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![]() Spent a bit of time in Dalnir auditing the zone and found a plethora of changes that could be made. I apologize in advance for the huge information dump, but rest assured that if you implement these changes there may only be some minor tweaking left and perhaps this zone may get a bit of fresh air breathed into it.
On a side note, this took quite a bit of time to compile and test. I have my second child due in November and may be ghosting for a few months, but my evenings will be limited for quite a stretch. Hopefully I’ve proven myself as a classic advocate and dedicated volunteer to the project. I respectfully ask for permission to log into a development server with GM powers to test future zones, or some form of ‘insider access’ to information such as to the database to access drop tables, spawn timers, etc. Perhaps you can do this on a zone-by-zone basis. I promise if you do so it will speed up the testing process and I will get these zones polished up for you. I will not update the wiki with any findings or provide information to players, and I can PM you all the changes as opposed to posting here (may be nice for players to discover the changes for themselves like back in the day). Unclassic Items that should be Removed:
Sarnak Hide
This is found on 3rd floor ground spawn in a side room near teleporter. This is used in the Shackle of Tynnomium quest that was out of era, earliest mention I could find is here found: http://everquest.allakhazam.com/db/z...9&p=1#comments Quote:
Yes, sadly this item should not be dropping. Which means the Spirit of Golin (then called ‘Crusader Golin’) quest would remain broken for the entirety of our server. All hail text to the mortician, crusader coffin, and lumpy goo drops should all be in place at beginning of Kunark. The final piece was just never implemented. Here is a site that was actually dedicated to unsolved quests, and Spirit of Golin is the subject in the link: https://www.tapatalk.com/groups/oldu...-t380-s20.html Previous pages mention the combines attempted, there was much effort in trying to figure this out. I do not believe the item was a rare drop on a Kly Overseer, else someone would have made an easy connection. Quote:
Additional confirmation on kly overseer page that the weapons did not drop previously, timeline adds up to the above: http://everquest.allakhazam.com/db/n...4&p=2#comments Quote:
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Missing Hail / Flavor Text:
a coerced smith:
He is missing one line of flavor / quest text, although it is mentioned in 2012, it seems as if the text would have always been there. Up to you if you want to consider it classic or not, I believe you pull some text from current live. http://everquest.allakhazam.com/db/npc.html?id=6916 Quote:
I don’t believe you have the flavor text for the Enchanter scroll on 3rd level implemented. There is a pather that should say the phrase “Hiss....Where is that scroll?!” (unsure of exactness or punctuation, would need to see on live). This is an indicator that you should be ‘in the right area’ for finding it. The pather mob goes from room to room, but on P99 he doesn’t actually go to the bedroom that the scroll is in (unsure if this is correct). The phrase should be said by any type of Kly that spawns in that place (whether it be an acolyte, follower, etc). http://everquest.allakhazam.com/db/npc.html?id=4518 Quote:
http://everquest.allakhazam.com/db/z...9&p=2#comments Quote:
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See Invis / See Hide & Sneak Mobs:
Currently all the goos here seem to see invis, which is not correct. I’m convinced that the only mobs that should see invis here are the lumpy goos. There is even a mention of ‘bugged cons’ in a zone guide that show other mobs scowl but don’t attack, which can lead to confusion if you aren’t familiar with that mechanic. I believe certain mobs here spawned ‘AggroPC’ which I detailed in this post here:
https://www.project1999.com/forums/s...d.php?t=288904 Should also mention that the lumpy goos should see rogue hide/sneak as well (I did not test this if functioning correctly on P99). https://web.archive.org/web/20040807...nir/Dalnir.htm Quote:
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Despawn Mechanics on Named Mobs:
I believe every spawn point for named in Dalnir have a despawn mechanic (only exception the lumpy goos and Kly Overseer).
