Fallen
03-14-2004, 09:21 PM
ORIGINALLY POSTED ON SR BOARDS: THE ART OF WAR
I am currently attempting to compile the most difficult hunting path one can take while battling their way to reach level 100. Using my own hunting experiences along with several others opinions I have come up with the start of this list.
Comments are more than welcome, though I would rather people not just post saying how easy these monsters are to hunt at the listed level. Understand that I am trying to find a universal list of creatures difficult for all professions. However, pures will find some of these creatures easier than squares, and visa versa.
If you know of a more difficult creature for the given level range, please list it but also list your profession and why your submitted area is the greater challenge.
On to the List!
0-2 Dark Vysan (Vaalor for swarms, Landing for simplicity) - Vysans have a comparatively high AS for their level and a quick swing RT. The lesser creatures in the area will swarm.
3-5 L-Ice spiders/Cockitrice (Icemule) - Spiders will web frequently in battle, causing loss of DS, prostration, and damaged/bleeding hands. Cockatrices have a gaze that will stun you. In Icemule, you will also be effected by the cold weather.
6-9 Grey Orcs (Landing) - The Orcs will cast gas clouds which will quickly fill the area if there are multiple characters hunting. The orc can also cast bolts.
10-12 Sentinels/Guardians/Dogs (Icemule) - Both the Sentinels and Guardians wear heavier armor and use heavy weaponry. The dogs attack at a quick rate, cause disease if bitten, and will tackle you frequently in battle.
13-15 Brindlecats/Stags (EN) - Brindlecats have a surprisingly quick attack round time, and have a pounce maneuver that will knock you prone, give damage and cause RT. Stags also have a charge maneuver, which will do damage, stun, and leave you prone. The area is prone to swarming and the occasional Orc Scout may appear.
16-21 *Thurfels Cellar* (Icemule) - Luminous Arachnids, Phosphorecent Worms, Spiked Sea Urchins, Massive Grahnks - The Arachnids can web you causing DS loss, prostration, broken hands, and cause damage. Worms can shake off stuns and calms, have a maneuver stun attack, and flare their AS. The Spiked Sea Urchin can shoot spines at the entire room, causing 2 RT per hit and poison damage, and are able to shake stuns. The Grahnk has a guild tackle attack, M-strike ability, and is immune to some stuns and spells. The area swarms quickly and frequently.
NOTE: Optional hunting area for level range is Lesser Minotaur/Minotaur Warriors (Landing) OR Krag Dwellers (Landing)
22-25 Krolvin Warfarers (RR) - Krolvin Warfarer's aboard the beached ship within the Sea Caves carry Claidhmores; the Warriors awl-pikes. The Warfarer casts defensive spells, Spirit Fog, presence, E-blast, and E wave. The Warfarer can also cast the ball bolt spell, Fire Spirit. The area is prone to swarming.
26-30 *The Labyrinth* Minotaur Magi/Magess (Landing) - The Minotaur labyrinth is difficult to reach and has a jump requirement to enter. The Magi can cast most major/minor Spirit spells. The Magi will also cast minor sanctuary and resurrect fallen allies. The Magess comes spelled for battle and is also capable of resurrection. The Minotaur Warrior has a deadly maneuver attack capable of crit death, stuns, prostration, and damage. The warrior can also tend its own wounds.
31-33 Krynches/Scorpions (EN) - Kyrnches have stone skin which must first be broken to inflict serious damage. They have an effective pound attack with high AvD and a quake attack which will knock foes prone. They come prepared with defensive spells, and are able to remove themselves from combat if injured. The Krynch also has a deadly maneuver attack where it transforms into a boulder and rolls over its foes. It can raise its own TD, and cannot be struck above the leg by smaller races. The scorpions have a poison maneuver attack and have an evade system unique to their kind. The area is also prone to swarming.
Note: Optional hunting area for level range is Farmhand/Woodsmen/Elder Tree Spirits (Icemule)
Editted to add The Warfarer's bolting ability and the Alternate level 16 hunting option.
