MajorMUD Wiki

Class-by-Class, Level-by-Level Suggestions


Witchunter - Warrior - Paladin - Cleric - Ranger - Warlock

Level Range Area
15-19 Slime Beast/Dark Caverns (with cave worms)/Kobolds/Orc Mansion/Ancient Crypt/Rhudaur/Shadowfist/Cave Worm/Gnoll Encampment
20-25 Wooden Passeges/Crater/Small Pyramid/Orc Barracks
26-30 Frozen Caverns/ShadowFist Temple/Quaggoths/Lava Fields
31-35 Dark Elf City/Black Fortress/Stone Elementals/Sandbar/Salamanders
36-40 Stone Elementals/Old Dragons/Dark Elf Solders/Redstone Tunnels
41-45 Stone Elementals/Sandbar/Mithril Mines/Dark Elf Solders/Red Dragons
45-55 Any of the Dragons/Mithril Mines/Duergars/Royal Guards/Crimson Fortress/Oasis
55+ Barren Hills/Stone Giants/Ancient Galleon/Storm Giants/Any of the Dragons/Storm Mountain/White Forest/Volcano/New Worms/Webbed Lair (Need cure poison and recommended for 60+)

Priest - Missionary

Level Range Area
12-17 Slums/Cave Worm/Slime Beast/Dark Caverns/Graveyard
18-25 Ancient Crypt/Marble Tomb
26-30 Gnoll Encampment/Wooden Passages/Small Pyramid
31-35 Icy Tunnel/Quaggoths/Stone Elementals/Nanatis
36-40 Mithril Mines/Wyverns/Dark-Elf Royals (minus 6 regen)
41-46 Duergars/Red Dragons/Sandbar/Wererats
50-55 Galleon/Green Dragons/Duergars/Taslois
56+ Galleon/Barren Hills/Stone Giants/Storm Giants

Priests are hard to script solo. Don't get frustrated. Towards later levels, you may find it better to team with a combat class.


Ninja - Thief - Bard - Gypsy - Mystic

Level Range Area
12-15 Cave Worms/Slums/Slimy Sewers/Graveyard
16-19 Kobolds/Dark Caverns/Orc Mansion/Ancient Crypt/Slime Beast
20-30 Gnoll Encampment/Frozen Caverns/Minos/Small Pyramid/Orc Barracks
31-35 ShadowFist Temple/Quaggoths/Dark-Elf City
36-40 Salamanders/Stone Elementals
41-50 Mithril Mines/Royal Guards/Red Dragons/Duergars
51-55 Green Dragons/Sandbar/Ancient Galleon
55+ Any Dragons/Barren Hills/Stone Giants/Storm Giants/Any of the Dragons/White Forest

Mage - Druid

Level Range Area
12-16 Cave Worms/Dark Caverns/Orc Mansion
17-20 Orc Mansion/Kobolds/Dark Caverns
21-25 Gnoll Encampment/Orc Mansion/Dark Cavern/Wooden Passages/Elder Grove
26-30 Laby/small pyramid/Orc Barracks
31-40 Quaggoths/Frozen Caverns/Shadow Fist Temple/Sandbar/Salamanders
41-45 Mithril Mines/Oasis/Limestone Tunnels/Royal Guards/Dragons/Saracens
45+ Royals/Saracens/Massive Web

Frequently Asked Questions


Small Pyramid

Find the Nekojin Elder in the Dusty Village, and ask him everything highlighted. Go to the Saracen Fortress and get a head. Take it to the guard sergeant at the entrance to the pyramid and ask him 'head'.
To gain admission to the Seeress's room, speak with Master Trainer Tolgard, and take his heavy box to Mia at the Silvermere Curio Shop. She'll give you a token to take back to him, and you'll have permission to see the Seeress.

Gold Signet Ring (3rd evil quest)

To get a signet ring (to get to the Duergars), you must follow the third evil quest. Specific instructions are for this quest are available here: 3rd Evil Quest

Massive Web

Many people have had trouble party scripting the massive web due to the sticky threads. What you need to do is:

Role Message Response Misc
Leader Threads of webbing stick to your armour... nothing box checked: last action failed
Follower Threads... /Leader @comeback

Should be able to successfully script with as many as 3 people in the massive web with the above setup.


Area Max Experience

NOTE: For areas noted as 2+ chars, the experience shown is per character.

