South Karana

Quick Facts


HOT ZONE
Type:
Outdoor

Expansion:
Antonica

Instanced:
No

Keyed:
No

Level Range:
15 - 35

Send a correction
The Southern Plains of Karana are home to two villages: One for the aviaks and another for the centaurs (the two don't always get along).

Here, you'll also find the entrance to the former Splitpaw Lair (a dungeon overrun with hordes of planar elementals). The gnolls that used to inhabit Splitpaw can now be found around the dungeon's entrance, making the area rather dangerous for the low level adventurer.

This is the only place in Norrath where you'll find elephants as well as a very elusive pegasus named Quillmane, highly sought after for its levitation cloak. Cyclopses, undead, and plenty of wandering animals make this an excellent hunting grounds for players from level 15 to 35.
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Aviak VillageBridge to North KaranaA Ruined Druid RingInside Aviak VillageA WellWizard SpiresThe Moon RisesThe Elephant: Rare Find on NorrathThe Centaur CampQuillmaneThe HermitOutside the Former Splitpaw Lair
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Post Comment
dark races
# Apr 04 2002 at 3:40 AM Rating: Decent
16 posts
Just a word of caution:

If u are a dark race the closest place to bind is in the Arena in the Lake Rathe zone and the entrance is surrounded by a bunch of aviaks, who hate trolls and ogres. (how convienient) Anyways, I am level 22 and the aviaks at the entrance are all blue and green so they will rarely attack me when I am armed. However, if you die while fighting in SK or something, when u spawn back to the arena the aviaks will sense your vulnerablity being nekked and attack in full force. Being a wariior, I usually get my butt kicked by 5 greens and a blue trying to do a CR. It doesnt help since my H2H is about 3.

Sorry to rant and rave for so long but just a word of advice for fellow trolls and ogres who want to build up in SK.
The Problem with Arena Binding for Evils
# Jun 24 2002 at 11:38 AM Rating: Default
One problem I am running into (and it is a major one) concerning being bound in The Arena is that if you're on a CR you will have to get past the Aviak Guards naked. More than one of my corpses have been left on the shore right before zone in, due to finally being worn down right before I made it to zone.

Dark blue chickens can be a SERIOUS problem for a naked evil race, my troll generally has to /ooc and ask for someone to come kill the Guards if my group doesn't know where The Arena is or I am soloing.

The Arena is close, but its certainly not convenient unless the Aviak Guards are green to you, and even then they might still agro. Green Egrets in South Karana still chase after my troll.
interrogator
# Jan 26 2002 at 6:43 PM Rating: Decent
I am pretty sure I saw an interrogator in S. Karana. At 27, I had to run from him as he resisited my snare and root. I haven't seen any mention of this particular monster in the bestiary list. I thought it was an interesting name.
RE: interrogator
# Jul 15 2002 at 7:00 PM Rating: Decent
He is listed I checked him out on a charm quest page earlier, big nasty crow looking (it was a dark pic and I looked reallllllly fast). Just take a while looking in the bestiary page and if you can't find it look under quests for a bone charm


*later entry* I have no idea what I was talking about there but there is 'a interrogator' that parks himself outside the hermit's hut and it part of either a cleric or paladin quest. He cons DB to me at 26

Edited, Mon Dec 30 14:07:53 2002
RE: interrogator
# Jun 24 2002 at 11:45 AM Rating: Default
He is a quest NPC, my 50+ cleric helped a guildie druid (think it was a druid, I've smoked since then) with this mob. You hand in something and he leads you to a guy to interrogate. After the interrogation you are led once again to more mobs, these you kill.

BTW - killed the interrogator with a 47 ranger, he's a weenie.
rogue solo????
# Dec 21 2001 at 12:18 PM Rating: Decent
is it even possible for a rogue to solo? i tried to solo an aviak rook (which cons blue) and almost died. cani solo, or if not where is a good hunting spot???
RE: rogue solo????
# Jan 03 2002 at 12:59 PM Rating: Decent
If /con is based on level, and is the same for everyone (Class, race, diety, server),?? then that puts you around 27. Group at the spires or in Splitpaw itself for better EXP (13% bounus). As far as soloing for a rogue I have no idea, unless you can some how immobilize a mob, run around to the back, and do your business. I don't think you can, but if it's possible somebody will tell me off.