[Edited on 3-15-2004 by Fallen]
I am currently attempting to compile the most difficult hunting path one can take while battling their way to reach level 100. Using my own hunting experiences along with several others opinions I have come up with the start of this list.
Comments are more than welcome, though I would rather people not just post saying how easy these monsters are to hunt at the listed level. Understand that I am trying to find a universal list of creatures difficult for all professions. However, pures will find some of these creatures easier than squares, and visa versa.
If you know of a more difficult creature for the given level range, please list it but also list your profession and why your submitted area is the greater challenge.
On to the List!
0-2 Dark Vysan (Vaalor for swarms, Landing for simplicity) - Vysans have a comparatively high AS for their level and a quick swing RT. The lesser creatures in the area will swarm.
3-5 L-Ice spiders/Cockitrice (Icemule) - Spiders will web frequently in battle, causing loss of DS, prostration, and damaged/bleeding hands. Cockatrices have a gaze that will stun you. In Icemule, you will also be effected by the cold weather.
6-9 Grey Orcs (Landing) - The Orcs will cast gas clouds which will quickly fill the area if there are multiple characters hunting. The orc can also cast bolts.
10-12 Sentinels/Guardians/Dogs (Icemule) - Both the Sentinels and Guardians wear heavier armor and use heavy weaponry. The dogs attack at a quick rate, cause disease if bitten, and will tackle you frequently in battle.
13-15 Brindlecats/Stags (EN) - Brindlecats have a surprisingly quick attack round time, and have a pounce maneuver that will knock you prone, give damage and cause RT. Stags also have a charge maneuver, which will do damage, stun, and leave you prone. The area is prone to swarming and the occasional Orc Scout may appear.
16-21 *Thurfels Cellar* (Icemule) - Luminous Arachnids, Phosphorecent Worms, Spiked Sea Urchins, Massive Grahnks - The Arachnids can web you causing DS loss, prostration, broken hands, and cause damage. Worms can shake off stuns and calms, have a maneuver stun attack, and flare their AS. The Spiked Sea Urchin can shoot spines at the entire room, causing 2 RT per hit and poison damage, and are able to shake stuns. The Grahnk has a guild tackle attack, M-strike ability, and is immune to some stuns and spells. The area swarms quickly and frequently.
NOTE: Optional hunting area for level range is Lesser Minotaur/Minotaur Warriors (Landing) OR Krag Dwellers (Landing)
22-25 Krolvin Warfarers (RR) - Krolvin Warfarer's aboard the beached ship within the Sea Caves carry Claidhmores; the Warriors awl-pikes. The Warfarer casts defensive spells, Spirit Fog, presence, E-blast, and E wave. The Warfarer can also cast the ball bolt spell, Fire Spirit. The area is prone to swarming.
26-30 *The Labyrinth* Minotaur Magi/Magess (Landing) - The Minotaur labyrinth is difficult to reach and has a jump requirement to enter. The Magi can cast most major/minor Spirit spells. The Magi will also cast minor sanctuary and resurrect fallen allies. The Magess comes spelled for battle and is also capable of resurrection. The Minotaur Warrior has a deadly maneuver attack capable of crit death, stuns, prostration, and damage. The warrior can also tend its own wounds.
31-33 Krynches/Scorpions (EN) - Kyrnches have stone skin which must first be broken to inflict serious damage. They have an effective pound attack with high AvD and a quake attack which will knock foes prone. They come prepared with defensive spells, and are able to remove themselves from combat if injured. The Krynch also has a deadly maneuver attack where it transforms into a boulder and rolls over its foes. It can raise its own TD, and cannot be struck above the leg by smaller races. The scorpions have a poison maneuver attack and have an evade system unique to their kind. The area is also prone to swarming.
Note: Optional hunting area for level range is Farmhand/Woodsmen/Elder Tree Spirits (Icemule)
Editted to add The Warfarer's bolting ability and the Alternate level 16 hunting option.
[Edited on 3-15-2004 by Fallen]