Storm Fortress (no bosses) 4,100k/hr
Stone Encampment (no chieftain) 3,400k/hr
Rakshasha 2,700k/hr
Cracked Tunnels (worms, no black worms) 2,100k/hr (from fourth level down)
Crimson Fortress 2,000k/hr
Storm Mountain (top third) 2,000k/hr
Hill Giant Fort and Animal Pen (with chief) 1,800k/hr
White Forest 1,700k/hr
Storm Mountain (lower third) 1,600k/hr
Tasloi (including bosses) 1,500k/hr
Green Dragons (inner loop, small) 1,400k/hr (3 chars)
Hill Giant Fort and Animal Pen (no chief) 1,400k/hr
Cracked Tunnels (all worms, no boss) 1,300k/hr (2 chars in party)
Barren Hills (no hill giant fort) 1,300k/hr
Blue Dragons 1,200k/hr (2 chars)
Ancient Galleon (with boss) 1,200k/hr
Black Dragons 1,100k/hr
White Dragons (no boss) 1,100k/hr
Red Dragons (old and new) 1,000k/hr
Duergars (with Lord) 975k/hr
Volcano 840k/hr (need picklocks, keys, or high strength to bash doors)
Saracens 605k/hr (entrance hall)
Scarecrows 550k/hr
Sandbar with King Crab 520k/hr
Dark-elf soldiers/Dungeon/Master Torturer/Captain of the guard/Town regen rooms 500k/hr
Great Pyramid (top level, before pharaoh) 500k/hr
Mithril Mines 500k/hr
Sandbar 410k/hr
Salamanders 400k/hr (with efreeti)
White Corridor (black diamonds) 400k/hr
Dark-elf Soldiers Quarters 350k/hr
Salamanders 300k/hr (no efreeti)
Dark-elf Training Grounds 250k/hr
Shadowfist 185k/hr
Slime Beast Regen 180k/hr
Rhuduar (money changer loop) 128k/hr
Frozen Caverns 80k/hr (no yeti)
Gnolls 75k/hr (with chieftan)
Cave Worm Regen 75k/hr
Graveyard 25k/hr
Mansion 25k/hr
VERY HARD AREAS
Storm Fortress (including bosses) 5,600k/hr
Webbed Lair (solo) 2,200k/hr
Webbed Lair (party) 1,300k/hr (3 chars)

Stone Giants are great for Evil only because they only attack when being attacked, Nonhostile for evils) Also may want to try it in groups until you get to lvl 60+

Room Scripting

Room scripting is most often used by higher level mages and druids. Starting around level 30, you can use room spells (spir/quak/atem/esto/hsto/etc) to clear rooms quickly. High mana regen is a necessity, as is a flux-type spell. The flux spells, mana flux for mages and nature tap for druids, can be set up in MegaMUD. In the Spells tab you will find a Mana Regen field and a minimum rate per click field. Fill the Mana Regen field with your spell (flux or ntap), and set the minimum rate to ten more than your normal tick (normal tick + 10). Nuke if there's more than 3 enemies, and use your highest combat spell for the remaining monsters. Works better with meditate.

Level Range Area
20+ Rhuduar/Orc Barracks
30+ Saracens/Small Pyramid/Magma Men
40+ Royal Guards/Saracens with Leaders
50+ War dog Pen/Royals/Zealots/Massive Web
55+ Rakshashas

 

Hot Spots

Hot spots consist of areas that every class can do, and work very well. They are often the more

New Haven

Requirements: You need to be alive
Most people like to set up a script that runs to the healer and "buy healing" when low, rather than resting. This is a good way to get out of those low levels early on. Try to stack to level 4 or 5.

Slums

Requirements: Nothing Special
Spectacular for low level cash building. The monsters are not hard (the bodyguards can be difficult, but a decent weapon and some decent AC will take them down).

Cave Worm (Instant Regen)

Requirements: Light if you can't see in the dark
This is the key place for level 6-mid teens. The instant regeneration allows for quick gaining of massive exp. At 100 exp a pop, it can yield a (theoretical) max of 72k/hr, however most people leave at around 25k/hr.
From Town Square: go man, south*10, west*10, north*2, bas/pick west, open west, west, go hole, northwest, north, northeast, northwest, southwest,
northwest, west. Roam west and east only, move east before resting, run distance of 1.

Slime Beast (Instant Regen)

Requirements: Gate toll
This is the other main instant regen monster. At 250 exp a kill, it can yield a theoretical max of 216k/hr. Located in the darkwood forest, near Thrag, it is key for levels 15-mid twenties. Roam northwest and southeast only, southeast before resting, run distance of 1.

Rhudaur

Requirements: Evil Alignment, black serpent key
Rhudaur is an excellent area for low-mid level scripting. Although the Dark Monks dodge a lot, and can do some decent damage, they are non-hostile towards evil. This means you can attack one, and then rest up, and then attack another. Also a great place to collect cash. Watch for the Shambling Mound.

Shadowfist Temple

Requirements: Evil Alignment, black serpent key, skeleton key
The Shadowfist Temple has three different non-hostile monsters. Dark Apprentices, Dark Monks, and Dark Mystics. Around level 25 add in the dread mystic as last in attack order. This is another great area for both experience and cash.

Attack Order:

Monster Order
dark apprentice high
dark monk normal
dark mystic low

Salamanders

Requirements: magma amulet or phoenix feather
Salamanders is an excellent spot for anyone to make nice experience in.
Maxing out close to 300k/hr without efreeti, and around 450 with efreeti.