Edited, Thu Jan 3 13:01:45 2002
What to hunt
# Oct 08 2001 at 4:27 AM Rating: Default
I am a (just) lvl 23 Shamen tired of LOIO, and advised to come to SK for fun. I only solo due to too many deaths at the hands of gung ho groups. What would be best for me to hunt. Reading this, Bull elephants sound ok (to the north of the zone?) or the Hermit (will i still get xp?) or Aviaks. Any hints on soloing at this lvl Shammy would be greatly appreciated as I would dearly love to get to 24 (new spells) as soon as possible!

Thanks

Knutta McDougie
Barbarian Shamen of the 23rd Season
RE: What to hunt
# Mar 07 2002 at 9:43 AM Rating: Excellent
*
58 posts
This is too late to help the original poster, who has surely levelled up quite a bit by now, but here is some advice for others with the same question.

First, the game favors grouping by a significant degree. Other things being equal, you will gain more experience and more loot in a group than solo.

Second, not all groups are equal. In their twenties many players are still learning group tactics. One of the key learnings is, when to attack and when to wait. It's easy to get greedy, to want one more pull, to decide 'we can do it,' and suffer a full group wipeout. Anyone can make this mistake. The key question is, do you learn from this mistake? Some of the people you encounter never do seem to learn to be patient. You need to learn not to group with them.

Third, shamans can solo blue con aviaks and gnolls in South Karana. Just root, DoT, DoT, med. Watch out for adds. If you get two, don't try to fight them both at once. Root one, run for two seconds, then root the other. If you've got enough mana, you can keep them separated, rooted, and dotted: you can still win. Pay attention to your mana, though: if you don't have enough mana to win, head for the zone while they are still rooted.
RE: What to hunt
# Oct 16 2001 at 12:28 PM Rating: Decent
*
243 posts
I like Ill Omen for grouping for sarnaks. For a break and practice, I have started coming here to kite. (As a druid, I got Tracking at 20. I don't know if Shammies get it, but...) I use tracking to hunt down wandering blue Aviaks (I know I can kite higher, but I'm learning still) and take them out one at a time. It is easiest with clarity/breeze, but doable without. Anyway, solo-kiting blues, I was getting more xp than I was grouped for Sarnaks in LoIO. At 23, the harriers should be good hunting. At 22, I'm not messing with them, but I will hit 23 tonight, and plan to let them take me to 24. :)
I think the elephants are cool, so I don't mess with them, but have fun. There is actually lots more to hunt here than the aviaks. I just find them REAL easy to practice kiting on. Good drops sometimes too.
Peace to you.
Tatiyanna
#Anonymous, Posted: Aug 08 2001 at 9:33 PM, Rating: Sub-Default, (Expand Post) I think that most people that play this game have no lives and are stupid......maybe if you decide otherwise send me a tell and i will duel you..
Question
# Jul 19 2001 at 1:14 PM Rating: Default
On Tallon Zek is this a darky or lighty controlled zone? I really want to hunt the chicken dudes, but if I have the usual pack of 10 dark elves 8 levels higher than me breathing down my neck I'll think again.
RE: Question
# Aug 12 2002 at 8:18 PM Rating: Decent
It's a Karana. Everyone is spread out, so a you needn't worry about being PKed, but in general it is a elf zone... go figure.


Menaelenu
Anonymous
Tallon Zek
#Anonymous, Posted: Jul 19 2001 at 1:13 PM, Rating: Sub-Default, (Expand Post) On Tallon Zek is this a darky or lighty controlled zone? I really want to hunt the chicken dudes, but if I have the usual pack of 10 dark elves 8 levels higher than me breathing down my neck I'll think again.
GETTING TO S KARANA
# Jun 13 2001 at 6:20 AM Rating: Default
How would a iksar be able to get here from the other karanas and would invis last long enuff to run passed all the guards on bridge to s karana.

Kalthazz Bloodtalon
RE: GETTING TO S KARANA
# Jul 05 2001 at 2:24 PM Rating: Default
Don't need invis, just swim under the bridge. My DE Cleric does it all the time...
RE: GETTING TO S KARANA
# Jun 26 2001 at 3:29 PM Rating: Default
You could run thru Southern Ro, thru Innothule Swamp, Feerott, Rathe Mountains and Lake Rathe to get there... but it'd be easier to have someone camoflage or invis you and run past the guards from N Karana....
Hand-to-Hand
# Jun 11 2001 at 10:56 AM Rating: Default
I'm a humble wood-elf druid that likes to max out my combat skills. Hand-to-hand is difficult to max because mobs thump you while you take puny swings at them for 1-5 damage.