I think 20min is the cycle everyone mentions. I think this is a standard zone pop cycle (say 13mins), stays up for 7 mins, then despawns, which then starts the next 13mins for pop. So can AFK camp in 20min increments, or kill camp in 13min increments. I’m not sure if current live still has this in place or it was long patched out, perhaps someone can verify. But it is sure mentioned a lot. Spectral Crusader page: http://everquest.allakhazam.com/db/npc.html?id=4539 Quote:
http://everquest.allakhazam.com/db/npc.html?id=4540 Quote:
Undead blacksmith page: http://everquest.allakhazam.com/db/npc.html?id=4538 Quote:
http://everquest.allakhazam.com/db/z...9&p=3#comments Quote:
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http://everquest.allakhazam.com/db/npc.html?id=4542 Quote:
http://everquest.allakhazam.com/db/npc.html?id=4543 NOTE: there is plenty reference the actual spawn time is not 2hrs, I believe he means he seems to appear every 2hrs, also mentions the despawn. Quote:
Loot Table Adjustments:
Gooey Adhesive & Coercion Implant:
I’m not 100% sure if you took timeline considerations into account on these items, but they should start dropping during [September 2000] timeline at the earliest mention. I should say that the drop rate on coercion implant is quite rare, and the Gooey Adhesive is super common, below post mentions 3 total drops in 6 hours. So I think the drop rate on Adhesive is too high, probably the Implant slightly too rare. http://www.ttlg.com/forums/showthread.php?t=5749 Quote:
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http://everquest.allakhazam.com/db/quest.html?quest=799 Quote:
It seems as if the Kly should be dropping the common Sarnak items you may see in zones such as Lake of Ill Omen. I’ve killed a continent worth of Kly here and I’ve very rarely seen the following: Ketchata Koro Mis Sarnak Pitchatka I have not seen the following (links to pages with comments and images of mobs with it): Sarnak Emblazoned Tabard http://everquest.allakhazam.com/db/npc.html?id=4518 Sarnak Earring of Station http://everquest.allakhazam.com/db/npc.html?id=4518 (i know these are rare by design) Sarnak Ceremonial Sword http://everquest.allakhazam.com/db/npc.html?id=4648 Sarnak Ceremonial Dagger http://everquest.allakhazam.com/db/npc.html?id=4526 Unsure if you’ve implemented all of those or not, but seems to be super rare if so (perhaps a bump in chance?). Backpacks: For what its worth, the pages for the Kly mobs have backpacks listed on the drop table. There are out of era comments on it only, but it wasn’t until later more trash like drops were reported trying to list the 100% complete drop table. Unsure if you want to add in, perhaps you have some AK logs to run a query on to verify. I have never seen a backpack drop on P99 Crescent Armor: I believe some of the drop table info for this armor off ZAM is inaccurate based on old guides. I would imagine current live would tell for sure. But did dig up these mentions which I think warrant a revise of the loot tables (I’m especially doubtful of the Kly Overseer dropping gloves): http://everquest.allakhazam.com/db/item.html?item=1969 Quote:
