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Difference between revisions of "Infected Paw"
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− | == | + | == Zone Guides to Infected Paw == |
+ | |||
+ | === EQClerics Zone Guide === | ||
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). | 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). | ||
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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. | 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. | ||
+ | |||
+ | |||
+ | === EQAtlas Zone Guide === | ||
+ | |||
+ | |||
+ | '''SPLITPAW''' | ||
+ | |||
+ | '''Location:''' In the center of the Southern Plains of Karana | ||
+ | |||
+ | |||
+ | '''Adjacent Zones:''' Southern Plains of Karana | ||
+ | |||
+ | '''Level of Monsters:''' 8-15+ | ||
+ | |||
+ | '''Types of Monsters:''' Gnolls, Splitpaw Gnolls, Splitpaw Gnoll Guards, Splitpaw Gnoll Shamans, Giant Snakes, Skeletons, Zombies, Gelatinous Cube | ||
+ | |||
+ | '''Notable NPC's:''' several named Shamans, captured Brother | ||
+ | |||
+ | '''Unique Items:''' Runed Totem Staves, Giant Snake Fangs | ||
+ | |||
+ | |||
+ | '''Description''' | ||
+ | |||
+ | |||
+ | Splitpaw is the home of the Splitpaw clan of gnolls. Splitpaw 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. | ||
+ | Dangers | ||
+ | |||
+ | This is a dungeon for middle level characters, and the difficulty of the dungeon scales relatively slowly from the entrance to the deeper parts of the dungeon. The front entrance is occupied by 6th level gnolls, and their level increases as you get further in, so that by the time you reach the back of the first level, they are about 9th-10th level. | ||
+ | |||
+ | The main danger in this dungeon, as in Blackburrow, is training. The trains here are not huge Blackburrow trains, but little mini-trains where the local gnolls decide to help out their buddies. Starting at the entrance, almost all of the gnolls are with a partner at least, and so you have to be able to take on two 6th level gnolls if you even want to walk in the front door (which is why the level is listed starting at 8 above). Gnolls, like all the half-sentient evil humanoids, have a tendency to flee. Since they have a fair number of hit points and are really chickens, they can make it quite far while fleeing, which makes it so that you have more gnolls joining in than you care to have. If you are from a class who can snare or root, or are in a group and have some leeway, then you can start hunting at low-level. Otherwise, I'd avoid it until you hit about 9th or 10th level. | ||
+ | |||
+ | There is also a problem because in certain areas you will be attacking gnolls thinking there is nobody nearby, and some gnoll will come running around the corner. This is a "feature" of EQ where creatures can tell you are attacking their buddy despite walls being between you and them. This is of special importance at the small room on the other side of the first bridge. There are usually a few gnolls here, and are relatively easy to take (if you've made it this far, you can take them). The danger is that around the corner and through a gate lies a Splitpaw Guard, who will come running if he is close enough, and is a level or two higher then these gnolls. Basically, if you hear the chains rattling, turn and run. | ||
+ | |||
+ | Also be aware that there are some high level shamans in the lower levels, as well as a high level necromancer at the back of the upper level. These dudes are evil, especially the necro, cuz you don't know he's around (unless you can track) until you open the door to the room he's in and his pets come after you. Not fun... | ||
+ | |||
+ | There aren't really any other unique dangers to Splitpaw. If you know group monster management and how not to train, then you can get by well. The only other problem with the zone is that it's a long walk from Qeynos or Highhold Pass. If you can get bound in Arena, that would help. | ||
+ | Benefits | ||
+ | |||
+ | Splitpaw is, by far, one of my favorite zones to hunt in. How many times have I been in there and found more than ten other people hunting in there? None. This makes the zone a dream come true. It is one of the least hunted zones in the game, probably because it's far away from merchants and towns. If you can handle the walk, however, this zone is for you. | ||
+ | |||
+ | The gnolls are pretty easy to handle, given that you are careful.At higher levels (like 11th or so) you have your run of almost the entire upper level, which is nice. You can choose who to fight and when, and go sit amongst the lower level gnolls to rest and meditate. This has also got some great Giant Snake Fang hunting, as the snakes spawn fairly regularly and are easy to get to. | ||
+ | |||
+ | The above ground area of Splitpaw is also a nice area to hunt at a lower level. The gnolls are fairly spread out and walk around (but not too much). This is a little bit easier for you if you can't make it past the first room of Splitpaw because of the gnoll grouping. | ||
