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Per-Level Hunting Guide

From EverQuest Legends Wiki

Instructions

Many guides tell you exactly where to go to gain experience, but this one tells you your options instead. The guide is for all classes, levels, and races, but mainly focuses on soloing.

Characters on this server generally perform like characters three or more levels higher. As such, mobs in an area of your level should be blue, white, or yellow, give or take.

The XP rating reflects practical hunting throughput and should be edited over time. Ratings are based primarily on mob density, respawn availability, pull safety, kill difficulty, and likely downtime, using the camp details and notes provided.

Legend

    High XP - Can efficiently hunt here for experience
    Medium XP - Hunting here can be done inefficiently
    Low XP - Hunting is possible, but not recommended


If you've had a chance to fight in any of these spots, please use these indicators to describe the experience rates!

Simply paste this in the blank | space in the table entry:


style="white-space: nowrap; text-align: center;" | [[File:lightpinkCircle.png|18px|link=|alt=Low XP]] Low

style="white-space: nowrap; text-align: center;" | [[File:goldCircle.png|18px|link=|alt=Medium XP]] Medium

style="white-space: nowrap; text-align: center;" | [[File:lightblueCircle.png|18px|link=|alt=High XP]] High

Hunting Spots 1-4

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
1 Butcherblock Mountains In front of Kaladim Assorted critters Classic Good for: PAL
Save Bone Chips for Kaladim Bone Chips Quest
1 Everfrost Pass outside Halas Assorted critters Classic Watch out for Vengeful skeletons; save Polar Bear Skins for Cindl's Polar Bear Collection or to sell to players, or save for Leatherfoot Raiders Skullcap quest
1 Feerrott Near Oggok Assorted critters Classic Skeleton ruins in NW corner good for solo cleric level 7-9
1 Field of Bone Near Cabilis Assorted Critters Kunark
1 Greater Faydark Ruins near Kelethin lifts Assorted critters Classic Save Orc Hatchets from Orc Pawns for Orc Hatchets (Quest)
1 Innothule Swamp Near Grobb Assorted Critters Classic
1 Misty Thicket Rivervale side of big wall Assorted Critters Classic Save RunnyEye Warbeads for quest
1 North Qeynos Outside front gate Assorted critters Classic Save Bone Chips for Qeynos Bone Chips Quest
1 Paineel Paineel starting area (entry yard) Assorted critters Classic
1 Steamfont Mountains Hills near Ak'Anon (#12) Assorted critters, Renegade Clockworks Classic Watch out for the wandering Skeleton and Kobold Shaman
1 Toxxulia Forest Outside Erudin, before river Assorted critters Classic
1 West Freeport Outside front gate Assorted Critters Classic
1-3 Steamfont Mountains Crater near the Druid Ring, Kobold Camp just north of the crater Spiderlings, a small coyote, a kobold scout Classic Excellent for solo players near Felwithe to bridge the gap between Level 3 and 5
1-8 Kithicor Forest Near the entrance to Rivervale Beetles, Snakes, Bixies, Bears, Wolves Classic A passable alternative to Misty Thicket during the day. Do not be here at night as high level Undead spawn. Also of note is that there are no guards at the entrance to Rivervale.
2-3 Field of Bone Spiderling cave Spiderlings Kunark Spiderling silk can be saved and sold to players
2-4 Butcherblock Mountains Greater Faydark zoneline Assorted Critters Classic Good for: PAL
2-4 Greater Faydark "Orc hill" (north end of zone before Crushbone) Orcs Classic Orcs are clumped so soloing is more difficult here; Save Crushbone Belts for Crushbone Belts (Quest)
2-5 Butcherblock Mountains Undead at Druid rings -2000, 2000 Skeletons Classic Save Bone Chips for Kaladim Bone Chips Quest
2-5 Steamfont Mountains Kobold Camp, #1 and #5 on map Kobolds, but also other assorted critters including renegade clockwork and Skeletons Classic Watch out for the wandering Puma. Kobs green out at character level 8.
2-8 The Warrens Paineel zoneline Kobolds Warrens
File:Npc a kobold (warrens).png
3-6 Blackburrow Top level of zone Gnolls Classic Save Gnoll Fangs for Gnoll Bounty or Moonstones; trains are common
3-6 Nektulos Forest Just far enough from the north end of the bridge that the guards won't steal your kills. a tree snake, a skeleton, a shadow wolf and rarely a mummy Classic Guards at bridge will save you as long as you are not KOS. Necros can solo here 5-8 but half the bears will turn green at 8. Lots of spiders in area too for crafters. If you stay on road friendly shammies will sometimes SOW you.
3-6 Nektulos Forest Undead Pillar/Wizard Spires a skeleton, a decaying skeleton, a zombie and a lesser mummy Classic Easy to solo as a necro, Numb the Dead will let you single pull everything to break. The wizard spires have more wanderers so is a little more dangerous. Undead Pillar is close to zone. Occasional red a lesser mummy may need to be trained to guards at bridge, easier at pillar than spires.
3-8 Qeynos Hills ? Rabid Wolves and assorted Classic
File:Npc a rabid wolf.png
Save Diseased Wolf Pelts for Rabid Wolves (Quest); watch out for Holly Windstalker
3-8 East Commonlands ? Orcs, Dervish Cutthroats Classic Save Deathfist Slashed Belts for Deathfist Slashed Belts (Quest); players sitting in the tunnel (auctioning) will often give free buffs
3-8 Innothule Swamp ? Assorted Classic
3-8 Northern Desert of Ro ? Dervish Cuthroats Classic
3-8 Southern Desert of Ro ? ? Classic Watch out for mad men and the occasional ancient cyclops
3-8 West Commonlands ? Orcs, Dervish Cutthroats Classic Save Deathfist Slashed Belts for Deathfist Slashed Belts (Quest)
4-5 Steamfont Kobold camps Kobolds Classic
4-6 Misty Thicket South-west Goblin camps (#2) Goblins (+ Assorted Critters) Classic
4-9 Befallen Entrance Assorted Classic Be careful of the named mob Gynok Moltor, his PH is the monster that spawns at the front and path around the dungeon

Hunting Spots 5-9

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
5-8 Crushbone Entry area, slave area, trainer hill Orcs Classic Save Crushbone Belts for Crushbone Belts (Quest)
5-9 Steamfont South of minotaur cave, along the wall, eg. 750, -1990 earth elementals, drakes, skeletons, harpies, etc. Classic Watch out for Nilit's Contraption, and the Minotaur Hero (if you go past the caves); also the earth elementals and harpies tend to be a little tougher
6-10 Clan Runnyeye First floor Goblins Classic West-most camp has only 2 goblins, easy to break even if soloing
6-10 Blackburrow Past first door but not past other doors Gnolls Classic Save Gnoll Fangs for Gnoll Bounty or Moonstones; trains are common
6-13 Befallen Past the First locked door Assorted Classic Need to have the Splintered Wooden Key from the a shadowknight (Dark Elf Male)
6-14 Everfrost Plains/Tundra a polar bear, snow orc trooper, a giant wooly spider Classic South wall of zone makes a good pull spot
7-12 Rathe Mountains Beetle altars (Zaza and Ankh) Ankhesenaten, Ankhetperure, Ankhnesmerira, Zazamaharet, Zazamenhu, Zazaphenebti Classic Three named beetles at each altar, far enough apart for easy solo pulling. They move slower than normal run speed so can be easily kited.
7-16 Kurn's Tower ? Assorted Kunark Skeletons are not social
8 Nektulos Forest Ruins near East Commonlands Zombies Classic Good for: CLR or NEC
Undead, easy to solo as a Necro at 8 (and maybe earlier, as Numb the Dead allows single pulls)
8-10 Qeynos Catacombs Thug Camp, area 17 then area 15 A_thug, then A smuggler (Qeynos Aqueducts). Classic
8-12 Western Karana #3, #6, and #16 Bandits Classic Good for: CLR or ENC
Save Bandit Sashes for Bandit Sashes (Quest); Clerics may need some twinking to solo these
8-13 Upper Guk Near Heartspiders (map location 18) and Near steps to scryer a swampwater crocodile Classic File:Npc a swampwater crocodile.png Good for: ALL
Four spawns of swampwater crocodiles near the heartspiders by map location 18, non-aggro and non-social. One spawns in a small cubby, one wanders in the water, and two more spawn in the water near the stairs down to froglok scryer at map location 15. One of the spawns in that latter room is consistently higher level than the others.
8-13 Estate of Unrest Entrance area (outside house) Assorted ("yard trash") Classic
8-13 Southern Desert of Ro ? Assorted animals Classic Most animals are non-social
8-13 Southern Desert of Ro Orc camp near south wall (unmarked on map) Orcs Classic Need some form of CC to break camp
8-13 Lake Rathetear Aviak island/Arena zoneline Aviaks (small "an aviak") Classic Good for: SHM
Aviaks are faction-less, but social.
9-11 Butcherblock Mountains Chess board (#7) an undead bishop, an undead pawn, etc. Classic Good for: CLR or NEC or ROG
All undead, watch out for an undead king (he is much higher level). Rogues may require twinking
9-13 Butcherblock Mountains Goblin camps (#5, #6, #15, #22) Goblins Classic Will need ability to split goblins if soloing, watch out for Goblin Shaman or Wizards
9-13 Butcherblock Mountains Bandit camp (#12) Dwarf bandits Classic All bandits can be solo pulled easily, some have short patrols
9-13 Northern Desert of Ro ? Scarabs Classic If you ask nicely sellers in East Commonlands may buff you
9-13 Erud's Crossing slightly off the west coast A Zombie Sailor Classic Good for: AFK, CLR
9-13 Timorous Deep ? Streamer fish Kunark Can't bind in zone

