Leveling guide

This is a general leveling guide meant for ALL classes.

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.
 * Think twice before erasing something as it might turn out that both of your ideas are good.
 * Please add stuff you think is good, not what everybody else says. That said please be sure to be able to justify your choice.
 * 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!

All Levels
At level 10+ players should be able to train on: Starting from level 50, players can train via the: During the summer when Vulkania is open:
 * Training
 * Kolossium
 * Sauroshells (Specifically in the craters where they often have many stars)

1-15

 * Free to Play
 * Do quests and fight mobs in Incarnam (such as Daredevil Crabs ).
 * From around level 7 the 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
 * Around level 12, Boars and Prespics are also good.
 * Buy and use Experience scrolls, like the Golden Parchment.
 * Daredevil Crabs

[UPDATED]
 * Do the tutorial for some experience and a dungeon key. Then go to the Prepubescent Chafers and kill amounts comfortable to you. Once you're level 9 do the Incarnam Dungeon (make sure you kill the boss first and use 1 MP every turn and kill the boss in under 20 turns for the achievements). The rewards at the end (achievements) will get you up to level 15 if you're on 1x~2x exp, level 22~24 if on 4x exp.


 * Pay To Play
 * From approximately level 6, you may choose to leave Incarnam for the Astrub Rocky Inlet.
 * Small Lousy Pig Shepherd mobs can also be an option.
 * Mobs in the Gobball Corner can be nice XP.

[UPDATED]
 * Do the tutorial for some experience and a dungeon key. Then go to the Prepubescent Chafers and kill amounts comfortable to you. Once you're level 9 do the Incarnam Dungeon (make sure you kill the boss first and use 1 MP every turn and kill the boss in under 20 turns for the achievements). The rewards at the end (achievements) will get you up to level 15 if you're on 1x~2x exp, level 22~24 if on 4x exp.

15-20

 * Free To Play
 * If you are still on Incarnam, keep completing the Incarnam Dungeon or fight the Small Gobball War Chiefs, but think of leaving the place. Prepubescent Chafers are also okay XP.
 * Boar and Prespic groups in Astrub Forest
 * Field Dungeon: If you can find a right sized group.
 * Mush Mush mobs. If you have a intelligence-based character.
 * One-armed Bandits
 * Quests in the Astrub Tunnels. (Some quests can not be started after a specific level)
 * Sick Grossewer Milirats level 18+ in groups
 * Miliboowolfs level 30 or below
 * Wild Sunflowers
 * Piwis in Astrub City


 * Pay To Play
 * Astrub Rocky Inlet
 * Plant Mobs in The Cania Fields (avoid groups with Fungi Master)
 * 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
 * Finish the quest to get to Otomai Island with some higher levels and you will go from level 15-20 in about 30 minutes

21-30

 * Free To Play
 * Boars, Prespics, Miliboowolfs
 * Creakrocks
 * Field Dungeon
 * One-armed Bandits
 * Sick Grossewer Rats
 * Wild Sunflowers
 * Fight mobs in Astrub Meadow
 * Piwis in Astrub City (it may take longer than before)


 * Pay To Play
 * Astrub Rocky Inlet
 * Blops and Biblops that are weak to your element.
 * Castaway Island
 * Cracklers
 * Fungi Masters that are alone or with one other field monster
 * Gobballs (The Cradle is an ideal place for this level range)
 * Lousy Pig Knights and Lousy Pig Shepherds.
 * Mushds (Mushd Corner)
 * Piglets (Unless your only method of dealing reasonable damage is through using air spells/weapons)
 * Prespics
 * Spimush that are weak to your element
 * Single Treechnids (avoid groups with Spimushes).
 * Trunknids
 * Vampyres
 * Crabs (Kawaii River)

31-40

 * Free To Play
 * Creakrocks, Chafers, or if both are really crowded do Boars, Prespics, Miliboowolf.
 * Field Dungeon


 * Pay To Play
 * Blops and Biblops that are weak to your element.
 * Castaway Island
 * Dark Smiths, Dark Miners, and Dark Bakers in Bandit Territory
 * Drunken 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 (Unless your only method of dealing reasonable damage is through using air spells/weapons)
 * Spimushs
 * Treechnids
 * Trunknids
 * Vampyres
 * Wabbits

41-60

 * Free To Play
 * Chafers
 * Creakrocks
 * Field Dungeon


 * Pay To Play
 * Bambootos
 * Blops
 * Bworks
 * Coral Beach (lone Palmflowers/Craborals)
 * Craborals and single Coralators if you can get to Otomai Island
 * Cracklers (can be found at Crackler Mountain)
 * Dark Smiths, Dark Miners, and Dark Bakers
 * Fungi Masters
 * Gobball Dungeon
 * Grossewer Rats
 * Kanigers
 * Lousy Pig Knights (Big groups)
 * Mushds in groups of 4 (with good wisdom set)
 * Sidimote Moors (lone Ouginaks and other monsters)
 * Plain Boars
 * Scaraleafs
 * Treechnids
 * Vampyres (1~2 Vampyre Masters probably wouldn't hurt)
 * The Wabbit Islands

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
 * Brakmar Rat Dungeon - Around level 500 group
 * Coral Beach (Multiple Palmflowers/Craborals with Coralators)
 * Chafers - Mobs in The Cemetery work best
 * Dopple Village - Certain Dopples are easier for certain classes
 * Dreggons
 * Gobball Dungeon
 * Grassy Plains
 * Grossewer Rats
 * Kanigers
 * Koalaks
 * Moon Island - Only solo beach monsters with good wisdom set past lvl 70
 * Piglets
 * Ouassingue
 * Ouginaks and other monsters on the Sidimote Moors
 * Scaraleafs - Large mobs
 * Vampyres
 * The Wabbit Islands - 4-6 mobs, according to level

81-120

 * Pay To Play
 * Firefoux - Avoid Soryo Firefoux unless you are in a group that can deal all elements
 * Solo Gobball Dungeon Not recommended above 100
 * Solo Scaraleaf Dungeon
 * Coral Beach
 * Dreggons
 * Grassy Plains
 * Kanigers
 * Kitsous
 * Koalaks
 * Ouassingues
 * Plain Boars
 * Single mobs on Frigost Island
 * Pandikazes - Mobs of 2 or more
 * Bonta Cemetery
 * Brakmar City Walls

120-200

 * Pay To Play
 * Agony V'Helley
 * Bherb's Gully - Total group should be about 900-1000
 * Bonta Rat Dungeon
 * Brakmar Rat Dungeon - Total group lvl should be about 550
 * Canidae Dungeon
 * Crackler Dungeon
 * Dark Jungle - Total group should be about 300-400
 * Dreggons
 * Firefoux Dungeon
 * Fungus Cavern
 * Kaliptus Forest
 * Kanigers - Solo
 * Koolich Cavern
 * Lord Crow's Library
 * Minotot Room
 * Moon Island - Greedovores in The Deep Moon Jungle
 * Nolifis Island - Avoid Tanukouï Sans
 * Rainbow Blop Lair
 * Soft Oak Dungeon - Total group should be about 1000
 * The Deep Moon Jungle
 * The Evil Forest
 * The Zoth Village
 * Tree Keeholo Foliage - Medium-Sized Groups
 * Trools
 * Frigost Island - (outside of Permafrost Port)