+ | |||
+ | Not much else to say about this zone. It's nice, uncontested, simple hunting. My only wish is a closer merchant cuz you will get so bogged down with goods that you wind up throwing out rusty weapons like crazy. I found a bug where your money wraps back to zero once you hit 500 of them by hunting in this zone. Sad... | ||
+ | Travelling To and From Splitpaw | ||
+ | |||
+ | There is only one way to get to Splitpaw, and that is by entering Southern Plains of Karana and travelling 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. | ||
+ | |||
+ | |||
+ | === Japanese Zone Guide === | ||
+ | |||
+ | |||
+ | '''Dungeon Difficulty:''' Low Minimum Level: 6-7 | ||
+ | |||
+ | '''Recommended Level Style:''' Party | ||
+ | |||
+ | '''Solo play around 12:''' Possible (at least Lv7 where you want). Hunting splittpaw gnoll at party around Lv6 seems to be more efficient. | ||
+ | |||
+ | |||
+ | '''Spawns:''' | ||
+ | |||
+ | splitpaw gnoll (Lv5 ~ Lv8 ) | ||
+ | |||
+ | gnoll (Lv6 ~ Lv8 ) | ||
+ | |||
+ | gnoll noble (around Lv10 ) | ||
+ | |||
+ | gnoll commander (Lv unknown) | ||
+ | |||
+ | gnoll shaman (Lv unknown) | ||
+ | |||
+ | gnoll captain (Lv12 ~ 15) | ||
+ | |||
+ | high shaman Ren Rex (Lv unknown) | ||
+ | |||
+ | giant snake ( Lv5) ~ Lv7) | ||
+ | |||
+ | |||
+ | It is the home of white Gnolls who are personally lovely. The level is almost the same as BB, but the number of PCs is small. You can control a full party around Lv12 ~ 13. Attention should be paid to the fact that trains can easily occur during solo play (too many enemies). | ||
+ | |||
+ | There is a big snake span, which is almost monopolized. In addition, since the various places are connected by waterways (some places pass through underwater holes), it is possible to train swimming skills (bitter smile) | ||
+ | |||
+ | The highlight of this is the totem staff from high shaman Ren Rex. In the Rex room, Rex, commander, and shaman appear in a set of three, and in the room next to it, the commander and shaman span the set. There is a place where two nobles are spanning in the immediate vicinity, so if you hunt in order, you can earn a lot. However, fierce competition has been intensifying recently with staff-targeting PCs, and it is not so delicious. It seems that there is another necro room, but I haven't gone there (because I die (laughs)), and if the level rises over time, I will completely conquer it. | ||
+ | |||
== Sources == | == Sources == | ||
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http://web.archive.org/web/20010304004356/eqcleric.gameglow.com/guides/guide_to_paw.htm | http://web.archive.org/web/20010304004356/eqcleric.gameglow.com/guides/guide_to_paw.htm | ||
+ | |||
+ | https://web.archive.org/web/19991013114727/http://eqatlas.com/splitpaw.html | ||
+ | |||
+ | https://web.archive.org/web/20000618043619/http://www.nx.sakura.ne.jp/~chizuya/image/paw/map.htm | ||
=== Web Archive Links === | === Web Archive Links === |
Revision as of 11:18, 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 |
Zone Guides to Infected Paw
EQClerics Zone Guide
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.
EQAtlas Zone Guide
SPLITPAW
Location: In the center of the Southern Plains of Karana
Adjacent Zones: Southern Plains of Karana
Level of Monsters: 8-15+
Types of Monsters: Gnolls, Splitpaw Gnolls, Splitpaw Gnoll Guards, Splitpaw Gnoll Shamans, Giant Snakes, Skeletons, Zombies, Gelatinous Cube
Notable NPC's: several named Shamans, captured Brother
Unique Items: Runed Totem Staves, Giant Snake Fangs
Description
Splitpaw is the home of the Splitpaw clan of gnolls. Splitpaw 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.
Dangers
This is a dungeon for middle level characters, and the difficulty of the dungeon scales relatively slowly from the entrance to the deeper parts of the dungeon. The front entrance is occupied by 6th level gnolls, and their level increases as you get further in, so that by the time you reach the back of the first level, they are about 9th-10th level.
The main danger in this dungeon, as in Blackburrow, is training. The trains here are not huge Blackburrow trains, but little mini-trains where the local gnolls decide to help out their buddies. Starting at the entrance, almost all of the gnolls are with a partner at least, and so you have to be able to take on two 6th level gnolls if you even want to walk in the front door (which is why the level is listed starting at 8 above). Gnolls, like all the half-sentient evil humanoids, have a tendency to flee. Since they have a fair number of hit points and are really chickens, they can make it quite far while fleeing, which makes it so that you have more gnolls joining in than you care to have. If you are from a class who can snare or root, or are in a group and have some leeway, then you can start hunting at low-level. Otherwise, I'd avoid it until you hit about 9th or 10th level.