South Karana offers an easy, safe and boring way to build up hand to hand. Camp near the hermit and wait for a blue con aviak (egret up to avocet depending on your level). Pull him close to the eastern border... the one with the big rift valley. Hurt the bird until it runs, then pursue using only hand to hand. It will run inland for a bit, but then will run back and forth along the same route until you finally put it out of its misery. You'd think it would wear a groove in the plain (:->). I've done this for upwards of 30 minutes at a time slowly building hand to hand skill.

Many will ask, "Why bother with building up useless hand-to-hand skills?". *shrug*. We all have our ways of getting enjoyment out of Everquest.

Thicket
Wood-Elf Druid
Povar Server
Coloth Meadowgreen and Kroldir Thunderhoof
# Jun 03 2001 at 1:58 PM Rating: Decent
Does anyone know the spawn time for these centaurs, if they have placeholders, or where they spawn?
I recently raided the centaur village, wiping out every centaur that spawned, and neither of them showed up in three hours.
hermit/trap
# Jun 02 2001 at 2:05 PM Rating: Default
THE HERMIT IS MESSED UP everytime you kill him there are 4 techmass gnoll show up and kill you,i was like lv 25 enchanter it happened three times in a row so i left the hermit alone after that.There was a higher lv mage about 28-29 i think which got killed by the gnolls couple times in a row also we both left.So beware if you kill him you have to zone in less then 5 min otherwise you will have to kill the gnolls too,if you can that is )
RE: hermit/trap
# Sep 27 2002 at 4:49 AM Rating: Decent
Please don't misinform people on these sites...I soloed the hermit from lvls 21 to 24 (when the experience got lousy)n I am an enchanter and used the tash fear pet method. Primarily i sit and med while the hermit runs..till he gets mad and turns around at which point you fear him again and let your pet ginsu him.With breeze i made back more mana then i used even when throwing an extra dot aand attack slow on him...He runs into the wall and never goes far. Exploit? Prol, doesn't matter tho i was killing the hermit long before i found fear and the pathing error. Sit directly in front of his door and you will encounter the gnoll (singular...not 4) infrequently, recently an interragator has been wandering around the area and it seems gnoll free 8-). Others will tell you to sit well away from the enterance to the compound, this works extremely well. you can always see the gnoll coming and wait on yonder hill till he passes. The Hermit is good solo xp for the lvls i mentioned, can be hunted safely if you know what your about and most importantly is NOT a trap... only way you could be trapped is by the sheer ease of gaining lvls here.
Quillmane
# May 30 2001 at 7:59 AM Rating: Default
Anyone have any tips on hunting quillmane, I need his cloak for my epic
RE: Quillmane
# Oct 18 2004 at 7:20 AM Rating: Decent
I tried to help a monk by tracking Quillmane for 3 days. When he finally popped he didn't drop the expected Robe that the monk was hoping for.
RE: Quillmane
# Aug 04 2002 at 11:36 AM Rating: Decent
Your chances of killing Quillmane are slightly worse than your chances of winning the Powerball pick 6 lottery.
RE: Quillmane
# Jun 24 2002 at 11:49 AM Rating: Good
Be patient, and expect nothing.

Quillmane is a cruel joke.
#Anonymous, Posted: May 07 2001 at 4:10 PM, Rating: Sub-Default, (Expand Post) wow, I made a post
Where should i hunt?
# Apr 24 2001 at 8:25 PM Rating: Decent
Im a 21 Pally and wondering where and what to hunt in this zone. Any all useful information would be appreciated. Thanks in advance.

Dyanisus
21 Palidan of Tunare
Mithaniel Marr Server
Archery Practice
# Mar 05 2001 at 9:47 PM Rating: Default
This is a great zone to work up your archery skill. I often go to the Aviak city with about 500 arrows and plug away at other people's kills. The low damage doesn't interfere with their kill exp. and you can get your archery skill up fast by doing this. Just make sure to let them know what you are up to so they don't think you are stealing kills, and dont hit any mezzed targets.

