South Ro

Quick Facts

Type:
Outdoor

Expansion:
Antonica

Instanced:
No

Keyed:
No

Level Range:
8 - 25

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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.
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Southern Desert of RoDervish CampCaimans and Crocodiles Patrol the CoastThe Gypsy CampThe Mighty CazelWizard SpiresOasis of MarrSome Fishermen From FreeportDangerous Inhabitants of the Oasis IslandUnderwater Dwelling of the Deepwater GoblinsDruid Ring Outside Innothule SwampWayfarer Camp
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Good exp for a 14-19 cleric
# Aug 23 2000 at 10:39 PM Rating: Decent
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
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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
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.
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