Leveling guide: where to go at your level
In short: The whole climb from 1 to 130, band by band -- which map, which monsters, how you get there, and what unlocks on the way. Fight at your own level or above; four levels below you the experience collapses.
The one rule under everything: experience is paid for fighting at your level or higher. A monster four or more levels below you gives a fraction, one above you gives more (the experience guide has the exact table). So this route always sends you to the ground that is just hard enough. When a band starts biting, step back one map; when it feels easy, move on early.
Three things speed every band up, so set them up once:
- Daily hunts. Every major city has a hunting master three cells from the arrival point: six tasks a day, reset at midnight, paid as a multiple of the hunting they demand (guide). They open at the level the city is written for.
- A team. Everyone within view of a kill earns experience; a spouse earns double; leading a team that levels lower players pays Virtue (guide).
- The clock. Every Saturday and Sunday 19:00-20:00 all experience is doubled; an ExpPotion banks an hour of double experience; a Praying Stone adds 20% for days (blessings).
Levels 1-15: the training village and Twin City
- Where you start: the training village. Talk to the four villagers if you like, then the Scholar hands you your class starter and sends you to Twin City.
- First stop: Newbie Help by the arrival cell (421,378) -- a free package of Unique gear at level 10, and again every ten levels to 70 (guide).
- Hunt: walk out of the south gate. Pheasants and Turtledoves (levels 1-10) right outside, Robins and Apparitions (10-20) further out. The Old Hunter by the teleporter gives the Pheasant hunt, and the city's hunting master starts the Twin City chain at level 1 -- do it, it carries you to 30 on its own.
- Level 15: your first promotion, at your class master in the Promotion Centre (guide).
Levels 15-25: the far side of the Twin City field
- Hunt: the west of the map, around the mine entrance -- Poltergeists and Heavy Ghosts (22-23). Nothing in Twin City is above 25, so the moment Robins stop paying, leave.
- Level 20: any city Boxer sends you to the Training Grounds for 1000 silver -- not for levels (a tenth of the experience), but the place to raise a skill without risk (guide).
- Also from 20: a Trade Partner takes three days to mature -- add your friends now (guide).
Levels 25-45: Phoenix Castle
- Getting there: the Conductress in Twin City sells the ride (100 silver). She drives you to the swirl on your own map; step through it and you are at Phoenix Castle.
- Hunt: Winged Snakes (27-28) around the castle, then Bandits (33), Ratlings and Fire Rats (38), Blue Elves and Fire Spirits (43), the Elf King (45). The outlands beyond the castle swirl carry the same ladder thinner.
- Daily hunts here open at level 25.
- Level 40: the second promotion. It costs five EuxeniteOre -- mined in the Mine Cave (the Mine Admin in Twin City sells the pickaxe for 1000 silver) -- and pays your class's signature weapon (promotion, mining).
Levels 45-65: Ape Mountain
- Getting there: the Twin City Conductress again -- the Ape swirl.
- Hunt: Macaques (47-48) at the foot, Giant Apes (53), Roaring and Thunder Apes (58), Snakemen (63), Crazy Snakes (65). The canyon beyond Ape's own swirl holds the same bands (47-62) with more room.
- Daily hunts open at 45.
- From 50: General Long in Twin City (429,241) starts his nine solo boss trials; three wins a day, and a defeat costs nothing (guide). Two world bosses roam near you now: Ganoderma south of Phoenix Castle (45-60) and Titan in north-west Ape (65-80), heralded when they rise (guide).
Levels 65-85: Desert City
- Getting there: the Twin City Conductress's "Desert road" stop puts you in the city's north-west corner; Teleporter Joe there crosses you to Desert City. (Desert City is the one trip without a swirl of its own.)
- Hunt: Sand Monsters (67-68) and Sand Devils near the walls, Hill Monsters (73 -- the level-70 promotion's Emerald drops here), Rock Monsters (78) in the north-west of the map and again around (430,402), Stone Monsters and Blade Ghosts (83) furthest out.