Spritle Moonshadow 26 Ranger
brother shen's head
# Oct 22 2000 at 3:19 PM Rating: Default
how is the ph what section of the zone does he spawn any info possable.
RE: brother shen's head
# Oct 23 2000 at 3:28 PM Rating: Default
ph is Shaman Lenrel, found south of the hermit.
great exp for lvl 17 up
# Oct 14 2000 at 11:07 PM Rating: Excellent
This si a great zone to get exp in. At lvl's 18, elephants give great exp but poor loot. If it's exp ya want, they got it though. Sometimes people yell saying they got free aviak charms. This is a good source of loot while you're fighting the ele's. Once you get lvl 20, yopu can start hunting the aviaks and centaurs wthout too much hassle. Some will con blue and some red. Just be careful what you kill. I hunted there from lvl 18 to 24. yes i did leave the zone alot for other places but went in it each of these levels. Either way, i'm done with this message,


respectfully submitted,
Hobie Wan
24 lvl Magician
Terris-Thule server
great xp for mages.
# Nov 17 2000 at 3:50 PM Rating: Decent
I would like to add that even at lvl 23 I am still getting 1/4 bub of xp per bull elephant. Hunt these if you have the means to deflect a lot of hits and kill something quickly. I am a mage, so this tends to be very easy. I pull it with a firebolt, dmg of 151 (phants have very low magic resistance), as he "charges" at me, pissed off, I send my pet in, wait for the "Taunting Attacker Master" Message, blow off one more nuke, wait for the pet to taunt once or twice, then finish him off with one final bolt. He may already be weak and retreating, usually I find that 2 full dmg 151 pt nukes do the trick, while the pet (armed witha summoned spear) does the rest of the dmg. At that point, I use lwr level shock of spikes to finish it off. Some drawbacks that you do need to take into consideration when hunting bull elephants tho.

1. They are relatively rare. They don't spawn to offten and when they do, they tend to spawn in pairs. I have found that the area next to river, a drak brown sandy bank, spawns a fair number of bulls rather consistently. This leads me to drawback number 2.

2. They WILL assist. any elephant within the aggro range will frenzy on you if they see you attacking another elephant. fortunately their aggros radius is very low, but you need to be careful nonetheless when hunting these things. One bull is no problem, but one bull occupying your pet while a calf decides to step in can really mosh things up.

3. Your pet will most likely get very weak. The 'phants can hit for 48-55 pts of dmg and gore for another 60.. this will most likely leave your pet around 40% life. You need to make sure he is full health when you take one one.

4. As to which pet is better? tough call. I would probably go with water. the dmg is great, the agi is good, and the regen rate is awesome. Pop a fire shield on it to make sure the dmg is maximized. I go with fire a lot as well. Fire is very compatible in these situations, and his dd seems to (???) cause more dmg per hit, not to mention he seems to cast more than the water does. This also works in your favor, as the dds tend to **** the phants off enough to go for your pet. downside to the fire is lower regen rate.. but it aint THAT bad. :) dont let that stop you.

some advantages.
Elephants are SLOW. even when aggroed they can only lumber towards you, and it is very possible to outrun one, provided you are unencumbered. If all else fails, gate. :)

another huge advantage is that you can "track" them while you med because of the noise they make. I often will med until I hear the one I am following pass out of hearing range, locate it, run ahead of it on its predicted course, sit and med, and by the time the hulking beast comes by me, I have recovered a bub or two of mana. They seem to stop a lot and wave their trunks too. :) They also are non aggro unless attacked so it is perfectly safe to sit and med near one.

Well,Hope this helps. I just dinged 23, and at this rate, and with a little luck, I plan to be 24 by the end of the day today. :)

Nahualli Uoxtitla
Magician of the newly acquired 23rd Summon.
RE: great xp for mages.
# Nov 17 2000 at 3:59 PM Rating: Default
I wanted add that this may not apply to warriors because of the danger of melee with an elephant. Also, for necs, fear kiting may be a bad thing given the assist possibility. druids I think can root and dot.

One more note for mages.

DO NOT use air pet. They suck when combat involves a lot of non casting brute force fights. An elephant will eat an air pet in no time, and stun doesnt seem to be too effective in this case. If you are good at chain casting tho, go ahead and use air by all means. :) heh heh heh

Also, I highly advise against earth. The reason being, when a pet roots, it becomes the sole target of the attacker. I dont know if anyone has noticed but it VERY hard to taunt a mob off an earth pet. The closeness of the attacks not to mention the root that is holding it next to the pet will spell certain death if you nook the fook out of the target. Then again this greatly reduces the chance of assists, but.. well. you decide what works best for you. As a mage, I feel a lot of responsibilty for my pet's sake. (sappy I know) and I just dont like to see my pet getting the stuffing beat out of him. I much prefer to "ping pong" a mob between the two of us as it makes the dmg given / dmg received ratio work in your favor immensely.
Nahualli Uoxtitla
RE: great xp for mages.
# Nov 17 2000 at 4:14 PM Rating: Default
that last phrase was supposed to read : "Will spell certain death UNLESS you nook the fok out of the target..."

