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<html>
<!-- Mirrored from www.allakabor.com/eqatlas/dalnir.html by HTTrack Website Copier/3.x [XR&CO'2014], Sat, 18 Oct 2014 04:11:41 GMT -->
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<title>Dalnir -- 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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<h1 align: left><font size=+7>D</font>ALNIR</h1>
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<!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML 2.0//EN">
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<table cellpadding=10 width=90%>
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<th>Location:</th>
<td>Located hidden within Warsliks Woods</td>
<td rowspan=7 width="200" valign="top">
<center>
<p><a href="dalnir1map.html"><img src="images/dalnir1small.jpg" width="120" height="66" border="0"></a><br>
<b>Dalnir First Level</b></p>
<p><a href="dalnir2map.html"><img src="images/dalnir2small.jpg" width="110" height="117" border="0"></a><br>
<b>Dalnir Second Level</b></p>
<p><a href="dalnir3map.html"><img src="images/dalnir3small.jpg" width="110" height="98" border="0"></a><br>
<b>Dalnir Third Level</b></p>
<p><b>click to view expanded map and printable info...</b> </p>
</center>
</td>
</tr>
<tr>
<th>Adjacent Zones:</th>
<td><a href="warslikswoods.html">Warsliks Woods</a><a href="chardok.html"></a></td>
</tr>
<tr>
<th>Level of Monsters:</th>
<td>25-35+</td>
</tr>
<tr>
<th>Types of Monsters:</th>
<td>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</td>
</tr>
<tr>
<th>Notable NPC's:</th>
<td>Coerced Channeler, Coerced Crusader, Coerced Penkeeper, Coerced
Revenant, Coerced Smith, Kly Imprecator, Overseer of Kly, The Kly,
Spectral Crusader, Undead Blacksmith, Lumpy Goo</td>
</tr>
<tr>
<th><b>Unique Items:</b></th>
<td>Bamboo Bo Stick, Bo Stick, Brass Goblin Flamberge, Charred Tulwar,
Crescent Arm Wraps, Crescent Fighting Gloves, Crescent Gi, Crescent
Pants, Crescent Slippers, Defiled Drape of the Brood, Elliptical Veil,
Fighting Baton, Forged Hammer of Dalnir, Froglok Crusher, Grave Sandals,
Greenwood Bo Stick, Iksar Stave, Jagged Metal Shard, Ketchata Koro
Mis, Long Iron Rod, Robe of Dalnir, Robe of Foci, Sap of Piety, Sarnak
Ceremonial Dagger, Sarnak Ceremonial Sword, Sarnak Earring of Station,
Sarnak Emblazoned Tabard, Sarnak Enforcer, Sarnak Headguard, Serpentwood
Staff, Tattered Arm Wrapping, Tattered Leg Wrappings, Tattered Tomb
Shroud, Tower Guard's Blade, Two Handed Practice Sword, Visceral Dagger,
Wand of Pain, Worm Eaten Gloves </td>
</tr>
<tr>
<th>Indoor/Outdoor:</th>
<td>Indoor</td>
</tr>
</table>
<p><b>Allakhazam Links:</b> <a href="http://eqbeastiary.allakhazam.com/search.shtml?zone=79">Bestiary</a>
|| <a href="http://everquest.allakhazam.com/db/itemzone.html?zone=79">Equipment</a>
|| <a href="http://everquest.allakhazam.com/db/qsearch.html?zone=79">Quests</a>
|| <a href="http://eqdb.allakhazam.com/strategy/zones.html?zstrat=79">Strategy</a><br>
<font size="-1">Text last updated: 04/24/02<br>
Map last updated: 03/03/01</font></p>
<h3><font size=+2>D</font>escription</h3>
<p>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.
<h3><font size=+2>D</font>angers </h3>
<p>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.
<p>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.
<p>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.
<h3><font size=+2>B</font>enefits</h3>
<p>This zone is one of my favorite zones in the game. It 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.
<p>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.
<p>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.
<p>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.
<p>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.
<p>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.
<p>Also, experience in this area is very good. With a well-balanced group,
the high volume of creatures that that group can fight in a relatively
short period of time provide great levelling opportunities. Many of the
battles felt like they were "close" which was exciting, but
since there are a large number of relatively balanced creatures around,
it is rare that you get jumped by something that could take out your whole
group.
<h3><font size=+2>T</font>ravelling <font size=+2>T</font>o and <font size=+2>F</font>rom
<font size=+2>D</font>alnir</h3>
<p>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...
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<p align="center">all contents Copyright 1999-2003 EQ Atlas Web Site</p>
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