Dragon Necropolis

Quick Facts

Type:
Indoor

Expansion:
Velious

Instanced:
No

Keyed:
No

Level Range:
45 - 60

Send a correction
This is an ancient dragon burial ground located deep beneath the frozen tundra of Velious. The surface is overrun by phase spiders and occupied by a few excavation crews.

The tunnels that run below the necropolis are occupied by two clans of rats which do battle with one another. You must beware the numerous traps in these tunnels, the occasional appearances of undead dragon constructs, and the giant bats that flutter about and assist any of the rats being attacked.

Lurking within the Chetari tunnels is the black dragon, Zlandicar, whose guarded lair sits towards the end of the tunnel system.
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Welcome to the Dragon NecropolisApproaching Jaled`Dar's AreaDanger Lurks in the WaterThe Entrance AreaFlames Spew from the Lava PitSlimefallOoze TunnelsChetari CaveJaled`Dar`s ShadeNeb Leads the Paebala ClanMany Types of Dangers are Found in the Chetari TunnelsThe Disease Dragon, Zlandicar
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Traps I know of
# Nov 05 2001 at 4:12 AM Rating: Decent
Well to talk of traps I can tell you one area that simply sucks and hurts all at the same time. As you go down the tunnle through the sliding double doors that sit horizontally and wind along to the right you come to a section of the tunnle that is water. Well if you get so bold as to plummit in and swim forward and hug the left wall, you will find an openning to another tunnle underwater. Well the beginning of that tunnle is trapped like crazy!

I'll try to draw some sort of map on this post hehehe.

actually wow I just found this map area here! nice resource.

http://www.eqdiva.com/maps/default.asp

thoughts on DN
# Oct 20 2001 at 2:57 AM Rating: Default
Ok, black marbles and all bp gems are dropped randomly by chetari (rats). Phase spiders drop PSC rare. If you are just doing phase spider I'll recomend one good group of 55'ish level. For a proper DN raid thats easy and fun you will need 3 groups of 55+ or 2 groups of high level competent people. Anyway if you get high level key people like a phantasmist and a high priest and a puller things will be much easier for the whole raid party. I recommend 2 enchanters 56+ and a cleric and evacer for each group and about 4-6 tanks and a rogue. Necro is good here for DMF to resist some nasty poison dots deeper in the dungeon. Shaman or a high level enchanter for slowing mobs. If you have wizards in party use AE nukes on those little beetles spawned by traps. Enchanters lower than 55 may have trouble doing crowd control down there.
Traps details please!
# Oct 11 2001 at 7:54 PM Rating: Decent
All this talk of having a high level rogue along are all well and good, but can anyone confirm SPECIFIC locations of traps? There are a couple of good maps out with /loc info on them. If you can post the locs of ther traps, we put the two together and make life much easier!
RE: Traps details please!
# Jan 06 2002 at 12:37 PM Rating: Decent
Sure! Would be happy to! Problem is the traps arent static, for the most part. There ARE a few points that are typically trapped, but I've walked across the area 5 or 6 times in an hour with no trap, then had the group go after a slow running almost dead rat (snare doesnt seem to work, altho you get the message the mob is snared) only to have the trap spring while the group is low mana. Thats why a rogue down here with good trap skills is so helpful...well, that and better damage per minute =)

DN is a meleers paradise for drops, but the zone isnt for the faint hearted =) If you are gonna do Chetari with a single group for fun and exp, take a rogue =) In fact the best groups I've had down here were war, cleric, ench, rogue, wiz and a monk or pally for extra melee and heal...and all 55+. In fact a friend did a single group like that deep near Zlandicar and killed Vaniki with a single group (NOT an easy task, TRUST me!).
Planning DN Raid.. advice
# Sep 24 2001 at 9:29 AM Rating: Default
Ok, I want to take some guildies for a DN raid. We have a few members 56+, but most will be in the lvl 54-55 range. None of us have been there so I was wondering about the following:

Is one group of the following doable in DN?
- 54 Chanter
- 54 Cleric
- 55 Warrior
- 59 Pally
- 54 Wizard
- 54 Rogue (200 Sense traps, 180 disarm traps)

Intentions are to score some decent loot and have fun without spending 90% of our time doing CR

I can bring a second group of similar lvls if necessary. The group going are all experienced plane raiders, just not much of Vellious yet.

