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Difference between revisions of "Infected Paw"
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'''Gnolls:''' There are low-level gnolls scattered throughout the dungeon. They ignored us with the rare exception of one tagging someone while meditating. I'd guess their levels to be 5 - 7 (based upon the levels of some of the low level players I saw playing with them). | '''Gnolls:''' There are low-level gnolls scattered throughout the dungeon. They ignored us with the rare exception of one tagging someone while meditating. I'd guess their levels to be 5 - 7 (based upon the levels of some of the low level players I saw playing with them). | ||
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'''Loot:''' Not sure about loot; never bothered to loot one. | '''Loot:''' Not sure about loot; never bothered to loot one. | ||
'''Guards:''' Next up on the barking order are the guards. These must hover around 10. I say this because about 1 out of 4 would attack me from behind; most did ignore me. Once I hit 16 not one guard took a swing. I've read that their is a 5 level break-off where hostile monsters ignore you. That could be it. | '''Guards:''' Next up on the barking order are the guards. These must hover around 10. I say this because about 1 out of 4 would attack me from behind; most did ignore me. Once I hit 16 not one guard took a swing. I've read that their is a 5 level break-off where hostile monsters ignore you. That could be it. | ||
+ | |||
'''Loot:''' Sometimes gold, rusty weapons, cloth armor. At a lower level I wouldn't have passed them up, but one issue with Paw is because it is so far from a bank (nearest are Qeynos and Rivervale - Rivervale not the easiest run) I was always very picky with what I kept. I never kept rustys for example. | '''Loot:''' Sometimes gold, rusty weapons, cloth armor. At a lower level I wouldn't have passed them up, but one issue with Paw is because it is so far from a bank (nearest are Qeynos and Rivervale - Rivervale not the easiest run) I was always very picky with what I kept. I never kept rustys for example. | ||
'''Shamans:''' I believe they were also around level 10. Every shaman I saw was green to me at 15; the 14th level player said he occasionally came across a blue one. When alone they are not difficult; however, they are rarely alone. You usually find multiple shamans with a guard or two. They are also often linked to higher level mobs (e.g. nobles, captains, and high-shamans) whom they buff and heal (minor heals). Our group of three had little trouble wiping out four simultaneously along with a guard or two. | '''Shamans:''' I believe they were also around level 10. Every shaman I saw was green to me at 15; the 14th level player said he occasionally came across a blue one. When alone they are not difficult; however, they are rarely alone. You usually find multiple shamans with a guard or two. They are also often linked to higher level mobs (e.g. nobles, captains, and high-shamans) whom they buff and heal (minor heals). Our group of three had little trouble wiping out four simultaneously along with a guard or two. | ||
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'''Loot:''' Mostly the same as guards with the added bonus of the occasional wooden-totem. These are little dolls one equips in a weapon spot. They confer +5 mana. I'm not sure what they are worth; rumor has it maybe 2 plat from a player. | '''Loot:''' Mostly the same as guards with the added bonus of the occasional wooden-totem. These are little dolls one equips in a weapon spot. They confer +5 mana. I'm not sure what they are worth; rumor has it maybe 2 plat from a player. | ||
'''Nobles:''' These guys must average around level 12. Most of them were blue to me; occasionally I would run across a greenie. These are the first serious mobs for teen-level groups. They are never alone; there is always another noble or shaman, sometimes with a guard. They are also sometimes guards for higher-level mobs (the high shamans). | '''Nobles:''' These guys must average around level 12. Most of them were blue to me; occasionally I would run across a greenie. These are the first serious mobs for teen-level groups. They are never alone; there is always another noble or shaman, sometimes with a guard. They are also sometimes guards for higher-level mobs (the high shamans). | ||
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'''Loot:''' Snakeskin armor is what one kills nobles for. We obtained it about 1/10 or so mobs. | '''Loot:''' Snakeskin armor is what one kills nobles for. We obtained it about 1/10 or so mobs. | ||
