Ascetos Desert (Asc)
Hunting Level: 4-1000 (161)
Dungeon(s): Church of Damnation, Snake Pit, Undead Stronghold
Monsters:
Air Elemental,
Baby Dragons,
Cobras,
Daemons,
Damned Ones,
Desert Ratlings,
Earth Elemental,
Fire Elemental,
Ghosts,
Ghouls,
Hell Hounds,
Hell Snakes,
Kilrogs,
King Cobras,
King Kilrogs,
Lava Serpents,
Lost Sailors,
Plague Ratlings,
Skeletons,
Spitting Cobras,
Undead Necromancers,
Wasp Workers,
Zombies
Commentary: When Ascetos Desert was expanded it became the largest hunting area in the game. Sprawling, with 3 distinct sections, the hunting is oft times poor here. The high-level player can wander aimlessly for minutes before finding a suitable target and the low level hunter is vulnerable to attack by Snakes, Daemons, and Hell Hounds.
The Barrens (Bar)
Hunting Level: 40-600 (122)
Dungeon(s): Daemon Home
Monsters:
Air Elemental,
Cave Ratlings,
Cobras,
Daemons,
Desert Ratlings,
Earth Elemental,
Fire Elemental,
Flame Daemons,
Hell Hounds,
Hell Snakes,
King Cobras,
Lava Serpents,
Liches,
Screeching Horrors,
Shades
Commentary: If you are over level 60 and wish hunt outdoors, this is one of the few choices available to you. Being a desert the prey here is not particularly prolific, indeed there are times when it is downright endangered, but a little wandering can at times prove fruitful.
Bloodwood (BW)
Hunting Level: 3-12 (9)
Dungeon(s): Lesser Hive, Troll's Haven, The Zoo
Monsters:
Air Elemental,
Alpha Wolves,
Arctic Ratlings,
Crypt Bats,
Dark Faeries,
Earth Elemental,
Fire Elemental,
Flame Ratlings,
Flying Rats,
Lost Sailors,
Ogre Children,
Pixies,
Rabid Wolves,
Skeletons,
Trolls,
Wolves
Commentary: This is one of the great Secondary hunting areas, i.e. areas designed for players recently advanced from Ratling Run and its ilk. Close the Kurz, Bloodwood is easy to hunt in while remaining repaired and supplied. The number of suitable targets for the mid-low level player is usually quite good and it is not infrequent that groups of prey can be found.
Devon Forest (Dev)
Hunting Level: 14-35 (23)
Dungeon(s): The Labyrinth, Troll's Hideaway
Monsters:
Cave Ratlings,
Ogre Magi,
Ogres,
Swamp Ratlings,
Troll Armsmen,
Troll Elementalists,
Troll Sorcerers,
Troll Warriors,
Trolls,
Ugly Ogres
Commentary: A good area for the Ogre hunter. Game tends toward being abundant. With both Drune (in the northeast) and Silverbrook (in the southeast) adjacent, Devon Forest provides excellent opportunity for advancement with reasonable ease of repair and supply.
The Downs (Dwn)
Hunting Level: 4-30 (17)
Dungeon(s): Holy Caves
Monsters:
Damned Ones,
Dark Faeries,
Ogres,
Skeletons,
Troll Armsmen,
Troll Elementalists,
Troll Sorcerers,
Troll Warriors,
Trolls,
Ugly Ogres,
Wasp Drones,
Wasp Workers,
Wolves
Commentary: A small area with light to moderate prey frequency. In the south The Downs wraps 2 sides of Monmouth and in the northeast touches Silverbrook. Supply and repair is therefore about as easy to access as is gets. A low level player with an affinity for killing trolls can do quite well here, just be cautious of the Ugly Ogres waiting in ambush.
Emerald Forest (EmF)
Hunting Level: 1-12 (7)
Dungeon(s): Enid's Safe Haven, Forgotten Dungeon, Storage Chambers
Monsters:
Bats,
Dark Faeries,
Faeries,
Flying Rats,
Pixies,
Wolves,
Wood Nymphs,
Wood Ratlings
Commentary: Low level players that have grown weary of trying to keep the rat population from overtaking our fair land may enjoy a trip to the dark side by teaching all those happy, giggling faeries a thing or two about good manners. There are even some bats fluttering around if you get nostalgic for the taste of Ratling Run. The number of prey tends toward moderate and repair and resupply is not within easy walking distance from most of Emerald Forest, but if you have a desire to move your alignment toward the evil side this is a good place to flex your malicious nature.
Forest of Death (FoD)
Hunting Level: 23-45 (28)
Dungeon(s): None
Monsters:
Air Elemental,
Blood Fenri,
Dark Faeries,
Faeries,
Fire Elemental,
Gray Fenri,
Ogres,
Seraphs,
Troll Elementalists,
Troll Sorcerers,
Troll Warriors,
Ugly Ogres,
Water Elemental,
Young Fenri
Commentary: The Forest of Death is one of two areas where the monster spawn rate has been set higher than the rest of the Realm. Yet, inexplicably, there are times in FoD when the only living creature you can see is in the reflection from a still pool alongside the stream. Prey runs hot and cold but when it is hot this is an excellent place to make some money. The Cliffords (the big red dawgs, some folks like to call ‘em Blood Fenri) provide excellent pelts that are eagerly sought by most of the shopkeepers, who surrender 500 gold a pelt without batting an eye. Even the high level player, with a little time and patience, can make some good gains here.
