South Ro  

Quick Facts

Type: Outdoor
Continent: Antonica
Instanced: No
Keyed: No
Level Range: 8 - 25
Send a correction
The southern half of the Desert of Ro offers more of a challenge than the North. In addition to the usual desert inhabitants, there is also a contingent of named sand giants, Deepwater goblins, and spectres for which you should be on the lookout.
-----------------------
Southern Desert of RoDervish CampCaimans and Crocodiles Patrol the CoastThe Gypsy Camp
The Mighty CazelWizard SpiresOasis of MarrSome Fishermen From Freeport
Dangerous Inhabitants of the Oasis IslandUnderwater Dwelling of the Deepwater GoblinsDruid Ring Outside Innothule SwampWayfarer Camp
Post Comment
Solo Spot Starting At Level 5
# Oct 03 2012 at 7:38 PM Rating: Decent
5 posts
The southern grassy section is a great spot for untwinked level 5's. The Tree Snakes conned blue to yellow and weren't social. They sometimes land a weak poison but as long as you don't allow your health to drop below 25 percent before the snake dies you'll survive the posion with bind wound skill.


Bamfurlong
what is the portal in the ocean?
# Feb 02 2012 at 1:19 AM Rating: Decent
**
624 posts
On the map, showing on top of or underneath the southern round formation offshore, is a portal and a mob called master lockjaw. i can't seem to scale the peak, i get almost to the top and stall. i also didn't see any underwater entrance. does anyone have any info on this?
____________________________
Success comes when preparation meets opportunity -- and EQ is no exception.
Missing NPC
# Sep 12 2009 at 12:52 AM Rating: Decent
Theres a missing NPC

Scout Miigle

He's an LDoN Raid Recruiter at the camp
san giants
# May 02 2007 at 1:57 PM Rating: Decent
2 posts

ive found that when hunting the sand giants the roamers spawn faster than the stationary ones....so if you can only tkae one at a time be carefull.
Takish-His Ruins Zone-in
# Feb 22 2006 at 6:58 AM Rating: Decent
15 posts
The Zone-in to Ruins of Takish-Hiz is a cave around loc 2724, -364
LDoN Augment Return NPC
# Jun 05 2004 at 10:53 AM Rating: Decent
Scholar
21 posts
Does anyone know how to return an unused LDoN augment for a point refund? The /petition help menu says not to hassle the GMs about it because an NPC in South Ro will accept them for an Adv Point refund. Of course, in typical SOE fashion it doesn't give the name of the NPC, the location of the NPC, or any helpful instructions on how to return the aug.

EDIT: Found him! Dible Hedledrap in South Ro Wayfarers Camp.

Edited, Sat Jun 5 12:07:46 2004
Sand Giants Everywhere
# Apr 05 2003 at 6:39 PM Rating: Good
Was here helping some people camp the AC when suddenly Sand Giants started spawning everywhere. There were over ninety on track. Needless to say we killed as many as we could...love that phat lewt :)
____________________________
Duladan Bloodmon, 35 Ranger, 62 provisioner
Santun Spiritseeker, 52 mystic, 39 alchemist
Xelon Thex, 70 templar, 58 AA, 40 sage

/i Man may sin from ignorance or folly but what of a wise man or nation, pledged to cleave to the Light, whose charity is so great that they refuse to protect the innocent for fear of injuring the guilty? /i
Better than EC and NRO
# Mar 24 2002 at 9:13 PM Rating: Excellent
*
121 posts
Typicaly when one of my various toons is running through East Commons, North Ro, or West Commons, I see tons of people, twinks included (not just newbs)grouped to the max, waiting on one of the various; Orc/Derv Camps to re-pop, and I keep thinking to myself Why? Why go through it all here, true the cities are close, but there is a much, much nicer area in which to hunt at these levels. Sro offers so much more, at least for me.
I've had 3 Alts go from lvl 7-15 almost solo in this zone. Starting out in the grass, the orc camps are great, and NEVER camped (well, rarely at least) with a healer partner I was able to clear one camp, move to the next, clear it, move to the next etc. and just make a non stop circle with the ocasional med break. Even solo, I could still get most of the camps and not worry about death. The mobs on the grass dont agro in general, no trains, no **** gryphons, or Kodiaks to upset you right after you cleared a camp and are low on life... most important to myself; NO COMPETITION.
After that, you have dervs here as well, once again, never camped, wandering undead, spiders and scarabs etc. Over all, I dont know if I'll do the EC/NRO/WC thing again with an alt except when a friend wants me to come play with him or her. Sro just is too nice, and if your evil, just bind in Grobb, its close, and is an easy run.
I guess my point is, this is a very underused zone, and has a ton of potential, use it.
____________________________
"Never argue with an idiot, he'll drag you down to his level, and beat you with experience."
Good area for a 17th Rogue?
# Mar 17 2002 at 7:20 PM Rating: Decent
9 posts
Trayng, my UNTWINKED lvl 17 rogue on the Rathe is getting VERY tired of the oasis... Is this a good area for me to solo? If so, where in it?
Great Newb Exp
# Mar 03 2002 at 1:10 AM Rating: Decent
11 posts
This is actually a great place for newbies to hunt. First of all, in the grassy, lesser area, it has seven orc camps in a circle with one in the middle. These range in diffuculty, but with a nice little group they can be good. Trust me, it won't be hard for a caster to find a tank or two or three here, lol, its the natural progression from Innothule and Feerot.