Thanks in advance for your advice/comments


Re: Phase
# Sep 18 2001 at 3:02 PM Rating: Default
Is there no way to avoid being phased? It is most annoying.
RE: Re: Phase
# Feb 08 2003 at 1:51 PM Rating: Decent
The spiders proc the phase, so slowing them will reduce it, but not eliminate it.

The only way to eliminate it altogether is to avoid melee confrontations with them altogether. Druids and wizards can kite the spiders efficiently. As long as you don't get hit, you won't get phased :)

Melee'ers have a harder time and simply can't avoid it.
#Anonymous, Posted: Sep 03 2001 at 6:59 PM, Rating: Sub-Default, (Expand Post) BLACK MARBLES
#Anonymous, Posted: Aug 28 2001 at 3:51 PM, Rating: Sub-Default, (Expand Post) ****
Other factions
# Aug 27 2001 at 4:14 PM Rating: Default
Other than the opposing ratman factions, is there any factions +/- for the main velious factions? (dragons/dwarfs/giants)
starting zone
# Aug 02 2001 at 7:41 PM Rating: Default
could a single group of 48-52 hunt and do ok right inside the zone here or not?
RE: starting zone
# Aug 14 2001 at 11:55 PM Rating: Excellent
40 posts
Yes you can. You will want a cleric and a plate tank though. Phase spiders will "phase" their targets sometimes. This is a teleport to a short distance away, similar to what the scarelings in Fear do to you.

Regular phase spiders are all level 49 to 51.

There are two main kinds of traps to worry about topside. The first is if you spawn a dragon construct. This is a large, approximately level 55 UNDEAD dragon. He is susceptible to undead spells. They are tough but doable with one 55ish group but I am unsure about a 48 to 52 group.

The second type of trap are the swarming beetles. Each of these is like a little hill giant. They hit for 60 to 90 and have around 2k HP each. The easiest way to deal with these is an enchanter AoE stuns and then a mage or wizard AoE kills them. Mages can usually kill an entire trap if they can successfully get off 4 total AoEs. These beetles will swarm though so without AoE stun, whoever gets swarmed is dead.

Last note - Jaled'Dar is the dragon ghost who lives here. He was slain by Emperor Ganak (the guy that gives you the key to Sebilis). There is quite a backstory in Norrath about these two characters. Jaled'Dar is not a danger to you unless you aggro him. He is the quest NPC for the key to Sleeper's Tomb. His one thing is that he hates most all illusions. If you get near him he will death touch you so it's best to just avoid illusions near him. Generally I just recommend avoiding them anywhere in this zone.
RE: starting zone
# Jan 05 2003 at 9:44 AM Rating: Good
Some other traps to worry about:

Spike Traps, these will give you a small warning before springing. Roughly 100 damage, for 2/3 waves.

Immobilize Traps, think of this as a grasping roots trap. It acts like a dot, and is truly viscious. My only escape from this trap has been through the use of a gate, as it continually resets as long as you're in the area. This is the worst trap I've run across.

Another trap is a strip enchantment, it'll strip 4 buffs from your list. Which is annoying for KEI loss, I now keep up 4 dummy buffs just for this trap.

Something to keep in mind, while walking pay attenntion to the little messages being sent across. I know we usually ignore them, but in here it is essential.

Resist gear is very important, I recommend at least 100 MR, 100 FR. At times you'll agro constructs both wizard/magi through the floors. I've been maliosi'd and had elemental maelstorm cast at me through the floor.

