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The Druid's Guide to Hunting

by Avian

You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 1, and begin reading.
--Introduction--

This book is dedicated to helping you become a better hunter. Hunting, as you may know, involves tracking down a target and killing it to gain experience. Targets in each chapter are listed from weakest to strongest. Good luck!

--Chapters--

Pg # | Section name
1 | Introduction
2 | Pre-hunting
3 | Areas to bash
4 | Minia
5 | Lodi
6 | Liruma
7 | Rock
8 | Scidve
9 | Dun Valley
10 | Upper Azdun
11 | Lower Azdun
12 | Moghedu
13 | Polyargos
14 | Vashnars
15 | Other notes
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 2, and begin reading.

--Pre-hunting---

Before you start hunting, you should have a few supplies handy.

Vials
You should have about three vials of health or more. I personally bash with five, just to be on the safe side. You also should have at least one vial of mana, just in case. You definitely want at least two vials of mending. Mobiles can sometimes set you aflame or break limbs. Also, you'll need a caloric vial because, While rare, some mobiles can freeze you. An immunity vial is also useful as it can save you from voyria, which can be caused sometimes by loki.

Herbs
Try to have at least ten of every herb. At the very least, have bloodroot and goldenseal. If you want, you can stock up on moss, but this gets expensive after a while and is usually unnecessary.

Armor
Chainmail is our armor of choice. Try to get something with at least 40/40 stats.

Tower shield/Quarterstaff
If you can, use the Groves ability QUARTERSTAFF. Otherwise, a tower shield will work as well. Generally, look for a 20/20 shield. Also, if you have a quarterstaff, FLAIL it, don't SPIN it. Also, you may want to purchase a fist sigil to attach to it. While optional, some mobiles can disarm you, which can be annoying

Tattoos
You definitely want a moss tattoo, which will lower bleeding damage. You may also opt for a boar tattoo if you have problems with health, or a mountain if you have problems with endurance. For those with clot, an owl tattoo will help you with willpower. Starburst (which will revive you at half exp loss) and shield (which will stop mobile attacks) are good tattoos to have, but not absolutely necessary. Be wary, though, as humanoid mobiles have hammer tattoos which will negate the effects of your shield.

Morphs
Hyena is a good starting morph to bash with. However, if you have a morph capable of using maul, use that instead, as it is double the power. Icewyrm is best for bashing, but Jaguar works as well. The following defences should be used, if you have them.

Resistance - reduces magic damage
Temperance - reduces fire damage
Affinity - reduces endurance loss
Fitness - counters asthma
Nightsight - allows you to see in the dark
Vitality - gives you a health boost when you're hurt
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 3, and begin reading.

--Areas to bash--

While mobiles in an area will vary in strength, they will generally be about the same might. Following is a simple guide to what you should bash when you're what level.

1-20 Minia, Lodi and Kalebb
20-40 Rock, Liruma, Scidve
40-60 Upper Azdun, Dun Valley, Polyargos
60-80 Vashnars, Lower Azdun
80+ Well... everywhere, I guess

You can try some of the higher level places, but be very careful.

Also note that Kalebb is not included in this guide because... there's not much to kill there.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 4, and begin reading.

--Minia--
Minia was my favorite place to bash as a newbie. Located south from the portals, it's excellent for those who are just starting off.

Bats, Firesprites and Hellcats
These are not worth as much experience as the next three, but are good for those unsure of themselves. Firesprites can be given to the kobold merchant.

Imps
Imps can be slain and given to the Pixie Prince. They are found after following the southeast path from Vellis. From least powerful to most, they are: spy, guard, alchemist, Dakor and the Imp Lord.

Pixies
Pixies can be slain and given to the Imp Lord. They are found after following the northeast path from Vellis. From least powerful to most, they are: scout, archer, rider, warrior, shaman, Armsmaster, Queen, Prince.

Kobolds
Kobolds are slightly harder to kill than imps and pixies. They are found after entering the dungeon off the southeastern path from Vellis. They range from: child, woman, warrior, merchant, King.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 5, and begin reading.

--Lodi--
Lodi is a great place to earn gold. It's down from the portals, and is also a great place for the newbie.

Sheep and Lambs
Sheep and lambs can be killed and given to Blaan. While they are not especially powerful, the sheeps run after being hit, which can be annoying.