Nahualli
"Toughest" zone?
# Oct 10 2000 at 8:48 PM Rating: Default
I frankly don't understand why Allakhazam calls SK the "toughest" of the Karana plains. Some of the creatures here are high level... but they leave you be if you don't bother them. There are some annoying high level undead and hill giants here, but nothing really worse than you find throughout Norrath.

North Karana is, IMO, much tougher. The place is crawling with Griffons and other aggressive animals, some of whom are pretty high level. The druid ring, where I TP to on occassion to purchase spells or train, is particularly dangerous. If a griffon or some other animal attacks you while you're in the ring and you fight back, your OWN TRAINER will kill you. I'm level 31 and even now I try stay out of the area.. unless I'm in wolf form, which causes the griffs to regard me indifferently.
what is the lo of grizzleland?
# Oct 01 2000 at 2:12 PM Rating: Default
RE: what is the lo of grizzleland?
# Oct 01 2000 at 2:13 PM Rating: Default
loc is 5689,1643
When SK gets crowded.....
# Aug 23 2000 at 5:42 PM Rating: Decent
Go to Cazic Thule! Plenty of people think that pulling blues every five minutes in South Karana beats pulling evens and up from the Maze in Cazic Thule. They are wrong. Grab an enchanter, a druid (never see those in SK), and a tank and head to good ole CT. Better loot and at least equal experience. Better if you have an efficient group.
RE: When SK gets crowded.....
# Sep 01 2000 at 6:53 PM Rating: Good
I wouldnt go to CT when too low level.. Way too many times I see a few bonehead level 20-22 players running trains throught the maze/CY areas.

In addition be prepared to die alot if you are low. Anyone pulling a train from temple, throne room, gator pools or sewers will get you killed in seconds.

I myself went from lvl 26 to level 38 in cazic, so it is a great place, but it is a death trap if you are lower than 25 or so.

BTW: Constantly causing trains in cazic will get you on hate lists and make finding a group difficult ;)
shadowed men
# Aug 23 2000 at 7:58 AM Rating: Good
I ahve been only once included in a shadowed men group so far, but here is waht I found out:

A medium sized to full group in the upper twenties or low thirties could rake quite a fortune in exp and loot hunting the shadowed men and their pets on the south west side of the zone. As there are a lot of them spawning together and they are hard to see pulling is quite a challenge and it seems to be wisest to use harmony a lot to limit the number of mobs per pull. Druids due to their special line of spells vs summoned are very well suited to hunting here but Tanks are a must as well for the shadowed mena nd their pets hit very hard and fast, and taking caster type shadowed men out fast and preventing them from spell casting is a must. My paladin was lvl 23 when he got an invitation there and usually that would be way too low, except that the group was exclusively caster only after their tanks went away and out of desperation they took even a low level tank. None of my spells got through at that level and I needed a lot of healing to survive those encounters. So I will leave it to those of higher level to elaborate on this. I guess a group of 2 or 3 druids 2 tanks and some other chars to round out would rock there.

Kharaz, lvl 25 paladin on eci aka
Bolgar, lvl 24 duid on eci
RE: shadowed men
# Aug 25 2000 at 5:18 PM Rating: Good
This place is pretty much xp only but you can keep the orange bar rising steadily here. I am a low 30's tank and have done the shadowed men with as few as a monk and a druid of roughly the same lvl. I would not reccomend getting more than 4 people of that lvl on this to keep the xp juicy. These things spawn fairly fast and, to make it annoying, often more than one spawns at a given time so it can be hard to keep the spawn broken.
With a monk or a reasonably capable druid/ranger you can get single or very managable double pulls. If you have 4 in your group you can eventually pull them as fast as they spawn which can be pretty sweet xp wise.

They come in three flavors, tanks, necro caster and clerics. The tanks are average to a bit weak for their lvl and the necro casters are about the same. The big problem, of course, are the clerics and thier ability to heal what seems like half of thier hit points when on the brink of death. 2 of these pulled at the same time can be a nightmare draining all your groups caster mana to get them killed. Best advice, never pull more than one of these things unless your a nuke rich group. Beat the cleric down till it goes for a heal then bash it when it does, as soon as the _interupted _ message pops up the casters need to nuke it because it will surely go for another heal and your bash won't have recycled in time to stop it. Like all EQ mobs it has the amazing ability to cast even while sustaining unimaginable damage. Meanwhile, the PC caster gets unterrupted because of a light wind.

