Crypt of Dalnir  

Quick Facts

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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Loot updates
# Dec 07 2011 at 1:29 PM Rating: Decent
3 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
***
1,291 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?
# 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
Scholar
***
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
Scholar
***
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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Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
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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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"Life is too short to spend time with people who annoy you".---Red Foreman, That 70's Show
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
*
144 posts
well, while I hope so, shhhhh dont need a line forming there like Fabled drop's during the 5th hehe
____________________________
Burtininke Narsioji 70 Wizard Quellious server
RE: Always Works Forge
# Mar 24 2005 at 9:58 AM Rating: Decent
Scholar
**
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.
____________________________
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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May hate, death and decay fall upon all thine enemies.
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?
____________________________
I went all the way to the moon, and all i got was this stupid T-shirt!
Soloing/Partner in Dalnir
# Feb 10 2003 at 12:33 PM Rating: Decent
27 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
**
934 posts
what lvl. should my monk wait before coming here
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Lord Kroakinfrog NeverKroaks <High Order of the Dragon>
Lvl. 70 Froglok Paladin protector of Mithaniel Marr
Tunare(ECI) server
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"A hero is no braver than an ordinary man, but he is brave five minutes longer."

RE: lvl.
# Dec 20 2002 at 10:47 AM Rating: Decent
Scholar
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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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Mage of Nekutlos Server
Lich Serp
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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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"May disease and decay rule the land!"
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 hell 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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[wowsig]151910[/wowsig]
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
Soloing
# Feb 04 2002 at 3:23 PM Rating: Decent
5 posts
Hi everyone. Ive been to Dalnir a couple of time to scout out the lay of the land. Btw Im a lvl 35 human monk. I ve been as far as the pool room in the 2nd lvl. My objective is obviouly to try and get some good drops for my monk and mabe catch some exp.
My 1st question is at what lvl can I solo. Secondly what is the best way to do so.

Thanks for your response.

Frustrated Monk
If you wanna farm
# Nov 15 2001 at 5:59 PM Rating: Decent
*
91 posts
I was here with my monk at 35, trying to finish shackle of steel quest and I found that one of the best places to farm just for items is the room on third floor past the coffin, up the stairs, in the room right before the watery area leading to kly. At 35( had a peacebringer though, so you might not want to do this unless you have decent gear and some good weapons, or if your a caster with a pet), I could hold the room without too much trouble. The room is a 1 spawn, of either a random kly, a coerced penkeeper,coerced revenant, or some other named mob, i forget the name. The drops in this room can be the foci robe off penkeeper( i think, the times i killed him he had crap, but i think he drops it), tattered tomb shroud off whats his face, either the revenant or the one i cant remember, hes an iksar and you can tell if he has it, and some cheesy stuff off the skeleton one, hes an SK as far as i can remember. There is also a hall spawn and some spawns in the adjacent room, best idea is to hang out in the corner with the broken table. Good room for farming, if your into that sort of thing, can be done 35-40 i assume, depending on gear/class. I wouldn't recommend going there if you dont have a pet or FD.

Viktheren 54 wiz
Fungku 45 monk
Luclin
____________________________
Viktheren
Ex-Channeler of Luclin
new quest?
# Nov 15 2001 at 7:29 AM Rating: Decent
22 posts
I was just in Dalnir as of 13 Nov 2001. In the third lvl I was heading into the dining room and noticed something.

There is now a Kly Follower (at least I think it was a follower) that runs from left to right who keeps asking "where is that scroll?!" or something like that.

I have looked and cant find anything on the quest or related quest list which seems to go along with this. Does anyone know what this is about?
RE: new quest?
# Mar 21 2002 at 3:12 PM Rating: Decent
6 posts
It's referring to The Lost Scroll, a static ground spawn for the enchanter epic.
#DaKineNugs, Posted: Nov 02 2001 at 10:25 AM, Rating: Sub-Default, (Expand Post) hello. this is a post for everyone on Terris Thule server who is planning on comin to Dalnir. Terris's first drop room and landing room are Totally Broken....nibblers everywhere. so please if u are coming even in a big group....leave the nibblers alone. I have started trying to get as many of the spawns around the lumpy's to be nibblers too so if u get there and there is nothing but 2 goo's....enjoy the easy camp... dont kill nibblers for exp plz. they not good exp anyways as they lowest in the dungeon... thank u for reading this and those of u from other servers...if the spawns are left broken for u plz return the favor and leave them broken.. ty.
I can't find the stupid zone line, little help here
# Oct 28 2001 at 12:35 AM Rating: Default
I went to WW after checking out the map and figured no problem, I can find this...I was wrong. A little better direction than a picture would help out a lot.


