Area
|
Mobs
|
Rebel's Ridge |
All.
Some of the denizens here will attack you on sight, but none of them afflict, prone, or stun.
|
Vilimo Fields |
All.
Very popular area due to the relative ease of the denizens.
Nysaac doesn't deal much damage, but can blind, web, stun, knock you prone, or break a limb and disarm you He is a crafty opponent.
Kamakshi is the most powerful inhabitant of the fields, and can knock you prone.
|
Dun Fortress |
All.
|
Torturer's Caverns |
All except Tellimerus.
The denizens of the caverns are undead, so this is a popular hunting ground for Light/Life-aligned classes.
Ghouls are aggressive and can wither arms.
Golems will stun you.
Vampire overseers afflict with confusion.
Terramancers will bind you in webs.
Argaius breaks limbs, Mellius disfigures, Rozhirr mindlocks, Kerr'ach withers limbs, and Tuera afflicts with both slickness and recklessness.
|
Kornar |
All
|
Court of Consortium |
All except shadows.
|
Caverns of Mor |
Mor is a popular hunting ground, and will be cleared quite often.
Some of the ghouls are aggressive.
|
|
Area
|
Mobs
|
Three Rock Outpost |
All.
Troll bandits are the hardest-hitting inhabitants and will knock you prone.
Wild horses can knock you prone and afflict with dizziness.
Wildcats can make you black out.
|
Kalydian Forest |
All.
The gloch is a very challenging fight, and takes place underwater.
Elks can knock you prone.
Rabbits afflict with epilepsy.
Nemlings stun.
|
Lich Gardens |
All. Cabalists periodically use Aeon. Most mobs are undead so many Light/Life-aligned guilds bash here. Not a very difficult area, though mob attack speed can be a little fast.
|
Mamashi Tunnels |
All. Githani are slightly more difficult than Mit'olk. Mitolk axemen can blackout, illusionists web. Tackle illusionists with caution early on.
|
Asper |
All except Xylverie. Cryohydra is aggro and chases, and can also freeze. If you aggro the cryohydra either kill it or get off the island (ie. It won't stop chasing until you die/leave the island or it dies). Asper can be accessed from a ferry in the tundra.
|
Polyargos |
All except Yudhishthira. If you aggro Yudhi, run very fast and get off the island unless you're VERY confident that you can solo him.
|
Western Iztatl Rainforest |
All. Rojalli in the underground tunnels are aggro. Don't attempt to fight more than one at once unless you're certain you can handle the damage.
|
Eastern Iztatl Rainforest (Day) |
All
|
Western Tundra |
All including orgyuks.
|
Ice Caverns Upper Level |
All except mother icewyrm and elemental ice guards. Elemental ice guards are aggro and can break limbs. A quest must be completed in order to gain access to this area at all as you can't follow another person in, or teleport/prism/pilgrimage/deliver in either.
|
Caverns of Telfinne |
All. Avismes are aggro and afflict with confusion, lugores cause deafness, zoguras set on fire.
|
Dun Fortress |
All except Tolonar, Aurelia, and the Ogre Baron.
|
Temple of Sonn |
All. Choke creepers, creeplings, shadowdrops, and darklings are aggro.
|
Eastern Iztatl Rainforest (Night) |
All. Rojalli tend to spawn in large groups.
|
Ruins of Farsai |
All. Rojalli, creepers, creeplings, shadowdrops, and darklings are all aggro. At night, this area can easily get mobby, and is usually not very popular for bashing because of it.
|
Arurer Haven |
|
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