| “ | Adventurer, eh? Guess you'll be on your way down to the Ashlands then. Ain't ever seen anyone go to the Ashlands and come back out. It's a one way journey an' whatever's down there ain't worth dying for...
I certainly wouldn't go without a crab. |
” |
–Barman, Crab Town | ||
The Pits East is the home of the Crab Raiders. In Crab Town, the home of the Queen of the Crab Raiders, players can become "crabbed" and a Unique Recruit named Lumi can be found.
Crabs, as well as Crab Raider patrols, are common in this Zone, and may occasionally fight with Reaver patrols around here.
Inhabitants[]
There are no Major Towns in The Pits East. This zone does not spawn Nests or Camps.
Minor Outposts[]
These locations are typically small towns, villages, or faction bases.
Ancient Locations[]
These are places which do not have competent inhabitants. Ancient Locations are usually lost outposts or ruins. Beware: sometimes these locations contain territorial protectors such as Security Spiders.
Homeless Spawns[]
These are squads which spawn without being tied to a location, camp, or nest. This list is in order of likelihood.
- Crab Raiders
- Crab Raiders Patrol (12)
- Crab Raiders (broken) {5}
- Crabs
- Crab Wander Group {10}
- Massive Crab Wander {4}
- Crab Wander Solo {1}
- Reavers
- Reaver patrol {5}
- Fishmen
- Fishman Patrol (20 ~ 40 Gurglers, 0 ~ 3 Alpha Gurglers) {5} (King Gurgler alive)
- Scavengers
- Scavengers {4} (Gutterhead alive)
- Scavengers (Broken) {2} (Gutterhead dead)
Environment[]
| The Pits East | ||||
| These are the modifiers which are linked to this zone on FCS.
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| Water | 90% | Fertility | 0% | |
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| Environment | Resources | |||
| Arid | 0% | Stone | 200 | |
| Green | 0% | Iron | 200 | |
| Swamp | 0% | Copper | 150 | |
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| Before building an outpost, players should find information about specific areas through Prospecting. | ||||
Weather[]
This zone has the 'the pits' season. Seasons may cause harmful Weather Effects or be purely aesthetic.
