Rookgaard start
SafeStart with rats and bugs, then move on to wolves/trolls. Collect gold, food and basic EQ. At level 8 leave the island if you have a rope, shovel and a food supply.
NEXURIS 7.4
Where to hunt?
A short path for new and returning players: from level 1 all the way to endgame. The guide is written for a slower, oldschool pace, so it shows not only fast exp, but also safe places, profit and the moments when it is better to change spawn.
The best spot is not always the one with the most exp. A good spot is one where you survive, do not burn all your profit on supply and can repeat the route without chaos. If two monsters from a given spot can kill you with a combo, you are there too early.
Start with rats and bugs, then move on to wolves/trolls. Collect gold, food and basic EQ. At level 8 leave the island if you have a rope, shovel and a food supply.
Safest: rotworms and trolls near the cities. If you have a better weapon or distance, add minotaurs and goblins. Do not go too deep without a rope.
This is the stage of building money and skills. Rotworms give stable exp, dwarves and minotaurs give loot. Fight cyclops only one at a time, preferably with room to back off.
If a monster takes too much of your mana or potions, the spot is too strong. A good choice is cyclops, scarabs and the weaker tombs. Dwarf Guards are profitable, but it is easy to go too deep.
Mages start using runes and distance, paladins can kite, a knight should have solid skills and shield. Dragons are fast, but they punish a lack of fire protection and bad positioning.
This is where the choice begins: safe loot or fast exp with waste. Do not go solo to spots where two monsters can pull off a combo. For a knight, a team or calmer camps will be much more stable.
Solo, pick places you know. Team hunt starts to be worth a lot: blocker + shooters/rune makers. If the spawn forces constant heal spam, come back in 5-10 levels.
Do not look only at exp/h any more. Access, loot, blessings, rune supply and escape route matter. The best progress often comes from a well put together team.
This is the level of bosses, quests and strong spawns. Pick your hunt to match your vocation and goal: exp, rare loot, access, boss progress or profit. Test solo only with a full supply and an exit plan.
Skills and stable profit first. Enter new spots later than a paladin/mage, but you can stay longer in places with good loot. Watch your shield, potions and escape route.
Works best in places with room to kite. Rotworms, cyclops, dragons and hydras are good if you can keep your distance. Always carry spare ammunition.
You have fast progress, but the biggest risk of waste and death. First earn on safe spawns, then use runes on stronger monsters. Do not fight in tight corridors without a plan.
The strongest option from medium levels upwards. The blocker holds the monsters, paladin/mage deal damage, the druid controls healing. Team hunt forgives fewer mistakes, but gives the best exp ceiling.
| Situation | What it means | Decision |
|---|---|---|
| Monsters die fast and supply comes back from loot | The spot is stable and good for longer exp sessions. | Stay until the next level threshold or until you get bored. |
| You keep running away and spamming heal | The spot is too strong or badly matched to your vocation. | Come back 5-10 levels later or go with a team. |
| Exp is good, but waste is growing | This may be a power level, not a profit hunt. | Set a supply-spend limit and do not exceed it without a reason. |
| The spawn is always taken | Popular places will have more competition. | Have an alternative route from the same level range. |
If you want to check monster details, loot, spells or server settings, go to the related pages. This guide is meant to lead the player through the levels, and mechanical details are best kept in dedicated libraries.