Warning: This area is a hard-core PvP area. If you PvP in this area, harsh death penalties will apply. On dying during PvP in Forest of Death you will lose 10,000 exp and may drop multiple items. The victor of a PvP battle still does not get any experience.
The Killing Fields (KF)
Hunting Level: 11-60 (32)
Dungeon(s): Fuloran's Abode
Monsters:
Air Elemental,
Dark Faeries,
Faeries,
Fire Elemental,
Ogre Magi,
Ogres,
Seraph Thaumaturgists,
Seraph Warriors,
Seraphs,
Troll Elementalists,
Troll Sorcerers,
Ugly Ogres,
Water Elemental,
Wood Nymphs
Commentary: The second of the two areas were the spawn rate is set high. The Killing Fields is one of the most popular of the outdoor areas. It is also a hotbed for player thieves. Ogre and Seraph hunting here can produce slow but steady advancement for the high level player. For the risk-taking mid-level player the gains can be truly impressive. The Killing Fields is one of the smallest areas in the Realm and is situated close to Kurz where one can readily sell-off and get repaired. Be advised however that some of the shops in Kurz are known for taking advantage of players when it comes to price, selling items for higher than usual cost and buying for less. Still, KF is a great place to hunt while having the opportunity to meet people - which is, in my humble opinion, the heart of the Realm.
Leinster/Kurz Road (L-KRd)
Hunting Level: 3-10 (8)
Dungeon(s): Targoth's Tomb
Monsters:
Faeries,
Pixies,
Thieves
Commentary: This area has no purpose beyond a place to stick Targoth’s Tomb, other than that it is a waste of space. On occasion you might find someone hunting the NPC thieves that sometimes build up here but there is precious little worth pursuing otherwise.
North of Leinster (NLein)
Hunting Level: 1-12 (6)
Dungeon(s): None
Monsters:
Pixies,
Wood Nymphs,
Faeries,
Guardians,
Wood Ratlings,
Ratlings
Commentary: Does anyone actually hunt here? Well, yes. One word: Guardians. Other than everyone's favorite Goodie-Two-Shoe-Meat, this is pretty much a dead area. Although it appears to be designed as an extension to Ratling Run the prey here tends to be meager and advancement is therefore hindered in comparison to its more popular neighbor.
Ratling Run (RR)
Hunting Level: 1-7 (4)
Dungeon(s): None
Monsters:
Bats,
Flying Rats,
Faeries,
Pixies,
Guardians,
Ratlings,
Desert Ratlings,
Wood Ratlings
Commentary: The Land of the Newbie. Although there are several areas for the beginning player, Ratling Run is where most people get their start. It is well-suited for that purpose. This is a No PvP (Player vs. Player, other players cannot attack you), No PP (Pick Pocketing, other players cannot steal from you) area so you are safe from other players here. There are abundant rats to kill and enough faeries and pixies to keep you healed such that advancement to that first baldric is relatively rapid. With both East Leinster and Kurz nearby, doing business when needed is nearly painless.
South Havenwood (SHav)
Hunting Level: 6-12 (9)
Dungeon(s): Faery Caverns, Naktos' Morgue
Monsters:
Dark Faeries,
Pixies,
Faeries,
Guardians,
Swamp Ratlings,
Wasp Drones,
Wasp Warriors,
Wasp Workers
Commentary: A good area for the Ratling Run veteran looking for a new challenge. If you have Immolation and either Purify or Cure Poison then wasp hunting in South Havenwood can be like finding the Happy Hunting Grounds.
Tourney Grove (TG)
Hunting Level: Level only makes a difference in whether you win or die, other than that tis but a question of boldness.
Dungeon(s): None
Monsters: None (other than player thieves)
Commentary: The player-vs-player (PvP) area. Here you can practice the fine art of combat against other players without fear of losing experience and with little fear of losing equipment. (If you die in TG you do not lose anything but you do have to watch out for battle damage destroying equipment.)
Wandering Wood (WanW)
Hunting Level: 1-14 (7)
Dungeon(s): Fenris Caves, Supply Store
Monsters:
Air Elemental,
Crypt Bats,
Flying Rats,
Vampire Bats,
Earth Elemental,
Fire Elemental,
Faeries,
Dark Faeries,
Pixies,
Wood Nymphs,
Ratlings,
Arctic Ratlings,
Cave Ratlings,
Desert Ratlings,
Flame Ratlings,
Swamp Ratlings,
Wood Ratlings,
Ghouls,
Undead Necromancers,
Skeletons,
Zombies,
Wasp Drones,
Wasp Warriors,
Water Elemental,
Wolves,
Alpha Wolves,
Rabid Wolves
Commentary: This was the largest area in the game until the Ascetos Desert expansion. Quarry in this area is often abundant and with the wide variety offered the hunting should not grow stale too quickly. Since Wandering Wood is such a vast area, repair and resupply is usually a fortnight away but being a distance form the hustle and bustle of the villages is not all bad.
