Site hosted by Angelfire.com: Build your free website today!
West Commonlands



 
 
 
 
 
 
 
 
 
 



 
 
 
 
 
 
News
Current News
Archived News

Guides
Necromancer Guide
City Guides
Quest Guides
Research Guide
Equipment Guide
Faction Standing
FAQ

Miscellaneous
Spell List
Zone Analysis
Links
Character Journal
Strategies

Contributions
Submit News
Submit Comments
Submit Contributions

Message Board
Necromancer Board
Necromancer Trading Board

West Commonlands is located roughly in the middle of the cities of Rivervale, Freeport and Neriak, in the Antonica continent.  It links several zones and can be accessed either through Kithicor Forest (if coming from Rivervale) or East Commonlands (if coming from Freeport or Neriak).

West Commonlands can be quite a nice place for necromancers, specially those level 12 or higher.  It spawns quite a few creatures that will provide you good experience such as Young Kodiaks, Kodiaks, Plains Pumas, Willowisps, different kinds of snakes, and two camps, the cutthroats and the orcs.

There are quite a few different things you can do in this large area.  One of my favorite strategies is choose a zone to pull creatures and then head far away from it.  Choose your target and cast a DoT spell such as Heat Blood from a safe distance.  After casting, start running back towards the zone and stop just before you zone.  If you casted from a safe distance and did not change your course too often, the creature would not have caught up with you for that first hit and you will reach the zone area with a half dead creature.  By using this tactic you will be able to deal with stronger creatures.  I killed quite a few Kodiaks that con'ed red by doing this.  And in case things go wrong, you have a zone safely nearby.  As an important note, I would like to point out that most Kodiaks and Young Kodiaks will not leave you alone once you cast a DoT spell on them and you will have to time those Lifedraw very well in order to stay alive.

You may also choose to attack one of the camps located here.  The orc camp is easier and you should be able to deal with it at level 10 with a group of friends.  For higher level characters (level 13 or so) you can start grouping to take out the dervish camp.  I do not remeber exactly, but I believe a full spawn has about 10 cutthroats.  They vary in level and the toughest ones are the spellcasters and the thugs.  Not all cutthroats are linked, but pulling one will result in a quite a few coming to battle.  Thus, do not attempt to attack the camp without a few friends backing you up.  And do not head inside camp until you clean up the place first as all cutthroats will attack you on sight.  This camp will provide good XP and occasional good loot.

Another thing you can do here is attack the Freeport militiamen if you are in an evil mood.  Nedless to say, this will hurt your faction standing in Freeport quite fast and will make your shopping a lot harder.  But experience is good and these militiamen are not that hard.  A group of level 16 characters should be able to deal with them.

You can also camp in front of this obelisk where a few skeletons spawn.  Killing them will make tougher creatures spawn such as Zombies and Ghouls.  Ghouls are the hardest ones and it is advisable to bring one or two friends along.  A party of level 16 characters should deal with them quite easily.

Finally, a fourth strategy in West Commonlands can only be used by high level characters (level 35 or higher).  A party of these mighty characters can group to take out the Griffons and Hill Giants that often roam the plains.  Be aware that these incredibly strong creatures hit very, very hard so do not attempt to tank them yourself.  You will need not one, but a few fighter class friends to hold them off you.

In general, West Commonlands can give you good XP and occasional good loot.  If you are level 12 or higher you will be able to solo most creatures in these plains.  Some such as Young Kodiaks and Kodiaks will hit you very hard and there will be quite a few close calls.  That only works to make this an exciting place for adolescent necromancers and never a boring one.  Except for the occasional sudden death (like trying to figure out what size of shoes does a Hill Giant wear or serving as appetizer to a Griffon), you will enjoy the West Commonlands.

1234567891011121314151617181920

 
 

Overall Rating:

Experience:

Loot:

Recommended Levels: 10 through 16

Creatures: Willowisps, Young Kodiaks, Kodiaks, Giant Spiders, Plains Puma, Skeletons, Zombies, Ghouls, Orcs, Dervish Cutthroats, and different kinds of snakes

Common Loot: Pelts, lightstones (9G), greater lightstones(3PP and 5G), meat (2S), all kinds of common weapons, a few bronze weapons (from cutthroats), and the dervish cutthroat magical ring (+1AC, +2DEX) (2G)

Train Likelyhood: Medium to Low

Merchants: An Inn wih a few merchants is located here, but I had no luck in improving my faction standing enough to be able to step inside

Special Items: None

Linked Zones: East Commonlands and Befallen

Things you should know: Three creatures you should keep your eye open roam these plais.  The Griffon and the Hill Giant, as mentioned above are quite common here and will attack you on sight.  If they do, and will rarely, very, very rarely be able to escape.  So be careful and try not to fight in the middle of West Commonlads.  It is advisable to pull your target to a zone area or to the top of a hill.  That will greatly reduce the chances of becoming crushed by one of these monsters.  Also, you should kill any orc you see coming your way, even the easiest ones.  They will improve your faction standing with people in Freeport.  Check the militiamen located close this hut to see how they con.  Once they con indifferent, you can start pulling creatures next to them and in case things get a little out of hand, run to them and they will attack your creature, possibly saving you from yet one more corpse trip.