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View Full Version : Most Difficult Hunting Path: levels 1-33



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]

Artha
03-14-2004, 09:27 PM
This guys info on warfarers is wrong. They carry claidhmores and jeddart-axes, as well as cutlasses. They also cast 111. The warriors carry morning stars or war mattocks.

[Edited on 3-15-2004 by Artha]

Fallen
03-14-2004, 09:31 PM
This guys info on warfarers is wrong. They carry claidhmores and jeddart-axes, as well as cutlasses. They also cast 111. The warriors carry morning stars or war mattocks.>>

That they do, I specifically said aboard the RR ship. They may gen with other weapons, but its the claid weilding ones that will kill you. Never seen one bolt before, are you sure the ones in RR bolt?

Editted to add that I am told they do bolt. That just makes them all the more deadly to squares.

[Edited on 3-15-2004 by Fallen]

Artha
03-14-2004, 09:32 PM
I've been fighting them for 3 levels, I'm positive. It doesn't happen very often, but it happens.

Stunseed
03-14-2004, 09:45 PM
Krynches also have Colors to cast. Major Cold cracks their shell. Also, what profession is this person?

Hulkein
03-14-2004, 09:46 PM
I remember Krag Dwellers were tough as hell pre-switch.. They may have gotten tweaked though. They had tough skin, a lot of health, and a killer CM attack.

Fengus
03-14-2004, 09:49 PM
I guess this is a list of somewhat difficult but near like level?
Is the desired difficulty 1. you need to buy lots of deeds, 2. a skilled player can survive and prosper, or 3. difficult you rule if you can do this?

With ambushers you can usually start hunting warfers around 15-18 specially since you can handle the mercs and warriors and not need to tackle quite so many warfers.

Also I'd start with grubs and gremlins at 0-3 or 4 at least, the grubs are 1 grems 5. These guys are more of an annoying difficult though until you are higher level than them.

If you want buy-lots-of-deeds difficult put krag dwellers in there around 10-14.

Fallen
03-14-2004, 09:49 PM
He was a SORCERER, Temple caste. I meant I originally posted this on the SR boards. You can all thank me for this excellent list.

I did look at those Krags, those guys are tough.

Fallen
03-14-2004, 09:54 PM
I guess this is a list of somewhat difficult but near like level?
Is the desired difficulty 1. you need to buy lots of deeds, 2. a skilled player can survive and prosper, or 3. difficult you rule if you can do this? >>

I meant it to be a list of the most universally hard creatures for Like leveled characters. As I said in the preface, specific professions may have an easier or more difficult time with these creatures. All should still present a good fight, however.

*How many think Krags should replace Grey Orcs as the most difficult creature to hunt for that level designation?*

Fallen
03-14-2004, 10:05 PM
Krag Dwellers are listed as level 16 on the Official Bestiary. I will list them as an alternate hunting location to Thurfel's Cellar.

I cannot switch them out for Brindlecats because Krags live by themselves and there are no lower level creatures in their area.

ElanthianSiren
03-14-2004, 10:09 PM
I suggest putting Illoke Mystics and Shaman in for the 50s range. They're ridiculous.


-Melissa

Latrinsorm
03-14-2004, 10:10 PM
Originally posted by Fallen
Editted to add that I am told they do bolt. That just makes them all the more deadly to squares. Bolters are only deadly to TWC or the twohanded weapon styles (2HW, pole, ranged). I have better bolt defense than melee defense with my shield.

Artha
03-14-2004, 10:17 PM
Bolters don't have anything on ranged users. You can't hit what you can't see.

Latrinsorm
03-14-2004, 10:44 PM
Originally posted by Artha
Bolters don't have anything on ranged users. You can't hit what you can't see. Must be tough searching your kills from hiding. :P

Artha
03-14-2004, 10:50 PM
I wait out swarms. If there's two or three, I'll kill one then try for the other two. Usually, it'll either be two corpses and a stun, or two stuns with the corpse. During that quick time, I loot and then hop back into hiding to finish off the last target(s).

TheEschaton
03-14-2004, 11:20 PM
Yes, Artha, show everyone that us archers aren't all idiots!



5 archers and counting,
-TheE-

Solkern
03-15-2004, 12:30 AM
I love kreg dwellers, we use to have to run thru them to get to kreg yetis and if we died some high ass lvel cleric or emapth would show up, and it would be so damn funny to watch this level 150 person get owned by a level 16 creature. god good times that was

Trinitis
03-15-2004, 12:35 AM
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.

I'd toss in White Vysan's as well in mule. They have a high AVD since they are flying..and have "death" crits. Extreamly nasty. I've seen/been killed by 101 endrolls too many times to count.

Solkern
03-15-2004, 12:37 AM
I'd toss in the spider temple also, it can be very very hard in there. they web, bind, stun, blind, silence and more. can spirit strike and hit you hard as hell, can swarm. and more

AnticorRifling
03-15-2004, 08:18 AM
I still haven't found anything like lvl'd that's been real difficult thus far. Having a good AS from my ST bonus plus DS spells and combat helping spells made it easy.

Now that I say that let me take it back. Roa'ters. Roa'ters can eat my ass. I have dodged two burrows. Ever. The rest all ended in quick death.

DeV
03-15-2004, 12:40 PM
Originally posted by Solkern
I'd toss in the spider temple also, it can be very very hard in there. they web, bind, stun, blind, silence and more. can spirit strike and hit you hard as hell, can swarm. and more Definitely toss in the spider temple. The mammoth arachnids have a killer web.

Fallen
03-15-2004, 02:12 PM
I still haven't found anything like lvl'd that's been real difficult thus far. Having a good AS from my ST bonus plus DS spells and combat helping spells made it easy.

Now that I say that let me take it back. Roa'ters. Roa'ters can eat my ass. I have dodged two burrows. Ever. The rest all ended in quick death. >>

It may be too late now but The Minotaur Labyrinth and Thurfel's Cellar are both very hard areas like level.

Edaarin
03-15-2004, 02:26 PM
Originally posted by ElanthianSiren
I suggest putting Illoke Mystics and Shaman in for the 50s range. They're ridiculous.


-Melissa

That might be because shamans can still get to level 70, and most mystics are level 63-65, heh. Totally agree though, I probably died 100+ times in the 10 levels I was in there.

Put shan in there too.

Fallen
03-15-2004, 03:47 PM
Keep the suggestions for the next group coming...


So far groups I know that will be included/considered are:

Pinefar: Glacei, and A mountain
Stronghold
The Fireshoot(sp?) on Teras
The Shan
Roa'ters


Anyone care to name others?

TheEschaton
03-15-2004, 04:31 PM
Trali shaman can be a bitch, if you're a giantman priest. ;)

-TheE-

AnticorRifling
03-15-2004, 05:06 PM
Originally posted by TheEschaton
Trali shaman can be a bitch, if you're a giantman priest. ;)

-TheE-

Just 415 them ohh wait.... yeah, run away from their spike.

Black forest vipers suck ass if you're a giantman wizard using a polearm. Hard to hit, high AS, man attack that lowers AS DS can blind and stun, veniom, can posion when skinned. They fry decently well with 908 though.

03-15-2004, 05:30 PM
Krynches are cake, and they are in Zul Logoth!

pennywise
03-15-2004, 05:53 PM
Fire mages are difficult, with their swarming, clouds, weaponfire, boils, and post death eyes of fire. However, behind the door was about the only place I ever enjoyed group hunting.