'''Captain/Commander:''' Spank these puppies first. They are level 13/14 and they hit hard. The captain hangs out with two nobles in the Lenrel area and has a shaman for backup. The commanders hang out with Ren Rex. Depending upon the spawn you can catch the commanders solo. I'd recommend you try unless you have a good group. | '''Captain/Commander:''' Spank these puppies first. They are level 13/14 and they hit hard. The captain hangs out with two nobles in the Lenrel area and has a shaman for backup. The commanders hang out with Ren Rex. Depending upon the spawn you can catch the commanders solo. I'd recommend you try unless you have a good group. | ||
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'''Loot:''' Same as nobles. | '''Loot:''' Same as nobles. | ||
'''High Shamans:''' These are Ren Rex, Lenrel, Grisok and Phido (who naked their dog Grisok?). Rex and Lenrel ranged from levels 14-16 (blue to yellow). Grisok and Phido were invariably red to me at 15. Rex (and Phido) typically has a commander and a shaman in the room with him. Lenrel (and Grisok) has a noble and a shaman. Otherwise, the fights were not too difficult. | '''High Shamans:''' These are Ren Rex, Lenrel, Grisok and Phido (who naked their dog Grisok?). Rex and Lenrel ranged from levels 14-16 (blue to yellow). Grisok and Phido were invariably red to me at 15. Rex (and Phido) typically has a commander and a shaman in the room with him. Lenrel (and Grisok) has a noble and a shaman. Otherwise, the fights were not too difficult. | ||
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'''Loot:''' They drop the aforementioned Runed Totem Staff. The staffs are pretty rare spawns. For seven nights we picked up no staffs after downing countless incarnations of Lenrel. We get one on a Saturday night. On Sunday night we pick up three (two in a row off Lenrel). Sometimes you get lucky :). Also, the heads are needed for one of the monk quests. | '''Loot:''' They drop the aforementioned Runed Totem Staff. The staffs are pretty rare spawns. For seven nights we picked up no staffs after downing countless incarnations of Lenrel. We get one on a Saturday night. On Sunday night we pick up three (two in a row off Lenrel). Sometimes you get lucky :). Also, the heads are needed for one of the monk quests. | ||
'''Ghanex Drah:''' This is a (usually) level 16 Gnoll Necro. His pet would usually be white also. Also in the room would be two skeletons and two zombies guard the door. It is normally possible to take the zombies out first before engaging the rest of the room. | '''Ghanex Drah:''' This is a (usually) level 16 Gnoll Necro. His pet would usually be white also. Also in the room would be two skeletons and two zombies guard the door. It is normally possible to take the zombies out first before engaging the rest of the room. | ||
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'''Loot:''' He drops random items. We have recovered a number of bronze spears from him. Also, I got extraordinarily lucky and got a Polished Bone Hoop earring which is +10 mana. He also leaves behind a head. | '''Loot:''' He drops random items. We have recovered a number of bronze spears from him. Also, I got extraordinarily lucky and got a Polished Bone Hoop earring which is +10 mana. He also leaves behind a head. | ||
'''Zixx Nenix:''' He's a dark-elf necro whose level must be at least 20. His pet was red to me at 15 (four of us could take the pet, but not an easy fight). Generally if you saw him the best thing to do would be run. He does cast Charm in addition to other nasty things. One time the whole dungeon ganged on him, but it took over 10 players (of our level) to drop him. He charmed a few of the higher levels during the fight to keep things interesting. Fortunately he is a rare spawn. | '''Zixx Nenix:''' He's a dark-elf necro whose level must be at least 20. His pet was red to me at 15 (four of us could take the pet, but not an easy fight). Generally if you saw him the best thing to do would be run. He does cast Charm in addition to other nasty things. One time the whole dungeon ganged on him, but it took over 10 players (of our level) to drop him. He charmed a few of the higher levels during the fight to keep things interesting. Fortunately he is a rare spawn. | ||
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'''Loot:''' Good question, maybe one day I'll find out. | '''Loot:''' Good question, maybe one day I'll find out. | ||
Revision as of 11:07, 20 February 2020
Infected Paw is the early version of Splitpaw Lair. It is the site where in gnoll legend, their god set his foot upon the earth, and the surface markings are his footprint. Nobody knows if this is true, but hunters in Southern Karana know the three talons rising from the ground that mark the entrance to the lair.