Marthul
30 Cleric
Luclin
RE: I can't find the stupid zone line, little help here
# Jan 03 2002 at 8:50 PM Rating: Decent
1 post
Loc to zone is 3507, 3980, -106
RE: I can't find the stupid zone line, little help here
# Nov 15 2001 at 7:26 AM Rating: Decent
22 posts
Zone in from OT and immediately turn north. stay due north till you hit the water. watch along the hillside that runs parallel to the water and you will se the zone. It is pretty close to the western zone line so dont head too far to the east.
Combat Stragegy
# Oct 23 2001 at 3:26 AM Rating: Decent
4 posts
The group I was in consisted of two tanks (monk and warrior), a cleric, a necro, a wizzy, and a shaman.
Duties were as follows: Monk pulled, warr did what they do best, cleric healed, necro doted, wizzy nuked (pet helped too), and the shaman kept the tanks buffed and helped with melee and spell damage.
We staged in area 1 (eqatlas map) while the tanks cleared the hall to area 3.
moved on to area 3 and posted up on the rocky hill to the left as you enter the room. clear the room of mobs and keep it under control, things can get nasty quick with the coerced casters.
What to watch out for: other small groups and soloists pulling mobs into area 1. not a huge problem but can be annoying when there are actually people in this zone.
Adds when fighting the coerced. A euridite necro and a dwarf cleric nearly wiped out our whole party. Healers watchout for aggros from casting heals. If this happens, have one of the tanks break away from the first mob to help out the caster. after all, without a healer you really are screwed. Get with a good group before you enter the zone. there is not enough people here to form a descent group once your in.
As long as you keep area 3 under control, the first level is a great place for high twenties to low thirties to level up. there is a few good drops here also but no where near as good as the lower levels.
I would suggest hanging on the first floor until you reach around 32, this just makes the second and third floor easier so you can get the good stuff that is droped.
the exp here is great and I plan to stay here for a few levels before moving on. The zone is never really very crowded either, a surprising amount of people have never even heard of it.
The above tactics have worked very well for our group. There has been only one near party wipe out and that was because of a train near the zone. If you get organized you should have no problem on the first floor with a group of high twenty to low thirty players.
Recent group
# Oct 16 2001 at 8:10 AM Rating: Decent
**
497 posts
I joined up with a group this last weekend in Dalnir, and it was OK. We got good experience, but several things went wrong:

1. We had a druid that wanted to tank (got killed twice)
2. We had a cleric and an SK who could tank OK, but the SK was WAY too low-level (20).
3. We kept getting jumped from behind while someone was off pulling :-(

In the end, we got trashed when our puller accidentally pulled a necro (plus pet) and a nibbler, while a goo snuck up from behind us. Two of our group were dead before I could get a sense for what was going on in those narrow corridors.

Being one of the higher level folks in the group, I just barely made it to the zone.

Here's what I suggest for a group, if you're going to go there:

Mix: at least one necro, one healer, one tank. At this level, the necro can give mana to the healer and DD the mobs, which should use him up. The tank can do the rest of the damage and the healer can... well, heal. Enchanters are nice, but they don't have the kind of damage output that necros do at this level (later they're actually more useful, but not in the mid-to-high 20s). Additional good things to have: shaman, bard.

Strategy: The tank should pull, but the necro should keep screaming terror on hand in case the tank gets more than s/he bargained for. The healer should do just that.

With tank, necro pet and DD, you have a nice base damage output. Shamen can add some nice DoTs (as could a second necro). Other casters could add in some nice DDs.

