Hunting
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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. |