West Karana

Quick Facts

Type:
Outdoor

Expansion:
Antonica

Instanced:
No

Keyed:
No

Level Range:
5 - 35

Send a correction
The western plains are by far the largest section of the Karana Plains. For Qeynos and Surefall citizens, this is the gateway into the eastern part of Antonica. Surrounded by rivers and mountains, this vast area plays host to several groups, factions and camps.

First there are the Millers, a family of farmers who occupy the scarecrow fields in the southcentral area.

Second, there are the two cyclopses, Froon and Choon, who spend their time in the northeast unless drawn away by bandits or adventurers passing by.

Third, there are the Rallos Zek-worshipping ogres led by the highly aggro Chief Goonda, a shaman native to Oggok.

Fourth, there are the hordes of ghouls, skeletons, and zombies which are slowly spreading themselves throughout the land. Then there are the bandits who are trying to drive absolutely everyone out of the Karanas.

Halas is represented here as well, with a barbarian fishermen village stationed in the southwest on the river's bank. Also to no surprise, the city of Qeynos has established its presence here with a few guard towers stationed along the pathway. In addition to these factions and groups there are plenty of wandering wildlife as well as solo renegades, such as Oobnopterbevny Biddilets of Ak'Anon's Dark Reflection.
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willowisps
# Sep 12 2000 at 4:41 AM Rating: Decent
20 posts
lvl 12-14

Willowisps are good exp hunting in these levels. They also drop a Greater Lightstone once in a while which can be traded at the gypsy camp in North Karana for a book worth about 8-9pp. I suggest saving a backpack full of GLS's or more before you make the trip (for more info see the quest section). If they drop a burnt-out lightstone you can dest it. It's not worth anything except as a research component.

Beware that these creatures can only be harmed with magical weapons and magical spells.

Happy hunting,
Drazi of Torvonnilous
RE: willowisps
# Jul 29 2001 at 1:24 PM Rating: Decent
***
3,705 posts
Not true about burned out lightstones being only good for spell research. They are still lightsources, though not major ones. They are better than fire beetle eyes. The wisp corpses have a long decay, so I leave the burned-out lightstones for those unfortunates on corpse runs. Was me in my younger levels, all too often.
Nena
# Sep 11 2000 at 9:16 PM Rating: Default
RE Ogres and harmony? Myself(31druid) and friend(28 mage) went to check out Ogres. Upon casting harmony I managed to bring the whole camp on myself? As this is a strategy discussion any help would be appreciated so I may return for some revenge=P
#Anonymous, Posted: Sep 11 2000 at 9:17 PM, Rating: Sub-Default, (Expand Post) Doh new poster and didnt do it quite right~!
#Anonymous, Posted: Sep 11 2000 at 9:17 PM, Rating: Sub-Default, (Expand Post) Doh new poster and didnt do it quite right~!
Landmark List
# Aug 26 2000 at 1:07 PM Rating: Excellent
*
141 posts
(+0000,-1000) Qeynos Hills zone cooridor
(-2800,-2200) Guard Tower
(-4000,-2200) Barbarian Village
(-0400,-2500) Guard Tower #1
(-1000,-4200) Guard Tower #2
(-2100,-4200) Miller Farm
(-3800,-5600) Miller Farm
(-2900,-5900) Miller Farm
(-3600,-7900) Linaya Farm
(-0500,-9100) Ogre Altar
(-3500,-14800)Wizard Pyramid
(*****,-16100)NK Zone Edge