Pros: Great, even for soloing. My Troll SK has some trouble soloing here, but not too much. I suggest having some resists if at all possible. In grobb, a lot of high levels will sell stuff they got from Guk that they don't need. Check here often. I know what you might think: What about money? At the orc camps, some random orcs will drop a Pickbringer's Chainmail Coif. This isn't a eh-ish object that only medium-small races can use and it gives +1 SV:Magic. That's not important though. What's important is that it sells for about 23pp. This is WONDERFULL when you are a newb who's scraping at the barrel for stuff. Also, it has a druid ring nearby near the center camp and wizzy spires near the desert between two other camps, and every now and then you'll get heals and buffs from passing high levels on the way to Guk. This can be a godsend in tough battles. Also, for those on PK servers, not a lot of lighties venture here unless they are high levels going to Guk or just desperate fools who can't find anywhere else. Trust me, sro is out of the way when you can go to Commonlands or Oasis. Its a long trip from Freeport to South Ro and you really don't want to make a corpse run between the two. Enough people here have talked about the pros of the desert area, so I won't waste your time.

The Cons: Not a lot of people. This is actually a blessing and a curse. There's not a lot of people in here to fight over when it comes to camps, but that also means there aren't a lot of people to group with, either. Aggro is crazy, too. Don't try to solo the big camps or you will get swamped. Also, you have to weary of the occasional zombie or shriveled mummy. Other then that, not too bad.

So, in closing, South Ro can be a very good newbie zone for those in need of a little privacy and those that can multi task npcs, lol.
an Un camped AC
# Dec 21 2001 at 9:30 AM Rating: Decent
1 post
Was heading down to Rathe today to hopefully find a group to kill some giants in and hit the zone and there are only 5 people in it bout 5-15 or so and the AC is up and walking around, guess i benefited from Luclin depelteing zone pops
HAPPY HAPPY
# Oct 18 2001 at 8:32 PM Rating: Default
Let me tell you a little story of a low lvl chanter who wondered in the desert one day. Oh look a sand giant down with a fine steel spear! AND 42 pp? all why simply wondering around. GOD I LOV THIS ZONE. if someine shouts that there hunting the ac. FIND THE STUFF THEY DROP!!!!
Rogueish delight
# Aug 17 2001 at 8:43 PM Rating: Default
One of the best things to do, as one of the uhh...shiftier classes around, is run around in any of the desert zones and wait for somebody to rip into a Sand Giant. SoW works wonders here as you run around the Giant, picking it's pocket. On a decent series of picks you can "earn" up to 30pp for running around, making a nuisance of yourself.
Tanker's Water Extractor
# Jul 05 2001 at 6:53 PM Rating: Default
I would post this in the Equipment section, had there been any active posters there... I found an object in the Dark Elf camp that looked like a Stein half buried in the sand, but when I picked it up, it turned out to be Tanker's Water Extractor... It is a two-slot container, that comes with a Putrification Tablet in one slot, and the other is open... It has a Combine button on the bottom, so obviously it is used for something... If anybody knows what this container is, please reply to this message.
Monkey?
# Jun 28 2001 at 3:14 PM Rating: Default
I was sitin in da enterance to swamp yesturday and a monkey ran buy, not an Orc, a monkey runnin on 4 legs. Anyone know what this was? Part of the new patch?
RE: Monkey?
# Aug 10 2005 at 5:50 AM Rating: Decent
7 posts
I SAW IT! it IS a monkey!
i was on my lvl 1 running to a freind who was hunting so it conned red buut HEY ity was called A Monkey...
ill go there with a higher lvl to see what it cons!
____________________________
Rage...
how i was born...
Rage...
Rage will control...
Rage...
Rage will kill you...
It will consume you....
and everything you are...
Rage...
RE: Monkey?
# Apr 16 2002 at 10:43 AM Rating: Decent
25 posts
uhhh i feel so bad for you nubees... Enchaters have a Illusion that turn them into a warewolf... if it had appeared to have breezed you it was an enchanter in Warewolf form, it does look like a monkey and runs on 4 legs but it is a PC in illusion: Warewolf! Dont be alarmed...
RE: Monkey?
# Jul 16 2001 at 4:44 PM Rating: Decent
*
67 posts
I saw the monkey or ape or whatever the heck it was running north along the shore in Oasis of Marr the other day. Didn't get a good look at it as I was in combat at the time. I will keep an eye out though, and con it if I see it again.
RE: Monkey?
# Feb 26 2002 at 9:45 AM Rating: Decent
15 posts
I saw the same thing in Oasis Sunday night. I thought it was a player, cause it appeared to have Breezed me.
Story time...
# Jun 02 2001 at 5:03 AM Rating: Default
Before you all charge this zone, wait till the first time you crest a hill to see the giant spider in front of you...