Hunting Spots 10-14

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
10-13 Steamfont North of Lesser Faydark zoneline 4x a Minotaur Slaver Classic Good for: ENC or MAG
4 static spawns that can be single pulled, close to zone line, you can also grab the occasional nearby a harpy or a giant rat
10-14 West Commonlands a willowisp and a Dervish Cutthroat (and others) Classic Good for: ENC
Charm a willowisp and use it to kill Dervish Cutthroats (they won't be able to hurt it because it's immune to non-magic weapons)
10-14 Erud's Crossing Whole island Will o' Wisps Classic Good for: ENC or SHM
Wisps drop Lightstones and Greater Lightstones which can be sold (for ≈1p/≈4.5p) or turned in for the quests Research Aid/Evil Research; if you kill anything except wisps you can easily agro the entire island
10-14 The Overthere Southeast of outpost/North of chasm Cockatrices, Succulents, a sabertooth cat, a sabertooth tigress, etc. Kunark Lots of animals, which would normally be good for Druids, except that they have abnormally high resist rates
10-14 Ocean of Tears Sisters Island (#10) Sister of Erollisi Classic Good for: SHM, evil
Vendor on same island; lowers Clerics of Tunare/Faydarks Champions/King Tearis Thex/Soldiers of Tunare faction
10-15 Lake Rathetear Bandit Camp (map location 7) A bandit Classic Any race, good /neutral preferred. Next to the Rathe Mountain zone are Beta Neutral ogres you can sell to as well as 7 bandits on a 6:40 respawn. The long walk to this spot is worth it as a solo camp for the moderate drops + red sashes for the Qeynos turn in quest. Excellent spot to knock out 12-17 if you push it.
10-16 Lesser Faydark Nybright Sister Camp Nybright Sisters Classic Good for: DRU or ENC
Kill Kayla Nybright first to break camp (Harmony or similar agro reducers helps)
11-13 Western Plains of Karana Camps across zone Bandits Classic Good for: ENC
Bandit Sashes can be turned in for experience
11-13 Western Karana Small settlement in Northwest corner of zone Guard Gregor and Misty Storyswapper Classic File:Npc guard gregor.png
Good for: NEC, evil
At level 13 Guard Gregor is blue and Misty Storyswapper can be white or yellow, but either version should be soloable. Both are on a six minute timer. Watch out for Guard McCluskey, as he rarely paths by and will assist (but if you give him a couple minutes he'll eventually path away). Anyone (even Iksar) can sell to Silna Weaver, behind building.
Lowers factions: Antonius Bayle, Guards of Qeynos, Merchants of Qeynos, Knights of Truth, and League of Antonican Bards
12-14 Kerra Island Entrance a kerran awrat and a kerran mamluk Classic Good for: ENC
Kerrans tend to come in pairs, which is great for charming; if you're not charming you will want Harmony, Soothe or a similar spell; avoid the huts to the left/right of the entrance: they contain merchants (who don't give XP), and aggroing anything near the hut will aggro them too; hurts Kerra Isle faction; Kerrans conveniently drop food/drink
12-17 East Karana Gnolls in the southwest a gnoll reaver and an undead reaver Classic Good for: AFK, SHM
Great solo camp; fast respawn and plenty of mobs almost all standing alone.
12-17 Everfrost Plains/Tundra a mammoth calf Classic File:Npc a mammoth calf.png Good for: DRU or SHM
12-17 Lake of Ill Omen ? a sabertooth cat, a sabertooth tigress Kunark Good for: DRU or SHM
12-17 Northern Karana ? a highland lion, a griffawn Classic Good for: DRU
13 Kurn's Tower Main floor Assorted Kunark Good for: NEC
13-16 South Karana The plains area (ie. most of the zone) an adult elephant, an elephant, an elephant calf Classic
File:An Elephant.JPG
Good for: BRD or DRU or SHM
13-18 Kithicor Forest Camp high up on the West wall, South end, and pull Shraloks from that corner Shralok Orcs Classic Good for: MAG
Magicians can start here at 14, though it's risky; save Orc Scalps for Orc Scalp Collecting quest; stay high on the wall to avoid the ghoul that paths by and the a kodiak bear that spawns near; starting in the Plane of Hate era, at night (in game) the zone has high level undead
13-18 Befallen Second and Third Floor Skeletons, Mummies, Ghouls, Necromancers Classic Good for melee (who can take a beating from multiple enemies) and classes who can control undead. High chance of adds, but mob density is strong. Be careful of Necromancers, who can be a little more difficult (adds a pet and DoTs).
13-18 Highpass Hold ? Orcs and Gnolls Classic
13-18 Permafrost Near zone-in Ice Goblins Classic Good for: MNK
Mobs start turning green at 18, but XP is still really good even then. Mobs are usually in pairs, so you may want to bring both to the zone line, kill one, zone, then come back (if you don't have CC).
13-19 Oasis of Marr Various, including #2 Caimans and Crocodiles Classic Good for: DRU or ENC
Avoid higher level Deepwater Crodcodiles
14-15 Erud's Crossing Whole island Kerrans Classic Lowers Kerra Isle faction
14-16 Toxxulia Forest On the way to Paineel Pixies Classic Pixies are non-social
14-17 Lavastorm Mountains Near zone-in from Nektulos Forest or Najena a fire elemental, a lava crawler, a lava basilisk, a Rock Dervish, etc. Classic Pull to zone-in area to avoid adds; With the exception of a fire elemental and a fire imp most mobs are not threatening to attack. Most mobs in this area are only vulnerable to magic, making it a bad zone for SHD or NEC since their pets only get magic damage later on.
14-17 Timorous Deep Beach on island #3 a fallen iksar Classic
File:Npc a fallen iksar.png
Good for: CLR or NEC or fear kiting
Extremely isolated location with lots of breathing room and undead, all of which are easy to single pull. They social with each other, but due to their roaming nature it isn't an issue. No roamers on the mountains. If additional mobs are needed you can fight A bandit (Timorous Deep) and A bandit leader. Micus Benoren in the elven camp to the south (#9) is a Beta Neutral vendor who sells food & drink to all if you're willing to take a swim.
14-18 Nektulos Forest Lavastorm zone entrance Dark elf guards Classic Good for: MAG
Easy AFK camp. Guards drop bronze long swords and are on a 6m40s timer.
14-18 The Overthere Mudhole (Semi Dry Lake) Cockatrices, Succulents, Sabre-toothed Tigers, etc. Kunark From boat keep water on your left until you get to the hills, then go right to the Mudhole. Watch for Sarnaks, as they are social and will agro.
14-18 Upper Guk Near the zone-in Classic
14-19 Gorge of King Xorbb Near the Runnyeye zone line Muddites, Minotaurs, Beholders Classic Zone line lets you easily zone out (but has goblins). Avoid central areas with significantly higher level beholders. Muddites and minotaurs tend to be easier, while beholders are a lot harder (they have an enchanter pet and can nuke hard if you can't interrupt). Use the walls to navigate the zone without picking up lots of agro.
14-19 Gorge of King Xorbb Near the East Karana zone line A Chasm Minotaur, a Gorge Minotaur, a Muddite Minor, a Muddite Elder Classic Good for: NEC
Pull from the three canyons, starting with the East, then North, then West. Avoid the beholders (they're much more powerful), which tend to come from East tunnel. One minotaur can spawn in the space between the canyons, so pull to the hill slightly farther back to avoid having him spawn on you. If you avoid killing Goblins you could eventually get enough faction with them to be able to use their bank in Runnyeye (but it will take lots of killing here)
14-38 Paineel Multiple locations Guards Paineel Good for: characters with Amiable or higher Heretics faction
Has no faction hit, each mob drops 10pp in loot per kill. Heavily camped, some guards have up to 24min respawn timers.

Hunting Spots 15-19

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
15-19 Western Plains of Karana Field at #10 Scarecrows Classic
File:Npc a scarecrow.png
Good for: CLR or NEC
Scarecrows don't agro, don't run and are undead (Sense the Dead finds the closest one). They can very rarely stun, and sometimes drop Sack of Hay for the nearby Gathering Grain quest (worth 0-1% XP). Watch out for werewolves. During Bertoxxulous's Plague swarmlings/The Swarm Mother also path through the field periodically.
15-19 Dagnor's Cauldron NE corner Sandbar Serpents Classic Good for: ALL
In the NE corner of the zone, three serpents on 2:00 timers spawn as placeholders for Jetsam, Flotsam, and Squallslither within sight of each other. This may be the fastest spawning camp in the game — these mobs will respawn as fast as you can kill them for theoretically zero downtime. Occasionally, Barnacle Bones or a PH will wander through.
16-20 Rathe Mountains #3 a kodiak bear Classic
File:Npc a kodiak bear.png
Good for: DRU or RNG or SHM
Avoid the Unkempt Preservers when pulling (they will attack you if you attack the bears); if you have a spell like Harmony you can also kill Blinde the Cutpurse in nearby area #6
16-23 Lake Rathetear Aviak islands Aviak guards Classic Good for: NEC or SHM
Aviaks are faction-less, but social. There are a total of 9 aviak guards in the western part of the zone in 4 distinct camps: #11 has a tower with 2; #13 has two separate towers with 1 each (easy to single pull); #14 has a staired tower with flame attended by 3; and #16 has 2. Levitate can help movement about the zone to avoid swimming.
17 Oasis of Marr Orc Highway Orcs Classic Good for: ENC
17-19 Kerra Island ? Kerrans Classic Good for: ENC
17-21 East Karana Throughout zone a war wolf, a lion patriarch, a rogue lion, a spirit stalker, a dark stalker, a gorge hound, a griffawn Classic File:Angelhawk-ekarana.jpg Good for: DRU
The Druid Charm Kiting Guide by Angelhawk has a great map of where to hunt
17-22 The Overthere Mudhole (Semi Dry Lake) Cockatrices, Succulents, Sabre-toothed Tigers, etc. Kunark From boat keep water on your left until you get to the hills, then go right to the Mudhole. Watch for Sarnaks, as they are social and will agro.
17-24 Ocean of Tears ? Gargoyles, Mermaids Classic Gargoyles have pretty good loot - Read this guide for further details.
18 Upper Guk "Squire Camp" A Froglok Gaz Squire and other frogloks Classic
18-21 Oasis a deepwater crocodile, a deepwater caiman Classic
File:Npc a deepwater crocodile.png
Good for: DRU
18-22 Stonebrunt Mountains Kejekan Mines (entrance is #2, in the village) a kejekan miner x4 Warrens
File:A kejekan miner.png
Good for: SHD or BRD or NEC or ENC
Those who are threatening/scowling will need invisibility to get in and out of the mines. 4 static solo pullable miners with 10-11 minute respawns. Other Kejek in the village only come in pairs so you'll want Harmony or a group. Common food & drink drops. Lowers Kejek Village & Peace Keepers.
18-22 West Freeport -107, -430 Trissa Whistlesong Classic
File:Npc trissa whistlesong.png
Good for: AFK, NEC, evil
Lazy single kill every 6m40s. Lowers Guards of Qeynos, Knights of Truth, League of Antonican Bards.
18-22 Kurn's Tower Start at top, work down to the lower tunnels Greater Scalebones, Lesser Icebones, Lesser Charbones Kunark Good for: MNK or NEC
Skeletons are not social, when you finish just zone out/in and repeat; if you've never killed any Burynai then it's very easy to get to the basement, but if you've killed even one then Invisibility to Undead won't be enough
18-22 Timorous Deep Elven Outpost Docks An elven ranger, An elven scout, An elven war scout Kunark
File:Npc an elven scout.png
Good for: NEC, evil
Lowers Inhabitants of Firiona Vie and Greater Faydark factions. Mobs have lvl 9 ranger spells only. Drops moderate coin + rusty/ rare bronze weapons. Beta Neutral vendor Micus Benoren in a hut on the beach near the docks sells to anyone. Excellent solo camp w/ minimal risk. Good mobs to recover Indigo Brotherhood faction from.
18-24 Najena Crystal Room (#4) A Magician Classic
Good for: MAG
This room has 3 magicians which you can split just by using line of sight. Edge down the left side of the hall until you can "see" the right mob and pull. Repeat on the right side. These magicians drop Mage focus item components: A Broom, A Shovel, A Stein, & A Torch (although not initially in Classic ).