There is one long path from the QH to NK zone lines with many short paths leading north/south off of it, usually to semi-important landmarks.
Bone armor
# Aug 24 2000 at 10:58 PM Rating: Decent
34 posts
these ogres that Our wonderfuly gay brittish friend speeks of are the buggers that are known to drop the bone armor...this stuff makes poor armor but the casters and druids love it cause it looks like chainmail and they can wear it...I sold some bone legs for 448pp once hehe..its really amazing but people seem to care more about how they look than what their ac and whatnot is...not at ac matters to casters heh ...
RE: Bone armor
# Jul 29 2001 at 1:26 PM Rating: Decent
***
3,705 posts
Actually, if you compare the bone armor to what casters normally get to wear, the AC is pretty good. At least at lower levels.
Edmund's Good Deed for the Day (Don't Tell Anyone)
# Aug 23 2000 at 5:39 PM Rating: Decent
*
70 posts
Ooookay. This is the only feature in the entire game that I would have to classify as a dirty trick, and it's located in the extreme northern part of the zone, in the little valley that runs between the mountains. What you'll see eventually (after sneaking past Froon and Choon) is a large altar located in the middle of a ring of stones, populated by ogres. About 20 of them. Guards, Shamen, and one Chief. You examine the area carefully. Then, you pick out a random ogre and /con it, and get...

An ogre shaman judges you amiably. What would you like your tombstone to say?

You blink. You blink again, /con another one. Get the same message. This ought to be interesting, you say, and trot on down the mountain at the camp. And, as soon as you're close enough...BANG! The entire camp opens up a fresh can on you--big DD's, pummeling hits from ogre guards, the whole bit, until you see LOADING, PLEASE WAIT...
Actually, at 18th level, they toasted me within approximately two seconds. The con message is there to provoke precisely the reaction it got from friendly old me.
In short, think before you hail strange ogres in Western Karana.

Yours <ouch!> amiably,
Edmund Blackadder
RE: Edmund's Good Deed for the Day (Don't Tell Anyone)
# Apr 06 2001 at 9:14 PM Rating: Default
Hey thanks Adder...better late than never I guess...I too was 'welcomed' by that lovely group up north. And they're aggro is HUGE!! I was totally unable to recover my body..many thanks to an uber-shaman again for that..

Just a piece of advice for all: Stay away from the N wall of WK...1300,-11000 is the /loc of that accursed group. My research indicates that there are 6-8 30th lvl MoB's there and will KoS most everything. And if any uber-char's wish to take out the group on Bertoxxolous, send me a tell please..I would like to see them al die in agony.

Paulmuaddib (soon to be Kwitsatzhederach)
18th Season Warrior of Tallon Zek
Bertoxxolous Server
Actually....
# Aug 23 2000 at 7:41 PM Rating: Good
There are far less than 20 ogres. probably closer to 8.
The ogre shaman and guards are a different faction than chief Goonda, /con chief Goonda and you will see that he is probably KOS to you, when he attacks the rest join in.

Goonda is a Guildmaster for Ogre shaman and they can get skills training from him without going back to Oggok.
RE: Actually....
# Oct 03 2001 at 4:26 PM Rating: Default
the tip about goonda is very true my 12 shammy was amiable and i also was curoios so i went up big cheif goonda spawned ...loading please wait so be careful
RE: Actually....
# Aug 28 2000 at 11:23 AM Rating: Default
*
70 posts
Glad to see *someone* knows what the devil's going on with those guys.

And, when you're 18th level, 8 red ogres are not much of a difference from 20. :)

--Edmund
RE: Actually....
# Aug 26 2000 at 6:12 AM Rating: Default
and they like you because you were killing bandits :)
Bandit tips
# Aug 23 2000 at 11:26 AM Rating: Excellent
26 posts
Tips for would be bandit hunters

10-15 is general level range for bandits.

* Always, Always, Always, (Yes, all the time) take out the casters first. They have no armor, have less HP, and can SERIOUSLY lay the smack down on a whole group if left unmolested. They are a fairly easy melee kill for most 10-15 classes (even casters), but MUST be taken out quickly.

* Even with a full party, hitting a camp with 3 or more casters is extremely dangerous, dont try it without harmony, an Enchanter, or a seriously well trained and disciplined group.