Wildcats
Wildcats, young and old, can be given to Blaan. They are a bit harder to kill than sheep, but still not very difficult to kill.

Gnomes
Gnomes are relatively easy to kill, much like the imps and pixies in Minia.

Iguanas
Though rare, iguanas hurt a bit more than other things in Lodi. They're still not much to worry about.

Pigs
Be wary of pigs. They can stun you, which makes fighting them very difficult. They also do more damage than anything else in Lodi.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 6, and begin reading.

--Liruma--
A secluded place, Liruma is great for the newbie who can no longer enter the newbie lands. It's located south of Vellis.

Mesias and wombats
Mesias and wombats are rather annoying, as they run from you if you hit them. They do not hurt much at all.

Hares
A step up from wombats, hares are still rather weak.

Sheep
Sheep are also runners, but take a few more hits to bring down than mesias and wombats. They do not hurt much, but can be annoying.

Hyenas and Tribesmen
Hyenas and tribesmen are very good exp, and are a bit more powerful than what you've seen before. Don't worry, they aren't strong by any means, but are very good experience.

Lynxes
Lynxes hit harder than hyenas, but give a bit more experience. Be careful.

Cows
Cows can be dangerous in herds, but one at a time, they are not much to worry about. They are runners as well, but are very good experience.

Buffalo
Buffalo hurt a lot. Be very careful when fighting them. They are runners though, so you will have a bit of time to heal.

Phoenix
Found in the skies above Liruma, the phoenix is immensely powerful.
Exercise extreme caution.

Mitrines
The Mitrine children are very easy to kill. However, you should concentrate on the three main Mitrines: Unguk, Innej and Etarni. Unguk is moderately powerful, but with a few hit and runs he should be no problem. Innej hits a bit harder, and can take a bit more punishment.
Etarni, though, is a different story. He hits very hard, and if you cannot easily bring down everything else here, do not even touch him.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 7, and begin reading.

--Rock--
The rock is a good place to bash when you're about level thirty or higher. It's located east of the Fork in the dusty plains after you head southwest from North of Trees. You must approach it from the southern side and climb up until you see the cave.

Stirges
Stirges are located northeast of the fork after you enter the cave. They hit rather fast and can bleed you for a bit, but are not especially powerful.

Slugs
Located down from Arion's shrine on the lowest level, slugs are not very hard to kill. Occasionally, they will land a lightning strike, which is rather painful.

Canines
Canines are located northwest of the fork after you enter the cave. They are not hard to kill, and do not hit hard.

Cultists
Cultists are found with canines, and are slightly harder to kill, as they attack rather quickly and can bleed for a bit.

Bearnath
Bearnath is rather painful. He has one attack that will throw you across the room for considerable damage. Be careful when you fight him, and watch how much you're bleeding.

Ophidians
Ophidians are found near the slugs. They are very dangerous, as they can hit you with the loki venom. Be sure you know your cures, and be very careful as to what they afflict you with. Some of these ophidians are aggro, meaning they will attack you on sight. Sileris will help stop their venom.

Beastlord
The Beastlord is summoned by give the Chalice of the Beast to Bearnath.
He does considerable damage, so be very careful.

As a side note... do not attack Arinas. People get very very angry if you do.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 8, and begin reading.


--Scidve--
Scidve is home to a myriad of creatures, and is really a very big place.
It is located southwest of the fork.

Duggers
Duggers are aggro creatures, and can be a bit of trouble in packs, but alone, they are not a problem. They do have an attack that will black you out, but just watch your sip and balance messages, and you'll be fine. Eventually the blackout will wear off. They can be given to Talus, in Dun.

Rock Devils
Rock devils can knock you to the ground, and can take a bit more than duggers, but aside from that they are not much different. They can be given to Talus, in Dun.

Drakts
Drakts can disarm you and entangle you with their net. If you have a fist sigil this is no problem. You can WRITHE out of their net as well.
Aside from that, they are not hard to kill at all.

Shades
Shades are found in one area in Scidve. They are not extremely hard to kill, but be careful as they can do fair amounts of damage.

