Crypt of Dalnir  

Quick Facts

HOT ZONE
Type: Indoor
Continent: Kunark
Instanced: No
Keyed: No
Level Range: 25 - 35
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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 Stream
Skinned FroglokIn the TombKunark NativesThe Kly Overseer
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Crypt of Daldir
# Apr 01 2017 at 7:30 PM Rating: Decent
Scholar
16 posts
Great xp at level 25. Most con yellow the farther you go. Drops are ok.
Experience boost amount?
# Apr 28 2016 at 3:32 PM Rating: Decent
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76 posts
The amount of experience in a HZ is 110% of normal exp. It's not a lot but better than nothing.
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"Insanity is doing the same thing over and over and expecting different results"
Loot updates
# Dec 07 2011 at 1:29 PM Rating: Decent
14 posts
A lot of Defiant drops here. After a couple of days in the statue room, I've looted:

Rough Defiant Cloth Wristwrap
Rough Defiant Breastplate
Simple Defiant Plate Vambraces
Rough Defiant Plate Greaves
Rough Defiant Plate Gauntlets
Rough Defiant Leather Cap
Rough Defiant Cloth Cap
Rough Defiant Cloth Sandals
Rough Defiant Chain Tunic
Rough Defiant Chain Boots
Rough Defiant Cloth Robe
Rough Defiant Round Shield
Simple Defiant Dagger
Simple Defiant Plate Boots


Nice hot zone....but be forewarned...
# Sep 17 2007 at 6:38 PM Rating: Decent
Sage
***
2,212 posts
GREAT zone for fast XP, if you and your group can handle the challenges.

Pluses: lots of mobs within easy pulling range. Hardly any downtime. About as good as it gets for chain-pulling. Invis seems to work fine, at least for the entry-level floor. Easy to learn the zone. Easy to run to zone in an emergency.

Minuses:

Long run to get to. Makes CRs a PITA.

Mobs run below 15%, all except goos. Some run FAST. If one gets away it will usually bring back a train, although I've seen situations where the runner goes a distance and then just stops. The tank can run and dispatch it there, with luck no adds may result.

Some mobs are clerics and they WILL heal themselves and any other mobs in the fight repeatedly. They can be interrupted and should be because otherwise you will kill these mobs 3-4x in one fight. For some reasons the clerics seem always to be the female coerced mobs, especially dorf, gnome and dark elf.

The goos and goblins will snare and/or root you. Some of them also cast some nasty dots. Have cure poison loaded.

Zone-in is too small. Would be hard to have more than one group camping it. Of course, the zone is usually empty, even as a hot zone.

With a lot of potions, esp DS pots, my twinked-out 23 warrior+cleric combo were able to duo this zone fine. They're 27 now and I will probably keep them here till 30 and then move on to the next hot zone, Crystal Caverns.



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Experience boost amount?
# May 05 2007 at 4:24 AM Rating: Decent
16 posts
Does anyone know what the Hot Zone experience benefit is for this zone or any hot zone for that matter?
Experience boost amount?
# Apr 28 2016 at 3:31 PM Rating: Decent
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76 posts
Normal HZ exp in only a 10% boost in normal exp not 50%.
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"Insanity is doing the same thing over and over and expecting different results"
Experience boost amount?
# Jul 09 2007 at 2:22 PM Rating: Decent
11 posts
90% shure that its 150%
Experience boost amount?
# May 05 2007 at 5:05 AM Rating: Decent
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1,352 posts
hard to say the exact amount.. dont see anywhere that devs state the exact boost amount. probalby between 1.5 - 2.0 times the normal rate i'd guess

Edited, Jul 9th 2007 11:25pm by DukeLatan
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EQ'ing since '99
Entrance enter only?
# Apr 20 2007 at 9:44 AM Rating: Decent
Is this one of these zones in which the entrance is enter only? I can't remember, I'm a little hesitant in taking my lowbie beastlord there at 26 with no way of getting out. Has any one tried this zone in a while? Would a 26 beastlord be able to solo there?
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This is who we are....
Entrance enter only? Nope.
# Apr 23 2007 at 9:39 AM Rating: Decent
3 posts
I walked in and out from the fake water entrance yesterday. All I saw were red spermy munchers, so I went back to netherbian to add two levels. I will be trying Dalnir's again tonight with my 27 monk.

