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<html>
<!-- Mirrored from www.allakabor.com/eqatlas/befallen.html by HTTrack Website Copier/3.x [XR&CO'2014], Sat, 18 Oct 2014 04:10:38 GMT -->
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<title>Befallen -- EQ Atlas</title>
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<td valign="top" colspan="3"> <a href="index.html"><img src="images/logo.gif" width="301" height="104" vspace="10" alt="EQ Atlas" align="left" border="0"></a>
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<div align="right"><b><a href="index.html">Return to Atlas Page<br>
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<h1 align: left><font size=+7>B</font>EFALLEN</h1>
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<table cellpadding=10 width=90%>
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<th>Location:</th>
<td>Off of southern edge of West Commonlands</td>
<td rowspan=8 width="200" valign="top">
<center>
<p><a href="befallen12map.html"><img src="images/befallen12small.jpg" border="0" width="95" height="108"></a><br>
<b>Befallen Levels One and Two</b> </p>
<p><a href="befallen3map.html"><img src="images/befallen3small.jpg" width="90" height="133" border="0"></a><br>
<b>Befallen Level Three</b></p>
</center>
</td>
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<th>Adjacent Zones:</th>
<td><a href="westcommons.html">West Commonlands</a><a href="everfrost.html"></a></td>
</tr>
<tr>
<th>Level of Monsters:</th>
<td>7-25+</td>
</tr>
<tr>
<th>Experience Bonus:</th>
<td>13 %</td>
</tr>
<tr>
<th>Types of Monsters:</th>
<td>Giant Rats, Plague Rats, Decaying Skeletons, Skeletons, Dread Bone
Skeletons, Putrid Skeletons, Large Skeletons, Greater Skeletons, Lesser
Mummies, Ice Bone Skeletons, Ghouls, Will O' Wisps, Necromancer Apprentices,
Neophytes, and Acolytes, Theurgist </td>
</tr>
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<th>Notable NPC's:</th>
<td>Babbinsbort, Commander Windstream, several shadowknights, Elf Skeleton,
Gynok Moltar, Priest Amiaz, Skeleton Lrodd</td>
</tr>
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<th><b>Unique Items:</b></th>
<td>Antiqued Silver Band, Barbed Armplates, Barbed Leggings, Blackened
Wand, Bone Bladed Claymore, Chipped Bone Rod, Dagger of Marnek, Damask
Armor, Gossimer Robe, Icon of the Ardent, Thaumaturgist's Robe, Platinum
Ring</td>
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<th>Indoor/Outdoor:</th>
<td>Indoor</td>
</tr>
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<p><b>Allakhazam Links:</b> <a href="http://eqbeastiary.allakhazam.com/search.shtml?zone=23">Bestiary</a>
|| <a href="http://everquest.allakhazam.com/db/itemzone.html?zone=23">Equipment</a>
|| <a href="http://everquest.allakhazam.com/db/qsearch.html?zone=23">Quests</a>
|| <a href="http://eqdb.allakhazam.com/strategy/zones.html?zstrat=23">Strategy</a><br>
<font size="-1">Text last updated: 07/19/01<br>
Map last updated: 07/19/01</font></p>
<h3><font size=+2>D</font>escription</h3>
<p>Befallen was once the site of a wonderful temple, a reclusive home for
the monks who maintained it. Many blame the dark elves for what it has
become, but whatever the cause, Befallen is now a home to the undead its
inhabitants used to hunt and destroy. Individuals who thrive on these
beings have also taken up residence in its halls, necromancers and shadow
knights.
<h3><font size=+2>D</font>angers </h3>
<p>Befallen is a small dungeon filled to the brim with undead creatures
of all sorts. If that doesn't give you enough of a feel for the danger
here, I'll explain more. Trains and being swarmed here are the largest
danger to anyone adventuring into the halls. Most adventurers would describe
this place as difficult to adventure in without dying at least once, and
usually for one of the above reasons.
<p>First off, the trains can be atrocious. There is a very low level area
(the 1st floor) and a quite high level area (3rd floor). On the 3rd floor
(well, on any floor actually) it is very easy to be swarmed and overwhelmed,
and many people, if they don't die, will then be running for the exit.
