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Dalnir
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: | Coerced Channeler, Coerced Crusader, Coerced Penkeeper, Coerced Revenant, Coerced Smith, Kly Imprecator, Overseer of Kly, The Kly, Spectral Crusader, Undead Blacksmith, Lumpy Goo | ||||||||||||
Unique Items: | Bamboo Bo Stick , Bamboo Bo Stick ![]() MAGIC ITEM Bo Stick , Bo Stick ![]() MAGIC ITEM Brass Goblin Flamberge , Brass Goblin Flamberge ![]() MAGIC ITEM LORE ITEM Charred Tulwar , Charred Tulwar ![]() MAGIC ITEM LORE ITEM Crescent Arm Wraps , Crescent Arm Wraps ![]() MAGIC ITEM NO DROP Crescent Fighting Gloves , Crescent Fighting Gloves ![]() MAGIC ITEM NO DROP Crescent Gi , Crescent Gi ![]() MAGIC ITEM NO DROP Crescent Pants , Crescent Pants ![]() MAGIC ITEM NO DROP Crescent Slippers , Crescent Slippers ![]() MAGIC ITEM NO DROP Defiled Drape of the Brood , Defiled Drape of the Brood ![]() MAGIC ITEM LORE ITEM NO DROP Elliptical Veil , Elliptical Veil ![]() MAGIC ITEM LORE ITEM Fighting Baton , Forged Hammer of Dalnir, Fighting Baton ![]() MAGIC ITEM Froglok Crusher , Froglok Crusher ![]() MAGIC ITEM LORE ITEM Grave Sandals , Grave Sandals ![]() MAGIC ITEM LORE ITEM Greenwood Bo Stick , Greenwood Bo Stick ![]() MAGIC ITEM LORE ITEM Iksar Stave , Iksar Stave ![]() MAGIC ITEM Jagged Metal Shard , Jagged Metal Shard ![]() LORE ITEM Ketchata Koro Mis , Ketchata Koro Mis ![]() MAGIC ITEM Long Iron Rod , Long Iron Rod ![]() MAGIC ITEM LORE ITEM NO DROP Robe of Dalnir , Robe of Foci, Robe of Dalnir ![]() MAGIC ITEM LORE ITEM Sap of Piety , Sap of Piety ![]() MAGIC ITEM Sarnak Ceremonial Dagger , Sarnak Ceremonial Dagger ![]() MAGIC ITEM LORE ITEM Sarnak Ceremonial Sword , Sarnak Ceremonial Sword ![]() MAGIC ITEM LORE ITEM Sarnak Earring of Station , Sarnak Emblazoned Tabard, Sarnak Earring of Station ![]() MAGIC ITEM NO DROP Sarnak Enforcer , Sarnak Enforcer ![]() MAGIC ITEM Sarnak Headguard , Sarnak Headguard ![]() MAGIC ITEM LORE ITEM Serpentwood Staff , Tattered Arm Wrapping, Serpentwood Staff ![]() MAGIC ITEM Tattered Leg Wrappings , Tattered Leg Wrappings ![]() MAGIC ITEM LORE ITEM Tattered Tomb Shroud , Tattered Tomb Shroud ![]() MAGIC ITEM LORE ITEM Tower Guard's Blade , Tower Guard's Blade ![]() MAGIC ITEM LORE ITEM Two Handed Practice Sword ,
Two Handed Practice Sword ![]() MAGIC ITEM LORE ITEM
Reward
WalkthroughLord Qyzar is standing on the parapet one level up in the SK guild, at +1005, -150. For the Crusader's Test of the Hero, Lord Qyzar requires you to retrieve the [visceral dagger]. You say, 'What of the visceral dagger?'
Not much to go on, but if you find your way to the Crypt of Dalnir, you can find various scraps of paper called "A Journal Entry" which identify as "Crusader Nodfod 1-6." Entry 1 reads: Day 47 Crusader Golin and I have discovered what we believe to be the crypt of the ancient Haggle Baron Dalnir. It would seem as though the babble of the goblin slave we caught and tortured turned out to be accurate. Unfortunately we must rest and plan our route into the depths of this beast. It is filled with very dangerous creatures. Hopefully we can overcome the odds and find the final resting place of the Visceral Dagger and the Grand Forge. Entry 2 reads: Day 48 Blast! This IS the Crypt of Dalnir. We found the entrance which had the ancient Haggle Baron's name upon it. How foolish of the crypt keepers! The Crypt is filled with croaks from many races. They seem to be in some sort of trance and far more powerful then they appear. We were about to enter the main tomb when we were assaulted by the horde. Crusader Golin sustained a major gash on his shoulder. Before I could cauterize his wound, blood flowed all over, even this entry. Tomorrow we shall try to enter the main tomb. Entry 3 reads: Day 49 We finally had an opportunity to make a run into the main tomb, but just as we had the sarcophagus in our sights, we fell through a trap door hidden on the floor. We fell into what appears to be the true Crypt of Dalnir and also a haven for coerced sarnak! They were upon us in no time. We ran, but found ourselves in an unholy church. We fought our way out, but just as we broke through, Golin's skull was punctured by what appeared to be a rusted Crusader's khukri. I am now in hiding, praying to any god. Entry 4 reads: Day 49 Eve The gods were listening. After many hours of hiding, it appears the beasts have gone to perform some sort of dark ritual in the church we found earlier. I could hear the screams of a sacrifice and the chant of some unknown tongue. I did a reconnaissance of this level and found no way out. The walls had tombs built into them as mortuaries do. None of the doors would open, but I did find one. I slid the sarcophagus out with much effort. Before I could attempt to open it I was scared off by noises within the drawer. Entry 5 reads: Day 50 What have I gotten myself into? Soon I shall be dead. After finding the secret passage through the drawer, I found myself in a pit of evil. I crept through the shadows and came upon a locked door. I am no rogue. The door opened and a beast walked out, I spied the Grand Forge! Perhaps, also, a way to escape this madness. There must a key around here somewhere! On the beasts perhaps. Even fragments which I could piece together would do. I shall have to face great evil once more. Gods be with me once more. Entry 6 reads: Day 55 I have made my way past many locked doors and encountered great hordes of evil. The forge is here. Unfortunately I have learned that the dagger is fragmented in the crypt. I lost much in here. My good friend and along with him the shard which may be a piece to a larger puzzle, the khukri, Greenmist. I could never get that back. I would need to speak with the Brood and obtain a Crusader Coffin. But should I return to Cabilis without the dagger, Qyzar would torture me. No! Here shall be my last stand! You can also occasionally encounter a spectral crusader in the room at +150, -340, -180, who does not respond to hails but will offer a few more clues if you ask the right questions: You say, 'Do you know of Greenmist?'
You say, 'Are you Golin?'
You say, 'What of the visceral dagger?'
You say, 'Grand forge?'
You need to collect three parts of the dagger and the hammer used to reunite them. The three parts of the dagger drop from three different versions of a kly imprecator, each of which may be found in a different part of the dungeon.
Wand of Pain , Worm Eaten Gloves
Wand of Pain ![]() MAGIC ITEM LORE ITEM | ||||||||||||
Adjacent Zones: | Warsliks Woods |
Map Location Key
First Level
1 Entry Room
2 "L Room"
3 "The Temple"
4 Pit down to Area #4 on Level Two
Second Level
1 Teleporter to Warsliks Woods at Dalnir Entrance
2 "Shackle Room" with Kly Imprecator who drops An Ancient Coin (Common), Dagger Hilt (Common),
MAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 20
DMG: 8
WT: 1.0 Size: LARGE
Class: MNK
Race: ALL