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Fine Steel Weapons & Gem Drops: In general, FS weapons should be a chance to drop off any mob in the zone, but at present they are only on the Lumpy Goos. Furthermore, I believe only specific FS should drop off specific mob types (similar to how rare drop weapons work currently). Zam pages and comments can be checked for confirmation, but here is what I feel each mob should carry for Fine Steel on their loot table (they will always wield it): A coerced dwarf = FS dagger http://everquest.allakhazam.com/db/npc.html?id=4520 A coerced gnome = ? unknown if you want to add… Dagger? Warhammer? A coerced revenant = FS Spear http://everquest.allakhazam.com/db/npc.html?id=4540 A coerced erudite = FS Great Staff http://everquest.allakhazam.com/db/npc.html?id=4530 A coerced goblin = FS Morning Star http://everquest.allakhazam.com/db/npc.html?id=4521 A coerced iksar = FS Rapier http://everquest.allakhazam.com/db/npc.html?id=4536 A coerced penkeeper = FS Short Sword http://everquest.allakhazam.com/db/npc.html?id=4541 A coerced tier`dal = FS Scimitar http://everquest.allakhazam.com/db/npc.html?id=4522 A kly acolyte = FS Short Sword http://everquest.allakhazam.com/db/npc.html?id=4524 A kly believer = FS Spear http://everquest.allakhazam.com/db/npc.html?id=4525 A kly cohort = FS 2-handed Sword http://everquest.allakhazam.com/db/npc.html?id=4518 A kly evoker = FS warhammer http://everquest.allakhazam.com/db/npc.html?id=4648 A kly follower = FS Dagger http://everquest.allakhazam.com/db/npc.html?id=4519 A kly invoker = FS Great Staff http://everquest.allakhazam.com/db/npc.html?id=4526 A kly imprecator (church) = FS 2-handed sword http://everquest.allakhazam.com/db/npc.html?id=52773 A kly imprecator (lab) = ? http://everquest.allakhazam.com/db/npc.html?id=52772 A kly imprecator (shackle) = FS Great Staff http://everquest.allakhazam.com/db/n...3&p=2#comments A spectral crusader = FS warhammer http://everquest.allakhazam.com/db/npc.html?id=4539 (NOTE: when I killed him he had a BRONZE warhammer, but not FS per the page) An undead blacksmith = FS Scimitar http://everquest.allakhazam.com/db/npc.html?id=4538 The Kly = FS Dagger http://everquest.allakhazam.com/db/npc.html?id=4545 The Kly Overseer = FS Dagger http://everquest.allakhazam.com/db/npc.html?id=4544 Here are various mentions (there are plenty more) of all the FS steel that should be dropping: http://everquest.allakhazam.com/db/n...3&p=2#comments Quote:
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This is just a feeling I have after researching the zone in depth, but lack of evidence in this case seems a bit like evidence itself. The only good mention of gem drops I found were on gyrating goos and occassional black pearls on mobs. A bit of a sidebar but… I must also admit that in my experiences on live I feel the vendor fodder globally has a much, much higher drop rate on P99, and I was a heavy player back in the day. I don’t recall being able to farm lowbie to mid-level zones and make hundreds of platinum off the stackable gems or the 100-200pp jewelry drops in higher zones and such. On P99 you can basically level a fresh, untwinked character solo and get thousands of plat saved up from the vendor trash. There was a reason people camped Hill Giants / Rare items to make heavier plat or farmed ore, here you can have a much faster progression to 60 because money for upgrades is so easy to come by (even if we didn’t have 10 years of the server). I think with refresh on the horizon that should be re-evaluated for sake of a fresh economy. I don’t expect any changes to be made right now without more research, and I could be wrong, but just my 2cp. Non-Agro Behavior / Frequency:
Originally, I thought the Nibblers should almost always be Non-Agro (such as caimans), but after reading through a plethora of details, I’m convinced you have it fairly correct: a pure, non-agro is a rare occurrence, but the ‘aggressive’ Nibblers should have a very tiny agro radius (which gives the illusion they are always non-agro).