and realize it's the terrantula at about a half virtual mile away.

That puppy is big. Was in a group of only 3 level 24's when we got agg'd by it, and we we're only 20 seconds from the edge to oasis... and we almost didn't make it. It hits for 100+ dmg (i don't know exactly how much, thank god it agg'd on my SK ogre friend and i was able to heal him until he could zone, then i zoned before it could reacquire me)
RE: Story time...
# Mar 21 2003 at 2:18 PM Rating: Decent
*
172 posts
This is a BIG (and bad) spider for sure.

4 of us (36 Necro, and 35 shammy, pally and ranger) were in SRo last night killing sand giants when we spotted this thing wandering around and saw it from a distance. I think the rangers words were: "jeez! Look at the size of that thing"

We did end up killing it but it conned yellow to all of us which I think is really an undercon. The poison it has is a VERY NASTY DoT and it was hitting me for about 80HP/hit.

Loot on it were 4 terrorantula silks and 1 gargantuan spider leg

-Baelnorm Elmarr
35 Paladin
____________________________
-Baelnorm ElMarr
65th Season Paladin of Marr
Knights of Marr

- Pjrell Champeaux
68th Circle Shaman of the Tribunal
Where can you hunt here if you're 25?
# May 09 2001 at 9:18 AM Rating: Default
The DBs don't spawn quick enough to make it fun in a group.
dark elf camp
# Apr 12 2001 at 12:35 PM Rating: Default
There is a cool dark elf camp in this zone for dark elven travelers to sell their stuff. No weight, no slouchy runs!
Magcian's New Home
# Feb 18 2001 at 1:26 PM Rating: Decent
Ok I leveled my DE Mage from 9-12 in Lake Rathe banked my happy trash hopped over to Grobb. Had a newbie buy me bind affinity, bound myself in Grobb. Banked all my happy trash and took off for good old Neriak.

Got all my spells, compliments of the bronze weapons from the Aviaks, got all my lovely new spells and took on the Orc Camps here. It's a dream come true absolutely no competiton. Highbies in the zone will usually buff/clarity you. And if you don't abuse it safe your worthless hide from undesireables.

You can do really nice for yourself with a bank 2 zones away, and no splitting of loot. Stay hear till about 15 or so then head off for Upper Guk.

You get the idea.
Who drops Rinmail?
# Feb 16 2001 at 2:34 AM Rating: Decent
3 posts
I was under the impression that some mobs drop ringmail in here, does anyone know who these are?

Various Chars <Keepers of Power>
Bristlebane
Great for a SK till...
# Feb 14 2001 at 3:39 PM Rating: Decent
**
458 posts
you reach a point that the orc camps in the grass don't provide that much experience!

I hunted the orcs solo for about 5 levels between 10-15 then tried the Dervs and the desert and found more often than not to be surrounded and dead. These deaths even camp while grouped.

Though I spent some amount of time here I didn't get very far. The best place I found once about 14 was to go and find an Orc Highway group in Oasis. This provided me with invaluable experience with grouping and several new friends who I may be able to group with more often at higher levels. It is never too early to learn how to make and be a part of an effective group.

Though the one benefit I did find when hunting here is the AC hunters and there brutal slaughter of all things moving in the desert as being of a lower level the coin was great. 40-50 plat each time I was lucky enough to be there for looting.

I may come back here when I have made it to 17 or 18 to hunt the dervs and the desert but will do so primarily solo.

