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NEXURIS 7.4 EXP Stages 12× → 1× SKILL ×1 MAGIC ×1 LOOT ×1 NEXURIS 7.4 EXP Stages 12× → 1× SKILL ×1 MAGIC ×1 LOOT ×1
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NEXURIS 7.4

Where to hunt?

Hunting Guide

Where to exp?

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.

Start 1-8 Rookgaard
Main route Rotworms -> Cyclops -> Dragons
Endgame Team hunts + bosses

Rule number one

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.

Exp path from level 1

1-8

Rookgaard start

Safe
Rats, Cave Rats, Bugs, Spiders, Wolves, Trolls, Bears

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.

Risk:Low
8-15

First hunts on your main

Safe
Troll caves, Rotworms, Goblins, Minotaurs, Amazon Camp

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.

Risk:Low / medium
15-25

Steady progress

Balanced
Rotworms deeper, Dwarfs, Dwarf Soldiers, Minotaurs, Cyclops single spawns, Larvas

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.

Risk:Medium
25-35

Moving into stronger monsters

Balanced
Cyclops, Elvenbane, Dwarf Guards, Scarabs, pierwsze tombs

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.

Risk:Medium / high
35-50

The first real power spike

Fast
Dragons, Cyclopolis, Dwarf Guards, Orc Fortress edges, Ankrahmun tombs

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.

Risk:High
50-70

Exp + loot

Fast
Dragon Lords carefully, Giant Spiders, Necromancers, Vampires, deeper tombs, stronger Cyclopolis floors

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.

Risk:High
70-100

Advanced hunts

Advanced
Dragon Lords, Hydras, Behemoths with team, Black Knight style spawns, Hero/Warrior areas

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.

Risk:High
100-130

Endgame preparation

Team
Warlocks, Demona routes, stronger tombs, Hydras, Behemoths, Serpent Spawns

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.

Risk:Very high
130+

Endgame

Team
Demons, Warlocks, Serpent Spawns, bosses, quest zones, custom endgame areas

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.

Risk:Extreme

Tips by vocation

EK

Knight

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.

RP

Paladin

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.

MS/ED

Sorcerer / Druid

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.

TEAM

Team hunt

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.

When to change place?

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.

Pre-hunt checklist

  • Rope, shovel and food before every trip underground.
  • A bigger supply of potions/mana fluids than you expect.
  • Blessings at higher levels and with expensive equipment.
  • Do not test a new spot with your whole bank in your backpack.
  • If you lose more than you earn, change spawn or come back later.
  • Before a strong hunt, check the monsters in the Creatures tab.

Related tabs

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.