Northern Plains of Karana

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Template:Classic EraThe Northern Plains of Karana consist of a small but dangerous area in the middle of the vast Plains of Karana. It is also the hub of most of the traffic on the western half of the continent, as it marks the area where the bridges from the east and south pass over the river that marks two of its borders. The gypsy camp is a dangerous location where all players may be bound, though not until the March 2001 patch. [1] It is one of only a few non-city bind locations.

Level of Monsters: 10-30+
Types of Monsters: Lions and Lionesses, Lion Matriarchs, Lion Patriarchs, Pincer Beetles, Borer Beetles, Scythe Beetles, Shadow Wolves, Silvermist Wolves, Grizzly Bears, Raiders, Werewolves, Ghouls, Griffawns, Griffenes, Griffins, Hill Giants, Treants
Notable NPCs: Xanuusus, the Fangbreakers, Druid Trainer, Ashenpaw, Zahal the Vile, GrimFeather, Swiftclaw, Lieutenant Midraim, The Silver Griffon, Timbur the Tiny, Korvik the Cursed
Unique Items: Belt of Flesh Hooks, Lion-skin Leggings, Pair of Bent Spectacles, Granite Earring, Wolf-Hide Sleeves, Giants Reminder String, Giant Laceless Sandal
Related Quests: Corrupt Guards, Research Aid, Shackle of Bronze, Winds of Karana
Adjacent Zones: Western Plains of Karana, Eastern Plains of Karana, Southern Plains of Karana
Name in /who: northkarana
Zone Spawn Timer: 6:00
Succor/Evacuate: -284, -382 (Just outside gypsy camp)
ZEM Value: 75 100 (133%)

Map

  • 1. Hut with Alcohol
  • 2. Area Patrolled by the Fangbreakers
  • 3. Obelisk with named Treant nearby
  • 4. Hut with Innkeepers selling Food and Goods
  • 5. Empty farm
  • 6. Gypsy Camp selling Combine Weapons, Alcohol, Food and Goods, Dreadlands Gate Spell, Bind Spot circa Mar 2001 [2]
  • 7. Guard Tower
  • 8. Farm with farmers
  • 9. Farm with farmers
  • 10. Druid Ring with Treants, Druid Trainer and merchant selling Druid Spells -2750,-1450
  • 11. Wizard Teleportation Ring
  • 12. Farm with farmers
  • 13. Obelisk with Ghouls
  • 14. Raider Camp

Dangers

Can you say dangerous? This zone is almost painfully dangerous, and the largest reason is that it has very high level, powerful, aggressive creatures that roam the entire thing. Hill Giants and the Griffins all fit into this category, and you can't even think of taking on the lowest level Griffawn until at least 14th level, and even then I don't know. Once my 10th level Ranger and my friend's 10th level Warrior met a gamble griffawn that attacked us. I think I kicked it once for 3 points of damage before my friend was killed. Needless to say, they are very powerful and should be avoided. The guards at the lone tower are the most overworked guards in the game, and its not uncommon to see one of them at half health...

"a rabid Griffon" occasionally spawns and patrols the Eastern edge of the zone. It is very fast and has a large aggro radius, and is relatively high level (red to level 30).

Given that the above is true, hunting in this area is very dangerous, although it can be quite lucrative. If you know how to hunt, and by that I mean to pull creatures to the zones edges and use your far distance view to keep an eye on what's coming, you can actually do quite well fighting the many types of beetles at lower levels. Like I said, though, hill giants are fast and can spawn practically on top of you, and the run from Qeynos is long...

The North Karana druid ring can also be a dangerous place to let your guard down. Though not too often, Griffons, Grimfeather, and even Hill giants have been known to roam directly in to the ring. While there is a guard tower near by, it is a hot spot for evil classes to camp, and it's best not to count on it for safety.

Benefits

Willowisp hunting is excellent here from lvl 10 - 15. The Research Aid quest gives several percent exp, for every lightstone handed in.

The largest benefit in this area is the high-level hunting it affords. Well-coordinated groups of 15th level and higher (usually low 20's) can make quite a bit of money and experience in this area, travelling and killing off Griffins.

It is possible to bind in the gypsy camp here as well, making the trip for melee-types a bit better. Non-casters cannot be bound at gypsy camp until the Mar 2001 patch. [3]

There is raider spawn of 6 along the water ( -4070, -1940 ) that has a very good spawn rate. It's never too late to gather Red-Sashes if you decide to head back to Qeynos. These raiders drop much the same loot as bandits, but a slight higher drop rate of the sashes it seems.

There are also some items to be had in this area which are unique on this half of the continent. The only place to get combine weapons on the western half of Antonica (other than Rathe Mountians) lies within the Northern Plains. Also, there is a good chance that werewolves can be found in the northern part of the zone next to the mountains where the Fangbreakers roam, providing all of their associated items as well. There is also a merchant who sells high level Druid spells, as well as a trainer for Druids near the eastern bend of the river.

Traveling To and From Northern

The western border marks the vast edge with the Western Plains of Karana. Travelling that way leads eventually to the cities of Erudin, Qeynos, and Halas. The southern and eastern edges of the zone are bordered by an impassable river. The only ways across it are two bridges. The southern bridge leads into the Southern Plains of Karana, and is guarded by the Qeynos Guard.

The eastern bridge is a vast wooden structure, rumored to have been built by the hill giants, that passes over the eastern stretch of the river. Nobody guards this bridge.

What's in this zone?