At 26 I was getting 6% of level for 1 Mage and pet. Respawn is 18:30min. In that time you can also kill the 2 Skeletons just in the cave before the crystal room and two possible tentacle terrors in the entrance room (or some spiders not too far from the skeletons). (Gnomdini) Addendum: The magicians vary in level from 17-21 (in the back rooms; magicians closer to the zone line can be as low as 14). At level 24 I was getting about 2-3% per pair when green.

Alternatively in Classic you can wait on the /list for Drelzna, as this room is within the /list range.

18-26 South Karana "KFC" (Aviak town near Lake Rathe zoneline) Aviaks Classic Good for: BRD or SHM
Some races (not Barbarians) can use the merchant at the top level
19 Mistmoore Entrance Classic
19-21 Blackburrow Deep in (area around Lord Elgnub) Gnolls Classic Save Gnoll Fangs for Gnoll Bounty or Moonstones; trains are common
19-22 East Karana Bottom of ramp/road to Highpass Crag Spiders Classic File:Npc a crag spider.png Good for: ENC or NEC or WAR
spiders drop lots of Spider Silk for Tailoring
19-22 Lake of Ill Omen Beach north of river from Firiona Vie Goblins, Sarnaks, Sabre-tooth Tigers, etc. Kunark
19-22 Lake of Ill Omen Around windmill Goblins, Sarnaks, Sabre-tooth Tigers, etc. Kunark
19-23 South Karana Hermit Cottage (#7) a hermit Classic
Good for: NEC
a hermit is a Ranger (with no faction), and respawns every 2 minutes. To get him out of his (locked) cottage stand at the back of it, by the chimney, /target a_hermit (or just /target a), and /say I am here to kill you (or use a spell/ranged attack/pet)
19-23 West Karana Small House Just East of Barbarian Fishing Village Lempeck Hargrin Classic
File:Npc lempeck hargrin.png
Good for: AFK, NEC, evil
Respawns every 10 minutes. You can sell to Analya in the nearby Barbarian village, as she is on Beta Neutral faction. Lowers Antonius Bayle Guards of Qeynos, Knights of Thunder, Priests of Life
19-26 Estate of Unrest Fireplace Assorted Classic
19-28 Warsliks Woods Forest giant fort Forest giants Kunark Good for: all
19-28 Warsliks Woods Forest Giant Hut (#8 on the map) Forest giants Kunark Three spawns outside of each others aggro range. only 2 pathers (usually goblins) Great for Root/Rotting

Hunting Spots 20-24

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
20-21 Rathe Mountains Findlegrob's Tower, #7 dry bone skeletons Classic Good for: CLR
Undead, you may have to clear green skeletons/zombies to make the dry bone ones spawn
20-22 North Karana -3801, 1160 Cordelia Minster Classic
Good for: NEC, evil
Lazy single kill every 7 minutes. She wanders northwest of the gypsy camp, but once you kill her you can just wait for her respawn(every 6m40s) at the Wizard spires; wait a little north of them to avoid Guard Fredrick, who paths through. Lowers Guards of Qeynos, Knights of Truth, League of Antonican Bards.
20-23 Najena 80, -58 a skeleton Classic Good for: PAL, CLR
Individual spawns of a skeleton that are quite safe, free from adds, and frequently drop small ringmail gloves and small ringmail bracelet for vendoring. Skeletons drop a piece for Paladin quest The Sword of Nobility. Several spawns exist, but the most accessible is marked.
20-23 Dagnor's Cauldron ? Aqua Goblin Bosuns, Aqua Goblin Tidal Lords Classic Good for: BRD
20-23 The Overthere Near Warsliks Woods zoneline Cockatrices, Succulents, Sabre-toothed Tigers, etc. Kunark
20-25 Lake Rathetear location 2, near South Karana zone line A greater zombie, An exhumed gnoll Classic
File:Npc an exhumed gnoll.png
Good for: CLR or MAG
All undead, but only at night: during the day there's only lower-level gnolls (see below for undead in nearby Rathe Mountains); because the mobs are close Soothe/Harmony helps, but characters at the higher-end of the level range can pull singles without it
20-26 Najena Pond near Najena's room x3 Skeletons, x4 Giant Black Widows, A goblin warrior, A froglok ghoul Classic
File:Najena pool ent.png
Good for: NEC
Safe camp with no roamers. The skeletons are on a 10 minute respawn timer, lower than the rest of the zone, and are the primary focus. Feared enemies almost always flee on the same path back towards the stairs making fear kiting very effective. If more enemies are needed, groups can try taking on the nearby goblin camps. Consider avoiding the widow at 460, 220 as it is a placeholder for the Widowmistress. The skeletons remain blue at level 28, but everything else will be green.
20-28 Misty Thicket west of the Great Wall, just east of the orc camp along the north zone wall. Slaythe Classic
File:Npc slaythe.png
Good for: DRU
Slaythe is spawned by asking Bronin Higginsbot, on top of the southernmost Wall Tower in Misty Thicket, for a 'small favor'. After that run north along the west side of the Great Wall until you reach the north zone wall, where Slaythe is waiting. Kill the frog and and turn his leg into Bronin Higginsbot for The Bloody Shank (quest), then you can respawn Slaythe.

Requires indifferent faction with the Rivervale Rogue faction, DeepPockets (wolf form works); Bronin will not spawn Slaythe at lower faction. Killing Slaythe lowers Frogloks of Kunark, while turning his leg in raises DeepPockets, Carson McCabe, Circle of Unseen Hands, Coalition of TradeFolk III.

CAUTION: Turning in the leg also lowers Merchants of Rivervale.

VERY good, safe and steady EXP. Druids (with wolf form and levitate, to jump off the stumps west of the wall to get to the top of the tower and respawn) can do this especially quickly. Just nuke/kite (unsnared) down the wall, avoiding the guards, and finish him off near the tower for a quick respawn.

21-23 Rathe Mountains North of Zazamoukh (#20) Drakes (an ebon drake, a basalt drake, etc.) Classic Good for: RNG
Avoid Zazamoukh and watch out for Rharzar and if you see a drake leave it up as it's Rharzar's placeholder
21-23 South Karana West of Aviak town Elephants, Bull Elephants Classic Good for: BRD or DRU or SHM
21-23 Najena Caves in the North end of zone A Giant Black Widow Classic Good for: MAG
To get to this spot you'll have to "crawl" through the rest of the dungeon. There are three tentacle terrors along the way that should be good XP, although you can avoid all of them if you are careful. Once you get to the spiders you want to be VERY careful not to get close to the massive groups of goblins, or you will die before you can gate. Also beware that the spider at 460, 220 can spawn The Widowmistress if you are unlucky.
22-28 Lake of Ill Omen North of windmill Goblins, Sarnaks, Sabre-tooth Tigers, etc. Kunark Keep an eye out for the rare A Sarnak Courier which can drop a
Goblin Gazughi Ring
Goblin Gazughi Ring
MAGIC ITEM

Slot: FINGER
AC: 1
SV MAGIC: +5
Effect: Invisibility versus Animals (Must Equip, Casting Time: Instant) at Level 5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

(sells for a few thousand plat)
22-28 West Karana Barbarian Fishing Village Mistrana Two Notes, Junth McMannus, Lars McMannus Classic File:Npc junth mcmannus.png Good for: NEC, evil
Pull to the hill next to village to avoid adds. The Barbarians respawn faster than Mistrana, and you can use /target to pull them out of their houses without going in. Avoid the higher level Ulrich McMannus and Guard Donlan (the latter rarely paths through). Avoid Sera McMannus and Misla McMannus (neither gives XP). Some of the mobs are yellow to a 24, but are doable by a Necromancer of that level. You can sell to Analya (also in village), as she is on Beta Neutral faction. Lowers Halas Factions.
22-28 West Karana Along Karana river, East end of zone Ryshon Hunsti (23) Classic File:Npc ryshon hunsti.png Good for: NEC
A solitary human Paladin fishing along the Karana river, on a 22 min timer, with no faction hit. Evil characters can also kill Lempeck Hargrin, who isn't too far away.
22-30 Swamp of No Hope #4 on map Iksar exiles (groups of 3 and 6, level 23, static with 6:45 respawn) Kunark Good for: DRU or MNK or NEC or RNG or SHM
Drops fine steel weapons, gems, 1-2pp average coin (mostly gold), TT zoneline is close for escapes (requires levitation), no roamers (easy AFK breaks), close to Cabilis for Iksar to bank/sell; requires CC/root/harmony, see [1] for more detail
23-28 Rathe Mountains Near Lake Rathe Giant Skeletons Classic
File:Giant Skeleton.jpg
Good for: DRU or NEC or SHM
Simple undead warrior mobs; lizard men (eg. a lizard man warrior) are PHs, so kill them to get more skeletons
23-28 Neriak Third Gate The Maiden's Fancy Ambassador Rylan Classic
File:Npc ambassador rylan2.png
Good for: MNK or NEC or WIZ
If you can get to this spot (a simple invis is all that's needed) it's incredibly safe. Single mob that spawns in a secluded area. Good way to raise Emerald Warriors, Primordial Malice, & Steel Warriors, the last of which can otherwise be tricky. Occasional Bronze Rapier drops which sell for 4pp to the nearby vendors (they are on Dark Bargainers faction which can be raised with Bottle of Red Wine.
23-28 Lake of Ill Omen West side of lake skeletons, sabertooth grimalkins (Stationary goblins x4 in buildings NW of lake) Kunark Good for: NEC
Undead
23-28 Lesser Faydark Faerie Camp Faeries Classic Lowers Faerie faction (needed for Ranger Rain Caller Quest)
23-28 Qeynos Hills Near Surefall Glade gate Baobob and Chanda Miller Classic
File:Npc baobob miller fire.png
Good for: WAR or SHD or evil
Easy solo camp. Baobob is a Warrior, Chanda is a Rogue, both are lv25. Their spawn is at the campfire near the gate to Surefall Glade, but after some time they will roam off on a short path. Baobob roams south, Chanda roams east. Wait for one to begin roaming for an easy single pull. No roamers on the cliffside. DO NOT fight Guard Philbin & Guard Bixby, they have high resists and hit hard. Lowers Guards of Qeynos, Karana Residents, Knights of Thunder, Priests of Life factions.
23-29 Rathe Mountains (-1280, 740) a basalt drake Classic Good for AFK (i.e. "Dad Camp"). Single, static spawn (respawn 6'ish mins), blue until 32. Safe spot to sit/med up the hill next to the mob. Pull up the hill to kill. Beware the level 50 drake that wanders this area (Rharzar) who pats across the spawn location.
24-27 Clan Runnyeye ? Goblins Classic Lots of casters; Snare is necessary
24-30 Everfrost Everfrost plains A Wooly Mammoth Classic File:Mammiespawns.jpg Good for: DRU or ENC or NEC or RNG
The Druid Charm Kiting Guide by Angelhawk contains a helpful map.
As of June 2020 this map does not appear to be correct. It is possible that mammoth spawns have been moved or spawn rates have been altered.
24-30 High Keep ? Basement goblins Classic Great EXP and cash, but usually a lengthy waitlist for the group. Turn in goblin ears for a bit of extra EXP. Can probably last you longer than 32.