There is also a problem because in certain areas you will be attacking gnolls thinking there is nobody nearby, and some gnoll will come running around the corner. This is a "feature" of EQ where creatures can tell you are attacking their buddy despite walls being between you and them. This is of special importance at the small room on the other side of the first bridge. There are usually a few gnolls here, and are relatively easy to take (if you've made it this far, you can take them). The danger is that around the corner and through a gate lies a Splitpaw Guard, who will come running if he is close enough, and is a level or two higher then these gnolls. Basically, if you hear the chains rattling, turn and run.
Also be aware that there are some high level shamans in the lower levels, as well as a high level necromancer at the back of the upper level. These dudes are evil, especially the necro, cuz you don't know he's around (unless you can track) until you open the door to the room he's in and his pets come after you. Not fun...
There aren't really any other unique dangers to Splitpaw. If you know group monster management and how not to train, then you can get by well. The only other problem with the zone is that it's a long walk from Qeynos or Highhold Pass. If you can get bound in Arena, that would help. Benefits
Splitpaw is, by far, one of my favorite zones to hunt in. How many times have I been in there and found more than ten other people hunting in there? None. This makes the zone a dream come true. It is one of the least hunted zones in the game, probably because it's far away from merchants and towns. If you can handle the walk, however, this zone is for you.
The gnolls are pretty easy to handle, given that you are careful.At higher levels (like 11th or so) you have your run of almost the entire upper level, which is nice. You can choose who to fight and when, and go sit amongst the lower level gnolls to rest and meditate. This has also got some great Giant Snake Fang hunting, as the snakes spawn fairly regularly and are easy to get to.
The above ground area of Splitpaw is also a nice area to hunt at a lower level. The gnolls are fairly spread out and walk around (but not too much). This is a little bit easier for you if you can't make it past the first room of Splitpaw because of the gnoll grouping.
Not much else to say about this zone. It's nice, uncontested, simple hunting. My only wish is a closer merchant cuz you will get so bogged down with goods that you wind up throwing out rusty weapons like crazy. I found a bug where your money wraps back to zero once you hit 500 of them by hunting in this zone. Sad... Travelling To and From Splitpaw
There is only one way to get to Splitpaw, and that is by entering Southern Plains of Karana and travelling 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.
Japanese Zone Guide
Dungeon Difficulty: Low Minimum Level: 6-7
Recommended Level Style: Party
Solo play around 12: Possible (at least Lv7 where you want). Hunting splittpaw gnoll at party around Lv6 seems to be more efficient.
Spawns:
splitpaw gnoll (Lv5 ~ Lv8 )
gnoll (Lv6 ~ Lv8 )
gnoll noble (around Lv10 )
gnoll commander (Lv unknown)
gnoll shaman (Lv unknown)
gnoll captain (Lv12 ~ 15)
high shaman Ren Rex (Lv unknown)
giant snake ( Lv5) ~ Lv7)
It is the home of white Gnolls who are personally lovely. The level is almost the same as BB, but the number of PCs is small. You can control a full party around Lv12 ~ 13. Attention should be paid to the fact that trains can easily occur during solo play (too many enemies).
There is a big snake span, which is almost monopolized. In addition, since the various places are connected by waterways (some places pass through underwater holes), it is possible to train swimming skills (bitter smile)
The highlight of this is the totem staff from high shaman Ren Rex. In the Rex room, Rex, commander, and shaman appear in a set of three, and in the room next to it, the commander and shaman span the set. There is a place where two nobles are spanning in the immediate vicinity, so if you hunt in order, you can earn a lot. However, fierce competition has been intensifying recently with staff-targeting PCs, and it is not so delicious. It seems that there is another necro room, but I haven't gone there (because I die (laughs)), and if the level rises over time, I will completely conquer it.
Sources
https://www.steveprutz.com/eq/paw.htm
http://web.archive.org/web/20010304004356/eqcleric.gameglow.com/guides/guide_to_paw.htm
https://web.archive.org/web/19991013114727/http://eqatlas.com/splitpaw.html
https://web.archive.org/web/20000618043619/http://www.nx.sakura.ne.jp/~chizuya/image/paw/map.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
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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? |