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Difference between revisions of "Oasis of Marr"

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* 1. [[Ogre]] Temple surrounded by Orcs  
 
* 1. [[Ogre]] Temple surrounded by Orcs  
 
* 2. Abandoned Hut and Dock with boats to Kunark  
 
* 2. Abandoned Hut and Dock with boats to Kunark  
* 3. <s>Gypsy</s> nomadic Romani Camp with Combine Weapons, Food and Goods, Shaman Spells, and other Supplies  
+
* 3. <s>Gypsy</s> Nomadic Romani Camp with Combine Weapons, Food and Goods, Shaman Spells, and other Supplies  
 
* 4. Temple surrounded by Spectres  
 
* 4. Temple surrounded by Spectres  
 
* 5. Fishing Village  
 
* 5. Fishing Village  

Revision as of 02:48, 19 June 2023

The Oasis of Marr is a large desert area that lies in the middle of the Desert of Ro. The oasis itself is inhabited by crocodiles of all types, and the island in the middle has a temple that is surrounded by spectres. The zone is one of the most dangerous in this part of the world. This is a very popular grouping zone for people in the 10-20 level range.

The Oasis of Marr.
Level of Monsters: 7-30+
Types of Monsters: Pumas, Sand Scarabs, Dune Tarantulas, Desert Madmen, Lesser Mummies, Shriveled Mummies, Crypt Mummies, Ghouls, Dry Bone Skeletons, Crocodiles, Caimans, Deepwater Caimans, Deepwater Crocodiles, Orc Warriors, Orc Priests, Deepwater Goblins, Sand Giants, Spectres
Notable NPCs: Cazel, Hatar, Lockjaw, Young Ronin
Unique Items:
Lockjaw Hide Vest
Lockjaw Hide Vest
Item 632.png

MAGIC ITEM
Slot: CHEST
AC: 12
STA: +5
WT: 1.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

,
Glowing Wooden Crook
Glowing Wooden Crook
Item 1083.png

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 35
DMG: 11
WT: 8.5 Size: LARGE
Class: ALL except ROG NEC WIZ MAG ENC
Race: ALL

,
Fine Silk Turban
Fine Silk Turban
Item 640.png

MAGIC ITEM
Slot: HEAD
AC: 10
SV FIRE: +10
WT: 0.3 Size: SMALL
Class: ALL
Race: ALL

,
Jambiya
Jambiya
Item 575.png

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 26
DMG: 7
WT: 5.0 Size: MEDIUM
Class: WAR RNG SHD BRD ROG NEC WIZ MAG ENC
Race: ALL

Related Quests: Enchanter Epic Quest, Shackle of Rock
Adjacent Zones: Northern Desert of Ro, Southern Desert of Ro, Timorous Deep
Name in /who: oasis
Zone Spawn Timer: 6:40
Succor/Evacuate: 490, 903 (By the lake)
ZEM Value: 75 100 (133%)

Map

Map oasisofmarr.jpg
  • 1. Ogre Temple surrounded by Orcs
  • 2. Abandoned Hut and Dock with boats to Kunark
  • 3. Gypsy Nomadic Romani Camp with Combine Weapons, Food and Goods, Shaman Spells, and other Supplies
  • 4. Temple surrounded by Spectres
  • 5. Fishing Village
  • 6. Cutthroat Dervish Camp
  • 7. Cutthroat Dervish Camp
  • 8. Inn selling Goods
  • 9. Orc Camp
  • 10. Aqua Goblin Tower

Dangers

This is a very dangerous zone, mostly because almost every creature in the zone is both powerful and aggressive. The pumas are the least of your concerns, the wandering madmen, mummies, and sand giants are much more dangerous. Add to that the fact that many lower level characters travel through here en route from Freeport or Neriak to the swamps to the south. Two noteworthy creatures are Cazel, who is a very high level sand giant that appears now and then, and is generally unkillable even by the groups hunting sand giants here. He can leave reams of bodies stacked on the shore. The other is the dry bone skeleton, or "DBS," who wanders over the entire zone. These creatures are also in the high teens and are aggressive and tough to take down. They are also not too easily seen against the sand of the area, and sometimes can be confused for some necromancer's pet.

