Hunting and Killing for Experience and Profit
Your newbie zone, obviously. GFay is ridiculously overcrowded, but recently
received a major upgrade, with new quest armor for low level characters. A better spot
in the zone is near Felwithe. From the city, go west and south a little, until
you reach the path leading to LFay and the Wizard portal. You won't find anyone
here, but there are a lot of wasps, skeletons, bats and orc pawns.
If you can, get over to Kelethin. The newbie zone there is less crowded and
you can kill more skeletons, which means bone chips for Gunlok Jure. You can
also kill Krag chicks when you get up in levels and turn in their claws to the
Paladin guild for more faction brownie points.
Without a doubt, Qeynos Hills is the lamest zone. There are dangerous
wandering mobs like the wolves, and Holly Windstalker who will kill you for
defending yourself, and then you gotta run to Qeynos to do anything. You may
actually be better off hunting in Qeynos than Qeynos Hills, although why anyone
would make a half-elf druid is beyond me.
Finally, some diversity of hunting.
- Paludal Caverns (Luclin): People say you can get to level 24 in
- The Warrens: From level 6 up you can have fun here. But you must
snare and root, because those dogs run real easily and will agro a bunch of
- East Commons, Orc Camps: Always camped, but that means no trouble
getting groups. Collect belts to sell for 3-5pp per, or turn them in for good
faction and experience in Freeport.
- Misty Thicket, western side of the wall: Hunt goblins and orcs in
relative peace. No one comes here, which has its pluses and minuses.
- Crushbone: We all know this zone all too well. Collect those
Deathfist belts for platinum (1pp per) or for turning in.
- Blackburrow: Great place to learn how to deal with trains, if
nothing else. Good for building faction in Halas and Qeynos, which make prove
- North Ro: Relatively unused and the orcs are easier than the Oasis
- Field of Bone: Supposed to be a great spot up to your 20s, but
getting here at this level probably isn't worth it.
- Alluring Sirens: Take the boat from Butcher to Freeport. When you
first zone into OOT, look on the right-hand side of the boat. You will quickly
pass some rocks with two Sirens sitting on them. There's two. Use Harmony to
break up the spawn. They are tough at 10 but from 13 up they are superb
- Unrest: Yard trash. Just get in a corner, I prefer the one to the
right of the mansion when facing the mansion, and pull like crazy. Even the
Death Beetles alone are great experience, and the undead don't run. But beware
- Undead Ruins, South Karana: An overlooked hunting ground. No one
hunts here and again, the undead don't run.
- Bandits, various locations, West Karana: Good xp, plenty of them,
turning in their sashes in Qeynos yields loot worth at least 1pp to vendors.
Only drawback is the guards won't save you from these guys.
- Befallen: Redone, this place is now a nuthouse. Be careful you
don't get swarmed. Good plat on the inkies here.
- Krag Spiders, East Karana: No loot but good experience and uncamped.
- Orc Highway, Oasis: Well why not? Everyone else has done it.
- Crocs and Caiman, Oasis: See above.
- Derv camp, West Commons Heavily camped though.
- Gorge of King Xorbb: Abandoned, and the mobs give good xp and don't
- Upper Guk, close to zone: Kill the low level froggies and the
spiders near the entrance.
- Overthere, near shore and Warsliks Woods zone: Unused and ignored,
getting here is risky.
- The Warrens: You have to move deeper in for higher level mobs.
- Lavastorm Mountains: Good solo experience to 20 here, unused, but
hilly. Elementals can be dangerous.
- Runnyeye: An abandoned zone, great experience, dungeon bonus, lots
of loot to farm and sell. Get that Blackened Alloy Amulet but be very careful,
as Lord Pickclaw and Battlelord Paulk, who drop it, spawn randomly in this
dungeon. They won't always be in the same place, and they always have a few
guards with them.
- Lake of Ill Omen: Well, you figure it out.
- Solusek's Eye A: Goblins give good experience to 30, quite a bit of
Druid loot to farm (Platinum Armband, CGS) you can get swarmed though. Use
- Undead Ruins in Swamp of No Hope near FV zone: Overlooked zone, but
the thick woods make it hard to see
- Hermit, South Karana: Just north and east of the Aviak City. He's
on a three minute timer. Walk up to his house, which is sealed, stand next to
the chimney, and say "I kill you." This will bring him out. He hits HARD,
and is a ranger so he casts druid spells. Snare and nuke. This will be your chance to practice the
kiting techniques for the future. Drops fine steel and plat. Good from 20 to
- Upper Guk, deep: hunt near the zones to Lower Guk.
- Unrest, inside and the basement: Gets a lot tougher as you go in.
- Castle Mistmoore: As bad as CT, but you raise your faction with
Ring of Scale, which is good for making Gorenaire like you. Pull by the
- Aviak City, South Karana: People refer to this as KFC. Group here.
It's so heavily camped that soloing is tough.
- Giant Fort, Frontier Mountains: Very popular place, should be easy
to get in a group. Stay from 26 to 31.
- Redwind's Temple, Everfrost: Fantastic experience for an outdoor
zone. Harmony to break up the spawn. They drop plat and fine steel, be
careful, Redwind is a shadow knight and will harm touch.
- Firiona Vie, northeast: Near the northeast zone to Swamp of No Hope there
is a static spawn of a trio of giants, plus leeches, frogloks and Drolvargs.
Easy to get overrun here, though. Good to the 30s, giants are good into the
40s although quadding in this hilly area is tricky.