Hunting Spots 25-29

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
25-28 Lake of Ill Omen Just east of windmill (#13) A Sabertooth Grimalkin Kunark File:Lake of Ill Omen Grimalkin in Front of Windmill.png Good for: DRU
Be careful, as mobs have somewhat high magic resist; 4x Grimalkins spawn on a 6 minute timer, pull to windmill to avoid adds
25-29 Tower of Frozen Shadow First level, right hallways from entrance a shadow beast Velious
File:Npc a shadow beast.png
Good for: CLR or NEC
Lots of undead (which do run). You'll need Calm or some sort of CC.

Be careful in the first main room, as it is slippery and has a pit (with two shadowboness in it). If you turn right immediately you won't agro them, or the shades at the end of the room. You will then be at a T-intersection: there are two beasts in the room to the right, and three in the room to the left (plus one more beyond it).
Any beast can spawn a large undead gnoll when they die, so be careful. If you move away immediately he won't agro (but you'll have to avoid him).

25-31 Cazic Thule Alligator Pit Alligators Classic File:Alligator fight.png Good for: DRU or RNG or SHM
See Cazic Thule Alligator Pit for more info
25-31 Cazic Thule Maze Classic Lots of roamers and healers, so a good duo/trio (if not a full group) is recommended.
25-31 Cazic Thule near Temple Classic Lots of roamers and healers.
25-32 Warsliks Woods caves leading to Dalnir a skulking brute Kunark Good for: BRD or CLR or DRU or ENC or MAG or MNK or NEC or PAL or ROG or RNG or SHD or SHM or WAR or WIZ
Two spawning locations in the caves. One group of two, the other is a group of 3. They do not aggro, easy to fight, and go down fast. Lots of coin and gems to loot.
26-31 Tower of Frozen Shadow First level, entry room (and beyond) an icy shade, A shadowbone and a shadow beast Velious
File:Npc an icy shade.png
Good for: CLR or NEC
Lots of undead (which do run). You'll need Calm or some sort of CC to solo. The shades stay blue up to 39 but the rest turns green by sooner.

Be careful in the main room, as it is slippery and has a pit (with two shadowboness in it). Beyond the pit are two icy shades, and there are more shadowboness and shadow beasts in the adjacent hallways and rooms. To pull the shades without aggroing the pit mobs, move up to the hallways on either side, Calm the far one, then pull the closer one. can spawn a large undead gnoll when they die, so be careful. If you move away immediately he won't agro (but you'll have to avoid him).

26-33 Southern Karana north east corner A Treant x2 Classic Good for: NEC or SHM, evil
North east corner has two Treants They look like the will come together when pulled but they wont if you stand to one side. They are druids so either fear kite or nukem fast. Great for evil toons. drops coin, gems, and fine steel staffs; lowers Guards of Qeynos, Jaggedpine Treefolk, Protectors of Pine and QRG Protected Animals faction. Sesserdrix's Necromancer Guide has an entry for this spot
26-33 Western Karana Barbarian Fishing Village Ulrich McMannus, Mistrana Two Notes (optional), Guard Donlan (Optional) Classic File:NPC Ulrich McMannus.jpg Good for: AFK, NEC, evil
Necromancers can do Ulrich starting at level 27 or 28 (even though he's yellow and it's a bit risky) by fear kiting him. Spirit of the Wolf or Journeyman's Boots are *highly* recommended in case of a string of Fear resists though. Such Necros can also kill Mistrana (who will be a blue con at that level). Ulrich becomes a blue con (and becomes soloable by non-Necros) at 31. Guard Donlan also paths through village and you can kill him (but he lowers Corrupt Qeynos Guard faction). You can AFK away from village, and sell to Analya (also in village), as she is on Beta Neutral faction. Good for evil characters as Ulrich lowers Halas Factions and Mistrana lowers Guards of Qeynos, Knights of Truth, League of Antonican Bards.
26-33 Iceclad Ocean Area around tower Snow Cougars, Shadow Guardians Velious Good for: DRU or RNG
Vendors and bind spot in zone at docks, can (rarely) loot Cougar Claw Earrings or High Quality Cougar Skin; beware of Garou and Midnight; the "beach" at around 2700, 1700 (and the area right above it) is a safe spot you can pull mobs to (in particular Cougars are right near by).
27-30 South Karana Centaur huts Centaur Archers Classic
Good for: BRD or SHM
Centaurs have no faction so you can kill them then use their vendor
27-30 Mistmoore Graveyard Classic Good for: ENC
27-31 Ocean of Tears Sisters Island (#10) Dwarves Classic Good for: NEC, evil
Vendor on same island, lowers Dwarf factions
27-31 Iceclad Ocean Island with gnome pirate outpost (#2), north of outpost Snow Cougar Velious Good for: DRU or RNG
Vendors and bind spot in zone at docks; can loot Cougar Claw Earring; beware: as an island with nowhere to run, if you don't have gate or CC you will have to be very careful about not getting adds
27-33 Kerra Island ? Kerrans, including Shazda Asad Classic Kerrans start out non-KOS (but killing them lowers faction)
28-32 Rivervale ? Guards Classic Good for: evil
Lowers Guardians of the Vale, Mayor Gubbin, Merchants of Rivervale, and Storm Reapers faction; beware, some guards are level 40
28-32 Emerald Jungle ? emerald stalker, a frenzied gorilla, a frenzied leech, a frenzied tiger Kunark Good for: DRU
28-32 The Overthere ? sabretooth tigress Kunark Lots of animals with very high resist rates (bad for animal charming)
28-32 Lake of Ill Omen between Frontier Mountains zone-line and lake a sabertooth grimalkin Kunark Charmed grimalkins can be used to aggro kite Sarnak Fort pretty efficiently
28-32 Warsliks Woods caves leading to Dalnir a skulking brute Kunark Good for: MNK or ROG or WAR
Very popular location, can be difficult to get one of the rooms. Two spawning locations in the caves. One group of two, the other is a group of 3. They do not aggro, easy to fight, and go down fast. Lots of coin and gems to loot.
29-31 Splitpaw Entrance First five gnolls Classic Good for: ENC or SHM
You'll need to be able to split as these gnolls are paired up; save Tesch Val Scrolls for extra XP
29-32 Misty Thicket The Wall Halfling Guards Classic Good for: NEC or SHM, evil
Lowers Guardians of the Vale, Mayor Gubbin, Merchants of Rivervale, and Storm Reapers faction.
29-33 Western Karana North/Central part of the zone around -1300, -8900 Choon and Froon Classic
File:Npc choon.png
Can be pulled individually
29-34 South Karana Spires around Splitpaw zoneline Gnolls Classic Good for: BRD or ENC or MAG or NEC or SHM or WIZ
Save Tesch Val Scrolls for extra XP
29-36 Upper Guk ? Ancient Crocodile Classic
Good for: NEC
Can drop Gatorscale Leggings
29-37 Crystal Caverns Start at the top, work down Ry'Gorr orcs Velious Dwarf city in zone: can bank/vendor using sneak or a faction spell/song; velium ore for trade skills drops here

Hunting Spots 30-34

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
30-33 Cazic Thule ? Alligators Classic File:Alligator Hall.png Good for: DRU or RNG or SHM
See Cazic Thule Alligator Alley for more info
30-33 South Karana Centaur huts Centaur Coursers and Centaur Chargers Classic Good for: BRD or SHM
Centaurs have no faction so you can kill them then use their vendor
30-33 Solusek's Eye First goblin room Goblins Classic Can vendor at the goblin merchant with sneak/faction spell/song or in Lavastorm
30-34 Timorous Deep Golra island (#12 on map) a golra Kunark A great AFK/"dad" camp. Static spawns, single pulls, no roamers. Good spot for quadding, lots of room, 8+ spawns. 12min respawn. Loot is small amount of coin and words, nothing else.
30-37 Field of Bone Sythrax Temple (location B) in the north-eastern-most area Servant of Sythrax, a skeletal jester Kunark Undead. You may need Enduring breath to get in with low swimming skill. Servants have relatively high resists. Recommend starting with the 2 jesters. They can be pulled single out of Ghargs room, the Sythrax will not social.
31-35 Great Divide Tizmak cave Tizmaks Velious
File:Npc a tizmak champion.png
Can bind/sell at nearby Thurgadin, lowers Tizmak Clan faction (but you start high enough to learn the layout before becoming KoS); velium weapons and leather armor drop (which vendor pretty well); kill shaman first : they are nasty but go down fast
31-36 Mistmoore Castle Entrance Classic Good for: ENC
A gypsy musician (Rogue) makes a good Enchanter pet
31-38 Frontier Mountains Giant Fort Mountain Giant Tumps and Mountain Giant Hillocks Kunark Good for: BRD or SHM
31-38 Great Divide Shardwurm caves an elder shardwurm, an ancient shardwurm, etc. Velious
32 Western Karana Ogre camp Ogres Classic Good for: good
Good money, beware of Chief Goonda
32-35 Splitpaw Entrance up to double doors Gnolls Classic Good for: ENC or SHM
You'll need to be able to split, as these gnolls are paired up; save Tesch Val Scrolls for extra XP
32-37 Estate of Unrest Basement Assorted Classic
32-38 Estate of Unrest Festering Hag tower A Festering Hag, A Greater Dark Bone and A werebat Classic Good for: DRU or ENC or SHM
Use Potion of Unlife Awareness, Greater Wolf Form with Harmony, or Beguile to get to the hags and split them. Watch out for An undead knight of Unrest who's a rare spawn in the center spot who harm touches, but drops the Bloodstained Tunic and Mantle.
32-38 North Karana South Karana Bridge -4216, 1190 Guards Guard Oystin & Guard Westyn Classic Good for: NEC or SHM
Guards both of which are level 30. Static spawn on 6 minute timer next to each other. South Karana zoneline right there for easy split. Great for Evil races.
32-38 North Karana Guard Tower -1240, 122 Guard Stanard & Guard Bartley Classic Good for: Evil Races, MNK or SK or NEC, AFK
Both guards are level 30 on a 6 minute spawn timer. Easy split, with gypsy camp nearby to sell Fine Steel Weapons and Shields that drop. Beware of GrimFeather and the occassional a griffenne wandering through.
32-38 West Commonlands Tollbooth 37, 60 Guards Guard Valon & Guard Colin Classic Good for: Evil Races, NEC,SHM
Guards are level 30 and 31. Static spawn on 6 minute timer next to each other. Splitting can be annoying, but they are very easy after that. Great for Evil races.
32-39 Mines of Nurga Exit tunnel Goblins Kunark 5 single spawns and 1 dual spawn; further details and more details
32-53 Dreadlands Along the walls of Karnor's Castle Assorted Kunark Good for: BRD or ENC or SHM
33-34 Lower Guk Zoneline up to the watery passage to bedroom ? Classic
33-37 Tower of Frozen Shadow Second level, exit hallway a ghostly scholar Velious
File:Npc a ghostly scholar.png
Good for: CLR or NEC, AFK
All undead; see Tower of Frozen Shadow, Second Floor
33-37 Emerald Jungle ? a frenzied ape, a giant frenzied leech, a raging tiger, a trakaraptor, a raging gorilla, a trakanasaur Kunark Good for: DRU
Good for animal charming
33-37 Northern Karana ? a griffon Classic Good for: DRU
Good for animal charming
33-37 The Overthere ? sabretooth tiger Kunark
33-37 The Overthere Along the western wall Sarnak Berzerker Kunark Sarnak Berzerkers are great farming for war braids at this level. Decent quest turn in and faction for hammer. Solo roaming spawn near fortress wall / western wall corner on 6 min timer always spawns a berzerker or a knight.
33-38 Iceclad Ocean Largest island, pull to shore Dire Wolves Velious Good for: DRU or RNG
Good for animal charming/fear kiting
33-38 Firiona Vie Outside settlement Pirates Kunark Safest pull spot is the cliff face running east of FV. All pirates con blue to a lvl 35 player. The first green cons appear at lvl 36.
33-39 Rathe Mountains Gypsy Camp Cynthia Classic She's on Beta Neutral faction; try to kill her before she buffs herself
33-40 High Keep ? Guards Classic Guards range in level from 27-35
33-40 Splitpaw Snake Lake (under bridge/waterfall) a gaduladian widemouth Classic
There are 7 snakes, approximately level 30-32, non-aggro but social (all but these two can be pulled solo NOTE: This is incorrect. There are multiple spawns that might aggro upon pulling one, but there are a couple that can be single pulled), 22 min respawn. They hit for a max of 70 and occasionally proc a weak poison DoT. Pull up to the pillar to get them out of the water. No traffic, trains, or loot ... except for one buggy low-level gnoll that glitches through the bridge, but if you don't sit on that side of the pillar he shouldn't agro.
33-40 Western Karana Tower 2 Guard Pryde, Guard Kilson Classic
File:Npc guard pryde.png
File:Npc guard kilson.png
Good for: WAR
There is a faction hit, but easily fixable later by hunting the corrupt guards or mass killing gnolls. Drops fine steel each time, one drops shield, and both drop coin. Vendor in northwest corner of WK that anyone can use. No splitting needed on these two, just need to wait for them to roam away from each other.