* Sashes are indeed no drop. They are worth up to 5pp each. Chesguard in the Qeynos Paladin's guild gives you close to a PP in cash, Exp, and a bronze weapon or round sheild. These can be sold for 2-4pp. The best way I have found to work a loot order is split off, alpha to bronze or Sash. That is, auto split off, loot in alphabetical order, with each person stopping when they get a bronze weapon or Sash. Evil races cant do this quest as far as I know.

* Look for balance in the party. This is really the best place to learn the strength and weaknesses of each class. By 10-15, each class has some of thier class defining spells and knows how to use them. Plus the Tank/Nuker/Healer dynamic really starts coming into play

* Try to "Break" the spawn at intervals, if you kill everything all at once, they will POP all at once. Dont let a bandit stand there for more thatn a few minutes without killing it. Either the Bandit will run off, or More will POP, and then its harder to kill it. 2 or 3 Melee types should be able to put down a Bandit fairly quickly at this level, so caster can med if need be.

* ALWAYS have someone standing up and looking around. The bandits move around between spawns a lot, they have regular run routes, they patrol regularly like little ******* guards. Nothing is worse then medding and being jumped by two patrolling bandits, and then having a caster spawn in the camp and nuke you while you are distracted.

* Once again, there is an order to killing the bandits. If you see a camp that has 2 casters, a Brigand, and 2 regualar bandits, on with a wpn, one without, the order SHOULD be- Casters, Regular Bandits, Brigand. Why hold off the brigand till last? He doesnt hit THAT much harder then the two regular bandits. He does however, have a lot more HP. Take out the Casters, who do a lot more damage then the Brigand, then the 2 regular bandits (With Wpn, then Without) then The brigand. The two regular bandits will go down faster then the ONE Brigand. If you take the Brigand second, you have all three Mobs hitting you at once. It takes you a LOT longer to take out the Brigand, thus, the 2 Bandits will have that much more time to hit you. Take out what can damage you the most first.[/list]



There are 6 main bandit camps here.

* One at farm, near T2, farmers are evil and green, they drop sashes just like bandits. This is a good spot for smaller groups and lower levels.

* One at the Base of the hill north of the farm (west side, by a tree, dead center of hill mass) 2 Bandits spawn here. Sometimes Bandits from a full camp nearby will run down here, its part of the patrol route, so you may see 3 or 4 here.

* One at hilltop, just north of Farm, up the hill from the 2 spawn spot. At the Tents. This camp spawns 5-6 bandits.

* One just east and North of hilltop camp, in the valley behind it. No tents or any distinguishing features, just walk over the hill from the hilltop camp. Often, a strong party will take both hilltop and valley camp and hold them. This is the most fun I have had camping bandits, it takes a well balanced and disciplined party, but exp and loot when you do this is phenomenal, and it is non stop.

* Another camp is on the next hilltop east from the first hilltop camp, just west of Froon and Choon. I have never camped this one, those Cyclops scare the **** out of me ;o)
The last camp is along the road towards NK. They spawn 3 or 4 on the road, and 5 or 6 in the camp south of the road.[/list]


The bottom line is this, there is NO reason not to make WK your base of Ops from 10-15. The loot, Fac, and EXP are great, and you can learn the basics of interparty relations and teamwork here.