Soul and Blood Cultists
Blood cultists are found in the upper level of Scidve. You must swim through the river and CLIMB CHUTE at the end to reach it. Blood cultists are a bit more powerful than their Rock counterparts, so be careful.
Also, soul cultists have one attack that can do massive damage to you, and kill you in one hit if you're at half mana.

Rocs
Rocs are found in the air above Scidve. They can hurt, so be careful.
Also, they can break limbs, so be sure to have mending.

Vampire Sentry
There is one vampire sentry in Scidve, near the tor. Be very careful, as it will bleed you a lot and also paralyze sometimes.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 9, and begin reading.


--Dun Valley--
Dun Valley is my all-time favorite place to bash. There are many many things to kill, and a simple quest that will provide you with gold for refills. It is located southeast of the fork, taking the first west past the river and climbing into the northern section of the Vashnars. Be careful going there, as mountain lions will attack you on sight. All animals can be given to Talus, in the cave far east of the Slyphian shrine, located on the southwestern fork from the totem. Be careful around the rim of the valley, as the Vashnarian animals sometimes roam there.

Raccoons, opossums and crabs
By far the easiest things to kill, opossums and crabs are very weak and go down easily.

Poisonous snakes, gorillas and capybaras
These are a bit harder to kill than the previous three, but are still very easy, as they do not have much health.

Crocodiles
Crocodiles can hit very fast, and have a bit more health than the previous three. Be careful, but they are not hard to kill.

Jaguars and Water snakes
These hit for a fair amount of damage and take a good deal of punishment. Be careful.

The Great Bull Elephant
The Great Bull is rather hard to kill. It can take a great amount of damage, and doles it out quite well too. However, it will occasionally use a move that will stun and prone you, but it will not do damage, giving you a chance to catch up on healing.

Hippo
The hippo is a bit harder to kill than the elephant. It does fairly good damage, and take about the same amount to kill as the elephant. Unlike the elephant, though, the hippo's stunning attack will do very good damage.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 10, and begin reading.


--Upper Azdun--
Azdun is perhaps the most popular bashing place in Aetolia. It is found southeast of the fork, taking the second east past the river. From there, go southeast, northeast, north, northeast and south. The hidden exit is down. Oh, and if you hear shouts about 'Big Z' or Zsarachnor being loose... run for your life.

Kobold slaves
These are the weakest things in Azdun. If they give you trouble, you're not ready to bash here yet.

Goblins and goblin miners
These are the most common things in Azdun, and are harder to kill than cultists. Be careful of the ones past the forest of webs, as they will team you.

Goblin foremen and goblin warriors
These are stronger goblins. The groups of three warriors past the webs will team you on sight, so be very careful.

Spiders
Spiders come in three sizes: medium, large, and huge. The medium and large ones are not a problem, and go down fairly easily. The huge ones hit very hard, and take a lot to bring down. Some of them are aggro, so be very careful. These can be given to Arinas, in the Rock.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 11, and begin reading.


--Lower Azdun--
Lower Azdun is the playground for the more powerful people. To get to it, follow the trail south from Hall of many pillars from Upper Azdun, and you'll eventually reach a down exit. Welcome to lower azdun. The room you are standing in is the safe zone. Nothing will chase after you into this room. Except... the one and only Zsarachnor. If he chases you, your best bet is to run to the underground forest and grove return out of there.

Goblin soldiers
These are the most common units here. Be very careful, as they team and will chase you. Alone, they are no problem, but in groups, they can hurt. Hit and run works well here.

Goblin sergeants
These will team you as well, so be careful. They're much like goblin foremen but they team and chase.

Hobgoblin warriors
Hobgoblins won't team, but they will tend to chase. They're not especially hard to kill, but they do decent damage.

Goblin zombies
These guys hit with fear, and they do fairly decent damage, but really are pushovers. Be careful, and COMPOSE when they scare you so you don't run elsewhere and hit something else.

Zombies
Much like their goblin counterparts, zombies hit with fear, and deal good damage. They are found only in the graveyard though.

Goblin ghouls
Goblin ghouls are aggro, and hit rather hard. Alone, they are a challenge, but nothing life-threatening. When a second one comes in...
well... make your own judgements.

Ghouls
Ghouls are aggro as well, and are found in the graveyard. They do chase a bit, and pack a punch, so be wary. The graveyard is full of aggros.
Nothing in the graveyard will chase you outside the graveyard though, except Zsarachnor.