WIZ Quad kite option: You can tag both and also the guards from Tower 1, note Guard Justyn is lvl 35 so a bit tougher so do this as you get closer to 40. You will be able to get 4 guards xp plus 4 FS weapons every pull.

34-37 Neriak Foreign Quarter Front gate/trade area Two level 35 guards at gate, pathers in trade area Classic Hurts ? Neriak factions; watch out for Divn L'Crit in trade area
34-40 Western Plains of Karana #9 & #13 Guard Donlan, Guard McCluskey, Ulrich McMannus, Einhorst McMannus Classic Good for: ENC or BRD
In-depth guide.
34-43 Crystal Caverns Geonid tunnel Geonids Velious
File:Npc a geonid.png
Dwarf city in zone: can bank/vendor using sneak, a faction spell/song, or by repeating part of the The Spirit of Garzicor quest; lowers Geonid faction

Hunting Spots 35-39

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
35-39 The Overthere West-side of zone Assorted Kunark Good for: DRU or WIZ
Good spot for quadding. Rhinos and tigers run fast and they along with chickens have higher resists - stick to succulents for the fewest resists.
35-40 Kaesora ? ? Kunark Good for: CLR or NEC
Tons of undead. Mobs with Xalgoz in their name lower Venril Sathir (Overthere outpost) faction.
36-40 Rathe Mountains #19 Hill Giants Classic Hill Giants drop a lot (20? plat average) of coin
36-43+ Western Karana 9 Guard Donlan Classic Guard McCluskey lvl 36 Guard Donlan lvl 30 two static spawns but at night they wander (makes for a good time to split). They drop swords worth plat and a Guard Bracelet. Turn the bracelets into Capt Linarius in Northern Plains of Karana for XP and sellable loot. The quest makes this kill good way past the level range of the lower guard. Increases good guard faction lowers evil Qeynos faction.
36-49 Timorous Deep Spiroc Island (#2) a Spiroc Lightfoot, a Spiroc Watcher, etc. Kunark File:Npc a spiroc lightfoot.pngFile:Npc a spiroc watcher.png Good for: DRU,MAG
Can't bind in zone. Lightfoots are the lowest (but are still blue at 46), Watchers are the next toughest, and Proven (rogues with a powerful backstab) are the most dangerous: when kiting them if they get close while casting be sure to always turn to face them.

There's plenty of room to kite (quad, pet, etc.) around the tree house, but you can also drag to the Ogre side of island for more room.

37-41 Temple of Droga Hallway between 2 and 3 Goblins Kunark One-way drop after zone-in so melees need to fight (or sneak) to escape the zone. Tons of shamans and harm touching shadow knight mobs.
37-41 Great Divide Bear cave a feral cave kodiak, a ferocious cave kodiak, a savage cave kodiak Velious
File:Npc a ferocious cave kodiak.png
Good for: DRU or RNG or WIZ
No casters, good for animal charming, fear kiting, or quadding. See Great Divide Kodiak Caves for more info.
37-41 Iceclad Ocean Bridge to Eastern Wastes a frost giant elite, a frost giant scout Velious
File:Npc a frost giant elite.png
Good for: RNG
Most don't hit that hard, although the highest-level elites can be rough; gives Coldain and Claws of Veeshan and lowers Kromrif and Kromzek; there are two elites guards (far apart enough to single pull) at bridge, then you can pull more scouts from the nearby area
37-42 Eastern Wastes Near Iceclad bridge A wooly mammoth, a snow cougar, A wooly rhino Velious
File:Npc a wooly mammoth.png
File:Npc a wooly rhino.png File:Npc a snow cougar.png
Good for: DRU or RNG
Good animal charming/fear kiting; pull animals from field west of bridge to the area a bit north of the bridge to avoid adds; avoid a snow dervish while pulling (easy to miss); be careful with rhinos, as they tend to be higher level and tougher; also be careful with wolf form: it helps if you agro (fast-moving) gryphons, but it makes nearby Coldain agro
38-41 Solusek's Eye Path to keep Clockworks and gnomes Classic Soloable by melee classes; magician mobs cast damage shield buffs, don't get too close to the keep as clerics inside will heal through the walls, can vendor in Lavastorm, lowers Ak'Anon factions.
38-43 Eastern Wastes West of #9 on map, ≈ -9000, 4000 , where the walruses roam Walrus (and optionally Uthorks) Velious
File:Walrus Field.png
Good for: DRU or RNG
There's plenty of space around the walrus field for you to pull to, so you can easily fight mobs safely; adding a DPS class helps
38-43 Eastern Wastes ? cougars/dervishes, then tundra kodiaks/wolves, then mammoths/rhinos/giants, then griffins/manticores Velious Avoid elder snow griffins; hard to solo without CC because of adds; a duo (extra eyes to watch for adds) helps; Coldain will assist on giants; rhinos and griffins are the fastest mobs here
38-43 Eastern Wastes Orc fort Ry'Gorr Orcs Velious Stay away from the walls of the inner buildings to avoid aggroing mobs inside.
38-43 Butcherblock Mountains 1206, 2644 Happ Findlefinn Classic
File:Npc happ findlefinn.png
Gnome mage who is all alone and has no faction
38-43 Lower Guk #13 and hallways to #17 Ghoul Ritualist and Zols/Dars Classic
38-43 Rathe Mountains ? Troll Guards Classic High resists help avoid dot damage; beware the shadow knight's harm touch
38-44 Trakanon's Teeth Near Emerald Jungle Zoneline Undead Kunark
File:Npc spectral keeper.png
Good for: SHD
Be careful, as these mobs nuke and have a variable level range
38-44 Dreadlands Northwest Yeti caves Yeti (8 static, 2 roamers) Kunark Good for: ENC or SHM
Spawn time raised to 16 minutes in 11-19-22 patch. Couple more yetis roam outside close by as well.
38-44 Lake Rathetear #15 on map Taia Lyfol Classic Good for: NEC,MAG,DRU
At 2672, -759 you can find Taia Lyfol the 37 Paladin. She is on a 6 minute 40 second respawn timer (AFK XP spot). Will do paladin things like LoH if you don't fear or stay far away. Resists can be annoying at level 40, but get much better at 41+. The ogre camp near Rathe Mountains zone line sell food/water. The nearby 37 rogue Kanthurn used to be better but was buffed to ~4000 health in 11-19-22 patch.
38-45 Trakanon's Teeth Front of Sebilis Ruins Spectral Legionnaire and Spectral footman Kunark
File:Npc spectral legionnaire.png
Good for: AFK, CLR or NEC
Several Legionnaires (undead warriors that lifetap) wander the front of the ruins, and can be pulled back into the "courtyard" (ie. area with columns and Iksar statues) to avoid adds. That courtyard is mostly safe, but has a single Spectral footman who paths through it, so to sit AFK between kills move to the back can sit in the corner of the courtyard (eg. -1300, -2100 ).

Drops aren't common, but you do get research components and sometimes gems. At level 47 many start becoming green cons, but you can still get good XP from the green/blue con mix.

38-46 Permafrost ? Ice Giants Classic
38-46 Oggok ? Ogre Guards (Bouncers) Classic Good for: ROG
There are both static and roaming bouncers all over the city, and they drop lots of Fine Steel (good plat if you can sell to nearby vendors). At 48 most will be green.
38-47 Kedge Keep Entrance ? Classic Good for: DRU or SHM
Enduring Breath required; Crowd control (for breaking schools of fish) is recommended, but without it pull all of them, root/snare one at the zone line, zone out/back in, kill the rooted fish, repeat
38+ Northern Felwithe (147, -374) Tolon Nurbyte (Felwithe Version) Classic Good for: MAG
Infinitely spawnable as part of Princess Lenya (Quest): hail Inkeeper Freegraze and ask him "where is Tolon Nurbyte"
39-41 City of Mist Entrance Assorted Kunark Golem levels: Fog > Mist > Vapor > Haze
39-43 Firiona Vie Outside settlement Drolvargs Kunark Safest pull spot is the cliff face running east of FV
39-49 Northern Desert of Ro By the Inn Freeport Guards Classic Good for: AFK, Evil, NEC
There are three guards total: two by the Inn, and one right before you get to the sand. Can AFK at the Inn, but there is a cougar which paths by (and will attack if you are sitting).

