Roshamuul Prison

The prison of Roshamuul was erected to contain controversial members among demonkind. This spawn is very good for medium and many high levels due to the high experience and high profit when hunting in teams of four.
The Prison has 3 main floors, each one with a different map layout and an increasing number of creatures, and hence difficulty. On the first floor it's possible to start hunting at levels as lower as 250 with a Knight + Druid duo, though the optimal hunts here are performed in teams of 4 with all the vocations, each one with its specific role.
The Knight will always go first into the rooms and stop at their center. It's important that the knight throws a Poison Bomb Rune under its own feet to make sure that the Energy Elementals (which are summons) don't take the spot of stronger creatures. 
The Druid should be following the Knight, quickly positioning himself two tiles north/south and one east/west, just in range for the Mass Healing on the Knight and Paladin. The Druid must use an Energy Bomb Rune under himself to be guarded from extra creatures. 
The Paladin should bring the creatures that were in the corridor and position himself next to the Knight, one tile away. This way, there will always be 8 creatures attacking the knight and another 5 attacking the Paladin, which maximizes the efficiency of area spells, runes and ammunition. The Paladin and Druid positioning must match in a way that the Mass Healing is in range for both blockers, otherwise the Paladin is in great danger of dying if left with only his own heal. 
The Sorcerer usually comes in last, bringing creatures that were not directly on the path to the room (e.g. from a nearby room). The exact amount of creatures to be lured into the current room depends on the Prison floor, player levels and knowledge of the hunt. While killing the creatures, the Sorcerer will preferably move around using Great Energy Beam and Energy Wave, but it's also recommended to have an Energy Bomb Rune ready. 
Due to the huge HP pool of Juggernauts, it's usually better to take them from one room to the next and kill them in two turns, otherwise the team will waste a lot of time finalizing them even after all other creatures are already dead. Since the floors have slightly different creature combinations, this also affects the hunting strategy.
In all floors, the most dangerous creature is by far the Hellhounds. They use very strong waves that can hit the shooters even if the Hellhound is targeting the blocker, and they walk over Energy fields. The Knight should always try to Challenge them when entering a room, and the shooters should try to position themselves in a way they don't face the Hellhounds. 
== First Floor (-1) ==
This floor has all types of creatures, but they are somewhat distance from each other. If careful enough, it's possible to hunt here at lower levels by only taking 8 creatures at a time, stopping outside of rooms or at their entrances. 
== Second Floor (-2) ==
== Third Floor (-3) ==
This floor has the highest amount of creatures, as well as a room (north-east) with 2 Hellhounds. The path here usually consist of taking the east rooms, going to the middle rooms (block in one and the Sorcerers lures from the room across it), then taking the west rooms and finally back to the middle rooms, in a way that the movement resembles an infinite symbol (∞). 
== Fourth and Fifth Floors ==