Classic Research
At some point in the future this section of the page will be split off for historical purposes, and the "Future Zone Page" will become the page ... after this zone makes on to P99.
Until then, the following is a compilation of all research done into classic "Infected Paw", based mainly off [1] (also the older/locked [2]).
All Known Classic Screenshots of Infected Paw
http://web.archive.org/web/20000831211015/http://gameznet.com/eq/sceenshots/splitpawgnoll.JPG
http://web.archive.org/web/20040415042946/http://gameznet.com/eq/sceenshots/paw.JPG
https://www.oocities.org/eq_iago/images/EQ000043.jpg
http://web.archive.org/web/20020225082556/www.eqguide.com/photos/zixxnenix.jpg
All Known Classic Maps of Infected Paw
There are two versions. One is based on the original Hop map with original spawn points (thank God we have this).
The second is a very incomplete Everlore map that I trust a lot less.
https://www.steveprutz.com/eq/images/splitpaw_hop.gif
https://www.steveprutz.com/eq/images/splitpaw_hop_invectus.jpg
https://www.steveprutz.com/eq/images/splitpaw_hop_lifebane.jpg
Full Spawn Dump of Infected Paw
I was able to locate a full spawn dump of the zone from late 1999, with mob counts. These line up very well, although not quite exactly, with the spawns on Hop's map. Most notably, it would seem the front area before the double doors had lower level gnolls, but the map doesn't make this distinction.
Note that the Count is zero-based, like the EQ mob names. A 0 means there was 1 instance of the mob in the zone, ie a_large_snake00.
https://www.project1999.com/forums/showpost.php?p=3073391&postcount=2
Zone | NPC Name | Count | LowHP | HighHP | Low Lvl | High Lvl |
---|---|---|---|---|---|---|
paw | a_bat | 3 | 16 | 16 | 1 | 1 |
paw | gnoll_prisoner | 1 | 28 | 68 | 2 | 4 |
paw | Ghanex_Drah00_pet | 0 | 70 | 70 | 4 | 4 |
paw | a_gnoll | 10 | 80 | 210 | 4 | 9 |
paw | a_large_snake | 0 | 80 | 120 | 4 | 6 |
paw | a_Splitpaw_gnoll | 47 | 80 | 180 | 4 | 8 |
paw | a_skeleton | 1 | 100 | 100 | 5 | 5 |
paw | a_Splitpaw_guard | 16 | 140 | 249 | 6 | 10 |
paw | a_zombie | 1 | 150 | 150 | 6 | 6 |
paw | a_giant_snake | 11 | 170 | 210 | 7 | 9 |
paw | a_gnoll_shaman | 0 | 141 | 162 | 8 | 9 |
paw | a_Splitpaw_shaman | 11 | 141 | 183 | 8 | 10 |
paw | a_Splitpaw_noble | 14 | 250 | 309 | 10 | 12 |
paw | Gelatinous_Cube | 0 | 310 | 350 | 12 | 14 |
paw | a_Splitpaw_commander | 2 | 330 | 350 | 12 | 13 |
paw | Brother_Gruff | 0 | 280 | 300 | 14 | 15 |
paw | Shaman_Lenrel | 0 | 280 | 280 | 14 | 14 |
paw | Ghanex_Drah | 0 | 225 | 245 | 15 | 16 |
paw | a_Splitpaw_captain | 0 | 430 | 448 | 15 | 16 |
paw | Shaman_Ren`Rex | 0 | 455 | 490 | 15 | 17 |
paw | Ghanex_Drah_pet | 0 | 420 | 420 | 16 | 16 |
paw | High_Shaman_Grisok | 0 | 490 | 490 | 17 | 17 |
paw | Brother_Hayle | 0 | 884 | 884 | 24 | 24 |
EQClerics Zone Guide to Infected Paw
Tired of fighting undead? Need a change of pace from Faydwer. Come to the balmy South Karanas and visit the canine environs of the Infected Paw. Hang out with those lovable puppies Ren Rexx and Phido. Have a "charm"ing conversation with that dark elf Zixx Nenix. See the awesome spectacles of the mighty Hill Giants, the majestic Griffins (as they chase you to the zone line at the bridge), or the terrible Cyclops (as they chase you back to the other side). Hail Lord Grimrot and ask him for help with those putrid skeletons (yep, did that one too). Learn the shorelines of North and West Karanas and the rolling beauty of the Qeynos Hills (as you run back to Paw to from Qeynos to recover your corpse).