Despite the previous post, no offense intended, the loot here at this level is pretty lousy and if thats what your after go do something else. All the weapons are no rent. THere are some neato no rent spell casting items here that are fun to play with but not paricularly worth hunting for. There is the odd rune and faded page but again not worth camping. The cash is not too good. There are at least three quest items I have gotten here that might be worth something to the right class but they are no drop. THere is a shadowed stone of some kind, think its a cleric quest, an eye patch, wizard quest, and a thing for an enchanters quest, forgot what it was. Hope this will be helpful to you.
#Anonymous, Posted: Aug 23 2000 at 9:43 AM, Rating: Sub-Default, (Expand Post) I have a 25 druid and a 24 shaman, I think I will take them over there in a couple of levels and try it out. Thanks
Spires
# Aug 23 2000 at 7:46 AM Rating: Excellent
One of the most rewarding spawn points in the zone for lvls 22+ are certainly the spires outside of Paw. There are Three huge standing stones ("the spires") named north, middle and south spire wich spawn 1 Tesh MAs Gnoll in regular intervalls. Additionally ther is one less known spawn on the "north hill" wich can be seen (obviously) from the north of the spires. There are also some random spawns in the area (usually called runners since the spawns start to move almost immediately after spawning). The 4 standard spawns do not move for some time after spawning and can be pulled safely one by one. On Eci they are camped 24/7 for the exp and loot they give is exceptional at that level and south Karanas is a popular zone anyhow, making sure that there are always plenty of players waiting for a chance to camp one of the spots or get into an aviak group.
As usual it is considdered to be bad from to pull anything besides your "own" spire or the occasional runner.
The gnolls are melee only making it advisable for casters to either kite or have a tank ready to bear the brunt of the attack. They often drop PP and fine steel weapons as well as some unique Paw armor pieces wich are always worth a couple of PP to newbies or mid teen players.
The spawns are not linked, but be aware that having a runner coming up close to the one spawn you are pulling might bring as many as 3 or 4 Gnolls at once because the agro radius of them might overlap. Either use harmony/mesmerize or wait for the runner to go away if you are not sure you want to handle more than one.
It is fairly safe to sit on the east side or north side of the spires and watch the spawn spots.
The spawn intervall is constant with the north spawn being jsut a minute or so behind the 3 spires spawns and the runners.
The safest way to zone is actually running up on the hill and zoning into Paw (unless there is a train on the other side but that's just bad luck). Even non sowed Characters got a decent chane of making it there.
Overall this seems to me one of the best places to adventure between 22 and 30.
My lvl 24 druid is able to kite one of those gnolls solo (if barely) but the usuall well rounded group is more fun and safer by far.

Kharaz, lvl 25 paladin on eci aka
Bolgar, lvl 24 druid on eci
RE: Spires
# Dec 03 2000 at 11:09 PM Rating: Default
You can kite gnolls even red by using Snare Nukes. I did that for awhile as a Druid. level 25 (almost 26) right now.

luckily, if you ever go oom, there are groups that are willing to hit it a few times for it to run for you. I normally get it, but if I go oom, just one good wack from a warrior sets it running.
RE: Spires
# Aug 23 2000 at 9:49 AM Rating: Default
Thanks, sounds like the place to bring my 24 shaman and my 25 druid.
Centaurs
# Feb 05 2001 at 9:04 PM Rating: Default
Can anyone who's hunted centaurs tell me if its worth the faction hit? Do they carry any significant loot and are there any preferred strategies for hunting them for a mage. Just curious....
RE: Centaurs
# Mar 05 2001 at 1:10 PM Rating: Default
Suprisingly enough, neither the centaurs nor the aviaks in this zone carry any faction hits. I didn't believe it at first, but eventually took out a few just to see, and believe it or not - no faction hit. They will always drop bows(hunting I think) and 4 arrows, but annoying to kite cuz they can hit from distance

