Dalnir

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The Crypt of Dalnir Manor

The Crypt of Dalnir is the hidden burial tomb of Dalnir, the ancient Haggle Baron of the City of Cabilis. Recently, however, the Kly have taken over the tomb and expanded it for their own, currently unknown, purposes. The poor creatures who have fallen under their sway protect the upper floors while they continue their experiments in the tunnels below.

Level of Monsters: 25-35+
Types of Monsters: Ravenous Nibbler, Coerced Erudites, Iksar, Dwarves, Tier'Dal, Gnomes, and Goblins, Smoldering Goo, Gyrating Goo, Kly Follower, Kly Acolyte, Kly Believer, Kly Invoker, Kly Evoker
Notable NPC's: a coerced channeler, a coerced crusader, a coerced penkeeper, a coerced revenant, a coerced smith, a kly imprecator, The Kly Overseer, The Kly, a spectral crusader, an undead blacksmith, lumpy goo
Adjacent Zones: The Warsliks Woods
Name in /who: dalnir
ZEM Value: 1
Type Indoor
Expansion The Ruins of Kunark

Map

Map dalnir1.jpg

First Level

  • 1. Entry Room
  • 2. "L Room"
  • 3. "The Temple"
  • 4. Pit down to Area #4 on Level Two
Map dalnir2.jpg

Second Level

Map dalnir3.jpg

Third Level

Safe/Evac Spot

0, 0, 6 (Entry Room - #1 on First Level Map)

Dangers

Dalnir has several different, unique dangers that can only be found here, largely because of the unique creatures that are found here. First of all, many of the creatures are only occasionally aggressive, and this applies to the nibblers and the goos. These are more commonly not aggressive, but it's always safer to assume that they will attack than not. The coerced and the kly are uniformly aggressive to all who enter. Both the coerced and the kly have powerful spellcasters among their ranks, especially the kly who have many wizard types among them. The coerced count shamans, magicians, necromancers, shadow knights, and clerics among them. The number of creatures in any area here is very high, so crowd control or a large group are essential to doing well.

Another danger in this zone is that the levels are separated by pits. The amount of damage that you can take from falling in one of these pits won't kill most people capable of hunting here, but the fact that there are typically aggressive creatures hanging around the landing area make the thought of freefalling less appealing.

Third is the few exits that are available. Although the dungeon is small and could be considered by some to have a rather large number of relatively easy exits, for all the exits you have to pass by many aggressive creatures while winding your way through twisting corridors to the zone out spot. The third floor is especially dangerous since you have to pass through the toughest monsters in the zone to reach the zone exit, which isn't something that I recommend with little life to spare.

Benefits

This zone is different from many other zones for a variety of reasons, which make hunting here a unique experience. First off, many people come here for the loot that Dalnir has to offer. Many unique and powerful items are found in here off of a few monsters, and even the random wandering creatures (the kly and coerced) have uncommon drops of good items, even if you're hunting the front tunnel.

There are several quests that occur completely within this zone, as well as an evolving storyline that you can learn about through journal entries that can be found throughout. These quests result in some very nice weapons, but I won't describe more so that you can figure it out.

The coerced in this area are some of the more interesting creatures found anywhere in Kunark. They come from most races, and represent most of the classes, and therefore make a "strategy" against them very hard to define. The coerced drop many of the good items listed above. With some experience, you can determine which particular coerced will drop which items, although this doesn't really help you choose which ones to fight. The coerced generally stick to the first and second floors, although they can rarely be found on the third floor.

The Kly are also unique. The Kly are believed to be an offshoot of the Sarnaks from ages past, who have taken to doing experiments on other races that fall outside of the "norm" of the sarnak culture, and so they have found this tomb from which to perform those experiments. They are never found on the first floor, and are mostly on the second and third floors.

Dalnir is pretty much a monk's haven. Any monk in the above level range who hasn't hunted here at least once is pretty much crazy. Half of the armor and weapons, including some of the best monk weapons to be found at this level are found in Dalnir. The obvious benefit of Safe Fall and pit traps doesn't even really need to be mentioned. The Kly that appear all over the two lower levels rarely drop pieces of the prized Crescent Armor as well.

Although I mentioned it above in the Dangers section, the number of exits is also a plus in this dungeon, as you can fight here without having to rely on an evac'er in the group. Many groups set up camp directly at the exit on the first or second floors, and since the dungeon levels are relatively small, a good and smart group can pull half the level from there.

