Crypt of Dalnir

Quick Facts


HOT ZONE
Type:
Indoor

Expansion:
Kunark

Instanced:
No

Keyed:
No

Level Range:
25 - 35

Send a correction
This ancient tomb of Haggle Baron Dalnir has been taken over by a clan of Sarnaks known as the Kly, who are conducting experiments in the depths of Dalnir's burial ground.
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Brainwashed InhabitantsEntering the TombKly CohortUnderground StreamSkinned FroglokIn the TombKunark NativesThe Kly Overseer
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#Anonymous, Posted: Mar 27 2001 at 2:01 PM, Rating: Sub-Default, (Expand Post) Is it good xp for a 29 iksar sk to solo ?Or i can find a group i suppose
RE: ok for a 29 sk ?
# Jul 06 2001 at 9:35 AM Rating: Decent
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66 posts
Hehe, I love this guy =)
If you are looking for exp then ot is a great place. A few words of caution: pulling here get's boring very fast, you basically have a variety of 3 mobs. Money isn't very good here and the loot basically sucks. Can't help but think Verant constructed this zone as a kind of blue collar exp factory, hehe.

As for soloing creatures here I can only give you my experience of it. At the time I was about lvl 35 and I had by fortune been gifted with a moss meaning I dealt a fair amount of damage. I managed to pull thorny suckulants and make it but they unfortunatly give a lousy exp, even when soloing. I'm uncertain but I think this may be the lowest lvl mob found around the lip area in ot. Next I tried a berserker and made that one too although seriously low on health. I'd decided to give up the charade but I wanted to try one final mob and chose a blue con Sarnak Knight. This guy creamed me and danced a jigg on my reamins. In conclusion: soloing get's more and more difficult the higher lvl you get and you can count the ot zone as the breaking point. From here on you are most often confined to groups.

Kamlatir Baresi, 36 Shadowknight, The Rathe
RE: ok for a 29 sk ?
# May 22 2001 at 8:56 PM Rating: Default
It would be imposible i think to solo here with a sk i have heard of high lvl people not doing good in here
#Anonymous, Posted: Mar 27 2001 at 1:59 PM, Rating: Sub-Default, (Expand Post)
Coersion Implant
# Mar 25 2001 at 10:42 AM Rating: Decent
Hey, does anyone know what these things are for, besides being a device the Kly use to control their minions?
#Anonymous, Posted: May 09 2001 at 2:35 PM, Rating: Sub-Default, (Expand Post) IT IS FOR THE SCALED MYSTIC ARMOR QUESTS FOR THE IKSAR SHAMANS.
#Anonymous, Posted: Mar 01 2001 at 3:31 PM, Rating: Sub-Default, (Expand Post) Ok heres What my group did one day in Dalnir =)
2nd Floor
# Feb 15 2001 at 3:02 PM Rating: Decent
It was only touched on briefly in a previous post, but once 1st floor starts getting routine (low to mid 30s) the second floor has an easy strategy.

Get levitate and invis and go to the 2nd floor where the gate out point it. It is VERY important to have someone that can root/snare or nuke to stop runners. Starting with that room, you have 1 or two mobs in the room. You can clear them without agroing anything else as long as you keep them from running!

Once you've gotten that room, your puller can range down the hall and pull 1 or 2 per pull without difficulty. The only time we ever were in danger in there was when we didn't stop runners. I did from about 29 to 36 in Dalnir and the EP is incredible and the loot is great.

Once you work out from the zone out point, you can move further in, just keep the corridor out clear incase you need to run. There were many hours that we were all FOM and looking for things to kill because 2 or 3 groups on 2 is overkill. Even 1 group and 2 farmers on the main spawns (Goo & Kly) left little to challenge a good group after breakin.

My best groups were Myself (Shaman) 1-2 tanks (Monk and other, SK/War/Monk), other healer (Cleric/Druid/shaman) and enchanter. It was rare that an enchanter was needed on a regular basis, and only in the 2nd and 3rd levels. The few dangerous times on 1st level came only from bad pulls where the puller thought we could handle more than we could.

I believe this to be one of the best 30s dungeon I've been in. Good luck everyone!

Rolfus Gallowglass
Shaman, 39 of Veeshan.
Good Group Great Exp for 30's
# Jan 01 2001 at 9:19 AM Rating: Default

I at first didnt like this place, but with a good group this is a good way to get exp, we went tonight and the group was 3 monks, 2 clerics, and my shaman. We had no problems at all the whole time got 2 people out of there hell lvls and were able to get pretty nice loot out of it.

