Leveling guide

This is a general leveling guide for ALL classes.

Some rules

 * This guide is meant to be general. Do NOT include leveling spots or techniques that are valid for one or two classes only. Spots/techniques specific to classes belong to the corresponding Class guide.


 * Please add stuff you think is good, not what everybody else says.
 * Use links to monsters and locations, to allow easy mining down to detailed information.
 * Don't include too many details. Again, use links!
 * Questions/comments/criticism all belong to the discussion page!

1-15
Free to Play
 * Do quests and fight mobs in Incarnam.
 * Best monster to get fast levels in Incarnam is Crab at lake.
 * From lvl 7-8 Incarnam Dungeon can be a good place for xp.
 * Another good place are the Gobballs up to level 10
 * Lone Plants (Demonic Roses etc.)
 * Some quests in Astrub can be an alternate source for XP
 * At level 15, you can choose to continue training in Incarnam (eg. fighting Prepubescent Chafers or Sick Grossewer Milirats) or move on to Astrub.
 * Around level 12, Boars and Prespics are also good.


 * Pay To Play
 * From approximately level 10, you may choose to leave Incarnam for the Astrub Rocky Inlet.
 * The Blop Prairie is great for experience as well. (Find single Biblops/Blops of an element that is weak to you).

15-20

 * Free To Play
 * If you are still on Incarnam, keep completing the Incarnam Dungeon or fight the Gobball War Chiefs, but think of leaving the place.
 * Boar and Prespic groups in Astrub Forest (Level 12 Prespics are preferred because they do not camouflage in the first turn)
 * Field Dungeon: If you can find a right sized group.
 * Mush Mush mobs. If you have a intelligence-based character, do not go without 100+ Life.
 * One-armed Bandits
 * Quests in the Underground of Astrub at (6,-19). (Some quests can not be started after a specific level)
 * Sick Grossewer Milirats Lv 18+ in groups
 * Wild Sunflowers


 * Pay To Play
 * Astrub Rocky Inlet
 * Blops and Biblops (weak to your Element)
 * Lousy Pig Knight mobs at Lousy Pig Plains
 * Mushds
 * Piglets with strong Chance or Intelligence Spell
 * Treechnids and Trunknids

21-30

 * Free To Play
 * Boars, Prespics, Miliboowolfs
 * Crackrocks
 * One-armed Bandits
 * Sick Grossewer Rats
 * Pay To Play
 * Astrub Rocky Inlet
 * Spimush that are weak to your element
 * Gobballs
 * Lousy Pig Knights and Lousy Pig Shepherds.
 * Piglets
 * Mushds
 * Prespics
 * Cracklers
 * Blops and Biblops that are weak to your element.
 * Vampires
 * Single Treechnids (avoid groups with Spimushes). Around level 26 you can move on to harder Treechnid hoards
 * Trunknids (Don't worry about their high level, all they can do is summon arachnees)
 * Fungi Masters are alone or with one other field monster

31-40

 * Free To Play
 * Crackrocks, Chafers (-1, -25), or if both are really crowded do Boars, Prespics, Miliboowolf.
 * Field Dungeon


 * Pay To Play
 * Blops and Biblops that are weak to your element.
 * Dark Smiths, Dark Miners, and Dark Bakers in Bandits' Territory
 * Drunk Pandawas
 * Fungi Masters (If they are alone or in tiny groups, which they hardly are).
 * Gobball Dungeon or mobs on Tainela.
 * Kwaks (that are weak to your element)
 * Lousy Pig Knights
 * Mushds
 * Piglets
 * Scaraleafs
 * Spimushs
 * Treechnids
 * Trunknids
 * Vampires
 * Wabbits

41-60

 * Free To Play
 * From now on, Chafers and Crackrocks are your only source of XP


 * Pay To Play
 * Blops
 * Bworks
 * Coral Beach (lone Palmflowers/Craborals)
 * Craborals and single Coralators if you can get to Otomai's Island
 * Dark Smiths, Dark Miners, and Dark Bakers
 * Fungi Masters
 * Grossewer Rats
 * Kanigers
 * Lousy Pig Knights (Big groups)
 * Mushds in groups of 4 (with prespic set)
 * Sidimote Moor (lone Ouginaks and other monsters)
 * Piglets,
 * Plain Boars
 * Scaraleafs
 * Treechnids
 * Vampires (1~2 Vampire Masters probably wouldn't hurt)
 * Wabbit Island

61-80

 * Free To Play
 * At this point you really should subscribe and leave Astrub.


 * Pay To Play
 * Blop Dungeon - Having an AP or MP taker is advised
 * Blops and Biblops - Facing groups weak to your element is easiest
 * Chafers - Mobs in The Cemetery work best
 * Class Bang quest
 * Dopple Territory - Certain Dopples are easier for certain classes
 * Dreggons
 * Gobball Dungeon
 * Grass Plains
 * Grossewer Rats
 * Kanigers
 * Koalaks
 * Moon Island - Not recommended above level 70
 * Ouassingue
 * Ouginaks and other monsters on the Sidimote Moor
 * Piglets - Not recommended above level 70
 * Vampires

81-200

 * Agony V'Helley
 * Bherb's Gully - Total group should be about 900-1000
 * Canidae Dungeon
 * Cemetery of Bonta - Around 95-100, avoid groups with multiple Markschafers
 * Dark Jungle - Total group should be about 300-400
 * Dreggons
 * Firefoux Dungeon
 * Firefouxes
 * Fungus Cavern
 * Grass Plains
 * Kanigers
 * Kitsous
 * Koalaks
 * Lord Crow's Library
 * Minotot Room
 * Moon Island - Greedovores in The Deep Moon Jungle
 * Nolifis Land - Avoid Tanukouï Sans
 * Ouassingues
 * Plain Boars
 * PvP Quest
 * Rainbow Blop Lair
 * Rat Dungeon of Bonta
 * Rat Dungeon of Brakmar
 * The Deep Moon Jungle
 * The Zoth Village
 * Trools