A major advantage to Dalnir is it's 12 minute respawn timer paired with its relatively high ZEM. If your group can handle the various casters and harm-touches, it could do very well here. For example, 10 mobs in a closeby area can be thought of as 20 mobs in a 24 minute respawn-time zone in terms of XP gains. Typically, groups will pick a specific area to clear and pull mobs from surrounding wings. By the time the second or third wing is cleared, the room you are camping in will be respawning, leading to non-stop mobs. Lastly, it's 141% ZEM means every mob you kill nearly counts as a "mob-and-a-half" for XP gain purposes.

Traveling To and From

The entrance to Dalnir is located through an old, hidden tunnel at 3490, 3965 in Warsliks Woods. Bear to the right down the tunnel to lead you to the water illusion that leads you underneath...

Foraged Items

None.

Nazwadi's Glorious Adventures and Travel Guide

Lore

The Crypt of Dalnir was built during the reign of Emperor Ganak Sathir, in the Age of Turmoil. This is during the same time period when the major conflict between the Erudites and Heretics created The Hole. Dalnir, which many of you may know better as Haggle Baron Dalnir, was a legendary weaponsmith who would on occasion study necromancy. In contrast to others who delved in the dark arts, Dalnir didn't want to rely on them to cheat fate or otherwise extend his life. He had accepted that his accomplished life would come to an end. To glorify his life, he wanted to build an elaborate, but hidden, final resting place where his wealth, his vast library of history, and advanced arcane studies would symbolize his great intellect. Incidentally, the crypt was never intended for outsiders to marvel at his accomplishments. As a matter of fact, the crypt was never intended for anyone but Dalnir himself. Upon completion of the crypt, Dalnir saw to it that all involved with its construction were put to death. The only one spared was the servant of Dalnir who was given specific instructions of burying Dalnir upon death. Naturally, it would be Dalnir's final act that would ensure that nobody would find his treasured restring grounds. Dalnir put a curse upon the entire crypt which would seal it off from any outsiders getting in, or insiders getting out. His servant would spend the rest of his days in solitude within the crypt.

Sometime after the death of Dalnir, there was a scholar named Dag who in his old age had not only served Ganak but had also even served Atrebe. Upon Atrebe's suspected death, Dag wasted no time to begin studying what was called The Forbidden Circle which included wizardry, enchantment, and magic. His preference was wizardry. During this time there were very specific laws in place that prohibited any Iksar from studying magic of this type. But Dag broke these laws and would continue to seclude and conduct private studies with his Sarnak slave, Kly. Only Kly would be allowed to assist with these blasphemous studies because nobody else could be trusted. Kurn Machta, the Imperial Executioner and Interrogator of the Sebilisian Empire would commission Dag for a magical dagger to be crafted for his personal use. Dag traveled to Kurn's Tower to start his work, and he also brought a special forge called the Forge of Dalnir which belonged to Haggle Baron Dalnir himself. This forge would imbue magical spells and properties into weapons. There was an incident in particular where Dag had stepped away from his work leaving his journal behind. The Empire was already suspicious of Dag so the opportunity wasn't missed to go through his personal belongings if the chance presented itself. Of course, his journal contained all the details of his secret forbidden practices. This information was immediately passed along to Kurn who was told to...deconstruct Dag. Kurn allowed Dag to finish the dagger and after the final stages of enchantment, Kurn shackled Dag and informed him of the judgement that he would be facing. Kurn then plunged the newly crafted dagger into Dag and killed him. Dag's property and belongings would then be burned to ensure that there would be no other Iksar bold enough to explore these blaphemous studies.

Shortly after, a few Iksar guards were to escort the Forge of Dalnir back to Cabilis along with the Sarnak slave, Kly, to be reassigned. However, being quite capable with the knowledge that he had learned over the years from his now deceased master, Kly enthralled the Iksar guards and disappeared with them leaving the Forge of Dalnir behind. Kly took this forbidden knowledge and used it to gain incredible power. Being familiar with who Dalnir was and the magical powers observed from the forge, Kly would reunite with the Sarnak people and coerce them against their will into joining him in retaking the crypt. Only Kly would be able to break the curse protecting the centuries-old Crypt of Dalnir. Once Kly and his followers - or for faction sake The Kly - were established, they completely excavated the crypt and expanded it even more to create an immense underground laboratory. Kly knew that the allure of the non-curse-protected crypt with the vast amount of riches and knowledge would be quite the attraction for would-be looters. But for Kly this was an opportunity to create a trap. With his powerful ways of mind control and coercion, non-assuming treasure seekers who entered the crypt would be possessed. Their primary purpose now to serve the hive-mind of the Kly and defend the crypt with their lives.

Bestiary

There are a total of 0 known NPC's in Dalnir:

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Items

Found 0 items that are found in Dalnir.

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Quests

Found 0 quests that start in Dalnir.

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