RE: Good Group Great Exp for 30's
# Feb 09 2001 at 6:06 PM Rating: Default
XP comes real fast in Dalnir's 1st and second floors. That's all the further we have been so far. Our group started in at mid 25 and is now lower 30's. Our group usually consists of:

2 Magician (using Air Pets), 1 SK, 1 Warrior, 1 Ranger, 1 Wizard.

We have about zero downtime, and someone is always pulling. Multiple casters and mobs get exciting, but are really not much of a problem. Air Pets, Shield bashes, Stun spells and Gnoll Whips take care of that. Plus we chain Nuke casters into oblivion, hehe.

We take turns bandaiding and medding, SK shares life if needed, Ranger tops off heals if necessary...so we are usually not quite at full life or mana, but it really doesn't matter. We kill and clean out an area so fast we are forced to med and heal to full sometimes, no monsters. :-)

Clerics are nice, and we wouldn't mind having one (or a shaman or druid) just to make us feel better. But we can rarely find one. Clerics are not essential yet, as I hear they are after level 45 or so. Grouping in this dungeon for general (non level 40+ named spawn) hunting, and not being able to find a Cleric is no reason not to dive in! As always, that is if you have a good group who knows what to do and watches out for each other.
Two caster rule
# Oct 28 2000 at 10:15 AM Rating: Decent
If you are the puller and you see two casters - RUN or Feign.

I died twice to Coerced Tier'Dal / Gnomes and QUICKLY I might add.

The first time two "You writh in Pain" took me from 550 to 0 in about a second.

The second time I went from full to dead in about 20 seconds. 100% 80% 50% 30% 5% - "LOADING please wait"

Once you get by them or into the cave before the building in the rear you should do ok in a group.

MAPS a key in this place.

Dreadstone
31 Monk
RE: Two caster rule
# Mar 21 2001 at 11:26 PM Rating: Default
In response to the article outlining the perfect group for Dalnir's-
I would replace the wizard with a bard- for the magic/cold/fire resists, the mana regen (duh), the group invis/levitate for the pits, and the stuns (if neccesary).
Just what worked for me.

Sandly Sindon
34 Halfling rogue
Errolisi Marr (The Forgotten Server)
RE: Two caster rule
# Jan 22 2001 at 5:32 PM Rating: Good
Got to disagree here, if you run every time you see 2 casters here you will never fight. Just earn to deal with casters who hit HARD. BTW I hate coerced gnomes, they nuke the daylights out of you if you let them. Pullers need to keep everyone informed of whta ther're bringing back and what they're targeted on. An Enchanter is a must, root everything (pets run away too) and the most dangerous thing here is not the Casters, its the healers. Female Dwarfs and Dark Elves are Clerics and they will prolong a fight far beyond what it should last if you let them.

Tanks, a word of advice, spend the 15 - 25pp and invest in a Gnole Hide Lariat, it will save your life. Keeping the casters and healers stunned is worth any amount of lost damage output from you Uber weapon you usually keep in the off hand. Clarics and Pali's keep stun memmed here for the same reason.

Healers, you CAN heal party members through walls here. Don't do that if your puller is loosing hit points fast. If they're getting that beat up ts probably a bad pull, if you heal them it will pull everything to you, when a good puller is trying to lead them away to feign of zone. If the puller dies that is unfortunate, but don't kill the whole group. Again pullers keep the group informed of your intention, pulling to group or taking them away to zone.

Good Luck
Neptunis Rex
RE: Two caster rule
# Aug 15 2001 at 3:41 AM Rating: Default
I am a 39 Mage And I really want the Penkeeper's Robe. If anyone wants my help in Dalnir gimme a tell..