West Havenwood (WHav)
Hunting Level: 4-10 (7)
Dungeon(s): None
Monsters:
Faeries,
Pixies,
Guardians,
Desert Ratlings,
Swamp Ratlings,
Wasp Drones,
Wasp Warriors,
Wasp Workers,
Wolves
Commentary: Another of the "Second Areas", i.e. an area designed for the player graduating from a newbie area such as Ratling Run. You’ll often find high level players looking for Guardians here as well. This is a No PvP, No PP area.
Wexfordshire Valley (WexV)
Hunting Level: 1-40 (22)
Dungeon(s): Thieve's Hole
Monsters:
Bats,
Faeries,
Dark Faeries,
Pixies,
Wood Nymphs,
Ratlings,
Wood Ratlings,
Seraph Thaumaturgists,
Seraph Warriors,
Seraphs
Commentary: When Ratling Run looks like Indianapolis on the day of the big race, Wexfordshire Valley is a good alternative provided, and this is very important, provided you are not of Evil alignment. Seraphs love jumping lowly evil characters and can make quick work out of getting you to make an unscheduled contribution to the rats waiting outside your combat cloud. Expect to see a few higher level players running around here as well, Seraph hunting can be lucrative. This is one of the smaller areas in the Realm and the number of targets tends toward the meager side.
The Wild Beyond (WildB)
Hunting Level: 16-36 (26)
Dungeon(s): The Barracks, Festering Hate Pool, Imp City, Imp Haven, Supply Store, Tor's Crypt
Monsters:
Air Elemental,
Screeching Horrors,
Earth Elemental,
Wood Nymphs,
Imp Citizens,
Imp Guards,
Imp Necromancers,
Imp Slavemasters,
Imp Thaumaturgists,
Imp Warriors,
Plague Ratlings
Young Fenri,
Commentary: A favorite for the low to mid-20 level player. The prey is often prolific in The Wild Beyond. If you do well against imps this place can be a bonanza. A large area, resupply and repair is not nearby, the closest village being Wen in the northeast.
Winter Wold (WinW)
Hunting Level: 12-35 (24)
Dungeon(s): Eastern Ogre Caverns, Tulor's Caverns
Monsters:
Arctic Ratlings,
Ogre Children,
Ogres,
Ogre Magi,
Troll Warriors,
Ugly Ogres,
Damned Ones,
Wasp Warriors
Commentary: How well you will fare in Winter Wold depends on how well you can handle Ogres. Naturally your level has impact on this but some characters are far better at dealing with these muscle-bound brutes than are others. If you can take a few good whacks while you dish out your punishment then this may be the place for you. Winter Wold runs hot and cold, sometimes the Ogres and Trolls abound and at others scarcely a rat can be seen.
Zender’s Woods (Zen)
Hunting Level: 6-14 (10)
Dungeon(s): None
Monsters:
Air Elemental,
Earth Elemental,
Fire Elemental,
Faeries,
Dark Faeries,
Wood Nymphs,
Imp Citizens,
Cave Ratlings,
Swamp Ratlings,
Ghouls,
Zombies,
Wasp Drones,
Wasp Workers
Wasp Warriors,
Commentary: An excellent place for the proud wearer of a brand new red baldric (level 7) to continue his career. Zender’s Woods surrounds 3 sides of the village of Wen making repair and resupply an easy walk away. OCcasionally bustling with prey, the hunting here can be good.
Notes:
The abbreviations in parentheses after the area’s name are those I have used in the Bestiary. There may be other, perhaps even more common, abbreviations in use by various players.
Monsters: The list of critters in an area is pulled from the original Realm 3.x FAQ put out by Sierra when we were all still playing 2.x. It has been modified based on my experiences of what is where and should not be considered definitive. Wandering NPCs have been omitted since they can occur just about anywhere. They are almost always of a level appropriate to the area.
Hunting Level numbers: Be cautious in using these suggested levels. Naturally, players whose level is toward the lower end of the suggested range ought avoid the higher level monsters. The numbers in the parentheses are a loose average of the levels of the critters typical in the area. Although one can well debate the relevance of such an average in determining appropriate player levels, it does seem to yield an average level where a player should do well when hunting in the area. Remember, many factors other than levels affect combat so be certain to take into account your own strengths and weakness.
Commentary: All comments regarding the ease of returning to a village for supplies and repairs are relevant only to those that must walk. If you have Teleport, or even Home, how far away from town you are is, of course, of little consequence. So far as the rest of the commentary goes, take it for what it is worth. After all, what the heck do I know?
- HyJinks
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