It's a fun zone, but not for the faint at heart. :)

Tehuti Bloodstorm
Sorcerer Drinal
#Anonymous, Posted: Jul 29 2001 at 3:11 PM, Rating: Sub-Default, (Expand Post) Vaniki is diesel, nuff said ;)
Queen's Carapace
# Jun 18 2001 at 12:23 AM Rating: Default
We took out the queen with 22 people ranging from 51-58. The queen herself is easy but when she dies 10 to 15 spiderlings(all blue con at 53)spawn from her. We only had 6 deaths she dropped 2 Queens Carapaces.
Disarming the traps
# Jun 15 2001 at 4:53 PM Rating: Decent
We have been on several raids here, but have never had a rogue with a real high sense/disarm traps skill, and since last night when 1 trap let loose 22 tiny phase spiders which have a high mr killed us, (even with 2 chanters in the high 50's), does anyone know what skill is needed to disarm these traps? Also, it should be advised to not use any illusions here, as we have had people HT'd for 20,000 pts damage, and it doesn't seem to matter where in the zone you are. Lastly, last night I tried to snare a phase spider with Cascading Darkness, and I got a message "your target is immune to any change in it's movement rate". I had never seen that message before.
RE: Disarming the traps
# May 07 2004 at 3:06 PM Rating: Decent
**
641 posts
"your target is immune to any change in it's movement rate"
This is a kinda bogus message. It means your spell was resisted, not really that the mobs' movement rate cannot be changed. My level 6 druid tried to snare a gnoll outside of Blackburrow and got the same message. Puzzled, I logged onto my 52 ranger and rooted it. The root's damage killed it, it looked as if the grass around it had sprung up and sucked it into the earth. Then on the same ranger I snared every gnoll in sight. Logged back onto the level 6 druid and got the message "immune to changes". Should read" Immune to your druids' feeble attempt at changing it's run speed" hehe.
____________________________
Donbayne 100 Rng - Uinian 100 Dru - Breru 100 Sk - Nyenie 82 Brd - Ruusan 76 Clr - Braru 75 Mag - Syqen 100 Shm EQ Stromm/Luclin
RE: Disarming the traps
# Jul 31 2001 at 2:11 PM Rating: Default
I have seen that message when trying to snare the bulthar heardleader in CS too.
Jaled Dar's HT
# Jun 05 2001 at 5:15 AM Rating: Default
After you go through the first door, you'll run into a hall with another door at the end. That's the door to Jaled Dar. If you agro within this area Jaled Dar will HT someone. Easiest thing to do is stay back a ways and pull there, or loop around to the right towards the rat cave ent.
AoE stuns and other spells are great for traps too. Great place, but can be very tricky.
#Anonymous, Posted: May 26 2001 at 5:54 PM, Rating: Sub-Default, (Expand Post) what lvl is everyone when they head there to find groups
RE: warrior
# Jul 28 2002 at 3:02 PM Rating: Decent
This is mostly a BYOG dungeon (that's Bring your own group). The couple times I've gone here there are typically one or MAYBE two other groups here. They are usually guilds doing a raid and not taking pick ups. I would not go here if you're looking to find a group.
loved fighting in DN
# May 02 2001 at 4:02 AM Rating: Default
for the most part, the mobs are wide spread... low chance of a gang bang. drops are heavy. and its nice and open.

Suso Averlorn, 54 chanter
Correction
# Apr 23 2001 at 8:01 AM Rating: Default
GAH I could NOT get him to respond, sorry
Adem
# Apr 23 2001 at 8:00 AM Rating: Default
I am up to amiably with Pabela rats, was down there and tried to talk to Ned who looked like the leader of teh gang, could get him to respond to anything thoug, trying again when i get Warmly, and have a little more time.