- Daily hunts open at 65.
- Level 70: the third promotion (an Emerald from a Hill Monster L73) -- and the quest gates open: the Moon Box maze, the Blue Mouse, the CelestialStone chain, and Simon's Labyrinth (quests).
- The road out: beyond Desert City lies the further desert (67-82), and at its northern edge the Road Guide opens the long road into the far lands -- five stages from 72 to 100 (far lands). Take it when the Blade Ghosts stop paying.
Levels 85-105: Bird Island and the Far Canyon
- Getting there: the Twin City Conductress -- the Bird Island swirl.
- Hunt: Birdmen (87-88) near the landing, the Bird King, Hawks (93) and Silver Hawks (95) inland, Bandits (97-98), the Grand Bandit and Bandit King (105) at the far end. The Water Lord on the snail islands drops the CleanWater a rebirth needs.
- Daily hunts open at 85 -- the last and best-paid chain.
- Or the far lands: the desert road's last stage ends at the Fairy Plain; from there the Far Canyon (82-97) is the same band with denser packs, and the Meteor Zone (100-105) waits through the pass on the plain's western edge.
- Level 100: the fourth promotion (a Meteor).
Levels 100-120: Mystic Castle, the Adventure Zone, the Labyrinth
- Mystic Castle (102-120): the swirl in the south of Desert City at (78,320). Tomb Bats (102-103) at the gate, Bloody Bats (108), Bull Monsters (113), Red Devils (117-118) in the deep -- the classic late game, and it pays all the way to 120.
- The Adventure Zone (102-117): south of the Far Canyon; four serpent territories, built for a party (far lands). Its northern swirl drops you back on Ape Mountain.
- The Labyrinth: Simon in Twin City sends you down for 10,000 silver; floors of Slingers at 105, 110, 115 and 120, each with a token for the next (guide).
- Level 110: the last promotion (the MoonBox). Level 120: the first rebirth at Eternity on the Market with a CelestialStone -- back to level 15 with a lump of free points, and the whole route again with a stronger character (rebirth).
Levels 120-130: the Ice Crypt and the Sky Maze
- Getting there: the Frost Warden in the Adventure Zone opens the Ice Crypt (IcySerpents, level 122); one of the crypt's two swirls climbs into the Sky Maze.
- The floors: 123-125, then 126-128, then 129-130 -- each a maze of narrow walkways with a swirl onward and a swirl back. This is the only ground above 122 in the world, so the last climb happens here (far lands).
- Level 120 again, twice reborn: the second rebirth needs a full re-promotion to tier five and an ExemptionToken (guide).
The route on one line
Twin City field (1-25) -> Phoenix Castle (25-45) -> Ape Mountain (45-65) -> Desert City (65-85) -> Bird Island or the desert road (85-105) -> Mystic Castle / the Adventure Zone / the Labyrinth (100-120) -> the Ice Crypt and the Sky Maze (120-130).
How our version differs
- The order of the cities is classic; the far lands (the desert road, the Fairy Plain, the Far Canyon, the Adventure Zone, the Sky Maze) are ours, built because the classic map ran out of monsters above 122.
- The daily hunt chains, General Long's trials and the Newbie Help packages exist only here. Use them -- the route above assumes you do.
Where to find them
| NPC | Where | Cell |
|---|---|---|
| Scholar | the training village | 88, 31 |
| Newbie Help | Twin City | 421, 378 |
| Conductress | Desert City | 477, 630 |
| Conductress | Bird Island | 791, 566 |
| Conductress | the Market | 215, 220 |
| Mine Admin | Twin City | 45, 395 |
| General Long | Twin City | 429, 241 |
| Teleporter Joe | Twin City | 52, 398 |
| Simon | Twin City | 393, 235 |
| Road Guide | the deep desert | 365, 16 |
| Eternity | the Market | 298, 217 |
| Frost Warden | the Adventure Zone | 360, 60 |