Hunting Spots 40-44

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
40-43 The Wakening Land just northeast of the Skyshrine entrance, along the wall A tigeraptor , a tigesaurous Velious File:Tigeraptors in Wakening Land.png Good for: RNG
Need Harmony or similar to split, five spawns total, watch out for Rapticor spawns, mobs start turning green at 45
40-44 Oasis of Marr Middle of lake Spectres Classic
Good for: CLR
Can be soloed as low as 40, but a high level spectre spawn might ruin your day. They drop Rusty Scythes and Scythes which are heavy, but can be easily sold to nearby merchants.
40-44 Oasis of Marr Lake Deepwater Goblins Classic
File:Npc a deepwater goblin.png
40-44 Oasis of Marr Whole zone Sand Giants Classic
40-46 Ocean of Tears Spectre Island (#7) Spectres Classic
You'll need to be able to split two spectres.
40-46 Erudin Library 2nd Floor Tomekeeper Danl Classic
File:Npc tomekeeper danl.png
Good for: WAR
Easy AFK experience, no faction hit, no loot.
40-48 Emerald Jungle ? a huge gorilla Kunark Good for: DRU
Gorillas are animals
40-48 Emerald Jungle Any zone wall Apes, raptors, tigers, and leaches Kunark Good for: ENC
40-49 Everfrost Ice giant castle near Permafrost Ice giants Classic
Ice giants drop a lot of coin, and are on a 7 minute timer
40-50 Feerrott Along the river Bouncer Hurd, Bouncer Flerb Classic Either one is good for melee as an AFK camp. Casters and twinked melee can probably lock down both but you have to keep going back and forth to their spawn points on either side of the river.
41-50 Lake of Ill Omen Bottom of lake Bloodgill Goblins Kunark
File:Npc a bloodgill goblin.png
Good for: ROG, SHD
Some form of Enduring Breath is required; goblins have relatively low HP but come in groups of 2
42-43 Temple of Droga Chief room Goblins Kunark One-way drop after zone-in so melees need to fight (or sneak) to escape the zone. Tons of shamans and harm touching shadow knight mobs.
42-46 City of Mist Stables Assorted Kunark
File:Npc a haze golem.png
Golem levels: Fog > Mist > Vapor > Haze
42-46 Lake Rathetear area #6 on the map Punga, Trug, and Grud Classic Good for: MAG, perhaps more
Shamans all - Trug and Grud make pets. These mobs have *do* have faction and *do* assist. A 44 mage can easily keep all 3 down. Land shock of swords at approximately half health to ensure they don't heal and proceed straight to running.
42-47 Eastern Wastes Mercenary Ruins an ogre mercenary, a wooly rhino, A Kromrif Prison Guard Velious
File:WWogreruins.png
Good for: ENC or BRD or DRU
A way to split 3 mobs is highly recommended. The roaming Ulthork and walruses social with each other, but the rhinos are passive and don't social with anything. Alliance or training on Snowfang Gnolls before coming here so you're not KoS to the Ulthork is recommended.

a kromrif prison guard make for excellent charmed pets. The surrounding orcs won't social with them, so simply lulling one and pulling the other away a bit > rooting it will work for setting up a charm. Another hitch is Warden Bruke has a chance of spawning instead of A Kromrif Prison Guard. Warden Bruke is higher level, has high MR, and will spawn three guards upon engagement.

42-47 Eastern Wastes #4, Frost Giant Fort Frost Giants Velious
File:Npc a frost giant.png
Good for: DRU or WIZ
Druids will find the Luminescent Staff handy here; see this guide for further details on this spot
42-50 Grobb Entrance Basher Sutok, Basher Razbaz, etc. Classic
File:Npc basher sutok.png
Good for: ENC,MAG,SHM, good
Bashers have a 24min respawn, drop 12-13 plat in items, and lower DaBashers faction. Avoid Basher Nanrum (he is harder than his level indicates). See Hunting in Grobb for more details.
43-48 City of Mist Temple Assorted Kunark Good for: SHD
Ghost mobs proc lifetaps
43-48 Butcherblock Mountains Docks Two Dwarves on docks and two in huts (only civilians, avoid guards) Classic File:Npc glorin binfurr.png Good for: DRU or WIZ
Dwarves can be quad-kited; lowers Kaladim Citizens. The two male dwarves standing next to the hanging fish are on standard Kaladim factions, not Citizens.
43-48 Feerrott Near Plane of Fear zone line in the southwest A Spectre (Undead) Classic Spawns every 6 mins
43-48 Feerrott -2370, 2604 (near the portal) Cyndreela Classic Easy to kill if you nuke her before she buffs (see this thread for further info)
43-48 East Freeport ? Freeport Guards Classic Good for: evil
Lowers Coalition of Tradefolk Underground and Freeport Militia faction
43-48 West Freeport ? Freeport Guards Classic Good for: evil
Good med/fear kiting spot in the open area in front of Hogcaller Inn. Torlig Mudel is a vendor in-zone who appears to be indifferent to evil (tested with an Iksar SK). Lowers Coalition of Tradefolk Underground and Freeport Militia faction
43-48 Lower Guk Dead side ? Classic Frogs drop fine steel weapons plus rare loot (eg. Flowing Black Silk Sash)
43-48 Lower Guk Live side, Noble Room (location 9) ? Classic Noble drops
White Gold Necklace
White Gold Necklace
MAGIC ITEM

Slot: NECK
CHA: +5
SV FIRE: +7 SV COLD: +7 SV MAGIC: +7
WT: 0.3 Size: SMALL
Class: ALL
Race: ALL
Focus Effect: Affliction Efficiency II

, "safe" hall nearby
43-48 Nagafen's Lair BNB (Bats and Bugs), Efreeti ? Classic
43-48 Rivervale Near Misty Thicket zone line Halfling guards Classic Good for: evil
To avoid nukers and GM-level NPCs stay away from Kithicor Forest zoneline; lowers Guardians of the Vale, Mayor Gubbin, Merchants of Rivervale, and Storm Reapers faction
43-48 The Wakening Land area (south)east of Skyshrine entrance Panthers/haze panthers, tigeraptors Velious Good for: RNG
Can quad, need see invisibility to see the haze panthers and invisibility to avoid mercenaries/holgresh (often casters) while pulling
43-48 The Wakening Land unicorn valley Unicorns Velious Don't pull Lady Gelestial (higher level named), killing black unicorns raises white unicorn/Gelestial faction and killing white raises black/Lithiniath faction, black are higher level shadow knights who cast fear; avoid the corrupted unicorn in this area
43-48 The Hole Entrance Elementals (Summoned) Hole Lvl 39-40 and do not single pull. Named are level 50. See Wedar's Guide to The Hole for further information about The Hole
43-49 Dreadlands Ancient Combine Outpost/Spires (#3, 800, 8600 <nowiki> Skeletons (Greater Plaguebone, Greater Spurbone, Wraithbone Champion) Kunark Good for: CLR or MNK or PAL or SHD or WAR
Undead-only; skeletons can be single-pulled and don't flee. They have a wide range of levels, from weak to very strong.

Skeleton at 970, 9050 is always a plaguebone skeleton; lower levels will want to stick to it, while higher levels should avoid it

43-50 Felwithe ? High Elf Guards Classic Good for: NEC, SHD, evil
GREAT money (swords sell for 20p), but lowers Felwithe factions. Some guards are Paladins and can Lay on Hands, and if you're a pet class having a pet out will make them cast more: no pet = no stuns/lay on hands. You can bank through the wall even after lowering faction, and to sell you can drop transfer swords to a level 1 enchanter alt.
43-50 Wakening Lands in the geonid tunnel directly west of dragon ring (#7), approximately -2800, -1100 A Faerie Dragon lvl 38 to 42 Velious
File:Npc a faerie dragon.png
Good for: SHM
One room has a 3 spawn spot to the right as you enter the cave. One mob can be single pulled the other two need to be broken. There is a fourth down the hall way from the tunnel entrance. Great for Shaman JBB killing. Drops Velious armor gems but lowers Tunarean Court faction
43-52 Ak'Anon Ak'Anon Palace 816, -108 a clockwork receptionist, a clockwork torturer Classic
File:Akanonpalace.png
Good for: SHD, NEC, MAG, SHM, evil
Easy AFK camp with two static lv40's on 6:40 timers, both with 2000hp. Safe spot on the eastern side of the palace, on the ledge above the water. The receptionist is just inside the front door and single pulls without issue, but to pull the torturer, use this macro while in the water east of the building (sans quotes): "pet attack a clockwork torturer", then back them out into the lake to kill. Lowers gnome factions.
44 Stonebrunt Mountains In the mountains Giant Panda Velious Good for: RNG
Pandas are fairly easy to kill (especially if fear-kited), but be careful about picking up nearby adds.
44-49 The Wakening Land are near Kael giants Velious lowers giant faction, raises dwarf/dragon faction; nameds drop various quest pieces
44-49 City of Mist Arena Assorted Kunark Goos have above-average MR
44-50 Cobalt Scar ? Wyverns and cobalt drakes Velious Good for: BRD or DRU or WIZ
Often crowded; wyverns can be quad-kited, drakes root/rot-ed; drakes cast AE dispel for 600dmg every 24 seconds; avoid the two nameds that pop if you can (Yvolcarn and Azureake)

Hunting Spots 45-49

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
45-48 Trakanon's Teeth Forest outside Sebilis. Spectral keepers (Undead) Kunark
File:Npc spectral keeper.png
Good for: CLR or NEC or MAG
The forest and exterior of the ruins contain Spectral keepers: Wizards that nuke the heck out of you (keep them stunned if you can; an air pet is sufficient). There are also a few other Spectrals, eg. Spectral partisan.

Pull to the forest wall (opposite Sebilis ruins) to avoid adds. You can rest along the wall, and a confirmed AFK safe spot is the small hill behind the Iksar Treasure Hunter camp -1700, -5200 .

45-48 Trakanon's Teeth Graveyard, in front of Emperor Ganak's mausoleum Spectral keepers (Undead) Kunark
File:Npc spectral keeper.png
Good for: CLR or NEC or MAG
The graveyard is full of Spectral keepers, Wizards that nuke the heck out of you. Keep them stunned if you can (eg. with air pet). Other mobs will rarely wander through the far corners of the graveyard, but don't go very far into it.

At 51 most keepers are light blue, but you can still get XP, even up through 54 (when only a slim fraction are blue).
An ideal pull spot (and also an AFK safe spot) is the area near the wall, at the East end of the graveyard just past the line of Iksar statues . The equivalent area on the West is not safe, unless you move back from the graveyard and stay against the wall.

45-51 City of Mist Moat Assorted, eg. a Haze Golem Kunark Good for: CLR or ENC or SHM
Loading Video ...
46-49 Trakanon's Teeth Pained Soul Camp Spectral keepers and Spectral Champions(Undead) Kunark
File:Npc pained soul.png
Good for: CLR, NEC, SHD
6m 40s respawn, with the most common being a Spectral keeper. Stun these Wizards if you can, as they nuke hard. Rarely a Spectral Champion (Warrior with lots of HP) will spawn. Extremely rarely a Pained Soul will spawn; it drops a valuable piece of the VP Key that can be sold through multi-questing.

When resting between kills use IVU or sit back a ways to avoid a pathing keeper.