Adem Bird - 58th druid - Brell
Chetari
# Mar 29 2001 at 3:15 PM Rating: Default
Can you raise faction with the lil rat guys? maybe theres some major quests to be had here.
RE: Chetari
# Apr 11 2001 at 5:49 AM Rating: Decent
45 posts
Killing Chetari gives +Paebala faction.
So I assume killing Paebala gives +Chetari.

anyone tested this?
I can't, too busy killing Chetari and getting wiped by Vaniki :)

Ronaan
RE: Chetari
# Aug 13 2001 at 2:31 PM Rating: Good
*
138 posts
yes it does work that way.. another thing that leans things more towards quests being in this place.. is the named Chetari.. who seem to not have any special loot... hmmm
Boon of the Garou
# Mar 28 2001 at 10:58 AM Rating: Default
On a recent foray into this zone, we were hunting phase spiders near the entrance. When we finished clearing the entry area we went in past the first door and hunted a bit more and I cast Boon of the Garou on one of my tanks. As soon as the spell took effect, the Shade of Gared Dar (or something like that) shouted out my tanks name and he was instantly dead. This shade was nowhere to be seen, so it leads me to believe that this guy can HT from anywhere in the zone. I curious as to whether or not that the casting of the Boon and killing my tank was a coincidence or always a death sentence - obviously, the tanks were not really too interested on testing the theory...
RE: Boon of the Garou
# Apr 17 2002 at 1:37 PM Rating: Decent
seems to me the only place safe for illusions is close to the entrnace, we had alot of deaths due to it, but I was luck it seems not to include the luclin illuisions because I was using bear form and never got hit, while everyone else was hit with his HUGE DT
RE: Boon of the Garou
# Mar 31 2001 at 12:13 PM Rating: Default
I've used Boon of the Garou on many of my tanks and haven't experienced any problems like that. Of course we were no where near Jaled Dar's Shade. Jaled Dar lives in the locked door uptop, at the end of the Phase Spider Corridor.
RE: Boon of the Garou
# Mar 31 2001 at 1:06 PM Rating: Decent
Where in DN last night hunting Spiders and also triggering the traps for a lil extra exp. Soon as you get close to the locked doors our puller died. Had Boon. Seems here, as with other places, illusion's = bad. Something else we saw, the traps only seem to be able to be tripped once. Triggered trap, and for the next hour or so we were there we couldnt trigger the same trap again. Dunno the time on re-setting on the traps.
queens carapace what does it take
# Feb 27 2001 at 4:20 PM Rating: Default
what type of group would it take to take out the queen for the carapace I know it's a rare spawn but like how many lvl 55 plus ppl would it actually take to kill her I want the breast plater not to sell either
RE: queens carapace what does it take
# Mar 20 2001 at 6:53 PM Rating: Decent
From what I have read and experienced.. A LOT
minimum would be 3 full groups. I have spent the last couple of days exploring DN and yes, dieing there too. But one can't learn about a zone unless they explore it!

Rosielin F`Ulven ~ Lords of the Dragon
56 Preserver
Hmmm
# Dec 26 2000 at 2:41 PM Rating: Default
Low detail on this...But its something...
Map
# Dec 19 2000 at 4:41 AM Rating: Decent
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141 posts
http://web.utk.edu/~crisher/necropolis.html
http://web.utk.edu/~crisher/maps.html
RE: Map
# Dec 26 2000 at 2:37 PM Rating: Decent
Hmm very little detail on this map.
But it is a start... Where is the entrance and exits btw?
RE: Map
# Jan 03 2001 at 3:19 AM Rating: Excellent
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56 posts
Entrance to Necropolis is through Western Wastes, the entrance is really four pillars with lightning flashing between them, click on a post to zone in. The pillars are located in a chasm almost due west of Sirens and a little north. About 500, -2800. Can't miss it, big hole in ground with a blue named dragon a little bit aways from the pillars (out of aggro range).

Exits from Necropolis: Unknown, I don't know of any zones through Necropolis

Map: I use these guy's maps a lot, I know they are accurate because the maps are made in game with some evil hacker software. =P

Necropolis Uppepr Level
Lower Level Maps
RE: Map
# Sep 04 2001 at 3:36 PM Rating: Default
"Exits from Necropolis: Unknown, I don't know of any zones through Necropolis "

Dunno if your talkn about any other than when you zone in, but just turn around when you zone into here an click the lightning bolts to zone back out to Western Wastes.
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