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

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.