There are some special notes to hunting orcs here that you should be aware of. Anyone hunting the "Orc Highway" should be hunting in a group. The reason is that there is always a large number of orcs slowly wandering around the area. Even the best and most awake puller is going to, at some point, pull more than intended and you're going to wind up fighting a swarm of them. The orc priests are truly evil, and should be taken out first as they will heal themselves and others during battle. Also be aware that there is a slight naming difference between "an orc warrior" and "a orc warrior." The "an" orcs are in their mid-teens in level, while the "a" orc is more like 20th. This means that, especially for lower level groups, you must /con as you go to make sure you're not pulling a big baddie.

To travel through this zone, the safest route (from north to south) is to travel along the eastern edge of the zone, along the water. The crocodiles along here are not aggressive, and you can travel most of the edge without being attacked. The only concern in this area is that, quite often, players from the lake tower will pull spectres to the zone and the ghastly creature will wind up slowly floating down the shore, destroying those they meet. Keep your shout channel open to hear the warnings. The southern edge is by far the most dangerous, as there is a slightly higher concentration of powerful creatures and the dunes make it hard to see them as you make your way to zone. Desert madmen roam this area and are far more powerful than you can tell by /con'ing them. Use the tops of the sand dunes to watch the surrounding creatures and their movements, and move quickly to the zone edge. Don't fight anything in the middle of the desert, because you'll get swarmed.

Benefits

The Orc Highway.

This area is good hunting for people who are looking to fight creatures of the levels described above. The crocodiles and caimans along the eastern edge provide good hunting for characters in their low teens for level and their older cousins the deepwaters can carry you all the way up to around 20th. If you're savvy, you can also get a regular supply of them from the water, although your swimming skill must be pretty good to actually make it back to shore. There is also the "Orc Highway" that provides some good training for grouping, as well as good loot and experience, and actually extends along the entire western edge of the zone and not just at the most packed area on the NW corner of the lake.. Higher levels can pull the spectres from the main island as well as hunt sand giants here. There is also something of an economy here. There is a gypsy camp near the lake that sells combine weapons as well as other more average equipment. The Inn at the southern edge of the lake, although in a very dangerous spot, also sells items (although at a very inflated price).

Traveling To and From

The Oasis of Marr can be reached from the north along a large border it shares with the Northern Desert of Ro. Along the southern edge there is a small range of mountains, but there is a narrow pass in the middle of the southern edge of the oasis through which travelers can pass into the Southern Desert of Ro. A boat called the Barrel Barge takes you to and from Timorous Deep. The Barrel Barge is in zone for 4 minutes 30 seconds each time it passes through.

What's in this zone?


NPCs - Found 27 NPCs that spawn in Oasis of Marr:

NPC NameRaceClassLevelLocationKnown LootDescription
A Cistern Asp
A Crypt Mummy
A Deepwater Goblin
A Puma
A Sand Giant
A Spectre
A caiman
A crocodile
A deepwater caiman
A deepwater crocodile
A ghoul
A young ronin
An Asp
An Orc Priest
Cazel
Gadallion
Hatar
Hurgo Felcind
Innkeep Marnan
Innkeep Tizzy
Isslana
Lockjaw
Mantrek Needlebender
Ranzall Netcaster
Synthan
Taldrik Stumpystout
Transan


Items - Found 3 items that drop in Oasis of Marr:

Item NameDrops FromSlotStats
Bag of Sea Salt
Bag of Sea Salt
Item 881.png

This is a meal.
WT: 0.6 Size: SMALL
Class: ALL
Race: ALL

None? (None)
Glowing Wooden Crook
Glowing Wooden Crook
Item 1083.png

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 35
DMG: 11
WT: 8.5 Size: LARGE
Class: ALL except ROG NEC WIZ MAG ENC
Race: ALL

None? (None)
Lockjaw Hide Vest
Lockjaw Hide Vest
Item 632.png

MAGIC ITEM
Slot: CHEST
AC: 12
STA: +5
WT: 1.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

None? (None)