(End of advertisement)
While I would hardly call this dungeon a Cleric's Paradise it was a lot of fun, was generally empty (maybe 10-15 players most nights during prime-time) and has a few sought after items: the Runed Totem Staff (+5 hps, +5 mana, 9/37) and various pieces of Snakeskin Armor (jerkins are AC9, +5 resist poison, gloves +3 dex, etc). After dealing with the sometimes crowded Befallen (can be bad when 20 out of 30 players are on level 2), it was a refreshing change of pace. We started with just a 15 warrior, 14 ranger, and 15 cleric. Our group has expanded to 3 rangers (two 15, one 14), a wizard (13), the warrior and cleric (finally both 16). I much prefer this dungeon with a large party. While most individual fights are easy (with the exception of some of the boss mobs), things do have a way of accumulating and after a while numbers of mobs do matter. It also forced us to refine our tactics, or should I say finally deploy some? By applying the tips I've gathered here in Paw we have become a much better team. For the vast majority of the dungeon we were too high a level to benefit experience-wise. I really wish I had hit the place at about level 12 or 13. The experience would have been great at that level. At 15, it took over a week to level, but a lot of that is of course dictated by many factors (number of players, someone dying, etc). I think with the experience we now have of the place we could do it in about three nights, but the conditions would have to be optimal - a good group and an empty dungeon.
The dog-kennel:
Gnolls: There are low-level gnolls scattered throughout the dungeon. They ignored us with the rare exception of one tagging someone while meditating. I'd guess their levels to be 5 - 7 (based upon the levels of some of the low level players I saw playing with them).
Loot: Not sure about loot; never bothered to loot one.
Guards: Next up on the barking order are the guards. These must hover around 10. I say this because about 1 out of 4 would attack me from behind; most did ignore me. Once I hit 16 not one guard took a swing. I've read that their is a 5 level break-off where hostile monsters ignore you. That could be it.
Loot: Sometimes gold, rusty weapons, cloth armor. At a lower level I wouldn't have passed them up, but one issue with Paw is because it is so far from a bank (nearest are Qeynos and Rivervale - Rivervale not the easiest run) I was always very picky with what I kept. I never kept rustys for example.
Shamans: I believe they were also around level 10. Every shaman I saw was green to me at 15; the 14th level player said he occasionally came across a blue one. When alone they are not difficult; however, they are rarely alone. You usually find multiple shamans with a guard or two. They are also often linked to higher level mobs (e.g. nobles, captains, and high-shamans) whom they buff and heal (minor heals). Our group of three had little trouble wiping out four simultaneously along with a guard or two.
Loot: Mostly the same as guards with the added bonus of the occasional wooden-totem. These are little dolls one equips in a weapon spot. They confer +5 mana. I'm not sure what they are worth; rumor has it maybe 2 plat from a player.
