Burning Wood

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Chardok Entrance

The Burning Wood was an ancient, beautiful forest. Now, however, its surface has been scarred by the fiery meteors that have stricken this area in the recent centuries, leaving its surface marred and aflame.

The Burning Woods is bordered by the volcanically active range of Skyfire to the north, and the beautiful-yet-dangerous plains of the Dreadlands to the east. Within the dark depths of the fire-plagued woodland, the imperial compound of the fledgling Sarnak nation, Chardok, remains safely concealed and guarded by both natural threats of the forest and Sarnak guards that zealously protect its gates.

Level of Monsters: 38-55
Types of Monsters: Forest Giant Arbors, Verdants, and Ancients, Sarnak Knights, Extremists, Avengers, Zealots, and Champions, Moldering Gorillas and Apes, Tatterback Gorillas and Apes, Tottering Gorillas and Apes, Cinder Hornet, Ash Hornet, Ember Hornet, Scoriae Hornet, Wurms, Mountain Verdant Giant, Mountain Giant Ancients, Greater Warbone Skeletons, Plaguebone Skeletons, Greater Plaguebone Skeletons, Greater Barbed Skeletons
Notable NPC's: Atheling Plague, Azdalin, Entalon, Gorgul Paclock, Gullerback, Gylton, Ixiblat Fer, Korasal Klyseer, Nezekezena, Phurzikon, a sarnak imitator, Slixin Klex, Xyfl
Adjacent Zones: The Dreadlands, The Skyfire Mountains, Frontier Mountains, Chardok
Name in /who: burningwood
ZEM Value: 1
Type Outdoor
Expansion The Ruins of Kunark

Map

Map burningwood.jpg

Burning Wood

  • 1. Sarnak Fortress
  • 2. Haunted Ruins
  • 3. Forest Giant Fort (loc 990, 1125)
  • 4. Meteor with Slixin Klex nearby (loc -678, -1129)
  • 5. Sarnak Temple (loc -1200, -3945)
  • 6. Hornet's Nest (loc -2580, 2700)
  • 7. Cave entrance to Frontier Mountains (loc -2580, -4175)

Safe/Evac Spot

-4942, -821 (Zone line to Dreadlands)

Dangers

Burning Wood Giant Fort

The Burning Wood is like many of the outdoor areas in Kunark, a vast open area that is crisscrossed by many wandering monsters. Most of the outer edges of the area are fairly heavily forested and hilly, making visibility of these monsters even worse, and given that they will frequently travel and even spawn on the edges of the zone, makes hunting the zone edges more dangerous than elsewhere.

The center area, although more open, is not without its dangers. Since much of the center area is more blasted and ablaze, many wurms and undead, as well as the apes, can be seen wandering this area. Pretty much every monster in this zone is aggressive to everyone, although invisibility works on some of them as well. Hunting in the center requires that you keep your eyes open.

Meteor giving Burning Wood its namesake

The other big danger in the zone is the huge craters. These are a danger if you are travelling quickly through this zone, because they are very deep and steep, and cresting a hill to have the ground open beneath you at top speed can be gut-wrenching at best.

Benefits

This is one of the few outdoor zones where hunting in the middle of the zone may be preferable to clinging to the walls and pulling there. In a group with people that can watch around and make sure monsters aren't inbound and casters who are on their toes, the more clear areas of the zone make good hunting, with a steady supply of monsters with a pretty consistent level and can provide good experience.

There are only a couple of areas with static spawns in the zone, and these are the sarnak fortress to the northeast, the forest giant town over the crater, and the hornet's nest in the southwest. Also, a couple of the ruins have monsters that appear in them regularly. These, again, can be hunted fairly easily by a good group.

Many of the monsters in this zone have specific weaknesses that can be exploited by a class designed to take advantage of them. Many monsters, including the apes and gorillas, are considered to be undead, and are affected by those spells.

Also, many of the higher level monsters in this zone have random spell drops as loot, so it's a good place to hunt for spells as well.

Traveling To and From

Burning Wood can be reached through several zones. The zone into the Dreadlands is located at approximately -3500, -800. In the Dreadlands this zone is at approximately 2500, -1000.

The Skyfire Mountains can be reached by zoning at approximately 4000, 1500. Unknown what is loc of zone in the Skyfire Mountains.

The Frontier Mountains can be reached at approximately -2800, -4625, which is in a tunnel. In the Frontier Mountains this corresponds to location (at the end of the tunnel) of -2580, 3760.

Chardok can be reached through the evil lizard castle at approximately 5900, -3800. The zone entrance is not the same as the exit, which you can reach by travelling left into Chardok and will return to Burning Wood.

The foggy, wooded view traveling in from The Dreadlands

Foraged Items

Zone Item Edible Stack Lore Magic Nodrop Comment
All Fruit Y Y N N N can be used in brewing and baking
All Berries Y Y N N N can be used in brewing and baking
All Vegetables Y Y N N N can be used in brewing and baking
All Rabbit Meat Y Y N N N can be used in baking to make a stew
All Roots Y Y N N N can be used in brewing
All Pod of Water Y Y N N N can be used in brewing to make normal flasks of water
All Fishing Grubs N Y N N N Used w/ Fishing Skill
The Burning Wood Giant Hornet Egg Y Y N ? N  
The Burning Wood Mendglow Clay N N N N N Iksar Shaman Quest
The Burning Wood Radiant Meteorite N Y N ? N Iksar Monk/Warrior Quest

Nazwadi's Glorious Adventures and Travel Guide

In popular classic EQ lore, a player once posted a story of a "petitioner" whose adventures are often associated with The Burning Wood (or as he called it, Burned Woods). This is also known as the SoW Story.

Bestiary

There are a total of 0 documented of 40 known NPC's in The Burning Wood:

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Items

Found 0 items that drop in Burning Wood:

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Quests

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