RE: Bandit tips
# Oct 24 2000 at 2:16 AM Rating: Default
*
184 posts
Just a quick clarification on the Bandit Camps in the East part of the zone.
There is a 4 or 5 group spawn in the hills Northwest of the Blacksmithing shop at Loc -1055, -11950.
The tented camp just to the south of the road is at Loc -3600, -11095 and is a 5 spawn camp. The road just to the North has 2 spawns (not 3 or 4, it's just that soon after spawning in the camp, 2 of the bandits move and take up position along the road to add to the 2 that spawn there regularly).
Here's my tactic that I've used to good effect. I would camp the tented camp near the road until I was full of weapons, then I would go to the Blacksmithing shop and sell the weapons. I would then hit the hill spawns before moving back to the tented camp. I would continue to fill up with weapons and sell them at the Blacksmith Shop until I was entirely full of Bandit Sashes. At this point, I would move my overloaded hiney back to Qeynos and turn in those Sashes to the Pally guild. Combining the money I made from the weapons I sold to the Blacksmith, the money I received for turning in the sashes, and the money I received for selling the Bronze Items I got for the Sashes, I would average from 4-5 plat per Sash (and this from a Dwarf with very low Char).
It is very important at both the tented camp and the hill camp to keep an eye out for wandering Hill Giants. The HGs won't actually come into the tented camp, but the bandits will run into their agro range if you don't kill them soon enough. The HGs WILL walk right through the hill spawns, though, so keep your eyes peeled.
Because of the distance of these two sets of spawns from Qeynos, they are rarely camped.
RE: Bandit tips
# Sep 27 2000 at 6:43 AM Rating: Excellent
20 posts
Something else which is essential for you to know when hunting bandits. This will probably not save your life, but others. The guards at the towers will NOT kill the bandits that are attacking you. So if you are in a situation with the bandits which you cannot handle. Either port, zone or die where you stand, but don't run to the guards. This will only result in other people who are resting there getting killed.
More....
# Aug 23 2000 at 11:26 AM Rating: Good
Let us not forget the undead camp. Near the pyramid and the NK zone on the river side. Ghouls, skeletons, and zombies abound. Good hunting as the NK zone is very close and if you get into trouble, just zone out and give them a few minutes to calm down, then hit them again. Good xp's at the right levels, hardly EVER anyone there. Two people can really clean up and hold it for a long period.

Also, scarecrows will not roam from field, BUT they will come after you if you leave the field, ie. "kiting".

Bandit sashes are THE best loot here, between cash for turing them in and reselling the items Chesgard gives, you can make as much as 5pp for each one.

Beware the angry WEREWOLF, watch your chat screen, someone will tell you about him; UNLESS YOU"RE HIS FIRST VICTIM OF THE NIGHT!

Happy Hunting
Vangor VonDonner
20th Season Paladin
House of Thunder
Hunting Spots
# Aug 23 2000 at 10:57 AM Rating: Excellent
Level 5 - 8:
Lions, Wolves & Bears. Young Lions, Brown Bears and the like are all great experience at these levels. If soloing stay just out of the guards "help" radius. If in trouble simply run toward the guards. If you are coming from Qeynos Hills, don't stray too far out yet as roaming brigand or grizzly sometimes surprise you if too far out. Another danger is a Werewolf that spawns near the Qeynos Hills zone. Werewolves are too high level for you to even think about engaging at this level.

Level 8 - 12:
This is where bandit hunting becomes great exp in small groups or pairs. There are many bandit locations around the zone. Most players stick to those near the path to NK. I prefer to group with a druid and head up to the two nicely packed bandit camps (500, -6500) in the mountainous area near the cyclops and Ogre camp. Neither the ogres nor the cyclops roam, but be weary of the ever roaming Hill Giant. Bandit sashes are an additional source of exp. (quest in Qeynos)

Another good experience source at these levels are giant beetles, grizzly bears and giant spiders. The giant spiders however pack a mean poison at these lower levels, so have a party member with cure poison handy or always keep a bubble of hp as a buffer. One of the worst triumphs is dying of poison after defeating your foe.

Level 14 - 18:
If armed with a magic weapon or good caster, head over to the scarecrows on the Miller's farm. (-3000, -4500) These can be easily pulled one by one to the waters edge to totally avoide having 2 gang up on you. The roaming Scarecrows don't roam off the field. They also cast a brand of Fear, which can turn a soloing venture into an easy corpse recovery if you aren't careful. Exp here is great but the loot has been downsized to minor coin and rusty weapons now. If you are seeking loot, I reccomend the ghoul camp just west of the wizard tele-pad at the far southwest end on the zone.