Any thoughts?
____________________________

Robe of Foci
# Oct 12 2001 at 1:21 PM Rating: Decent
3 posts
Can a 37 enchanter solo the pennkeeper near the drop from 2nd floor on the 3rd floor?
RE: Robe of Foci
# Oct 16 2001 at 4:21 PM Rating: Default
I wasn't aware that chanters could solo at all beyond 5th level =P
Guess Im just a wus....
RE: Robe of Foci
# Dec 02 2001 at 1:44 AM Rating: Decent
31 posts
Chanters are weak to start with, and in the mid levels 20-40, are able to solo given the right circumstances. After around 40 it becomes a bit easier, assuming you are decent with tactics. Chanters soloing isn't about tanking (ever), or tac-nuking things (except for an ocassional rare instance), it's about knowing where and what to kill, and keeping your pet alive.

Remember, a pull of 2 or 3 isn't really a problem, if you can mez them off before your pets dead. Using Feedback for additional damage (a must), and whichever zerk line is you're highest, you might be suprised to find what you can solo... i was.
____________________________
Moraganth

The most convincing arguement for the existance of intelligent life elsewhere in the universe is that they haven't made contact with us.
#Anonymous, Posted: Sep 19 2001 at 6:00 PM, Rating: Sub-Default, (Expand Post) No offense to Alakhazam but i wsant a new place to look up stuff this new Premuim Membership cut me off checking like everything so im kinda pissed can anyone help me
RE: Don't mean to be mean
# Oct 16 2001 at 4:34 PM Rating: Decent
Huh?? Do you read what you post before you hit the 'Post Message' button?

"No offense to Alakhazam but i wsant a new place to look up stuff this new Premuim Membership cut me off checking like everything so im kinda pissed can anyone help me" ?????

That hurts just looking at it.

RE: Don't mean to be mean
# Oct 04 2001 at 7:01 AM Rating: Decent
*
110 posts
You could pay...
Monk pullers? Nah
# Sep 06 2001 at 5:44 PM Rating: Decent
Here's a bit more information to Dalnir's, which I've been in quite a bit with good success.

GROUPING
Find your group in Overthere. Groups are easy to find in Overthere, and you can either build your gorup in one of 2 ways: (1) broadcast that you're building a Dalnir's group and invite all interested. (2) Wait for the moment that you are in "the perfect group", and when that group starts to express their dissatisfaction at the loot and/or experience, kindly suggest Dalnir's. I recommend (2) over (1), because using (1) generally gets a bunch of people in your group who have absolutely NO experience in Dalnir's and are hoping you can lead them to riches. I highly recommend patiently waiting for just the right group and heading off for a Dalnir's run. Of course, if you have a guild of equal level that likes to raid stuff, you're good to go anyway.

Remember that hardly anybody ever comes here. My experience is that the few people that DO come here are either farmers or soloers who don't want to be in groups, so get that group in Overthere before coming over, otherwise you're wasting your time.

PULLERS
I have played a monk, warrior, and bard, among other classes, and this whole strategy guide for this zone seems to be centered around the monk as the puller. Granted monks can feign and split, but they also have extremely average magic resists. With the high number of casters in Dalnir's, I would suggest using a warrior as a better puller choice due to their high HPs and high magic resist as well as their initial aggro factor, and if you have a good combat healer and enchanter, believe it or not a bard could be the best puller due to the fact that he can get his resists WELL above 100 when he pulls. Caster mobs kill groups quick in this place, so high magic resists on the puller will ensure success. Granted non-monks will bring a few more, but if your group is into the mid-30's a few more is desirable, not undesirable.

Nothing in this zone sees invisible. This makes getting to where you need to go pretty easy, especially with a bard in the group to blanket invis as necessary.

Corpse recovery in this zone isn't too hard if you should blow it, no matter where you are. Just invis and drag to the zone, piece of cake. There's zone-outs on every level so no matter where you die you're close to the way out.

When picking your group, I would suggest the following: Cleric, Chanter, Pet class (necro/mage), and 3 tanks. At least one of those tanks should be a taunting class (pally/warrior), and ideally one tank would be a high damage class (monk). Part-time healers have limited use here, you'll have to double them up to be effective, and they'll always be begging for mana. Go with the cleric. You'll appreciate their HP buffs.