46-52 Kaladim Inside entrance Dwarf guards (10-12 per cycle) Classic Guards drop 11p each; bind at Druid rings in Butcherblock Mountains and gate back to sell; lowers Dwarf faction.
47-49 Ocean of Tears Seafury Island Seafury Cyclops Classic No longer drop big plat
47-53 High Keep ? Isabella Cellus, bards and nobles Classic Good for: BRD, ENC, SHD, evil
Lowers Coalition of Tradefolk, Coalition of Tradefolk Underground, Knights of Truth, and Merchants of Qeynos
47-54 Permafrost ? Spiders Classic Many LOS problems from invisible pixels in the giant caves, and the giants are belly casters.
48-50 Burning Woods Haunted Ruins skel, gorillas Kunark Good for: CLR or NEC
48-52 Plane of Mischief Forest Fungusmen Velious Good for: DRU or ENC or NEC or BRD or SHD
Fungusmen are static Warriors that go down quick. Beware the [traps] that will spawn see-invis KoS Pansies that ruin your day, and also Bizzznawa and Rissa who aren't KoS but will social with the mushrooms as they run through the forest. The fungusmen are lv39-41 with Pod Dop Pop (43) and Not Poddle Pop (44) being the exceptions. Each fungusman shares a spawnpoint with other fungusmen, so which one you get is random.
48-52 The Hole Entrance/Drop Down( pulling castle and rat jail) Elementals Hole Good for: SHD
Start at the entrance (and stay there if soloing as a Shadow Knight). Strong groups can drop down to the castle entrance but know that everyone will need a way out (Gate/OT hammer etc) as the crawl out of castle can beyond the abilities of a low 50's group without the correct composition.
48-53 Western Plains of Karana #4 -526, -2439 Konia Swiftfoot Classic
File:Npc konia swiftfoot3.png
Good for: BRD or MAG or MNK or SHD or WAR
Factionless warrior mob with ~3k health on a 6:40 timer. No drops or coin. The two guards outside the building are on Guards of Qeynos, you'll want to be friendly with them. Rarely a treant will path through the back of the building, you can hide in the entrance room corners to avoid it.
48-57 Kael Drakkel Arena and other armor drop areas Frost Giants Velious Group should average level of 55+; chance of Velious Dwarf armor drops
48-58 Wakening Lands in the geonid tunnel directly west of dragon ring (#8) A Geonid A Geonid Shaman Velious
File:Npc a geonid.png
Good for: BRD or ENC or NEC or SHD or SHM
These give exp even at level 60. The real danger of this camp is the geonid shamans. Also when low life they flee potentially causing adds. Geonids in general have high resists compared to the average mob Geonids have low MR, high Poison & Disease resists.
48+ Western Wastes Eastern zone wall Shardwing Courier Velious Good for: ROG
This is not a place to camp, so much as something to keep in mind and take advantage of when in the area. The Shardwing Courier's quest turnin is worth approximately 1.5% of level 59 for a Human Rogue, and can be turned in with hide+sneak or good Kromzek/Tormax faction. It also gives an item that may sell for a few hundred plat. If you are in Western Wastes anyway (perhaps for scout roll or going to/from ToV), he is well worth killing if he is up and you can do the turn-in. He is class/gear dependent (a 59 Rogue was able to solo it with poison and minor raid gear).
49-52 Nagafen's Lair Near Sol A Zoneline Sonic bats Classic
49-52 Dreadlands 3x Skeletons on Wall Greater Plaguebone, Plaguebone Skeleton, Greater Scalebone, Rotting skeleton Kunark
File:Npc greater plague skeleton.png
Good for: MAG, SHD
One of these skeletons can be pulled single, while the other two come together (but can be split once camp is broken). Mix of blues/light blues at 54, with an extremely small chance of the Rotting skeleton, who drops a piece of the Key to Veeshan's Peak. Respawn time is 6:30, and the back of the ledge (south of the spawn, 2140, -5170 ) is a safe spot.
49-53 Neriak Commons Guard towers near Priest of Discord (near Foreign Quarter zoneline) Dark Elf Guards (eg. Guard K`Jartan) Classic
File:Npc guard k`jartan.png
Good for: ENC
Pacify is required here to separate the guard spawns, as they are close together; guards always drop Small Round Shield, and sometimes (50%?) drop fine steel (eg. Fine Steel Short Sword)
49-54 Timorous Deep Raptor Island Raptors Kunark
File:Npc a raptor.png
Good for: DRU, WIZ, MAG
Can't bind in zone. Raptors run VERY fast (but slower than JBoots) and have a HUGE aggro/assist range. Pegasus Feather Cloak is recommended, as keeping levitate up at all times makes it possible to run.

Druids or Wizards can quad kite the raptors. A single 51 Mage Earth pet (with Shield of Lava on it) can usually kill one raptor, though sometimes an extra nuke is needed.

49-54 City of Mist 2nd Floor Assorted, eg. Haze Golems Kunark Good for: ENC or SHM
49-54 Burning Woods Giant Fort A Forest Giant Verdant, A Forest Giant Ancient, etc. Kunark Giants can drop Giant Foreman's Tunic, Giant Lord's Tunic, Forest Loop, and weapons that vendor for 10-45 plat
49-54 Burning Woods 4000, 1750 , near Skyfire zoneline A Sarnak Zealot, A Forest Giant Ancient, etc. Kunark If giant fort is taken you can pull from the "field" just south of this hunting spot. The field has various mobs (largely sarnaks) pathing through it, so sometimes its barren and other times its busy. If you bring your pull back towards the valley on the way to Skyfire you can avoid adds (and run to zone if needed).
49-54 Howling Stones Entrance ? Kunark File:Charasis Entry Platform.jpg Good for: ENC or SHM
49-55 Greater Faydark Kelethin (Outside Rogue's Guild) Kelethin Guards Classic Good for: MAGE, SHD, evil
Lowers wood elf faction; guards drop fine steel weapons; quad-able (tips here); outside rogue's guild is a good spot to pull singles
49-57 Wakening Lands ? A Suit of Sentient Armor Velious
File:Npc a suit of sentient armor.png
Good for: BRD or DRU or SHM or WIZ
Drops Velious armor gems and Sentient Armor; there are two Player-Defined Camps: "4s" and "6s", which refer to the groupings of 4/6 suits
49-57 Nagafen's Lair Near Sol A Zoneline Lava duct crawlers Classic
File:Npc lava duct crawler.png
Good for: MAG,SHM
Good for Shaman or Monk duo and other combinations. Procs Boiling Blood during combat which blocks regen spells from being applied. It's possible to level to 60 from these but after 55-56 it becomes pretty slow exp. See also Kurrat's Lava Duct Crawler Guide for Magicians.

Hunting Spots 50-54

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
50-51 Kedge Keep ? a spinereef seahorse, a squallsurge seahorse Classic Good for: DRU
Good for animal charming. Start in the far back, right-most room. Charm the seahorse there, then wait for the pather to enter the room and use the two to kill each other, then repeat on other rooms, using Calm Animal to split three-seahorse room; always try and stay in a corner and gate out or Leatherfoot Raider Skullcap out at the first sign of trouble
50-53 Wakening Lands Easy 4x Goo Cave or Harder Cave; more Goos 4x A Tar Goo Velious File:Npc a tar goo.png Good for: BRD or MAG or SHD or SHM
Decent (but not great) loot of non-Velious gems. The easy/4-goo cave spaces the goos apart, so no Harmony is needed, but the southern cave has goos next to each other, so you'll need it (or another way to deal with 2+ at once). Because the goos are KOS to the adjacent geonids, if you haven't ruined your faction you can run to them for help.
50-57 Great Divide Along east wall, south of fort, eg. -4200, -3000 a frost giant elite, Gorul Longshanks Velious
File:Npc a frost giant elite.png
Good for: MAG, SHM, WIZ
Being Velious, these giants have more HP than (say) Forest Giants in Burning Woods (Kunark), and so are slower XP. However, they do still give some XP, and also give both Claws of Veeshan and Coldain faction.

Start along east wall (either by the boulder south of fort, or even further south). Park pet (if any), then run West to find Frost Giant Elites. Bring them back to wall to avoid adds. At 59 some elites turn light blue, but many remain blue.