Level 19 - 22:
Experience in this level range is few and far between. Many mobs are green to you and the dangerous mobs are still out of reach.

Level 23 - 27:
Ogre guards are rather nice experience at this level, but only doable if a higher level is there to camp Chief Goonda. The chief would demolish any party at this level range with the aid of a few of his guards.

For you evil doers out there, Lars Mcmannus is nice experience from roughly 20 - 25.

Level 28 - 35:
The cyclops Froom and Choon are nice experience here, but a rather lengthy spawn. Still a nice level range to tackle a few ogre guards and Chief Goonda in a great group or with super luck.

Level 35 - 40:
The southwestern guard tower just north above the barbarian fishing village is the home of two corrupt qeynos guards. These are great experience at these levels along with their guard braclets. The bracelets turned in in multitudes rake in the experience in their quest in NK.

Level 40+:
Though there are good aligned guards to kill in this level range, I reccomend finding a better hunting spot unless you are the evil persuasion.
19-22 No spots? Au contraire!
# Aug 25 2000 at 11:59 PM Rating: Decent
21 posts
So, you are level 17 through 22 and want a good mob to hunt? Well, meander down by the barbarian fishing village and check out the fellow on the pier closest to the QH zone wall. Lars McMannus, come on down. Hit Lars with a snare type spell from max distance away along the waters edge toward the QH wall. Then pull him up to your party that is waiting at the top of the hill / cliff further along the water and pummel him good. He is lvl 20, and loot varies up to a couple plat, with sometimes FS weapons (about 20%). You will pound Lars, dont worry. Obviously your group size must be commensurate to your level. The danger is not Lars, but his brother Ulrich, who has a huge aggro range for anyone attacking a barb. If you pull Lars using this method here (making sure Ulrich isn't by the docks when you start) he wont join in. Usually Ulrich is camped anyway, so not a problem. I solo'd Lars with my necromancer from 18 to 20. Dont bother fearing, necros, just kite like a druid.
Oh, you wont be able to set foot in Halas after a few of this, but who really wants to? =)
RE: 19-22 No spots? Au contraire!
# Aug 28 2000 at 5:06 PM Rating: Default
Great advice if your not a barbarian =P
And as a barb shaman I'd want to go to Halas
RE: 19-22 No spots? Au contraire!
# Jan 06 2001 at 2:48 PM Rating: Excellent
**
390 posts
Great guide to WK!
big bandit camp near water 8+
# Aug 23 2000 at 1:54 AM Rating: Decent
34 posts
if you make it to the shore and run along it you will come to a bandit camp..closer to the NK zone than the qeynos hill zone for sure..it is a tough camp with several bandits and once is a while a brigand wil spawn there.. I started to hunt there around lvl 10-13 as a bard..I'm not sure how other classes might manange...this camp offers many avenues of combat though from single spawns, double spawns and solo'n the main camp which ususaly was 3-5 bandits. If you dont have a form of lull or dont want to risk a resist..wait a while and 2 of the bandits will run up and guard a road not far from the camp..this was easy solo work for they run to the road at different times so if you can get there when there is only one you can down her and take on her replacement and so on. Also if badits con tough...there is a single bandit that spawns and runs to a spot near the water...though she does not go out ther as often as the two road guards..be adviced that every so often a brigand or bandit female half-elf caster will spawn and make yoiu run away like a little girl or face certian death..

besided the bronze weapons and some cash..these bandits drop "sashes" that can be turned into a paladin chick in the temple of karana in qeynos for good exp..
RE: big bandit camp near water 8+
# Aug 23 2000 at 2:01 AM Rating: Decent
You turn the sashes in to a paladin in South Qeynos names Cheasgard for exp and a weapon worth 1-3 pp each. You can sell the weapon to the guy beside him.

BTW, the sashes are no drop so if you like to twink use the CB belts instead.

Riggors Mortus
Paladin of the 24th season
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