Ghasts
Ghasts are much like ghouls except... well they can paralyse you.
Bloodroot cures this, but it can be annoying, especially when hoards of undead swarm you and you need to run. They are aggro, so watch where you step.

Wights
Wights are annoying to kill. They have one attack which will drain your health into theirs, so be patient. They don't hurt too much, but will take a long time to kill.

Wraiths
Wraiths hurt. They can also drain mana. They can take a lot of damage, so be careful.

Mummies
Mummies hit very hard and can knock you off equilibrium. When they do this, just concentrate.

Vampires
Vampires can paralyse you, but more importantly, they can bleed you for a lot of damage. Run if you have to and recover.

Zsarachnor
Ah, yes, the Vampire Lord. Exercise extreme caution. He is aggro, and is found in the lower level of the crypt. He can hit for up to two thousand damage and will bleed you for eight hundred. He also can hit with fear and dementia, making running very hard. He will chase you all the way to Enorian, and he can fly.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 12, and begin reading.


--Moghedu--
Moghedu is a bit different from other places in that it will lower your alignment. Follow the southeast fork all the way to the desert. It's in a cave, through a big door. Ya can't miss it. I personally don't bash Moghedu, as the mhuns there are enslaved and will lower your alignment but... if it's your cup of tea, go for it.

Mhun worker
A lot like goblin miners, actually. Nothing special.

Master Mhun workers
Sort of like their goblin foreman counterparts. Don't worry, it gets better.

Mhun guard
A bit more challenging, these guys hit hard and are tough to take down.

Mhun bodyguard
These are like Etarni. They hit very hard, and are a pain to take down.
Be very careful.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 13, and begin reading.


--Polyargos--
Polyargos is an island far away from Sapience. To get to it, go southeast from the fork and head toward Dun. In the Vashnars, go southwestwards into the Aalen. The ferry is at the southern tip. Bring gold, it'll cost you.

Harpies
Harpies are the things to bash here. Be wary, they team. No big deal one by one. Give them to the head leper. He gives you gold for them.
Which... is good.

Queen Harpy
The queen harpy hurts. A lot. Be prepared to run in and out. Other than a higher pain level, she's much like other harpies.

Yudhishthira
Hats off to you if you can bring down Yudhishthira, the single most difficult kill in all of Aetolia. Be very careful, he does very good damage very quickly. Oh, and if you live, he'll summon a wyvern to hit you with Loki and damage. Nasty bugger. He can and will chase you. If you can kill him, it's rumored you can give his corpse to the queen harpy for a massive sum of money.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 14, and begin reading.


--Vashnars--
The Vashnars are a great place to show off your skills. They're found after taking the southeast fork and heading across the river, taking the second west.

Bighorn sheep
The weakest thing here, actually. They take more punishment than your average goblin and can deal it out quite well. If you have any trouble with these, turn back, because you're not ready to face...

Mountain lion
The mountain lion. Aggro. They hit very hard and take a lot of punishment. One at a time they're hard. Two at a time, you'll be in for a challenge. Three, and you can say your prayers. Both the lion and the sheep can be given to Talus, in Dun.
You open a simple book entitled, "The Druid's Guide to Hunting" to the bookmark, on page 15, and begin reading.


--Other notes--
Well, there ya have it. But before I close this up, a few more things.

Criticals
Criticals are hits you'll get as you increase in level. Very helpful.
They are ranked as follows.

CRITICAL 2x damage
STAGGERING CRITICAL 4x damage
CRUSHING CRITICAL 8x damage
MUTILATING CRITICAL 16x damage
ANNIHILATING CRITICAL 32x damage

Reflexes
While you can turn on reflexes, they're a bit of a drain and I have no problem bashing without them.

Friends
If you're bashing with a friend, be sure to ally them. The experience sharing is better that way. Also, be sure that you're all following the same person, usually the strongest one. Be aware that aggros facing your group will attack whomever is highest on the WHO list.

Alignment
Finally a small note on alignment. Your alignment can be seen when you check SCORE, and it affects how certain abilities react with you. Evil creatures will raise your alignment and goodly creatures will lower it.

Well... this is where we say good bye! Good luck, and see you in the ranks of the intoners and resounders!

     

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