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.
-----------------------
Brainwashed InhabitantsEntering the TombKly CohortUnderground StreamSkinned FroglokIn the TombKunark NativesThe Kly Overseer
Post Comment
Soloing
# Feb 04 2002 at 3:23 PM Rating: Decent
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
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
new quest?
# Nov 15 2001 at 7:29 AM Rating: Decent
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
It's referring to The Lost Scroll, a static ground spawn for the enchanter epic.
#REDACTED, 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
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
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
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
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
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
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.
#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
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.

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
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
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.
What level is good?
# Jun 24 2001 at 10:47 PM Rating: Decent
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
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
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.
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
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
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
Post Comment

Free account required to post

You must log in or create an account to post messages.