Hunting

Revision as of 22:21, 6 June 2010 by Phoenecia (talk | contribs)

Here is a list of general places to hunt, a brief description of where they can be found, what to hunt there, and around which level you should be at when you hunt them. Depending on your class, you may end up hunting in some areas earlier than is suggested here.


Level range Area Mobs
1 - 21 Kalebb All.
Lodi All.
Sehal All
Evlasu All
Crags All
Liris All
Rahveir All
Yohanon All
Tarean Caverns All
Bloodloch Beetles
Enorian Snakes
Duiran Gophers
Spinesreach Pinchers
Level range Area Mobs
22 - 30 The Great Rock All (Note: Ophidians hit with random afflictions). Very easy, very popular bashing area. Expect it to be cleared often.
Upper Azdun Goblin miners and foreman. Miners prone, foreman have a roomwide attack. Can graduate to Azdun as soon as Great Rock becomes too easy, but like the Great Rock, Azdun is very popular.
Mojhave Desert All
Liruma Scrubland All except phoenix.
Aureliana Forest All
Ashtan Bog Hounds
Level range Area Mobs
30 - 40 Lower Azdun All except Zsarachnor(Note: The goblin soldiers will team up on you if you attack one when in the same room as another, and the zombies in the graveyard fear and paralyze.)
Dolbodi Campsite All.
Riparium All.
Hashan All. Law-protected by Spinesreach; hunt at own risk.
Raim Vale All. Diseased men web, diseased women prone, mutilated creatures stun and prone, dogs afflict with lethargy.
Moghedu All. Hunting here will give you an enemy status to Moghedu.
Level range Area Mobs
40 - 50 Pirate Ships All. (Note: The only way to get to the pirate ships is to pass through the city of Enorian.)
Maghuir Fissure All. Most mobs in here set you on fire. (Note: The sewers ability in survival is needed to enter here.)
Scidve All. The cultist temple has a secret basement with more cultists in it.
Level range Area Mobs
60 - 70 Rebel's Ridge All. Some of the mobs are aggro, but none of them afflict, prone, or stun. Very few people seem to bash here
Vilimo Fields All. Very popular area due to the ease in killing the mobs. Nysaac can web, blind, and break limbs, but his damage is fairly weak. Kamakshi is the most difficult of the mobs there, and can prone.
Dun Fortress Mostly orcs and ogres. Avoid the ogre knights on the seventh floor; they're all aggro and they chase, so you'll more than likely have to kill them all in one go.
Torturer's Caverns All except Tellimerus. Everything is undead, so this is a popular bashing area for Light/Life-aligned classes. Ghouls are aggro and can wither arms. Golems stun, vampire overseers afflict with confusion, terramancers web. Argaius breaks limbs, Mellius disfigures, Rozhirr mindlocks, Kerr'ach withers limbs, and Tuera afflicts with both sliminess and recklessness. A step above Vilimo in difficulty because of afflicting mobs.
Kornar All
Court of Consortium All except shadows.
Caverns of Mor All. Ghouls are aggro. Very popular bashing area for players level 70+.
Level range Area Mobs
70+ Three Rock Outpost All. Troll bandits prone, horses prone and afflict with dizziness, wildcats cause blackout. Popular high-level bashing area; grants more exp than Kalydian Forest, but is roughly the same in difficulty.
Kalydian Forest All. The gloch included if you can withstand both the gloch's damage in addition to the water damage. Elks 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.
Aurer Haven
Level range Area Mobs
80+ Three Rock Outpost All
Kalydian Forest All
Lich Gardens All
Mamashi Tunnels All
Caverns of Telfinne All
Dun Valley All except Tolonar, Aurelia, and the Ogre Baron.
Temple of Sonn All.
Ollin All. Nazetu guards, boars, and rabid sylls are aggro. Sharks in the water leading up to Ollin are also aggro.
Birhka Mire All. Ambushers are aggressive and can web. Turtles are also aggressive. Barkhul is invincible unless you complete a quest. If performing the quest to kill Barkhul, kill all the ambushers first, leaving the regular Birhkaens for the quest.
Drakuum (First level) Spirits. If damage is too much for you to handle, hit and run if you need to.
Level range Area Mobs
90+ Fengard Keep All. Not all mobs are aggro, but a fair number are; many of them wander as well, so be prepared to have an aggro mob walk in on you while you're busy killing another. Berserkers are easiest to kill, invokers are the hardest. Berserkers can be killed easily by level 80s if cautious. The area itself is extremely large, and several areas have secret entrances that must be activated in order to get to. A popular area for endgame bashing.
Drakuum All. Darkwalkers are aggro. Semi-popular area.
Arbothia Manor All. Everything here is aggro and has a bad habit of spawning in large groups. They can also stun, prone, and blackout. Low 90s should only take on one at a time, but later it becomes possible to fight two or three at once. This area is very popular for endgame bashing.
Ice Caverns (Lower level) Mother icewyrm needs to be killed in order to access this part of the caves.
Temple of Ati The shadows take on the form of you or someone else in your party, and can use their class abilities (ex. knight shadows use arc and aconite/curare DSLs, mages use staffcast). Not a very popular area due to its difficulty.
Ollin All.
Slavers Hideout All, if you can. All of the slavers are aggro, and are usually in large groups or wander. Not a very popular area due to the amount of damage the mobs can deal and the inconvenient grouping. Only really ever attempted by endgame players. Can be found through a secret exit in southern Delos.
The Volcano All. Another high-level bashing area. Certain elementals can be easier to kill depending on your class.
Scidve Cove All. Everything here is aggro and spawns in groups.