Calis Heartstorm
Ranger of the 23rd Season
Proud Officer of the Dunedain
Vazaelle
Hermit
# Aug 23 2000 at 3:17 AM Rating: Good
The hermit gives great exp and some decent loot to those of lvl 19+. He lives in a walled hut north east from aviaks and is usually continuously camped. The hut has no door that could be opened, so you have to draw him out by positioning yourself in the corner between the chimney and the house wall and say 'kill you'. he willl then attack through the wall. To get him outside completely I found it usefull to immediately move to a corner of the outside wall (preferably the one on the chimney side of the house farthest away fromt he door). That draws him at least so far out that he is standing right in the wall and you can see him. Then begin casting untill he finally closes for melee. Your tactic from there is up to you, but be aware that he hits quite hard and fast so rooting him is advisable (for casters). Pure melee types should probably attack him through the wall a couple of times to build up hate and then draw him out to melee immediately.
He is easy to solo and never changes his behaviour. The only danger to camping him are the occasional Tesh Mas Gnoll wandering around wich usually kills most people camping the hermit so you might want to keep a lookout or be prepared to flee. The spawn rate is slow enough to solo so if you use a group make sure it is a small one or it might get boring really easy (but then I doubt that camping the birdies for a couple of levels are more fun).
He does not have any faction hits although he rants about his death being remembered and most importantly he is not agro to most good races.
Those whom he is agro on can find a safe spot to meditate in one of the corners within the wall or outside.
Under no circumstances do you want to kill him when he is still in the house as looting him will be almost impossible through the wall (you really got to know where to click to target the corpse). If it happens you might want to move directly to the wall of the house and use the short glimpse of the interior that you get while changing from standing to sitting or vice versa to locate the corpse and blindly try your luck.

Enough said. If you get a chance to try camping him you will see what I mean.

Kharaz, lvl 25 paladin on eci aka
Bolgar, lvl 24 druid on eci
RE: Hermit
# Mar 17 2001 at 7:08 PM Rating: Default
Don't forget the hermit is a druid. He casts a few spells every once in a while. He has a couple of DD spells, which are no big deal, and a grasping root spell. Carefull of this one when kiting him because it will cause you to stop dead in your tracks (even bard's selo won't break it.) As a bard, I kite him with drums and have elemental rythms always up, giving me a MR of 50. With that I resist his grasping root 2 out of 3 times. Without my resist up, I have never resisted it. Also, he has a small damage shield on, which he casts on himself along with some other buffs as soon as he spawns.
RE: Hermit
# Jan 10 2001 at 2:48 AM Rating: Default
Being a necro, i dont have a need to say, kill you. I just sit and med, then he will yell about how necros are the scum of Norrath, and try to run through the wall at me, i have never died here, thoush i have a Wiz friend who says the guy killed him 3x in a row. this guy is great exp and in one day i made 100pp off of him (which i blew right away getting Crafted Gauntlets i havent sold yet) after selling all the junk he dropped.
*sigh*
# Nov 06 2000 at 2:36 AM Rating: Default
I remember when he gave MASSIVE exp and I leveled from 20 to 24 in one day there... and made about 500pp off of fs weapons in the process
RE: *sigh*
# Jan 26 2001 at 9:27 AM Rating: Default
hehe i do too... or how about Ratraz in 3rd gate, and how he spawned every 3 mins and 22 seconds and gave a full bubble in 4 kills... How about Trissa in FP and how she was a nice easy kill for so long. They've ruined my game!!
RE: Hermit
# Aug 29 2000 at 5:43 PM Rating: Good
There is just one thing that has changed with the hermit.......the spawn time on the gnoll, he is red to me at 25 and he is really hard to kill unless you have someone else there to help you. This is a great place to power level someone, just remember the play nice rules, you will need to share this spawn, but it is okay, he is a quick spawn.
RE: Hermit
# Aug 23 2000 at 9:54 AM Rating: Default
Thanks, sounds like my 25 druid and 24 shaman will be making there way to South Karana now.
problem with hermit gnoll
# Apr 10 2001 at 3:58 AM Rating: Default
Every time the gnoll comes by, I either die or barely get away. Is there any way to avoid it seeing you there??
RE: problem with hermit gnoll
# Jul 05 2002 at 2:51 PM Rating: Decent
The hermit now is a problem camp, he spawns fast but he also spawns a gnoll almost 1/3 of the time. After several bad deaths I have given up and am heading to the gnoll spires to join everyone else.
treants
# Aug 23 2000 at 2:03 AM Rating: Default
Watch the treant killing.

I made myself KOS to druids pretty fast and found out the hard way after a teleport to a druid ring.

Repair your faction after treant killing by going after gnolls.