I know from experience BST are capable of soloing yellows at your level, Reds if your beastlord is twinked out. Just watch for adds and I recommend you stay near the zin as you don't have Feign Death.



Aug From Zone, More Info
# Apr 19 2007 at 2:30 PM Rating: Decent
14 posts
ok here is a bit more info on the aug that drops from this zone


Polished Green Soulstone

MAGIC ITEM LORE ITEM NO TRADE AUMENTATION

This Augmentation Fits In Slot Types: 7 (General: Group)

AC: +5
Mana: +5 Endurance: +5

Restrictions:
Slot: EAR HEAD FACE NECK SHOULDERS ARMS BACK WRISTS HANDS FINGERS CHEST LEGS FEET WAIST

Required Level of 25
Class: All
Race: All


not bad really for a low lvl toon
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JDawgg Livindead of The Tribunal
70 Dark Elf Enchanter
New Hot Zone
# Apr 19 2007 at 6:38 AM Rating: Decent
14 posts
NEW HOT ZONE

took a few minutes and looked up this place....here is some maps and some info on it

http://www.eqatlas.com/kunark/dalnir.html

will link more on the aug that is supposed to drop now in this zone later and other things i find out


Edited, Apr 19th 2007 10:51am by Jdawggg
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JDawgg Livindead of The Tribunal
70 Dark Elf Enchanter
map
# Apr 29 2006 at 11:00 PM Rating: Decent
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1,087 posts
for the heck of it, here is a detailed nice map.

http://www.vidiotmaps.com/eq/Maps/dalnir_deadzed.jpg
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map
# Sep 01 2006 at 4:48 PM Rating: Decent
Scholar
46 posts
The link provided is no longer available
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Old Posts
# Feb 02 2006 at 10:02 AM Rating: Default
45 posts
Allahk could do well by getting rid of some of these obsolete posts
Hot Spot
# Aug 11 2004 at 6:44 AM Rating: Good
Scholar
25 posts
This zone was made a Hot Spot, starting 11 August 2004, recommended for levels 30-35.
RE: Hot Spot
# Sep 26 2004 at 7:27 PM Rating: Decent
6 posts
recommened 30-35 if you are grouped... was there solo at 41 and would not advise going past the first level unless you have super uber gear for your level or grouped.
Always Works Forge
# Nov 17 2003 at 5:43 PM Rating: Decent
3 posts
does this do what i think it does?
Always Works Forge
# Apr 20 2005 at 7:42 PM Rating: Decent
*
54 posts
yeah it mostly no fail combines but as i understand it it only works with the hammer from the smith in zone and only for combines requireing that hammer in smithing
RE: Always Works Forge
# Sep 16 2004 at 5:22 AM Rating: Decent
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144 posts
well, while I hope so, shhhhh dont need a line forming there like Fabled drop's during the 5th hehe
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Burtininke Narsioji 70 Wizard Quellious server
RE: Always Works Forge
# Mar 24 2005 at 9:58 AM Rating: Decent
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550 posts
aye, it "Always Works" for the 3-5 quest combines there are in Dalnirs.