Small Pyramid

Requirements: waterskin or sunstone wristband, and be "Blooded"
The stronghold guards of not hostile towards ALL characters. The Stronghold sergeant is unkillable, so don't attack him. You need about 3 waterskins or a sunstone wristband for every day you're out there, so be prepared.
To gain entrance, speak with the Nekojin Elder in the Ornate Tent. Ask him about the Saracens, the pyramid, and everything else highlighted.
Go to the
Saracen Fort and kill a raider until he drops his head. Upon collecting the head (1 head for each character scripting the pyramid), go to the pyramid, and ask the sergeant "head". You now have been granted entrance to the small pyramid. Set your rest rates high, because you can rest with monsters in the room. Make the stronghold guards not-hostile,
the stronghold sergeant friend and attack all enemies.

Mithril Mines

Requirements: Magic-2 Weapon, mine pass and a light source if needed
If you are using Megamud, before looping the Mithril Mines, make sure to go into game data/paths/find the mithril mines loop (normally dmmiloop.mp)
and click modify/edit/select-all/relearn room. This will prevent you from possibly entering the Diamond Mines which was recently added off the Mithril Mines. The Mithril Mines can either be very easy, or very difficult. You basically need a Magic-2 or better. The Winged Demon and Brain Eaters are your worst enemies. Watch for the stun from Brain Eaters. Set dwarf warriors to low so you don't have too many monsters before killing the first one that pops out from the warrior.

Duergars

Requirements: Evil Alignment (180 or higher), a way to fight off poison,
and a gold signet ring (obtained on 3rd evil quest)
Watch for poison!! Evil is a definite MUST here! Usually suggested around the mid-30's, the Duergars can be taken advantage of until the late 40's.
With a golden headdress (or cure poison), and a damage dealer, 800k can easily be achieved. Do not attack the Duergar Lord until you are POSITIVE your script can handle them.
Correct setup is: Duergar Lord Friend. Captain Friend, Warrior high or first.
If scripting in a party, make sure attack what party members attack is OFF.

Red Dragons

Requirements: magma amulet or phoenix feather
The Dragons is not a difficult place. The old dragon's nest (where the adult red dragon calls home) can be done solo by a decent 40+ character.
The New Dragons Nest (where Kotar resides) is suggested for 45+. Great for parties, this is an excellent spot. Don't take a weapon that does fire damage, and don't cast fire-based spells.

Blue Dragons

Requirements: Way to get across the desert safetly.
Blue dragons is one of the more difficult dragons to script. I would recommend it for level 55+, possibly 50+ for a warrior or paladin. The blue dragons are located south of the scorching desert and are not difficult to get to. Make sure when making a path that you avoid the enormous blue dragon.
Blue dragons holds well over 1mil/hr experience with the right setup.

Green Dragons

Requirements: Torch or Night Vision (if doing the area around great green dragon), golden headdress or poison resistance helps, but is not required.

Green Dragons is an excellent place for someone with a golden headdress or being a kang race. Green Dragons can bring in well over 1mil/hr in experience with the proper setup.

Black Dragons

Requirements: 'swamp boots'
Black Dragons is another area that is not very difficult but can bring in a good amount of experience. I would recommend it for levels 40+. The black dragons are located in the Misty Swamp near the black dragon. Make sure to avoid the black dragon in your loop.

White Dragons

Requirements: Light source, glass key
White dragons would be a good area for a level 30+ druid and/or ranger.
The white dragons are not very difficult, make a custom path (or download one) doing the western area only in the ice caverns (located near ice sorceress) and avoid the massive white dragon. While in this area, I've seen the experience hold steady at about 700+k/hr

Stone Giants

Requirements: Evil Alignment, rope and grapple
Do not reaattack. This is a very difficult spot, but it results in excellent exp. Watch out for the shamans, they hurt bad.

Correct setup:

Stone Giant Commander FRIEND (until you can handle him consistently), Stone Giants HIGH, Shamans NORMAL, War Dogs LOW


Storm Giants

Requirements: Neutral or higher, rope and grapple
This is a difficult spot. It is NOT recommended as a spot if you are running 1.11K or beyond. A storm giant will always move to protect another. I suggest making your own path and sticking to the smaller regen areas.

Correct setup is: Make sure you do not attack what other party members attack. Do not attempt to take out the King or Commander on script.

New Worms

Requirements: Rope and grapple to get out
This is an excellent spot to team script at about 53+. The first few levels are purple worms, so if you can handle a bunch of them, you'll be okay.
Be careful though, they do pack quite a bite. The worms change as you get further down into their area. They become red, purple, white and black.

Volcano

Requirements: rope and grapple to get there. Some keys may be required depending on loop.
This is a nice spot if you can handle getting past the AED and have the AC/damage to script it, as well as the resist fire desired to combat the magma drips in certain parts.