yourself) then step onto the crack and move forward against the wall. Once against the wall, strafe sideways back and forth ever so slightly, and you sill see your view flicker each time you hit the correct point. If you hit it just right, you will fall through and "warp out" safely.

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