m (AWB Soft Oak Dungeon -> Soft Oak Clearing) Tag: apiedit |
m (→All Levels: AWB) Tag: apiedit |
||
Line 11: | Line 11: | ||
==All Levels== |
==All Levels== |
||
At level 10+ players should be able to train on: |
At level 10+ players should be able to train on: |
||
− | * [[Training |
+ | * [[Training Dopple]]s |
Starting from level 50, players can train via the: |
Starting from level 50, players can train via the: |
||
* [[Kolossium]] |
* [[Kolossium]] |
Revision as of 13:04, 11 May 2015
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:
- 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
- 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.
- 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.
15-20
- Free To Play
- If you are still in 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
- Plants in The Cania Fields (avoid groups with Fungi Master)
- Blops and Biblops (weak to your Element)
- Lousy Pig Knight mobs at Lousy Pig Plain
- 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, Miliboowolfs.
- 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
- 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 - Beware of their resistances
- Gobball Dungeon
- Grassy Plains
- Grossewer Rats
- Kanigers
- Koalaks
- Moon Island - Only solo beach monsters with good wisdom set past lvl 70
- Piglets
- Ouassingues
- 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 damage in 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
- Stontusk Desert With a group
- Agony V'Helley
- Bherb's Gully - Total group lvl should be about 900-1000
- Bonta Rat Dungeon
- Brakmar Rat Dungeon - Total group lvl should be about 550
- Canidae Dungeon - Group of 3 or 4
- Crackler Dungeon - Solo
- Dark Jungle - Total group should be about 300-400
- Dreggons - Solo
- Divine Dimensions - With a group
- The Dreggons' Sanctuary - Total group should be about 500-900
- Feudala - Medium/Large Size Groups
- Firefoux Dungeon
- Fungus Cavern - Total group should be about 1000-1300
- Kaliptus Forest - Solo
- 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 Clearing - Total group lvl should be about 1000
- The Deep Moon Jungle
- The Evil Forest
- The Zoth Village
- Tree Keeholo Foliage - Medium-Sized Groups
- Trools - Solo if you're around 190+
- Frigost Island - (outside of Permafrost Port)