Zeel Spellgard <Legendary Fate>
39 Magician
Terris-Thule Server.
RE: Two caster rule
# May 01 2001 at 1:45 PM Rating: Decent
Excellent suggestion on using Gnoll Hide Lariat. Read this post for the first time yesterday, had two whips to sell, gave to my tanks and Oila' ... major savings on my mana! More to buff, less to heal. Great post!!
RE: Two caster rule
# Dec 31 2000 at 6:42 AM Rating: Default
here's an ideal group in Dalnir (around lvl 30 is ideal):

tanks (2 at least, monks preferably)
cleric - for heals
enchanter - for crowd control
wizard - for nuking, invisi, and cancel magic(very important because the coerced have damage shields which do MAJOR damage over time).

have the wiz cast invisi and see invisi on everyone (duh! reverse the order), then run down to lvl 2 (also have the shaman or enchanter cast levitate on those who can't make the fall - thats why monks rule here - SAFEFALL!)

now you are in the pool room. from here u can pull stuff, but be warned! make sure your puller knows what he/she is doing. use a monk who can FD if there are too many. there is a teleport exit at the other end of a hall lined with MOBS who will stun/kill/maim your *** if you don't watch it!)

alternately , you can just invis all the way to the teleport, then start maiming your way back from there. the goo-bers here drop the fighting baton and some cool necro ****. just watch out for the kly sorcerers who will FRY your ***.

basically, the 2 tanks beat the crap out of the MOB, cleric heals, enchanter mezz if more come or mezz 1 while everyone /assists the main tank, wizard nukes after 1/2 health. rinse, repeat. RAKE IN THAT PHAT LEWT and eXP!

RE: Two caster rule
# Mar 01 2001 at 3:39 PM Rating: Default
I would also have to agree With the Other posts I'm a 33rd enchanter and Grouped here EASY Get some tanks, healers and Nukers that know what the heal they are doin And You'll just fine !
RE: Two caster rule
# Feb 01 2001 at 4:54 PM Rating: Default
I dont know about your group - ours seemed perfect here

One warrior - one shadow knight - one mage and one healer - worked great got best exp yet
alabaster
# Aug 31 2000 at 10:29 AM Rating: Good
Ok, just some words from a 40 wiz who decided to camp the robe of foci... HUGE waste of time. I camped in the crusader room (the room right before the cracked wall leading to the river, on the third floor). 3 spawns spawn here, the coerced revenant, the coerced penkeeper, and the spectral crusader as well as, the placeholders. I spent on average 10-12 hours a day for 5 days. I killed numerous penkeepers, revs, and crusaders. the drops are as follows:

penkeeper, goblin type-a nickel key, a sarnak enforcer 7/28,1h blunt, wt 1.5. the enforcer is rare and you can see it on him, it looks like a wood club (kinda like the splintered club) he carries junk fs weapons and suppossedly the robe of foci...i say suppossedly because i NEVER saw it.

coerced revenant, looks like a iksar necro and is- tattered shroud (never saw it) a memo, rod segment "i", his crappy robe, a fs weapon or serpentwood staff (12/40, 2h blunt) and a wand of pain (crap +5 disease).

spectral crusader, looks like a iksar skele- he drops fs weapon or the bamboo bo staff 8/20, 2h blunt wt 1.0. if he doesnt have a weapon, he has the tattered arms,nec only lore, close to gator arm stats.

Ok sit in the water in the room, i.e the "jacuzzi" and wait for the spawn. something spawns in the corner every 12-14 minutes, i set my watch to it... Kill whatever at will, then time the spawn. there is one roamer close by, he roams from the broken stairs/ ramp that leads up to this area to the room. the roamer can be a kly type, nibbler, goo, or on a rare occassion i saw a iskar coerced crusader(reg liz) spawn as the roamer PH. the roamer has a 12-14 minute spawn rate too. then just offset the spawns and kill them and med inbetween. use invis to not be seen by ANYTHING. word to the wise, if you get there and the revenant is up, i found a bug that he HAS a pet you just dont realize it till it comes outta the wall and hits you. SO, as soon as the rev spawns kill him before he can make a pet. My strategy was root and nuke, worked well. I got some exp from some of the klys and gobs, the cohort and invoker/evoker are the hardest and highest. even at 40 i died there not from one mob but a couple bashing me. THE WORST THING THAT CAN HAPPEN IS THE MOB RUNS, IF HE RUNS HE RUNS DOWN TO THE RAMP AND THEN PULLS THE BOTTOM FLOOR TO DESTROY YOU. I have successfully rooted a mob right at the edge of the top part of ramp, before he actually touched it, and killed him with no aggro. For the time i spent in here trying to get the foci robe (worth 8k-10kpp) i could have made mega cash and exp in lguk. I left after 5 days, with about 7 bo sticks, 1 enforcer club, tattered arms, a serpentwood staff, and pp and fs weapons, being a wiz i frequently gated and sold. after 5 days i had about 1 bub of exp in 40, and about 1k+pp.. On a side note i went to learn LGUK (i never went there, i hate undead...makes my invis useless) and got mega exp and many rares and common drops off the exe, sage, ***/sup... if you really want to waste time try here, but better off in lguk for drops and exp... If you decide to try and get the foci.. may the force be with you, i got so sick of looking at the four walls i almost puked.