RE: Monk pullers? Nah
# Mar 19 2003 at 10:26 AM Rating: Decent
My Krewe consists of Warrior(31), Monk(31), Rogue(31), Cleric(29). We have all dinged twice in Dalnir's. We have found the monk to be the choice for splitting spawns and then letting the warrior pull repops. As far as MR goes, I just wanted to put forth some info my brother, the monk, has shared with me. He tells me that the mobs here require LoS to cast, and that Screaming terror acts as a mez in as much as the mobs cease aggro wether he is feigned or not. He has been able to use this to our advantage and is consistently able to pull singles regardless of class. I do not think that all monks are aware of this when they come to Dalnir's, but as the drops are attractive to them they come to this zone which we have determined is pretty much designed to force monks to learn how to pull. So, let the monks pull at least to split spawns. If they are dying it is because they have not learned the tricks of thier trade yet. Let em take a few dirt naps early in thier careers, and save everyone heartache later in levels when they will be required to pull and mistakes are much more costly for everyone involved...just my Rogue's 2 cents. Thanks for reading ;)
RE: Monk pullers? Nah
# Nov 15 2001 at 6:06 PM Rating: Decent
*
91 posts
Well, there is a plus side to the monk pullers, despite the low average MR. Dalnir is chock full o' monks. Unless you pull your group from OT or wherever else, chances are your group will have several monks. I had some enjoyable experiences on third floor with an all monk group lvls 30-40.

____________________________
Viktheren
Ex-Channeler of Luclin
i'm a mage
# Sep 03 2001 at 3:32 PM Rating: Default
hiya i'm a 29 mage almost 30 from going into dalnir i must admit great exp and soloing at the ent is real easy i'm jus wondering when i get higher up in lvls if a single mage can go in and solo. any advice would be grand and thank you.
How do i get here?
# Sep 02 2001 at 5:22 PM Rating: Default
I'm planning on going here to get some crescent gear but am wondering how do i get here???? I know it's on kunark but do i have to do a long walk? If so, from where do i start? If i can get a tp where to?


36 MONK
RE: How do i get here?
# Sep 25 2001 at 7:21 PM Rating: Decent
if ur in anotica take the boat from oasis to timorus deep hop on the other boat to OT get off take a left into warsilk then go left to the zone and ur there
hard to find a group
# Jul 25 2001 at 8:59 AM Rating: Decent
2 posts
Greetings all,

I have recently setup shop here for a longer stay, but my past experience is that it is difficult to find a group here. If your thinking of coming it may be better to go to lake and FM to assemble a group first.

I (33 Pally) and my lvl 31 Ranger bud are quite excited because with just the two of us we seemed to do quite well camped at the entrance room. Lots of blue stuff, and with me bashing and stunning, we have little downtime to heal.

Pallys rejoice because here is where people will learn your value as a group member who can stun.learn!


Enjoy!
Kainyar Wyrmbane of Xegony
Level Range
# Jul 16 2001 at 7:45 PM Rating: Default
I have gone from lvl.24+ in this zone, if your lvl.25 you can get a group, I can, and im on Rallos Zek, so dont give me any 'your too low level' I get 1/3-1/4 blue bubs of exp in groups with lvl.30's and usually group with lvl.28's regularly.
-Genduun
-Rallos Zek
Why u should go here
# Jul 08 2001 at 1:21 AM Rating: Decent
5 posts
Ok i was a very lost gnome at 31. I went to everfrost, then to FM, then to OT then to here when a guilde asked if i wanted to go here and hunt stuff. I said sure and BOY did it pay off we found 3 monks and a cleric and we took off killing everything is sight. I lost a lv when we were trying to get our act toogether but i gained it amke and 32. This place i magea loot if u camp here long enought and with the right group and if u have someone that can cast cancel magic bcause these guys have DS on them. Plus u need a healer and some tanks and u got a group taht can take the whole 2nd lv. SO if u are 30 40 come here and kick some but and of corse get some money.
____________________________
Baens
36th mage
Zebuxoruk
What level is good?
# Jun 24 2001 at 10:47 PM Rating: Decent
1 post
Am a 26 monk, am I too low to start doing some of the mobs in there in groups? I really need to upgrade my blunt weapons.... :-)
Campiing 2nd level
# Jun 05 2001 at 11:41 AM Rating: Excellent
2 posts
I am monk and have been camping this place from lvl's 30 to 35 and here are my suggesions:

To start with, the best way to control the 2nd level is to leave the non agro stuff alone whether you are hunting goos or just gaining exp. Also, if you are in this dungeon on 2nd floor its rare that you will have to share it with anyone.