50-57 Karnor's Castle Entrance/Moat Various, eg. Skeletal guardian Kunark Good for: WAR
Nearby LFG casters may buff/heal
51-53 Everfrost Passage to plains Barbarian guards Classic Good for: BRD or NEC or SHM, evil
3 static spawns; lowers Merchants of Halas, Shamen of Justice, Steel Warriors, and Wolves of the North
51-57 Sebilis Entrance ? Kunark Good for: SHM
Requires key; unlike other dungeon entrances, there's no immediate exit so you might want to bind outside
51+ Neriak Third Gate Temple of Innoruuk (#1) Dark Elf Cleric Guards Classic
File:Npc jabon t`kix.png
Cast complete heal, need to be able to interrupt. Respawn time is 6m40s and guards drop fine steel.
52-54 Frontier Mountains End of tunnel inside giant fort Eldak Howlingbear and Mentrax Mountainbone Velious Good for: BRD, SHD
These mobs are indifferent to all, have a 6 min respawn, drop no loot, and can be feared
52-56 Karnor's Castle Left Courtyard ("LCY"), in front of #9 ? Kunark
52-57 Chardok Betrayer Camp ? Kunark Has several nice drops, including pipe for Monk epic;
53-57 Howling Stones Basement ? Kunark File:Charasis Basement.png Good for: ENC or NEC or SHM or SHD
See Charasis Basement for more info
53-57 Neriak Foreign Quarter Arena Karnan, Mrak, Jacker Classic Good for: ENC or MAG or NEC or SHM
Good spot to root rot or charm. Levitate up to the roof for a safe birds-eye view (the arena has no roof), or pull mobs to the stairwell inside. Guard Swang is an annoyance but low enough level to not be a threat. Everything single pulls. If the three listed mobs aren't enough you can also hunt Svunsa, Capee, and Uglan who are level 50, or Oosa Shadowthumper who is level 42.
53-57 South Qeynos 304, -445 Bank Guards: Dun and Eracon Krengon Classic File:Npc dun.png File:Npc eracon krengon.png Good for: ENC or NEC or SHM or good
Lowers Qeynos Bankers Faction (an almost entirely inconsequential faction consisting of only the two mentioned guards and the bankers). Drops Fine Steel Two Handed Sword (6p) every time & flees at 20%. Nearby NPC's will NOT social, you can fight these guys wherever if you're a good race & also vendor in town. Evil races will have more trouble here as there are wandering Wizard GMs who path by the bank.
53-57 Lesser Faydark 1773, 3151 A Brownie Guard x2 Classic Good for: MAG, NEC, SHM, WIZ
Two Druids with 4.2k hp on a 16m respawn timer. Root one and pull the other out of their spellcasting range, then quickly nuke them down. Sit on the northern zone wall to avoid the annoying low level roamers and keep a 16m timer going. Lowers Brownie which is of some importance to Enchanters.
53-57 Kedge Keep ? Classic Enduring Breath required; 2 Piranha and Golden haired mermaid respawn every 22 min
53-57 Chardok Entrance/Betrayer/Waterfall ? Kunark The entrance to Chardok is not its exit, so be careful as there's a slight run if you need to zone
53-57 Chardok Exit ? Kunark Good for: DRU
Druids can charm the Sarnak dogs, watch out for trains, Enchanters or Clerics for C2/Resurrection are not uncommon
53-57 The Hole Drop Down( pulling castle and rat jail)/Docks(all of the town)/Undead Tower Elementals Hole In the upper 50's the castle will start to green out, but it is still good xp. Stronger groups can move down to old Erudin. The docks is the most popular camp to pull the town, but the town entrance is also a good place to set up. Extremely strong groups can move down to the undead tower but please note that crowd control is difficult requiring an enchanter to often rely on dictate. Ghosts will flee at low health.
53-57 The Hole Yael Pit Elementals, Rat, Rock Golems Hole Good for: SHM or DRU or NEC
Good for root rot on the Elementals and Rat spawns. Elementals sometimes spawn as Harvester (Cleric) which won't heal if nothing is in melee range or Wizards; both of these have nasty nukes, so buff up your resists or park them somewhere that you can line of sight their casting. Rock Golems can summon depending on level, only fight them if you can melee and survive (SHM with slow). 4 mobs in pit, more mobs up the ramp through the rock door. Watch out for Nortlav the Scalekeeper who is not KOS, but will social aggro Hole mobs. Watch out for Master Yael spawn timer so he doesn't kill you while grinding.
53-57 Skyfire Near temple at south end, along west wall ? Kunark Stay well up on the wall to avoid aggro from mobs pathing by. Be wary of aoe dispel spamming chromodracs. Elder mobs (and some others) will summon.
53-57 Kael Drakkel ? dire wolves Velious Good for: DRU
Extremely dangerous (harder than bear pits: wolves will instagib you if you make the slightest mistake); wolves are animal-charm-able with Call of Karana, but only the ones that hit for a max of 242 or less
53-57 Western Wastes ? Animals Velious Good for: DRU or ENC
Good for charm-kiting. Animals share spawns with dragons, so good CoV faction is helpful. Avoid Esorpa of the Ring who is on Ring of Scale faction, and beware of An ice burrower. Worms are extremely magic resistant and require epic click with glamour to successfully ensnare (even then it may take many casts).
53-57 Plane of Mischief ? audience at puppet show, Chuckles the Great Velious (Extremely rare) chance of squires or knights; mobs single agro and summon, so bring a pet or a slower.
53-58 The Hole Undead Crypt Undead Hole
File:Npc a fallen erudite.jpg
Good for: CLR
See The Hole Undead Crypt for further details.
53+ Swamp of No Hope 1404, -1362 Grik the Exile Kunark
File:Npc grik the exiled.png
Good for: MAG or PAL or WAR or NEC or SHD or ?
Simple warrior mob on a 6m respawn timer. Drops a Long Sword (11p) every time. Almost always taken as this is easily one of the easiest solo spots available.
54-57 Kedge Keep #9 ? Classic Good for: DRU
Good for animal charming (fish, sharks, seahorses are charmable), Enduring Breath required, worn effect strongly encouraged. Remember your junk buffs as dang near everything dispels. Keep a dispel memorized because dang near everything has druid or ranger damage shields.
54-57 Karnor's Castle Moat (#3) ? Kunark
54-57 Karnor's Castle Warlord Room (#8) ? Kunark
54-57 Great Divide ? Coldain Expedition Guards Velious Good for: MAG or NEC
Lowers Coldain faction, good for pet classes, but can be tough if under-geared
54-57 Kael Drakkal Arena (#3) Frost Giants Velious Lowers Frost Giant faction, lower level-wise slowers may have difficulty landing slow; arena is behind two guards who See Invisible; XP is decent and there's a chance to get armor drops
54-57 Permafrost Polar bear pits Giant Polar Bears Classic File:Polar bear pit.jpg Good for: DRU or RNG or SHM
54-57 Nagafen's Lair Efreeti Room (#4) Imp Protectors, Lava Guardians, etc. Classic File:Nagafen's Lair Stepping Stones.jpg Good for: SHM
Further Details

Hunting Spots 55-59

Some former level 60 buffer camps appear here at adjusted level 58. They remain useful through level 60 for building an experience buffer and often provide valuable drops or convenient access.

Level Range Zone Area Monsters XP Rate Era Image Notes (Class/Faction/Drops/Quests/etc.)
55-57 Lower Guk between Magi and Ghoul Lord ? Classic Good for: PAL or SHD
55-57 Plane of Mischief Rat Maze A Ratling, Ratman Rager, A Ratfink, Teriling Velious Good for: DRU or ENC or MNK or NEC
Some parts of the maze have pathing rats, get to know their routes or you're gonna have a bad time with adds. Certain races can shove their face into the maze walls to get a better view. The rats aren't animals, but Druids can charm McStinkles (others too, but Stink is the only animal that doesn't summon) and bring him down. Monk can solo at 58/59 depending on gear.
55-57 Velketor's Labyrinth Entrance ? Velious Good for: SHD
55-57 Siren's Grotto Arena (#3) Manatee and Walrus servants Velious Good for: DRU
Good for charm-kiting; egress/succor to the other side from CS and work your way in; only do the enthralled stuff, swordfish, and possibly coldspine seahorses; good chance of drops
56-57 Everfrost Peaks (3031, -2381) Trankia, Ristia, Sulgar Classic
Good for: BRD or SHD or MAG or NEC, fear kiting
These three factionless NPCs are on a 22m respawn timer. They are grouped together but will not social with each other. They are somewhat tanky, but the spot is incredibly safe for any character. Occasional fine steel & vendorable drops from the rogues. Tundra Jack is another mob that spawns nearby on a 6:40 timer if more hunting is required, but you will take Barbarian faction hits.
56-57 Siren's Grotto ? ? Velious Bring either a cleric or a torpor shaman for heals, enchanter or bard (enc preferred) for CC, monk for pulls, and tank. If you are missing one of those, don't do it.
56-57 Howling Stones North ? Kunark Good for: BRD, SHD
Lowers Venril Sathir (Faction), requires Key to Charasis and Tallow-marked Candle (dropped by bottomless mobs)
56-57 Howling Stones West ? Kunark Lowers Venril Sathir (Faction), requires Key to Charasis
57 Howling Stones South ? Kunark Lowers Venril Sathir (Faction), requires Key to Charasis
58 Wakening Lands Geonid Caves (#7) a geonid, a geonid shaman Velious
File:Npc a geonid.png
Good for: ENC or MAG or MNK or NEC
Most geos remain blue at 60. Good raw platinum via their gem drops. High disease & poison resistances, low MR. Enchanters can bring over A Faun and tear through them pretty fast.
58 Thurgadin 103, -417 Zrelik the Scout Velious
File:Zrelik the scout bar.png
Good for: MAG or MNK or NEC
Factionless dwarf on a 6:40 timer that always drops 2x Velium Dagger. No NPC's assist him. Hits pretty hard and is highly magic resistant like all Coldain but other spell schools work fine. Vendors & a bank closeby.
58 Great Divide -5034, -3240 An expedition guard x5 Velious
File:Npc an expedition guard 2.png
Good for: NEC or SHD or fear kiting
All Coldain have high magic resist, but at lv60 magic spells will land about 70% of the time on these guys. You'll want a way to split a pair of them. Chance for Coldain Head which can be turned in for King Tormax faction or sold to other players for a good amount, and you also get the occasional Velium weapon. You can kill the nearby velium and coldain miners for more heads. Everything has a 10:30 respawn timer. A geared Necromancer can solo 5 guards without needing to med. Lowers Coldain & Dain Frostreaver IV factions, raises Kromrif and Kromzek.
58 The Overthere 2388, 3308 An undead foreman Kunark Good for: MAG or NEC or SHD or SHM
6:40 respawn timer. Small chance of gems. More of a mob to kill while waiting for a port than anything. Lowers Venril Sathir (Faction).
58 Plane of Fear 1182, 127 Various Fear
File:FearPortalGank.jpg
Good for: DRU or ENC or NEC
The hardest part about this zone is getting to the camp spots without dying; see-invis mobs populate the zone around the portal and everything has a massive aggro/assist range. Once camp is set up you can single pull mobs from all around the zone and mow them down with charmed pets. Chance of drops like Wand of Allure & planar armor sets (which can be quite fashionable!). No shortage of mobs, bring CC, heals, and ensure everyone has a Leatherfoot Raider Skullcap or don't do it. See A Cazicite's Guide to the Plane of Fear for more info.
58 Skyshrine Ramp before the maze Fe`Dhar, Jaelk, Lararith, Oct Velic Velious
File:Npc a shambling cube.png
Good for: ENC or NEC
Requires Levitate. Take the teleporter down to the five Fe`Dhar and start there, then levitate back up to the teleporter and continue that way, killing everything on the way to Oct Velic before returning to the ramp. Necromancers can simply root-rot or fear kite mobs, but Enchanters can look out for and charm a supercube, a rare and enigmatic undercon that can demolish the zone. Chance of some incredible drops, notoriously the jackpot Wurm Lord Shawl. Lowers Claws of Veeshan & Yelinak while raising Kromzek.
58 Icewell Keep The Pit A Coldain Skeleton, Frosticube, A Frost Spike, An Avalanche Golem Velious Good for: ENC or NEC
Good for charming and fear kiting. Occasionally non-skeleton mobs will spawn above lv53 and be immune to fear. Ideally, bind in Thurgadin, then drop down from the bridge into the pit and into Icewell. There is a stationary coldain skeleton behind the zone line which will likely attack you as soon as you step in; it is undead. Charm it or fight it, then continue working your way in. Everything down here has a similar loot table to Geonids with a good chance for gems and other valuables. Frost spikes always drop a Peridot. If anything goes south, run back to the Thurgadin zoneline and try again. Bold groups can fight their way to Grizznot and Glucose, the latter of which can drop a nice bard bracer.
58 Temple of Solusek Ro 553, -17 Lon the Redeemed Temple
File:Npc lon the redeemed.png
A lone rogue from the classic era, Lon has a measly ~2875 health even after the nearby Clerics buff him. He always wields two weapons and will get healed through the walls by the nearby Clerics, so you'll want to be able to kill him quickly and also burst him when he gets low. Always drops Fine Steel Spear which can be sold to Tisiana, a beta neutral vendor, just outside. Lowers Temple Of Sol Ro faction while raising Shadowed Men. Temple faction can later be regained by mass killing Shadowed Men.
58 Toxxulia Forest -1530, -671 Lanivon Baxer Classic
File:Npc lanivon baxer.png
Good for: NEC or SHD or ?
Single factionless Erudite Wizard a stone's throw away from the wizard spires. 6:40 respawn timer. Casts some dangerous spells but is easily fear kited. Engage with fear as he spawns to prevent buffing, or use a dispel. Zero faction hits, coin, or loot. You can sit atop the log behind his spawn to avoid a few annoying roaming kobolds.

Credits

Hunting spots listed here have been shamelessly taken from other guides, forum posts, and even other sites. The goal was to create the best possible hunting guide, in part by consolidating existing guides, for everyone's benefit. If you are curious about the individual contributors to this guide you can use the "history" tab at the top of the page.