Alabaster Digler.. 40 wiz, currently seeking new guild on quellious.
Dalnirs from a female gnome necro point of view
# Aug 25 2000 at 5:54 AM Rating: Excellent
This guide contains some graphic so I just post the link to it here:

http://www.drawmjil.fakta.se/oc/guides/ipren1.htm

Happy hunting!

/Drawmjil
Sarnak Earrings of station
# Aug 23 2000 at 5:58 PM Rating: Default
Just wanted to ask if anyone knew what mobs had the best chance of dropping these earrings? trying to break my paladin into the 900 AC range, and 2 of these earrings would do the trick. You mentioned something about Kly Wizzies? Please elablorate. Thanks.

Zenfinite Melnibone
Lvl 50 paladin of Marr
Quellious
RE: Sarnak Earrings of station
# Aug 23 2000 at 8:28 PM Rating: Good
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397 posts
There are two kly wizard type mobs. They spawn on 2nd and 3rd floors, but most common place of getting spawns is 3rd floor church.

I got both of my monk's station earrings off of kly evokers. However, the invokers also drop the sarnak rares so it's possible to get earrings off of them too. I havent got any sarnak rares off of any of the other kly mobs though, so pump up your fire, cold, and magic resist and hit the wizzie klys.
RE: Sarnak Earrings of station
# Dec 29 2000 at 9:46 PM Rating: Default
actually...the sarnak earring of station can be dropped by ALL the Kly caster types, but only the caster types, goto the monk sites (these earrings are their holy grails) so they know what they're talkin bout :P remember, all the darn Kly casters can drop these!
RE: Sarnak Earrings of station
# Dec 31 2000 at 6:53 AM Rating: Default
what are stats on earrings ?
RE: Sarnak Earrings of station
# Jan 08 2001 at 7:17 AM Rating: Default
5+ac 5+str I think.
5 AC 5 STR is correct. NT
# Mar 05 2001 at 2:05 PM Rating: Default
#REDACTED, Posted: Aug 24 2000 at 10:47 AM, Rating: Sub-Default, (Expand Post) Thanks amigo. Oh yeah they'll beg. *evil grin*
Dalnir walkthrough
# Aug 23 2000 at 9:48 AM Rating: Excellent
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397 posts
Hello, here is a walkthrough from a dalnir veteran.

First off there are 3 specific levels of this zone all with zone lines on each one.

So lets start by describing each level.

Level 1 :
Monsters:
Coerced of all types, nibblers, and goo (smoldering and gyrating)
Loot:
Sap of piety, charred tulwar, iksar stave, tower guards blade, froglok crusher. All come from the coerced type mobs although they are specific to which ones they come from. IE sap of piety only comes from coerced gnomes.
Points of interest:
Zone in point - if a mob gets feared and pounded too long they will eventually despawn for some reason at the zone line.
Drop down point - looks like an open sarcophagus. In the center you drop down quite a distance to the 2nd floor. Naked you take about 100 damage without safe fall, to give you an idea of how far it is. There is a bug here as well. If you do not have levitate on and catch on the sides as you fall, you sometimes take 10k damage.

Level 2:
Monsters:
kly of all type except overseer and the kly, coerced of all types, nibblers, smoldering and girating goo.
Named spawns: lumpy goo, kly imprecator, coerced channeler, coerced crusader?
Loot:
All same as level one coerced drops, grave sandals, worm-eaten gloves, fighting baton, two handed practice sword, bo staff, robe of dalnir, ancient coin of dalnir, sarnak earring of station, sarnak emblazioned tabard, sarnak pitchatka (sp?), ceremonial dagger.
Points of interest:
Lumpy 1 (aka baton lumpy): spawns an average of once every 45 minutes. common is fs short sword. Rares are worm eaten gloves and fighting baton, although it is not possible to get any combination of these three items at once. Average time it takes to get a fighting baton is about 4 hours, so be prepared to sit for a while.
Lumpy 2 (aka sword lumpy): same spawn average as baton lumpy but drops completely different loot. common is fs spear, rares are grave sandals and two handed practice sword. Again not possible to get a combination of the drops from lumpy goos.
Imprecator / channeler room: kly imprecator and coerced channeler despawn and respawn here. So do their placeholders. They dont usually respawn at the same time unless you have not killed one of them before the despawn.
Drop to level 3: Right by the pool to fell in from level one is a stairs down with a checker pattern at the bottom. This is the drop down to level 3 with the same danger as drop to level 2 regarding the 10k bug. Behind the pattern is a safe room, although it would take quite some work to avoid the checker pattern every time you pull as there is not much room to get around it.