As for regular smithing combines... you'll be sadly disappointed if you're expecting to never fail.
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Pain Lord Darknyss Grimscale
70 Iksar Crusader of the Greenmist
Dalnir's sux
# May 14 2003 at 6:59 AM Rating: Default
Scholar
46 posts
This has been a few months but when I was in low or mid 20's an SK buddy of mine decided to take me in to Dalnir's. We didnt stay for very long because the xp was crap there. isnt there supposed to be xp bonuses for the dungeons?
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How far would i get?
# May 11 2003 at 4:35 PM Rating: Decent
Anyone know how far a 42 monk could get in here solo?
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Soloing/Partner in Dalnir
# Feb 10 2003 at 12:33 PM Rating: Decent
28 posts
Edit--Well, it looks like I'm out of date since the change to the mob casters. Think I'll head down that way tonite, and give a report tomorrow. 2/10/3

I've been to Dalnir quite a few times, and here are the things I've noticed:
1) This one is HUGE! Not all the nibblers (sperm with teeth) aggro. If you find one that leaves you alone, leave him alone. This is the best and easiest way to deal with mob population.
2) Bring crowd control. If you don't bring them, you will most likely die. Nothin worse than a healer add. I've seen chanters, necs, and bards solo very well in here by mez/charming the mob healers.
3) Fear kiting is possible here, but a little strange. I've only done this on the first floor, but the mobs always pathed to the entrance. The strange part is that if they go to far, they will despawn, so be careful.(Nothing worse than getting a mob to 5%, and then he goes *POOF* right in front of your eyes.
4) If you are planning on staying for any length of time, bring summoned bags. A large portion of the mobs drop fine steel weapons. That stuff gets heavy. Shame to let it go to waste.
5) If you are going any further than the first level, make sure to bring a map that CLEARLY marks the zone out. You will probably have to use it.
Good luck, and never forget: He who fights and zones away, doesn't see "LOADING PLEASE WAIT..."

Edited, Mon Feb 10 12:08:15 2003
lvl.
# Dec 14 2002 at 2:55 PM Rating: Default
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934 posts
what lvl. should my monk wait before coming here
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RE: lvl.
# Dec 20 2002 at 10:47 AM Rating: Decent
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435 posts
Solo or grouped? My level 30 Monk decided to have a go at the entrance in a pickup group with a mid-20s SK and mid-20s Necro, and we did OK for the first half-dozen mobs then a caster spawned in the middle of one fight, we killed the original mob, the SK and Necro got nuked and ran with <20% HPs and the mob gated as I was just about to kill it.. even with Mend I ended the fight with <20% HPs myself.

Tough zone, particularly with mobs spawning right at the entrance... and very underutilised, probably in no small part because Crescent Armor just isn't very effective since the Monk nerf; probably fine if you group a lot and don't get hit too much, but otherwise you really need at least Acrylia Reinforced armor to be able to take hits in the 30s these days.
Dagger Quest
# Dec 09 2002 at 4:20 PM Rating: Decent
20 posts
Me and a 51 SK tried the dagger quest in this zone for the Greenmist. From what my impressions of this zone, it seems like there are too many adds to do this safely. The 51 SK was taking out the mobs pretty easily, but the amount of mobs and healers they have make it very difficult. Around every corner is a new set of mobs and there are few safe areas to med unless you are invis. Has anyone done the dagger quest? It seems the best strategy is to stay invis the whole time and go where you need to camp.
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RE: Dagger Quest
# Apr 04 2003 at 1:08 PM Rating: Decent
I've done the dagger quest once awhile ago for the Greenmist quest and am about to do it again for my necros - just for the dagger.

The first time I did it with myself (50SK) and a very well-equipped 60SK. I'd usually clear out the entire second level while waiting for the implicator room respawn, and I could take on the entire church at once.

IIRC The implicator camp was a couple of hours, the last camp near the overseer was a couple of hours, and I think the item I needed from the undead blacksmith dropped first time. The church was by far the longest camp at 5 hours.

The undead blacksmith is in a room behind 4 or 5 of his undead buddies. A little Rest the Dead should help here if you aren't tough enough to wipe the floor with all of them at once.