I didn’t have a level appropriate character to test, but are the agro radius adjustments the same regardless of level? I read lots of comments about nibblers not agroing on level appropriate groups (even before they greened out). They seem to work right at level 60. I also wanted to make sure each spawn point where appropriate mobs spawn can in fact be a nibbler. When folks camped lumpy goo it was a strategy to kill the other mobs and leave the entire floor as nibblers to make it an easier farm. I tried for many hours to turn the floor full of nibblers but was not successful. It seems like a nibbler should be a fairly good chance to spawn according to old posts. Here is every post I could find regarding non-agro mobs in Dalnir, maybe you can make your own determination… there is a lot of contradictory statements to weed through. http://everquest.allakhazam.com/db/npc.html?id=4527 Jul 18 2000 Actually, I have to correct myself a bit: It does seem almost random as to whether or not they aggro. However, there is one spot I know of (the fork at the end of the first twisted hallway) that they ALWAYS aggro on me. Jul 18 2000 "Contrary to the description above, some ravenous nibblers will KOS. It seems fairly random, possibly with roamers being more likely to KOS." It isn't random. Ravenous Nibblers will ALWAYS KoS, IF they can see you. Dalnir has several spots where mobs have a difficult time seeing you. The most notable spot is right near the zone-line. Jul 10 2000 Contrary to the description above, some ravenous nibblers will KOS. It seems fairly random, possibly with roamers being more likely to KOS. Oct 04 2000 Aye, some do aggro and some do not. While camping in front of the temple entrance, we were able to control the area by leaving the non aggro nibblers alone. They also wouldn't join the fight when we were fighting coerced mobs. Jul 15 2001 When I first zoned into Dalnir one of these guys was waiting there and I expected to die just from the look of it. However it didn't attack and once the whole group was there we took it down very fast. Aug 07 2002 I as well got attacked first by one of these once I zoned in... Mar 06 2002 Today while fighting a coerced iksar, this mob passed by us, then started attacking me while I was finishing the iksar off. http://everquest.allakhazam.com/db/n...3&p=2#comments May 16 2001 I have ended up camping the whole second level at times, by killing spawns till they're all replaced with non-agro nibblers or goos. Then I just around killing whatever is on the spots where named mobs spawn http://everquest.allakhazam.com/db/n...7&p=2#comments (2nd floor lumpy camp reference) Jan 04 2001 P.S. Don't touch the non aggro nibblers if you are down here. i've seen that cap awesome with only the lumpy spawns and 1 wanderer spawning aggro. Then some moron pulls the non aggro nibblers and suddenly you have lv 30+ wizs spawning and the camp becomes hell. http://everquest.allakhazam.com/db/n...7&p=2#comments May 23 2001 Tip for easy camp. When you go down to the 2nd floor, start clearing out all the aggro stuff. i.e coerced Iksars/gnome/dwarf, kly... Keep doing this until all of their spawns have been replaced by (non-aggro) nibs. Once this is done you'll have a lot less to worry about as the only mobs that will aggro on you are the lumpys and the odd lumpy placeholder. http://everquest.allakhazam.com/db/n...7&p=1#comments Nov 02 2001 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 Oct 17 2001 As a 36 monk on the bertoxx server I would say take a few friends down there with you to help you clear out the floor. when everything spawns non agro.. they can leave you there to your camp. http://everquest.allakhazam.com/db/z...9&p=3#comments Oct 30 2000 Actually the ravenous will only NOT attack you if they are blue to you, otherwise they gonna agro Aug 23 2000 There is a current exploit where some nibblers and gyrating goos do not agro on you. (even if you sit on their lap and call them names) Sep 18 2000 I was recently yelled at by an item farmer who was upset because it took him 9 hours to "clean up" the mess I made by hunting the second lvl for xp. I plan to go back and mess it up again. http://everquest.allakhazam.com/db/z...9&p=2#comments Jun 15 2001 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. https://www.tapatalk.com/groups/monk...o-60-t748.html All spawns are random. A common spawn is the nibbler mob. They have a very small to nil aggro radius. When you get a nibbler spawned in the area you choose to pull from, leave it. Depending on your eq, and downtime requirements, you can have 3 to 5 different pull areas all set to only spawn one aggro mob and