Levelling guide
Where to hunt at every level, from the meadow to the dragon's crag.
Monsters well below your combat level give much less XP, so keep moving up. Hover a monster to check its danger colour: white (Suitable) is ideal.
| Levels | Where | Monsters | Notes |
|---|---|---|---|
| 1–4 | Brookhollow meadow | Rat, Meadow Hare, Field Spider, Green Slime | Right outside the north gate. Spiders can poison. At night Meadow Wisps drift over the grass. |
| 3–8 | Fernwood glade | Mushroomling, Forest Bee, Stag | West of the meadow. Stags only fight back. |
| 4–9 | Brookhollow forest | Goblin Scout, Grey Wolf | East of the crossroads. Buy an upgrade first. |
| 5–9 | Fernwood wasp glade | Armoured Wasp, Rose Slime | Wasps poison. Old Mossbeard sometimes appears here. |
| 4–8 | Saltmere strand | Mudskipper | West of Fernwood: a harbour town on the sea. Fernwood's puffcap ring (Puffcap, levels 4–8) is on the way. |
| 6–10 | Lake Fern | Shore Crab | Tough shells: bring your best weapon. |
| 7–12 | Fernwood reeds | Mire Viper, Bog Toad | Vipers poison, toads slow. Bring antidotes. |
| 7–12 | Saltmere tide pools | Coral Crab, Tide Jelly | Jellies sting. In the rain they wash up on the strand too. |
| 8–14 | The Hollow Cave | Skeleton | North-east of the forest. Varg the Bonelord waits at the bottom. |
| 9–14 | Millbrook ruins | Ruin Archer, Bone Mage | Across the river bridge, east of the forest. |
| 10–15 | Millbrook slopes and the Mire | Cyclops, Bog Imp, Wailing Ghost | Imps poison and flee; ghosts slow you. |
| 10–15 | Rogue's Ridge camp | Bandit Cutthroat, Bandit Archer | East of Millbrook's slopes. Warden Holt has quests and a task board. Captain Redbeard sometimes shows himself. |
| 11–19 | The Deep Mines | Cave Bat, Skeleton Miner | The mine head is on Millbrook's ridge top. |
| 12–17 | Raptor slopes | Ridge Raptor | Fast and hungry. In the rain, Storm Sprites ride the ridges. |
| 14–18 | The mine crypt | Crypt Ghoul | North-west of the mines. Ghouls poison. |
| 12–17 | The wreck | Sea Pirate, Pirate Duelist | At night the Drowned Admiral sometimes rises. |
| 13–17 | Highmoor west moor | Woolly Alpaking | North of Rogue's Ridge. Watch for Alpaking Rex. |
| 13–16 | Ridge Top | Ridge Yeti | Snow all year. Yetis slow you. |
| 15–20 | Cactus flats | Cactoid | Through Millbrook's east pass. Cactoids never move. |
| 15–21 | Orc warcamp | Orc Warrior, Orc Shaman | Kill the shamans first. Gorrak the Hill Giant walks the high ridge now and then. |
| 15–20 | Highmoor pasture, crags and warren | Moor Bull, Crag Harpy, Moor Monkroose, Goblin Raider | Ranger Hale runs the town's task board. |
| 16–21 | The Old Crypt | Floating Skull | Deep in the mines. |
| 17–22 | The flooded hall | Cave Squid | Their ink slows you. |
| 18–22 | The Barrow: the Ossuary | Skeleton Warrior, Barrow Bat, Crypt Ghoul | Floor 1 of the Barrow. Also the troll fells (Moor Troll, 19–24). |
| 18–24 | Lava fields | Fire Demon | Burns (poison). Bring antidotes. |
| 22–26 | The Barrow: the Drowned Halls | Bloated Corpse, Drowned Spirit, Bile Glub | Floor 2. Spirits cast magic. |
| 22–28 | Drake crags | Ember Drake | Tough. Beyond them, the road north leads to the Cinder Keep. |
| 24–28 | Cinder Keep courtyard | Ember Golemling, Ash Wraith | North of the Scorched Vale. Sister Ashra waits at the gate. Mine cinder ore here. |
| 27–31 | The forge halls | Cinder Fiend, Molten Golem | Golems slam the ground: keep moving. |
| 26–32 | The Barrow: the Throne of Bones | Grave Knight, Bone Colossus | Floor 3, and the Barrow King. In the rain, Stormwing circles Highmoor's storm peak. |
| 22–25 | Frostfang wolf runs | Frost Wolf | East of Millbrook's Ridge Top. See Frostfang Pass. |
| 23–29 | Frostfang lake and crags | Frost Wisp, Snow Harpy, Ice Golem, Frost Giant | Huntress Sigrun's quests and task board. |
| 28–31 | Gullwrack beach | Reef Snapper, Thornback Blob | Take the ferry from Saltmere (see Gullwrack Isle). |
| 29–32 | Gullwrack jungle | Jungle Prowler, Tiki Brute | Warden Isolde's quests start here. |
| 30–34 | The sanctum | Void Walker | The hardest monsters in the Cinder Keep. |
| 31–36 | The Sunken Temple and the volcano rim | Temple Witchdoctor, Temple Colossus, Magma Imp, Cinder Wyvern | The Tide Serpent waits in the temple's sanctum. Beat it to open the stair to the Sunken City. |
| 36–42 | The Sunken City: the Drowned Streets | Drowned Legionnaire, Coral Crawler, Abyssal Eel, Siren | Under the Sunken Temple. See the Sunken City. |
| 38–46 | The Sunken City: the Palace of Tides | Deepguard, Tide Priest | Nerissa, the Drowned Queen waits on her throne. |
| 42–48 | The Ashen Citadel: the Outer Ward | Ash Knight, Cinder Hound, Ashen Archer, Flame Priest | East of the Cinder Keep, after chapter 10 of The Waking. See the Ashen Citadel. |
| 44–52 | The Ashen Citadel: the Throne of Ash | Magma Brute, Citadel Drake | The hardest monsters in the game, and the Ashen Regent. Then try heroic. |
| 42–50 | Cinderwatch | Ash Knight, Cinder Hound, Ashen Archer, Flame Priest, Magma Brute, Citadel Drake | The Citadel's monsters out in the open, on the watch road east of the Cinder Keep (after chapter 10). See Cinderwatch. |
| 52–62 | Mistveil Isle | Thornhorn Beetle, Mire Strider, Veil Mantis, Mist Wolf, Gloam Moth, Temple Sentry | By ferry from Port Varrow's west pier; the shore first, then the grove and the temple steps. See Mistveil Isle. |
Bosses along the way
- Varg the Bonelord, level 18, in the Hollow Cave.
- Elder Treant, level 16, in Fernwood's north-west grove.
- Deep One, level 22, in the Deep Mines' flooded hall.
- Ashwing the Dragon, level 28, beyond the lava moat in the Scorched Vale.
See the boss guide.
Speeding things up
- Do the quests: big XP rewards, especially later.
- Take board tasks that match where you're already hunting.
- Finish medium region diaries: each gives 5% more XP from kills in its region.
- Rifts are packed with monsters and elites, and every run is different.
- The Proving Pit gives XP for every kill, and falling there costs nothing.
- Build kill streaks and hunt elites when you see them.
- Buy Scholar mastery (+3% XP per rank) from level 15.