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 6
STR: +3 WIS: +3 INT: +3 AGI: +3 MANA: +15
WT: 2.0 Size: MEDIUM
Class: MNK NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: FACE
AC: 3
CHA: +4 INT: +2 HP: +20
SV MAGIC: +5
WT: 0.1 Size: SMALL
Class: ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 32
DMG: 16
WT: 5.6 Size: LARGE
Class: MNK
Race: ALL
3 "Bedrooms"
4 "Pool Room" where pit from Area #4 on First Level drops to
5 Room with "Thistle Lumpy" (Lumpy Goo who drops
MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 47
DMG: 19
Effect: Shield of Thistles (Combat, Casting Time: Instant) at Level 22
WT: 10.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: FEET
AC: 5
DEX: +10 CHA: -5 INT: +2 MANA: +10
SV FIRE: -2
WT: 0.5 Size: MEDIUM
Class: NEC
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 20
DMG: 8
WT: 2.0 Size: MEDIUM
Class: MNK
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HANDS
AC: 4
CHA: -3 INT: +3
SV FIRE: -1
WT: 0.4 Size: MEDIUM
Class: NEC
Race: ALL
7 Secret Pit Trap leading down to Area #7 on Level Three
8 "Checkerboard Room"
Third Level
1 "BBQ Room"
2 "River"
3 "Church" with Kly Imprecator who drops
LORE ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 27
DMG: 5
WT: 5.0 Size: MEDIUM
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 4
WT: 0.7 Size: MEDIUM
Class: NEC
Race: IKS

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
SV DISEASE: +5
WT: 0.5 Size: SMALL
Class: NEC
Race: ALL

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 40
DMG: 12
WT: 6.2 Size: LARGE
Class: WAR PAL RNG SHD MNK
Race: ALL

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 5
CHA: -10 INT: +2 HP: +30
SV FIRE: -2
WT: 1.0 Size: MEDIUM
Class: NEC
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 28
DMG: 7
WT: 1.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 10
DEX: +3 STA: +3 INT: +4 AGI: +3 MANA: +25
WT: 1.0 Size: MEDIUM
Class: ENC
Race: ALL

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 20
DMG: 8
WT: 1.0 Size: LARGE
Class: MNK
Race: ALL

MAGIC ITEM LORE ITEM
Slot: ARMS
AC: 4
STR: +3 INT: +1 MANA: +15
SV FIRE: -2
WT: 0.4 Size: MEDIUM
Class: NEC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: FACE
AC: 3
CHA: +4 INT: +2 HP: +20
SV MAGIC: +5
WT: 0.1 Size: SMALL
Class: ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 32
DMG: 16
WT: 5.6 Size: LARGE
Class: MNK
Race: ALL

LORE ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 27
DMG: 5
WT: 5.0 Size: MEDIUM
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL
6 Broken Crypt with secret one-way door
7 "Crossroads" where pit from Area #7 on Level Two drops to
8 "Dining Room" with many Kly
9 "Statue Room" with Undead Blacksmith who drops
MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 28
DMG: 7
WT: 1.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: LEGS
AC: 5
STA: +5 CHA: -3 AGI: +10
SV FIRE: -3
WT: 0.7 Size: MEDIUM
Class: NEC
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 28
DMG: 7
WT: 1.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 10
DEX: +3 STA: +3 INT: +4 AGI: +3 MANA: +25
WT: 1.0 Size: MEDIUM
Class: ENC
Race: ALL
10 "Forge Room" with Coerced Smith and "Always Works" Forge
11 "Overseer Room" with Kly Overseer and The Kly who drops Sarnak Headgear
12 Teleport to Warsliks Woods at Dalnir entrance
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 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.
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.
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 leveling 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.
Traveling To and From Dalnir
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...