the result is non-stop pulling for you. http://www.ttlg.com/forums/showthread.php?t=5655 I group in Dalnir with a 35 shaman to camp the Baton lumpy. Soon a few monks join, then a few leave. The only one that remains after a while is a 38 monk. We slowly pull from the surrounding areas. Everything starts to slowly pop non-aggro. Then a level 33 Paladin comes, along with his high-level Mage friend. Mage conjures an Earth pet. Mage tells Earth pet "Kill everything on this floor." Bah. It's an unwritten Dalnir rule that you just don't go around killing the non-aggros on the camp floors - do that on the first floor if you want the exp, as all the non-aggros are found there. But no. The pet basically kills everything without losing even 10% health. What an odd place to powerlevel. Anyway, we were just going to go into the Imp room, which just became available. One of their runners come and start casting like mad. We have to take a minute to heal. By then, the Mage had killed all the non-aggros in the Imp room, and a full pop was on the verge of happening. Then they left. Not exactly people-persons, are they? Slowly, we clear the floor again, with me getting a Fighting Baton in the process. We finally take out the Imp room, and camp there, 9 hours after we start. Then our Shaman has to go immediately. As Maerj and I found out before, a Wizzie and Monk can't quite hold the room to well. Only this time, I died, and he lived. Soon after, we have to leave. After clearing out the floor for almost half the day, and there was only *one* aggro mob on the floor (we actually got a non-aggro goo at the Channeler's spawn point - woo hoo!), we had to call it quits. ua, if you're reading this and on tomorrow morning, we're going to see if the floor's still good. I want a robe. I really do. http://www.ttlg.com/forums/showthread.php?t=5721&page=6 I grouped with Delk and a Shaman on the second floor of Dalnir. We did the ol' Kill-Everything-That-Aggros-On-Us-Until-Something-Pops-That-Doesn't-Aggro trick, but the only thing that doesn't aggro (Ravenous Nibblers) didn't pop in more than half the spawn points in the Pool Room after over three hours. http://www.ttlg.com/forums/showthread.php?t=5893 One thing that really irritates me about this zone is something that is true in Dalnir. In Dalnir, some of the monsters will not agro anyone, so you just keep killing the agro ones until they are all replaced with harmless ones. We had an entire floor in Dalnir perfectly safe except for the room that we were camping. It was great. https://web.archive.org/web/20040807...nir/Dalnir.htm Non-Aggro Mobs: All types of mobs in the Crypt are KoS (Kill on Sight) to even level 51 characters but rarely both Ravenous Nibblers and Gyrating Goos can spawn in non-aggro mode. I have not seen any other type of mob do this. This is very handy when camping certain spots solo. this non-aggro feature works for at least level 40 characters. I do not know the lower level for them to be non-aggro. For example when I camped for my batons I was able to get 10 out of 13 mobs in the Loop/Pool area spawned as non aggro nibblers, leaving only the two lumpies and one wanderer for me to deal with. Classic Pathing Nuances:
I’m not sure if you would be interested in recreating this on P99, but there were some pathing nuances to the zone which made fleeing mobs and fearing easier to handle:
First Floor Mobs should path to the zone line (and stand there while you kill them, despawning after a certain amount of time) If a mob flees and runs through a doorway type area, it pauses for about 5 seconds Perhaps these are viewed as exploits, but it was definitely a strategy used. And let’s be honest: almost no one goes to Dalnir, the zone could use a little incentive. Zoneline Evidence: http://everquest.allakhazam.com/db/z...9&p=3#comments Quote:
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Pause through a doorway evidence: http://everquest.allakhazam.com/db/npc.html?id=4541 Quote:
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[Sat Feb 09 22:55:50 2002] Kaelaelar says out of character, 'ghosting is part of bad pathing..... like in dalnir 2nd floor if you pull from left room they will stop at door and ghost to your group at fountain' Various Mob Details:
A coerced revenant:
He isn’t aggressive like the rest of coerced (i.e. should attack you on sight despite the fact you are level 60). I believe this to be incorrect as entire zone is mentioned as aggressive for coerced / kly. A coerced gnome: These mobs can summon any kind of pet, but I’ve only found references to the earth pet, I don’t think it could summon Fire / Air / Water pets. http://everquest.allakhazam.com/db/npc.html?id=4529 Quote:
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http://everquest.allakhazam.com/db/npc.html?id=15896 A coerced tier`dal: I find that a TON of these mobs are shadowknights. I found various mentions of shadowknights but I feel they are spawning far too commonly in Dalnir. If the frequency on P99 matched live, I feel there would have been much more griping about the insta-death HT squads. Almost every cluster has an SK in it. Page has some mentions of them being able to be warrior mobs (I found no warrior tier`dal), as well as the female in plate being more often a cleric. I stopped tracking after a while, but I killed 28 female dark elves and 20 were SKs. That seems a bit high (3:1 ratio). Could you look at and possibly reduce the spawn frequency of the SK mobs? http://everquest.allakhazam.com/db/npc.html?id=4522 Quote:
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Missing quest text on P99 (shaman cudgel quest) that I believe was implemented at the very least as of June 27, 2001 (earlier parts of quest were working prior). The faction hit on this mob is also not following timeline. I’m guessing same time in June 2001 he changed to BetaNeutral faction (previously ThrallofKly faction). Note that these links showing actual hit to BetaNeutral from the mob were common occurrences in EQ and weren’t supposed to happen, you could always petition a GM to have your BetaNeutral faction reset. http://everquest.allakhazam.com/db/npc.html?id=4542 Quote:
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Lumpy goo: These are all currently set to flee, I don’t believe this is correct behavior. Specific mention that there is a nuance where they are only set to flee if they have the Grave Sandals. http://everquest.allakhazam.com/db/n...7&p=3#comments Quote:
This guy is currently looking too cool and handsome, rocking fungi graphic armor and plate helm and neutral face on P99, he should look totally fugly like the zam page (note the scowling teeth face too): http://everquest.allakhazam.com/db/npc.html?id=4921 A spectral crusader: A 2006 reference seems to mention that him summoning a pet is a recent addition, the older pics on the page did not show a pet, so I’m of the mind he shouldn’t summon one on P99, but your call. http://everquest.allakhazam.com/db/npc.html?id=4539 Quote:
While he is a rare spawn, I have killed him 5 times and he dropped a Sarnak Enforcer and Nickel Key everytime. The Sarnak Enforcer is supposed to be his rare drop, robe ultra rare, and FS sword common drop (his zam photo shows the sword in hand). The key should always drop. Please note that the below also indicates the placeholder is not a 20 min spawn (I believe you have this mob on a 24min timer in crusader room), further suggesting that the ‘20 min cycle’ was due to the depop mechanic that is missing. http://everquest.allakhazam.com/db/npc.html?id=4541 Quote:
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Super Slow attack rate I’m not sure how to get an attack rate, but he seems to attack suuuuper slow, I actually thought someone had slowed him first time I engaged. Maybe you have some logs on this guy, but just seems very slow. By all rights there are mentions of this mob killing level 50+ toons very quickly, and I just can’t see that happening with his current attack rate. I have no suggestion on how to tune him up really, so up to you if you want to speed him up a bit. Is not casting gate and should be able to: In hindsight, I should mention I pulled him pretty far and he didn't gate, but I'm not sure what distance you have setup to trigger gate, should have pulled him across the zone to be sure. http://everquest.allakhazam.com/db/n...4&p=2#comments Quote:
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An iksar prisoner: I killed this guy on P99 and he was on ThrallofKly faction (faction hit included), but believe he should be on CrusadersofGreenmist faction (or whatever the iksar SK guild is in era), but should not give a faction hit when killed. He still responds to hails even when KoS, so not sure what he should respond to on live. Possible he may beta neutral but with race / class modifiers, unsure. However, I did notice he issues his full quest text when KoS, if you hand the serrated wire into him KoS, he will just eat the item (typically we see if we get the quest text, hand in works). I had to sneak to get it to work the 2nd time. http://everquest.allakhazam.com/db/npc.html?id=7004 Quote:
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http://everquest.allakhazam.com/db/npc.html?id=4536 I believe this guy is using the wrong body model, he shouldn’t be naked, but have the green shirt / blue pants. Another photo here from ZAM, was actually having a tough time digging up classic Dalnir images to confirm, but it is showing old school graphics still. http://everquest.allakhazam.com/scen...lnir-manor.jpg I also noticed this mob when it is a necro will never cast a pet, something no other capable class does. Is this correct, determined from other sources? Also, I found no mention that any of the classes are specifically monks, perhaps you found evidence of this from live or magelo, I just never came across that for what its worth. I’m not quite sure if you have this implemented, but this was the only mob I could not get their ‘rare race specific weapon’ to drop, it is a piece of crap Iksar Stave: Quote:
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http://everquest.allakhazam.com/db/item.html?item=44 General mob question: I have always been curious if this is just a straight P99 oversight or a Titanium client bug, I notice for example ‘gyrating goo’ is in it’s proper lower-case format in the targeting window / name display, but when it attacks you, the first letter becomes capitalized in the combat text. Example: Quote:
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http://bloodwolf.org/~rulnak/Picture...IceGiants1.jpg http://bloodwolf.org/~rulnak/Picture...IceGiants3.jpg http://bloodwolf.org/~rulnak/Picture...IceGiants7.jpg Various Zone Details:
Forge Hammer of Dalnir:
I can’t quite tell if Kanras’ update went in or if he did not incorporate the timeline update (where it was originally NO RENT, but then changed to permanent). If the 9/6/00 date is true, would put it as a stealth introduction in the 8/30/00 patch I suppose. I also notice the undead blacksmith is not wielding the forge hammer when he has it along with another weapon (if so he should dual wield). Images show this on the page and I believe there are mentions as well. http://everquest.allakhazam.com/db/npc.html?id=4538 But back to the hammer about the no rent timeline: http://everquest.allakhazam.com/db/q...3&p=3#comments Quote:
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http://everquest.allakhazam.com/db/item.html?item=46 Quote:
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In the room where you camp the Forge Hammer of Dalnir off undead blacksmith you only have 3 mobs, should be 4 mobs per this photo (positions need to be polished): http://everquest.allakhazam.com/scen...nir-cohort.jpg Another mention of 4 mobs in the room. Seems a pather should come in as the 4th mob (probably the far left on the above photo based on how it’s facing): http://everquest.allakhazam.com/db/q...0&p=2#comments Quote:
https://web.archive.org/web/20040807...nir/Dalnir.htm Quote:
http://everquest.allakhazam.com/db/npc.html?id=4541 Quote:
Apparently 9 Kly should spawn in here, but only 8 Kly spawn on P99. Where exactly the 9th goes I don’t know, but I spotted a pew with it’s name on it on the left side. http://everquest.allakhazam.com/db/z...9&p=3#comments Quote:
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Currently 2 spawn in front of Kly Overseer, they don’t path. Then 1 on left against back wall, and one on right against side wall (if looking out from teleport pad). This makes 4 Kly + Kly Overseer. I believe 4 static Kly should spawn + 2 pather nodes + Kly Overseer. If anyone logged into live to verify, I feel that would be most accurate (I am doubting it has changed since release but could be wrong). Furthermore one of the spawn points in front of overseer I have spawned ‘a coerced goblin’, I found no mention of anything but kly in this room, so maybe the spawn point mobs need to be brushed up on? Here is the mention of 6 Kly from a zone guide: https://web.archive.org/web/20040807...nir/Dalnir.htm Quote:
http://everquest.allakhazam.com/scen...r-overseer.jpg Here are mentions of ‘4 or so’ other Kly in the room, not 6: http://everquest.allakhazam.com/db/n...4&p=2#comments Quote:
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http://everquest.allakhazam.com/db/q...0&p=2#comments Quote:
Level 2 mob spawn table: I have never seen a coerced dwarf or coerced gnome spawn on the 2nd floor, from what I can tell the 2nd Level is exactly like the 1st Level but with the chance for Kly to spawn (along with the named mobs) http://everquest.allakhazam.com/db/n...7&p=2#comments Quote:
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Thank you for your consideration, always trying to keep P99 classic.
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Wedar - Level 60 Grandmaster (Retired)
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