I remember at least 4 mobs in the implicator room, maybe 5. That could have been with adds that spawned just outside the room. This room was kindof tough, but then I never did separate the spawns. The implicator spawns in the nook portion of the room (to the left of the entrance)

I think you only need fight the three mobs on the stage part of the church. The rest won't aggro - but then I was using level 50 and 60 characters. The guy who drops the dagger piece spawns at the podium, center stage.

The last camp only has two mobs in the room. Can't remember exactly which dropped the piece, but unless you can mez it doesn't really matter as you'll have to kill them both anyway.
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Adds
# Nov 20 2002 at 4:52 PM Rating: Decent
My 41 beast went here to get some of the mnk/bst crescent gear today. had just got him kei and aego so had about 2 1/2 k hps and quick mana regen obviously.

easily got up to the entrance to second level even with one pull and 5 adds. tried to take coerced iksar but he managed to get continual heals from dwarf down the ramp. then 2 elfs agro'd and dwarf ran up to. was a little hairy but still manageable. then **** of hells 2 nibblers agro'd. often they were hitting the coerced bunch but also hitting me or my pet.

all the hitting kind of made it hard to land any slows or even pet heals so decided to make a retreat since i was only one in zone. wrong turn "returning to home point" "loading"

not happy since i just ported from luclin and paid a small fortune for the 2 buffs but hey ho. get some more and try again is what i say.

anyone going there soloing be carefull of all adds especially since they help each other out with heals and dot's, using my own buffs 41bst my MR was at about 70 or so, not many of there spells landed but enough to make it annoying. go with 2 peeps its a lot easier.
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The Real Iksar

Madho
Novocane
Poldarn
Battle Experience
# Nov 05 2002 at 8:28 AM Rating: Excellent
Confirm that the Coerced mobs now fight and kill off the goos and nibblers. We were watching the Lumpy spawns and witnessed that there also. No longer can you easily camp the Lumpys without clearing out all the other nearby mobs to avoid them KS'ing your spawns!

<-- my own repost from Kly Overseer, 3rd floor -->

I have spent many lvls with my Iksar war and several lvls with Iksar necro in Dalnirs, so recently when we had a guild raid there I brought my 55 dru and lead the raid for the lower lvl guyz recently. All was cool, even with the zone change, till we got to this guy.
We had 55 dru, 55 pally, 52 Iksar necro (doin cap quest), 42 cleric, 42 beast, and 4 others 31-40.
First off, he summons now. Read that correctly and be prepared.
He still charms. He charmed our lower lvls fast and I had to root them away from the others till it broke. He charmed the necro pet and sic'd him on the beastlord, then charmed me into casting 3 Wing Death on my guildies. Charms lasted longer on our lower lvl guyz.
As far as I know He didnt cast ice comet at all the two times we fought him. He was meleeing us constantly between his charms, so I suspect that the summon was a change/replace for the ice comet but cant confirm that yet. We had to rez our necro both times we fought him because of his summon/melee-stun/melee-dmg Modus Operandi. I held up to 3 of his summons better than our necro due to my wearing my AC gear but I had to keep backing off of him and his fast hits for 50-100ish range. I was NOT sitting either. Just standing and casting heals, roots (on charmed guyz), and dots on him.
He spawns in the same spot as The Kly in front of the exit teleporter closet. His aggro range must be smallish because we were able to pull others from the room before taking him on. He was light blue to 55 so still about lvl 42 and still a major under-con I'd say.
FYI he saw thru all of our diff versions of invis-camo
-edit-
Forgot to say he dropped the Sarnak Headguard one time and just coinz the other time. IMO, dont bother with him, just do your quest business in the blacksmith room and port out of there instead of trying to make it to the exit teleporter. With the necklace no longer being dropped, and all the crescent armors easier to get in other areas of the zone, I really cant see a reason to take on this guy now-a-days. He didnt resist my WD, but he did resist snare/root and spells from others from my guild.
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EClapton
82nd Human Bard
Shattered Destinies / Seventh Hammer
Big Change
# Aug 09 2002 at 6:35 PM Rating: Decent
They have changed this zone. Spent many days here with multiple characters pre velious/luclin. At that time you could set up safe areas with non aggro nibblers spawns, and once the floor was broken it was easy. I have noticed the past few attempts here that my 35 monk cannot sneak past any mob on first level. I also witnessed the coerced wanderers attacking and killing the wandering or any multi pulled nibbler/goo mobs!!!
I pulled a coeerced dwarf and goo to zone and hit FD, after that worked the dwarf and goo turned on each other, I of course stood up and killed the half dead winner )). I also saw a battle between a tier'dal and nibbler from down a hall. So it's quite a change from what I was used to.

