EXP Farming Methods

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This is a quick guide listing some of the ways (more relevant to 2019) for beginner and mid-level players to get the skills they need as quickly as possible ingame.

Hunting Animals

The simple act of finding NPC animals scattered across the world and killing them with any weaponry to hand in order to level. However, not every settlement and area of Shartak offers parity in terms of targets to kill - accordingly, the efficiency of this can greatly vary from as much as ~3.25 XP/AP to <1 AP/XP.

Special Hunts: The Rat Tunnels

The Rat Tunnels, also known as the lowest-level of Mt. Shartak[1] are a confined tunnel area located in the tunnel network between Dalpok and the Mountain Path area slightly northeast of Sacred Space. The Rat Tunnels have an incredibly high spawnrate of rats, often 4 or 5 per tile, making fighting there more of a hack-and-slash than a true hunt.

Advantages:

  • Best XP/AP ratio in the game - since there's no set-up needed and very little movement required, this is generally the best way to level in long sessions. Each successful strike should give you 7 XP.
  • Both entrance areas to the Rat Tunnels can safely be hidden in overnight, since the spawnrate of rats in the tunnel leading towards Dalpok is very low (and also includes a pool for extra safety and HP recovery if the player has no more healing herbs), and the exit towards Sacred Space goes into a safe spot (below a Giant Spider cave which is definitely not safe!), the only animal that can enter it is a Shargle which would have to move from 3 levels above - possible, but very unlikely.
  • No requirement for healing herbs, as there's no bleeding mobs and there's a fresh water source nearby.
  • Very unlikely to be harassed by PKers.
  • Equally good for every class, since 3 damage is all you need.

Disadvantages:

  • Geographically-isolated - Sacred Space portals are about 50-60 APs of walking away. Dalpok is ~70 away. Resupplying isn't often necessary, but is a huge pain to do.
  • Unsuitable for low-level players - Since it has to be travelled to and requires maxed combat skills to be efficient (plus it helps to have a stuffed inventory), this isn't a place to get your first 10 levels and core skills, it's better-suited for grinding through the trees like Foreign Speech, Tracking Mastery and Banshee Wail.
  • Very Boring - There's nothing you can do here other than kill rats over-and-over.
  • Must retreat at the end of each day - Unless you stop (to let the rats come to you) a lot, you'll have to save about 6 or 7 AP to get to the closest safe-spot - if you go for a nap down there, you will wake-up dead. This also means logging-in to spend about 30-40 AP or so is pretty unviable.

Special Hunts: Guard Dogs

Now that the population is so much lower than it used to be, camping in your hometown (or another town's) Trading Post and killing the Guard Dog as often as possible when it spawns can be a very efficient way to earn XP. Guard Dogs always spawn at five minutes past and usually (but not always) respawn at around 35 minutes past the hour.

Advantages:

  • Can be done in any trading post, which makes it particularly good in camps surrounded by areas with poor spawnrates (like Durham).
  • Great XP/AP ratio between killing the dogs themselves and healing yourself up (since the combination of the dog and trader will deal good damage), self-healing being an efficient XP-earning method by itself.
  • Rewards players for logging-on and playing a little bit multiple times per day.
  • You can attack and resupply without even moving! Or even if you don't have things to trade, the Medical Hut for more Healing Herbs is only a few AP away.
  • Good method for low-level characters to gain experience - all that's needed is a good weapon skill and/or healing skills. This is generally not best done on your first day since you have to use up your well of AP to gain more while waiting, but it's a good way to grind for the first week after.

Disadvantages:

  • Unviable method for people who prefer only to log onto Shartak once or twice a day to use their AP.
  • Leaves the player extremely open to PKers as you have to stay in the trading post for long periods of time, which is generally the first or second place a local or roaming PKer will look.
  • Repetitive.

Overworld Hunting

For most people, the most obvious option - especially when just starting-out - will be to explore Shartak and wipe-out anything that crosses their path. This can be a decent method in itself - walking and fighting from one camp to the nearest one, since there's a cool 100 XP bonus for trading with another camp's trader having last traded elsewhere. But for focusing just on hunting, some places are a lot better than others. Here's a (very non-exhaustive) list of particularly good and bad areas for fighting.

Map map.png

A - Grasslands Northwest of Wiksik These grasslands have a particularly high spawn of parrots and bats, but also noticeably more tigers. Being located next to a water source and being very close to Wiksik (one of the safest camps at current) makes refilling Healing Herbs or dying to animals much less of a chore. There's also a roaming shaman generally northeast of this area.

B - Area Northeast of Wiksik Unlike the grasslands, this area is better for low-level players since it spawns lots of 'safe' animals (that aren't aggressive and don't cause bleeding) like deer and stags, with only the occasional elephant.

C - Swamp Far Northeast of Wiksik This swamp has an absolutely huge spawn of alligators. However, as alligators cause bleeding wounds, a player should collect many Healing Herbs in Wiksik or their home camp before coming here, as this swamp is isolated from everything except for a Sacred Space portal nearby.

D - Grassland North of York Whee, I forgot to put this in the map. For location reference, it's just southeast of G. This is very close to York and has a decent mix of mostly non-hostile animals, with a seeming lack of tigers. The decent spawnrate and very convenient location makes it worth noting.

E - West Mountain Paths The spawn of Shargles here is much higher than on the eastern paths. Shargles inflict bleeding wounds, meaning a player must stack Healing Herbs in advance, but being so close to Sacred Space makes the location quite convenient once you have the Faith Skill. The worst part about here is that Shargles roam a lot (even to other levels of a path), making it decently likely you'll be sliced-up by them overnight.

F - Turtle Beach Turtle Beach is only an okay hunting ground overall, but the area around Durham has such bad pickings that this is probably their best choice. Turtle Beach has a lot of turtles on it, tanky non-aggressive enemies. The respawn rate is somewhat slow after a lot of turtles on the beach have been killed.

G - York/Dalpok Swamp As with C, there's quite a lot of alligators here. Alligators have good XP efficiency but also make you chug through your Healing Herbs. An advantage with here is that the areas just outside of the swamp/lake bit are almost entirely safe, so you don't have to waste much AP daily wading through lake or swamp tiles.

H - River Area South of Sacred Space This area is very accessible, especially after the Faith Skill. The spawn here is good, but most of the mobs present are quite dangerous - usually a mix of alligators, elephants, and occasionally tigers and shargles. There're relatively less tame enemies like deer. Although all of Shartak is quite quiet nowadays, people are more likely to travel through here than most wilderness areas, so be wary of an opportunistic PKer.