- Mistmoore, graveyard: Clean this area out, then pull from the area
in front of the castle to here. Experience comes fast. So can the inkies. Use
- Infected Paw: These gnolls can be very tough at times. Some are
enchanters and will charm you.
- Paw Entrance, South Karana: Good for soloing, pull a single spawn
and root/rot or kite it, again, practicing those kiting skills.
- Signus Boran, Butcherblock: One of the first BB dorf targets a lot
of druids like to hunt. She spawns a short distance from the Chessboard. Snare
and blast, again, practicing kiting. She runs fast and hits HARD, so be
- Kedge Keep: People hate this zone and for good reason, but there's
a dungeon bonus and some loot does drop. Go with lots of fish scales or an EB
item. Note that the casting mobs, like sea horses, are all clerics. So they
can heal themselves and some can't be mezzed.
- Overthere: Go to the FM or Skyfire ramps and learn what it means to
be a supporting class. At 34, this is the place you will learn to quad, or die
- Lower Guk: Some of the zones closest to the zone out, like the
bedroom, are good experience.
- Iceclad Ocean: Start with Snow Dervishes, which are everywhere,
followed by dire wolves, and then giants. These are the lowest level giants in
- Eastern Wastes: At the high 30s, start quadding the Ry'Gorr orcs
near the bridge, if they aren't camped, the snow cougars and dire wolves, all
near the bridge.
- Mistmoore, deep: Only for the high 30s. Get yourself a Nightshade
Wreath. Invis works everywhere in here, but be very careful. Best to go with a
- Dreadlands: Head to Karnor's Castle and start looking for groups on
the north wall.
- Frontier Mountains, everywhere else: People who come here only go
to the giant fort. There's tons of other mobs, including named mobs, that
wander the whole zone.
- Dreadlands: Outside until 48. There is a great pull spot to the
northeast of the castle, near some ruins. It's quite close to the tunnel to
- Eastern Wastes: At the high 30s, start quadding the Ry'Gorr orcs
near the bridge, if they aren't camped, the snow cougars and dire wolves. Then
move to the north shore area. There's an area full of Ulthork Hunters and
Warriors, walruses, and Rhinos. Quad the walruses to 40, Hunters first, then
Warriors. You can quad to 46. When they drop an Ulthork tusk, KEEP IT. Do not
sell them, ever. You can turn them in to Chief Kalan of the Othmir in Cobalt Scar for some
very expensive gems.
- Lower Guk, anywhere: Study the
map at EQ Atlas and learn
the different zones by name, because if you zone in and shout LFG and someone
says "Druid to Ass/Sup," you better know where that is and how to get there.
- Entrance of The Hole: Don't go too far in if you know what's good
At this level you get a new AoE spell, Lightning Blast. It does 477 dmg, vs
the 184 from Lightning Strike. This changes everything. :)
- Karnor's Castle: Don't even think about soloing. Get in a group and
play a supporting role. Buff, DS, back up the cleric.
- Ice Giants, Everfrost: Root rot. You can't kite these guys. Good to
- Sebilis: 55+, really. Below that you won't get a group unless you
go with one.
- Burning Woods: Ash hornets to start, then Ember and Cinder. Scoriae
hornets are the toughest. Also the giants at the giant fort.
- Timorous Deep: Take the raft from Oasis to an island and head east.
There will be an aviak city, identical to the one in SK. The Spirocs look like
mccaws. Quad like mad. They have faction and you will go KoS almost
immediately. Be careful, some are rogues and backstab for 300 dmg. They green
out at 52-53.
- Cobalt Scar: Wyverns wyverns and more wyverns. This area is heavily
hunted and it's often impossible to find four wyverns to quad. Also, never
pull Yvolcarn, a named Wyvern, or Azuredrake. And the Cobalt Drakes will help
wyverns if they see you fighting, so avoid them because they dispell SoW and
hit you with cold for 500 dmg.
- Timorous Deep, Raptor Island: SoW and levitate at the island with
the spirocs and run straight south. You will come across Chess Island, where
part of your epic takes place, then keep going south. There's two islands. The
raptors have an insane agro range, so be very careful. A quad kiting guide
will be forthcoming.
- Othmir, Cobalt Scar: Don't even think about it until at least level
57, and even then, have LOTS of mana items and possibly a Luminescent Staff.
They can resist the snare and they are FAST, faster than raptors. Don't pull
the shaman and if you pull from Chief Kalan's area, use Harmony. If you pull
him, run like hell for Skyshrine because he's got high MR and hits REAL hard.
- The Grey, Luclin: Again, a 58+ zone. You will need an EB item even
though it's not underwater. Only pull the Shissar. Be very careful of the
stone golems running around, they have a high agro radius and high MR. Also,
don't go near any of the steam vents coming out of the ground.
- Maiden's Eye: Invis and run to the toiler area. It's between the
large building with the Xi (robed) mobs and the lake with a house on it, to
the northwest of the UP zone. Quad toilers around the hill. They hit very hard
and there's a lot of them. You are actually better off with a few people
hunting around you. Respawn rate is very fast.
- Umbral Plains: Definitely for higher level people with an epic.
Kill the Disturbed Elysian Remains for druid armor that looks like
banded/Vermiculated, but with great stats. Elysians have a LOT of HP, so
root/rot. Dark Assassins see invis and have a ridiculous agro range, so be
VERY careful. Use Harmony to pull the Remains.
I have a separate quadding guide for level 55+
druids as well.
Any more suggestions? Email
Also, the Frontier Mountains has a cycle of three spawn spots with a variety
of named mobs who drop some nice gear. The walkthru is