Edited, Fri Aug 9 19:25:48 2002
25-35+ zone, eh?
# Jun 28 2002 at 4:07 AM Rating: Decent
6 posts
Since last casters *fix* Dalnir appears to be quite tough for level 30+ players.
Camped entrance room last night. Level 31 necro with pet and level 31 monk. Coerced necros hit for multiply 148. Had to retreat to zone several times. Coerced cleric, took down with monk at 2 bubs of health, necro Oom. The only thing we could kill with ease was melee dwarves. Monk died 2 times while pulling from L room, with 900+ HP went down to 0 HP in seconds.
Level 3
# Apr 29 2002 at 9:31 AM Rating: Excellent
13 posts
I noticed that there where some very good post on the first two levels, but none on the Third.

Took a group of high 30's to low 40's in, we consisted of Chanter, Cleric, Two tanks, a druid and a Wizard.

We had no problem, with any of the Mob's in here, til we ran into, The Kly Overseer (from Beast database), ---This fellow hits for quite for a lot, and as well procs an Ice based DD which does about 700 damage a shot. With bad luck (two procs in a row) a high 30s tank can be killed in two hits. Minimum Level: 36 Maximum Level:37
------ http://eqbeastiary.allakhazam.com/search.shtml?id=4544
He also charm me and one of our Tanks. Does not say that in Beast database. But other peeps are reporting this also.

He basically smeared us on the floor. We might have handled him, if we had known this in advance.
High Magic resist and high Cold resist are a definite must for the levels above.

Note: We were there to scout dungeon out for a potential raid. It was great experience for our group, but we were to high to do a Raid here. Would suggest Level 25 - 35, approx. for raiding here. Two to three groups, max. Anymore, and there won't be room to maneuver.
Rogue hide/sneak
# Apr 17 2002 at 9:48 AM Rating: Decent
Sage
*
164 posts
Found out to my cost last night that lumpy goo can see through rogue hide/sneak (made for some very interesting corpse recovery).
Rest of the zone didn't seem to be able to see me.

You have been warned!

Edited, Wed Apr 17 11:02:31 2002
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Research Notes
# Mar 17 2002 at 9:56 AM Rating: Decent
21 posts
I found "Research Notes, part 1" here in Dalnir and Part 2 in Kaesora. I can't seem to find the quest. Does anyone know?
RE: Research Notes
# May 29 2002 at 7:58 AM Rating: Decent
**
312 posts
they're part of a quest that starts in Erudin I think. Maybe toxx forset. Something to do with Al`Kabor missing his research notes.

The reward is a ring, stats were good for a chanter/bard.
Sarnak Hide
# Feb 28 2002 at 4:34 PM Rating: Decent
10 posts
I was recently in Dalnir and I looted a "Sarnak Hide". It was a ground-spawn in one of the rooms on the third floor. It is No-drop, Mnk only. Does anyone know what it is used for? Thanks.

Ssue
36 Mnk
Terris-Thule
RE: Sarnak Hide
# Jul 12 2002 at 2:45 PM Rating: Decent
2 posts
Trial of Peace of Mind, is the third part of the Shackle of Tynnonium quest for monks. One of the tomes requires this component. Read here for more details... http://www.geocities.com/Kurrleeeci/ShackleGuideText.html#CT
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