Level 3:
Monsters:
Mostly kly, however some coerced, nibblers and goos can spawn here.
Named spawns are:
kly imprecator (2 on this floor) coerced penkeeper (2 on this floor), coerced revenant, undead blacksmith, the kly overseer, and the kly.
Loot:
same as level 2 with the addition of sarnak headguard, bamboo bo staff, robe of the foci, tattered tomb shroud, and forging hammer. If you are camping robe of the foci, you are in for a LONG camp. You have been warned. Even with killing both spawns and gating out to entrance over and over I did not get one in about 24 hours of camping both penkeepers. Leave the camping tattered tomb shroud (from revenant) to whomever is camping that particular penkeeper and buy it from them if they get it. It would probably be an average of 100+ hours camping that room to get a shroud if you did otherwise.
Points of interest:
undead blacksmith / penkeeper room: the smith spawn is not on the same timer as the rest of the room, so if you are soloing, I suggest you pull to outside the room unless all the mobs are green to you.
church room: imprecator spawns here as well, but there are about 9 spawn points in this room, so dont even think about going here for experiece. This is also a favorite camp spot of high levels for crescent armor (monks) and sarnak earring of stations that seem to only come off of casting type sarnaks throughout kunark. I got 2 earrings for my monk. Both ironically off of kly evokers. Once on 2nd floor and once in the church.
The Kly room: Dont even think about going here without at least 120 cold resist or so, or you will be dead in a short manner of time when the kly, or the kly overseer agros on you.

The Kly:
lvl 40 wizard type mob
procs a 2 spell dispel magic, and a 700 damage ice shred. (literally - You have been shreaded by ice.) I have never messed with this guy. I have killed the overseer though, but it took a 50+ cleric, 50+ necro, and me (45 shaman) to take it out. I am told drops the sarnak headguard at the moment, but I have not seen it for myself. Pretty lousy for a dragon class mob, even if it is only level 40. I wish they kept the necklace of superiority on this mob.

Overseer: spawns in same place as kly, and has the exact same type of combat with the exception of his spells that he casts not doing nearly as much damage as the klys lvl 40 spells.

There is a current exploit where some nibblers and gyrating goos do not agro on you. (even if you sit on their lap and call them names) This makes it possible to camp a variety of areas including the lumpy goo spawns, imprecator room (floor 2), and run between certain rooms to camp several named spawns at once. IE, can camp lumpy goos, and imprecator room on 2nd floor this way. Also you can camp the blacksmith / penkeeper spawn and the imprecator spawn on the 3rd floor. (this one is for high level farming only)

For having roaming spawns non-agro sometimes, this makes even taking a level 33+ or so and camping solo both lumpy goo spawns possible. Good for you low level people complaining that they cant get anything good at their level. Now if they would only do this in kaesora so I could camp librarian and frenzied strathbone at the same time...

Really if you are here to farm, your best bet is lumpy goos, and maybe imprecator as well. The robe of the foci and tattered tomb shroud are just too damn rare to farm without at least a real life days patience. (not worth it if you ask me). However you can make about 400pp an hour worth of stuff camping lumpies and imprecator. assuming you sold the fighting batons, necro gloves, shoes, robe of dalnir, and bo staves.

If you are here for experience, I suggest you stay on level 1. You will get a lot more experience and pull close to a zone line without disturbing anyones spawns. Alternatively if you can get everyone invisable and go to level 2 by the teleport, you can have as many spawns as you can handle and just about set them on a timer.

I suggest you print this out as well as a map, if you are going to dalnir. It couldnt hurt. It can only help you. This zone is for level 28 to level 40 mostly. Any lower or higher level is inappropriate here unless for farming. Please dont get upset because I take farming lightly. How else am I supposed to get anything I want now that everything is pretty much trade only after level 40 equipment? There is also a necro quest involving getting items from all the imprecator spawns, forging hammer, and combining them in the forge by The Kly spawn, but I have never done it, so I couldnt tell you anything about that except that I wouldnt even try it without a level 45+ to pull the imprecator spawns for you because of their guards.