This zone is where a monk shows his true value to a group. As the puller you need to understand the zone's pathing and the creatures spawn. You have to splitt spawn regulary until its broken and have to deal with casters. If you do a good job, it makes the 2nd floor look easy which is deceptive cause once you need to camp things can fall apart quickly. Muahahaha.

The best way to up your MR in this zone is simple. Wait until the spawn begins to cast (They can't move at this time), then run around the corner (100% MR as far as I know). If non casting spawn are with the casters they will follow, you can fd, and caster goes away. Pull tank spawn and repeat. Then get casters last. Splitting mulitple casters is a bit rougher. Just make sure mend is up.

To camp the second floor you need at least 4 people, two tank minimum (one a monk) and healer. You can add any other classes once these three are set. The very next thing as a pulling monk you need to do is to explain to the healer that if you pull a caster, by the time you get him back to the group you have been doted at least once, often twice, and possibly three times. If you haven't been nuked already, the first thing that caster does when he gets there is nuke you and then nuke you again. If the healer does not heal you almost immediatly after you enter the room your likely going to die. Especially if you had to splitt casters on your way to camp. Don't you love this zone? hehe.

There are three places to set up camp as a group, the pool room, implicator room and near the exit. The exit is ok, but its far away from the lumpy's and implicator that drop all the great stuff. Only camp here if you are a weak group, otherwise in my opinion its a waste of time.

The pool room is the best place for a reasonably solid group for a number of reaons. All of the spawn run here if they get hurt. The benefit is if you start by killing the agro spawn in the room (again try to leave non agro spawn alone especially near your camp site. an invoker pop at thw wrong time kills more groups than anything else I can think of) you can back track their pathing and keep trains down to a mimimum. Also if they get hurt in pool room they run in circles and do not leave the room. The next area too hit if you are along wall behind pool is the 2nd hole in the wall. Pull to lumpy that drops fb, then move to lump with 2hs and then move deeper into the zone. Always pull through 2nd hole for pathing reasons. You can fd to splitt spawn halfway out of the 2nd tunnel as its far enough away from the pool wall that they wont agro. The pool room rocks and is the camp of choice if you know what you are doing.

If you have a strong enough group you can camp Implicator room. He spawns and despawns quickly so you have to control his room to camp him effectively. From there you can pull to lumpy's and control all of the good drop items. Because wounded run to pool room, you need to pull creatures in that direction otherwise trains can happen, which according to murhpy's law is when the imp will spawn. He is a nuking caster. This is why the implicator room is tougher than the pool room, but the imp drops some great items. The imp is just a little stronger than an Invoker, unless he has the Adamantine Bo Stick, then he's very tough. Practice your disarm skill.

If you're group is totally rocking and find yourself looking for pulls, you can always start killing placeholders at strategic places. If done properly because of the xp bonus you get in the zone (I have heard its as high as 21%) you can level faster here than anywhere else I know of in the 30s.

Shuyunx Softfist
Human Monk of the 35th circle
RE: Campiing 2nd level
# Jun 15 2001 at 1:57 PM Rating: Good
First off let me say thanks for the post there's a lot of usefull information. Now let me disagree with some information that you put about pulling. This is from my experience with my monk. You mentioned getting a caster/noncaster pull and then running when the caster pulls and FD to get rid of the noncaster. If a caster has started casting on you and then you FD, the caster will continue to cast, the spell will go off and all the mobs will realize that you are still alive and continue attacking. If you wait until the spell hits you to FD, you should be ok, the caster will forget about you and you can pull the noncaster which has followed you. One other thing, I have tried the hiding around a corner when a caster is casting and it has never prevented a spell from going off on me. NPC's seem to not suffer the same penalties that PC's do with spells. I don't think it's fair, but that's what I've noticed in my time pulling.

I definitely agree to leave the nonagros alone though. I have not been to second level yet, but was fighting in temple last night and it was SOOOOO much easier once all the agros were replaced with nonagros.