Nobles: These guys must average around level 12. Most of them were blue to me; occasionally I would run across a greenie. These are the first serious mobs for teen-level groups. They are never alone; there is always another noble or shaman, sometimes with a guard. They are also sometimes guards for higher-level mobs (the high shamans).
Loot: Snakeskin armor is what one kills nobles for. We obtained it about 1/10 or so mobs.
Captain/Commander: Spank these puppies first. They are level 13/14 and they hit hard. The captain hangs out with two nobles in the Lenrel area and has a shaman for backup. The commanders hang out with Ren Rex. Depending upon the spawn you can catch the commanders solo. I'd recommend you try unless you have a good group.
Loot: Same as nobles.
High Shamans: These are Ren Rex, Lenrel, Grisok and Phido (who naked their dog Grisok?). Rex and Lenrel ranged from levels 14-16 (blue to yellow). Grisok and Phido were invariably red to me at 15. Rex (and Phido) typically has a commander and a shaman in the room with him. Lenrel (and Grisok) has a noble and a shaman. Otherwise, the fights were not too difficult.
Loot: They drop the aforementioned Runed Totem Staff. The staffs are pretty rare spawns. For seven nights we picked up no staffs after downing countless incarnations of Lenrel. We get one on a Saturday night. On Sunday night we pick up three (two in a row off Lenrel). Sometimes you get lucky :). Also, the heads are needed for one of the monk quests.
Ghanex Drah: This is a (usually) level 16 Gnoll Necro. His pet would usually be white also. Also in the room would be two skeletons and two zombies guard the door. It is normally possible to take the zombies out first before engaging the rest of the room.
Loot: He drops random items. We have recovered a number of bronze spears from him. Also, I got extraordinarily lucky and got a Polished Bone Hoop earring which is +10 mana. He also leaves behind a head.
Zixx Nenix: He's a dark-elf necro whose level must be at least 20. His pet was red to me at 15 (four of us could take the pet, but not an easy fight). Generally if you saw him the best thing to do would be run. He does cast Charm in addition to other nasty things. One time the whole dungeon ganged on him, but it took over 10 players (of our level) to drop him. He charmed a few of the higher levels during the fight to keep things interesting. Fortunately he is a rare spawn.
Loot: Good question, maybe one day I'll find out.
I could go into some specific tactics for the rooms, but the main thing to keep in mind is let nothing escape. If the dungeon is not being constantly swept by players (which is rare, some nights are party of 6 were the only ones in - PRIME TIME HOURS) the mobs will return with shamans healing them and guards to help. If I had ever questioned the value of root, Paw made a believer out of me. I hope this provides some value to those of you interested in a different place. It was fun to write up.
Sources
https://www.steveprutz.com/eq/paw.htm
http://web.archive.org/web/20010304004356/eqcleric.gameglow.com/guides/guide_to_paw.htm
Web Archive Links
Everlore
- http://web.archive.org/web/20000301081404/www.everlore.com/geography/default.asp?mapID=1509
- Compilation of mobs, quests, and comments about the zone
- http://web.archive.org/web/20030610132544/everlore.com/geography/default.asp?mapID=1509
- Color map of Infected Paw
- http://web.archive.org/web/20010519174106/www.everlore.com/bestiary/beastdetails.asp?mode=show&BID=201340
- Example detail page for Kurrpok Splitpaw
- [3]
- Example quest (for a quest involving A Splitpaw assassin)
Future Zone Page
|
Map
Dangers? Benefits? Traveling To and FromThere is only one way to get to Infected Paw, and that is by entering Southern Plains of Karana and traveling to the center. When you see the three bloody claws sticking up from the earth, pass in between them. In what would be the center of the paw, there is a small dark hole facing the claws that is the entrance to Splitpaw. This is easy to miss if you've never seen in before (and the first time I mapped Southern Karana in the beta, I walked over this and never saw it), so keep your eyes peeled, it's there somewhere. What's in this zone? |