Great loot, easy farming, great experience, relatively safe, what more could you ask of a mid level dungeon? This isnt nagafens lair, so dont treat it like it is. Most everything is around level 30, so the loot is actually better than it should be.

Enjoy. Sorry if this is a little out of order. I cant really revise it after the fact.

Mandicus Lifescourge - 45 shaman of innoruuk
Zakani Lifescourge - 33 monk (2 station earrings =)
RE: Dalnir walkthrough
# Feb 13 2001 at 7:34 AM Rating: Decent
Not to be a nit-picker, but i was camping the second floor,it was in the "torture chamber "and we looted a charred tulwar & a goblin brass flamberge ( 2hs +dex).We also got a coin. Nice job on the walk through :)
RE: Dalnir walkthrough
# Sep 18 2000 at 5:57 AM Rating: Excellent
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77 posts
The implication of the above post

<If you are here for experience, I suggest you stay on level 1. You will get a lot more experience and pull close to a zone line without disturbing anyones spawns.>

is that lvl 2 is for item farmers, and anyone else should leave it alone.

Let me elaborate. As he pointed out, nibblers and goo don't aggro. This means as long as nobody kills them, no aggro mobs will spawn in there place. Therefore, it is easier for a high lvl player to move from rare spawn to rare spawn w/out having to be bothered by other aggro spawns. So if you come down to lvl 2 and start killing things for xp (and the xp is excellent here, btw) you will likely disturb this.

I was recently yelled at by an item farmer who was upset because it took him 9 hours to "clean up" the mess I made by hunting the second lvl for xp. I plan to go back and mess it up again.

Oh, and btw... while hunting for xp, you can also kill the named spawns, and get some nice loot. It doesn't ALL have to go to item farmers and their twinks.
RE: Dalnir walkthrough
# Mar 24 2001 at 8:00 AM Rating: Excellent
I think that you are absolutely right! The farmers do NOT have priority. If they wanna make a complaint cause you someone just made it harder for them to run back and forth betwen Lumpies, then let `em. We are playin` da game an` dey better be ready to hang tuff. I for one ain't gonna train a farmer, but if he expects me to go somewhere else whilst he has this entire level to him/herself....

you get the idea.
RE: Dalnir walkthrough
# Aug 26 2000 at 1:30 AM Rating: Good
hello. I would just like to make a comment about the falling for 10K dmg if you catch the sides. It may have been true earlier but now if you do it is just like landing on solid ground. If you stop and then fall again you will take less dmg than if you just fell all the way. Once I took only 9 dmg from the fall. Hope this helps.

Oadin Bonecollector 38 necro of Innoruuk
Dont Kill everything in sight!!!!
# Aug 23 2000 at 9:09 AM Rating: Excellent
As u get into Dalnir for the first time you may be very eager to kill everything u see there like I was to begin with :) However, if u first check if the MOBS are agro to u or not u will make your life much easier. There is nothing as bad as pulling back to your group with a nice ooze or coerced goblin only to have a nibbler or some other such pop on the group mid-fight! If u leave these non-agro mobs alone they will just happily wonder around and not attack anyone or help their soon to be dead comrades! Believe me, this makes this place a whole lot easier than it would otherwise be..........but still be careful in there, and watch out for those nasty healer type mobs...I hate them!
#Anonymous, Posted: Oct 30 2000 at 3:45 PM, Rating: Sub-Default, (Expand Post) Actually the ravenous will only NOT attack you if they are blue to you, otherwise they gonna agro
RE: Dont Kill everything in sight!!!!
# Sep 07 2000 at 11:58 AM Rating: Default
If you know when their gonna spawn you can kill everything. Usually I set up shop on the 4 spawn room or the temple room and stay on the sides and pull everything that pops.
RE: Dont Kill everything in sight!!!!
# Aug 23 2000 at 9:50 AM Rating: Decent
**
397 posts
The kly wizard types aren't too nice either =P they can easily take you down from full health in less than a minute if 2 or more agro on you at once. They are however, the only way to get earring of station in dalnir though...
#REDACTED, Posted: Aug 23 2000 at 9:04 AM, Rating: Sub-Default, (Expand Post)
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