____________________________
Namblak
72nd/105 Troll ShadowKnight
67th/54 DE Cleric
48th Froglok Shaman
41st Gnome Magician
40th Vah Shir Beastlord
33rd Vah Shir Beastlord
18th DE Enchanter
How to make coin easily...
# Dec 15 2000 at 12:27 AM Rating: Default
First,South Ro is the best kept secret-anyone with good anti-undead tricks is golden here,and the orc camps make for good group hunts. You can even scrounge the odd drybone at level 24 for xp,but the best times are when a pack of people are trying to spawn the Ancient Cyclops.

They'll slaughter the entire desert area. And leave the loot. Gleefully scavenge the coin,bronze,and rawhide that drops as a result.

If you can boost your speed(SoW and the like) you'll be able to outrun anything nasty while you do-and frequently getting in range of the high and mighty AC hunters so they can nuke em in their efforts to trigger an AC spawn.

Just get clear the moment the AC or sand giants spawn. People get jumpy about looters.

Great for a Druid 12-17
# Aug 24 2000 at 2:53 PM Rating: Decent
7 posts
In the South West corner of the desert there is a Bandit camp. It is a three spawn with a fourth out in front (at the tip of the gully). Druids are the best for this camp because they have Harmony, which allows them to solo it (and we all know that soloing is waayyy better exp and loot).

At lvl 12 this is pretty hard and you might have to call on someone&#8217;s help to rip the higher lvl ones for you (do NOT ask a lvl 40+ to help you kill it, it is much easier for them to just kill it and be on their way then protect your hide). One great thing about this zone is that there are ALWAYS a few 45+&#8217;s camping the AC, and most have no objections to buffing you (but as always make your request a full sentence and be polite/funny, it will get you much more then just saying &#8220;buffs plz&#8221;). A clarity will make you about twice as efficient getting exp. And the more friends you make here while being likable they will most likely remember you later and will stand up for you when you need it.

The best way to kill these Bandits is to harmony the camp (takes one casting) and pull the one who is alone with a Snare, burn a few times while running away, cast a dmg shield on yourself and turn beat on them for a bit until they are dead, med to full, harmony the camp and pull the one that is closest to you. You should be able to find a good balance of how much mana to use per fight, if both your HP and MP get to full at the same time while you are medding then you have it down.

Once you get your new rank of spells at 14 (if you have a good conjuration) use Stinging Swarm after you pull with Snare.

These Bandits, as is standard, have pretty good loot, (dropping as much as 7 gold and the not too rare bronze weapon). The good loot, short down time (thank you Enchanters), and fat exp from soloing effectively will make you rice and higher lvl before you can blink.
____________________________
--
Dinivan Silvermane, Druid of Erolissi Marr.
Igota Reallife, Warlord in training, Erolissi Marr.
Good exp for a 14-19 cleric
# Aug 23 2000 at 10:39 PM Rating: Decent
2 posts
Lots of mummies, dry bone skeletons, and ghouls are here for a cleric to blast away using their undead dd spell.
RE: Good exp for a 14-19 cleric
# Sep 14 2000 at 12:26 PM Rating: Default
Underoo is full of excellent advice I've hunted with him and have just journed to SO RO and it is a great place. Just be ready to run when the Sand Giants pop up and they pop frequently. sirarthor 12+druid.
Great Zone for 7 to 12
# Aug 23 2000 at 3:03 PM Rating: Decent
*
141 posts
When you find yourself logging on one of those nights when 2,200 other people are playing and want a spot where you won't be fighting off the masses for a kill, head to the orc camps in South Ro. Even on the busiest nights, these are almost never camped. And it's a shame, because they are easy pickings. My suggestion is to take the two camps next to the Innothule zone. The one camp spawns 3 orcs, plus a sentry on the hill, and the other one a little further away spawns 2 orcs. Then there are three other camps fairly close by. You can easily solo two of these camps with a level 8 or 9 character. A group of level 7 to 10 can basically take this whole area and fight as much as they want for quick, easy xp and loot. If you get in trouble, it is a quick run to the innothule zone to escape. The only troubles you may have is an occasional oracle, which shouldn't be much trouble for a group, but can put a crimp into the soloer. There is also an occasional wandering mummy that comes by, but just stay alert and you can avoid them (or if your group is good enough take them out). Sure, it is a long run from Freeport if you die, but onnly one zone further than Oasis, and it is worth the trek to get a good place to hunt away from the crowds. If you start to get bored with the orcs, you can always hunt one of the two derv camps.
Great place for a solo necro from 12 to 15
# Dec 15 2000 at 9:42 PM Rating: Decent
2 posts
You can rest on the wizard teleporter and can pull the various mummies from the sandy hill right in front of you. watch out for the drybone skels and ghouls, they conned red to me at 12/13.
Post Comment

Free account required to post

You must log in or create an account to post messages.