Thanks again for the great post.
Paladins are golden in this zone
# May 24 2001 at 8:54 AM Rating: Decent
15 posts
Just adding my 2 cents...as a Paladin, I have not yet had any trouble finding groups in this zone and the reason is always that I'm a tank that can stun. If you don't have a good 2h weapon break out that sheild and 1h. Too many casters in here. With only one other stunner in the group you can keep mobs from doing any damage esp if you've got an enchanter in group.

Best group I've been in so far here? 1 Paladin 2 Monks 1 Cleric 1 Enchanter and 1 Rogue
The problem is that keeping groups together is a pain becasue it is such a long travel to get here and people only have so much time to play. Just remember, don't leave your group gehind if your below the 1st floor. Get everyone back up and then start over. Saves a lot of headaches especially in a zone where there might only be enough people for 1 or MAYBE 2 full groups.

Makes the clerics happy and keeps everyones mana and life up there.
____________________________
-Kyel Mourningblade Paladin of Marr
Master Smith (188)
Does stuff see invis?
# Apr 29 2001 at 11:35 AM Rating: Default
I am just wondering if invis (or IVU) works in Dalnir, IE could I get far into the zone with invis?
RE: Does stuff see invis?
# Jul 16 2001 at 2:02 AM Rating: Default
I camped the pool room with a great group for 4 days, and been throught the entire dungeon several times invised. The only thing in this dungeon that will see invis is the lumpy goo.
RE: Does stuff see invis?
# Jun 05 2001 at 10:50 AM Rating: Default
Invis works on all three floors. I have been in the third floor invis in front of the Kly and he did not see me. One word of caution. I was with a group that had a bard singing his invis song. Once the bard zoned, invis droped. I was bringing up the rear like a bone head, and the kly and company hit, stunned and killed me in about 3 seconds. I had no chance whatsover. I did invis and get my corpse np though.
RE: Does stuff see invis?
# May 01 2001 at 1:33 PM Rating: Decent
9 posts
I am by no means an expert in the area, but have been fortunate to group with "experts". Information given to me is that Invis is safe to use at least throughout level one. Would like to hear from some of the experts.

Lamorm - Shaman, 32 Season
Bristlebane, Seven Pines Veterans
____________________________
Shaman,Barbarian
Bristlebane, Legion of Valor
robe of the foci
# Apr 28 2001 at 4:00 PM Rating: Default
yea i have a question, which is what would be the best way to get to and from the room where the tattered tob shroud drops and the robe of the foci cause from what i heard here i didnt learn too much but some whining. I plan my self to item farm and i really have no prob with ppl trying to get exp but i just wanted to know whats best not to take exp away from other players and not get killed.

Najort
45 necro
quelious server
falling into the pit
# Apr 13 2001 at 2:05 AM Rating: Default
i was going down the stairs in the room when you fall down into lvl 2, thinkin this takes me to lvl 3, fell in a hole taking me to #7 on the lvl 3 map posted, it just seems to loop around and go to the church room and that other room, but how the hell do i get out of there.

p.s. what's the best way to get iksar blood?
RE: falling into the pit
# Apr 29 2002 at 10:29 AM Rating: Good
**
266 posts
To get Iksar blood, Kill Iksar. The Iksar bandits in Field of bone are pretty easy to kill, and drop it sometimes. I assume all other Iksar have a chance to drop it too. I've found that bandits of whatever race, are good to hunt for blood. Gfay bandits drop elven blood, the ones in highpass drop human and dwarf blood, etc.

Edited, Mon Apr 29 11:23:00 2002
#Anonymous, Posted: Mar 27 2001 at 2:14 PM, Rating: Sub-Default, (Expand Post) As an iksar sk fighting sarnaks in LOIO,the ol' xp is getting slow so i need a good place but i wanna stay on Kunark for a bit so as a 29 sk lokking for aventure is it safe for me too solo there or i ll just find a group
RE: IS THIS GOOD FOR A 29 SK ?
# Jun 03 2001 at 4:05 PM Rating: Default
No way

try Overthere ( the FM zone area in OVerthere )
#Anonymous, Posted: Mar 27 2001 at 2:02 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
#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
#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
#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
Scholar
*
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)
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