RE: treants
# Feb 22 2001 at 2:49 PM Rating: Default
treants are GREAT exp and GREAT money !!!
I am lvl 24 necro and i went there and there were two treants... both yellow and i was able to solo one while the othere was rooted with high lvl root and it does hit faction pretty hard ... but i am already kos to druids so it doesnt really matter i have INVIS !!! =)
Invisibility.....
# Mar 07 2001 at 12:14 PM Rating: Default
doesn't work when you're porting, after the druid casts a port on you say bye bye to your gather shadow... I have a necro to and it makes for some scary moments when I materialize at necro rings hehe, I start running before even the rest of the group materialized :)
RE: Invisibility.....
# Apr 06 2001 at 3:14 PM Rating: Default
Invisibility does work when porting, or else a dark elf shadowknight would never be able to port...and I get ported by drus all the time;)
RE: Invisibility.....
# Jul 24 2001 at 7:33 PM Rating: Decent
Sure does work =) I'm a 51 druid and my hubbie is a 51 necro, we've played together since we were both lvl 9 and trust me, I've ported him invis to many a druid ring all over Norrath and never once did it drop when we ported...in fact, he wouldn't be able to port a lot of places with me if invis didn't work with ports cuz he's waay beyond KOS to druids thanks to him soloing treants for cash while i kited gnolls and avocets for exp =P

Breiya Soulreavor
Druid of the 51st Summer
Saryrn Server
RE: treants
# Sep 10 2000 at 7:31 PM Rating: Decent
Or if your a dark race.... go for broke!!!! great loot and a very fast spawn... by the time you get to your mid to late 20's don't bother going here with any more than 4 people.

My exploits with the Treeants have now placed me as "warmly" with the Unkempt Druids.. hehe

I'm an Ogre on Tallon Zek, wasn't like any PC Druid was ever gonna give me a TP anyway ;)
RE: treants
# Mar 30 2001 at 1:38 PM Rating: Decent
Or just get the dumb Druid to Camo and Sow you too before to TP. Most of them are too dumb to realize that you've been Chopping down trees all day :)
RE: treants
# Feb 17 2001 at 3:31 PM Rating: Default
You tell em my large friend.....Dark Elves dont need no stinking druid friends lol
Landmark List
# Aug 23 2000 at 12:01 AM Rating: Excellent
*
141 posts
This zone has numerous general camps and landmarks that one should know of if one is going to be hunting here. Below is a short list with descriptions and approximate locations:

(+2200,+0800) Bridge, leads to North Karana
(+1500,-3400) Treants, two very camped treants
(-0100,-0100) Bard, a well with a bard
(+0400,-2200) Centaurs, 4 large buildings with centaurs and vendors
(-3200,+0800) Paw, Entrance to Splitpaw
(-5300,-2400) Hermit, house with a hermit
(-6800,+1200) Aviaks, aviak tree city with aviaks and vendor
(-7700,+1300) Lake Zone, leads to Lake Rathetear

The Bridge, Paw, Aviaks, and Lake Zone form an almost north/south straight line so they are easy enough to find, the rest take practice.

Edited to reflect incorrect but helpful comments in reply about my coordinates.
RE: Landmark List
# Oct 25 2000 at 12:54 PM Rating: Default
just a note : My group usually camps the nort h spires at -3298 pos 350 so the original list look correct
#Anonymous, Posted: Oct 25 2000 at 12:53 PM, Rating: Sub-Default, (Expand Post) just a note : My group usually camps the nort h spires at -3298 pos 350 so the original list look correct
#Anonymous, Posted: Oct 25 2000 at 12:52 PM, Rating: Sub-Default, (Expand Post)
RE: Landmark List
# Aug 23 2000 at 3:12 PM Rating: Default
Just a note on those co-ordinates are that he has put them in Y-X instead of how they show in game as X-Y. Just reverse those numbers and you will find what you are looking for.

Kodo
RE: Landmark List
# Aug 23 2000 at 4:34 PM Rating: Default
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141 posts
No, the game uses Y,-X. However, I actually did use -X,Y so now I have switched it to the games rather screwed up format which is actually just a standard set of axes that has been rotated.
If none of this makes sense to you, just know that the current version of the landmark list matches the /loc's you see in game.
RE: Landmark List
# Mar 05 2001 at 1:18 PM Rating: Default
If you're wondering what he's talking about, or why verant uses such a fubar loc system, just do a search for 3d graphics tutorials on 3d rotations and right handed coordinate systems

Calis Heartstorm
Ranger of the 30th season
Proud officer of the Dunedain
Vazaelle
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