This causes problems for the people who lie along their path. Many of
the monsters will jump off of the train and attack people that they pass
by, but even worse is what happens when the person that all the monsters
are chasing either zones or dies, and that is that the entire train walks
back down to its level again. Along the way, they will attack anyone within
their frenzy radius (which is almost the whole dungeon, it is so small).
The trains are also more deadly because, if you are fleeing them, you
have to somehow try and open locked doors from your inventory screen while
being slammed.
<p>As for the swarming, if you are able to walk in the front door and look
down into the main hall when it hasn't been cleared out in a while, you
will have a good idea of how this is readily possible. From your standpoint
at the top of the stairs, there are at least four skeletons within view.
Each of these skeletons is in attack trigger range of each other one,
so basically, if you are low enough level to get experience from killing
them, attacking one will bring all four onto you, which if you can get
experience from them, can be tough to handle. Needless to say, every single
room in the whole dungeon has essentially the same design, so either get
used to soloing greens and low blues, or get in a group. It's even worse
when you get jumped by creatures who spawn during your fight, so keep
your eyes peeled and your keys handy (in order to create the trains mentioned
above).
<p>Specific dangers... Mummies attack, and mummies cause rabies. If you
cannot cure disease, make sure you are friendly to someone who can (and
will). Sitting or, even worse, meditating, is a surefire way to get swarmed.
Basically, what happens is when you do either (or loot, incidentally)
you increase the attack radius for any creatures around you. In other
words, they will attack someone who is sitting down at a farther distance
than someone who is standing. Also, aggressive greens (everything here)
will attack when you sit, so if you sit down next to a decaying skeleton,
he will attack you. Very annoying and potentially dangerous depending
on your level. Necromancers are pure evil (no kidding, right?). They are
much more deadly than they /con to you, especially since the normal rules
of spellcasting that you and I follow do not apply to NPC casters (rules
like not casting while running, using mana, being interrupted, etc). They
tend to run early, so kill them fast and effectively.
<h3><font size=+2>B</font>enefits</h3>
<p>Most people who come to hunt here are either looking for a specific item,
either quest or otherwise, or are necromancers, clerics or paladins who
have spells specifically designed for dealing with the undead. For them,
this place is a great area in which to increase their experiences in the
world, and almost anybody will group with them if they are interested
in doing so.
<p>For the rest of us, this place has a lot to offer still. The various
undead have a high spawn rate and carry around a lot of cash, so if you're
careful it's very easy to make a lot of experience and a lot of money.
Some of the higher undead carry bronze weapons and rawhide armor, which
is worth a fair amount of money.
<h3><b>The Keys</b></h3>
<p>This dungeon is unique among the lower level dungeons in that you need
to obtain keys to move around the dungeon at will. All of the keys are
obtained by killing various shadowknights, and the shadowknights will
give the appropriate key and also all keys lower down in the key chain.
For instance the second SK gives her key as well as the splintered wooden
one. The first key, the splintered wooden key, is obtained from all the
SK's, but must initially be obtained from the dark elf SK in the room
to the west of the well and where Skeleton Lrodd spawns. This opens the
first locked door. The second key, the charred bone key, comes off of
the female SK in the room with the pits, and opens the door directly across
the hall. The third key, smoked glass key, spawns off of the ogre SK who
also spawns the barbed armplates. People will also sometimes leave this
key on wimpy skeletons or rats on the top level for someone else to pick
up later on, since it is No Rent. This key opens the third and final door
at the bottom of the ruined stair. All of these keys can be obtained from
the female shadow knight on the third level, so if you fall down, you
can still walk back out. This key is also a no camp item, so if you log
off when you come back it will be gone. You can also reach the lower level
by either falling through the pits in the female SK room or going through
the pit (not recommended due to significant damage from fall).</p>
<h3><font size=+2>T</font>ravelling <font size=+2>T</font>o and <font size=+2>F</font>rom
<font size=+2>B</font>efallen</h3>
<p>Befallen can be reached through a small, partially hidden tunnel along
the southern wall of the West Commonlands. An unholy glow marks the entrance
at night, and during the day one must climb the dunes to find it, as it
is hidden behind an upward-jutting sand dune.
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