Leveling guide: level 1 to 60

Where to hunt at every level, which quests to take, and every way to earn more XP: parties, scrolls, Gold Premium and the Umbral Rift. Follow this route from Emberfold to the level 60 cap without wasting an hour.

1. How XP works

The level cap is 60. Almost all of your XP comes from monsters: a kill pays its XP to the player who dealt the most damage, or to that player's party. Quests add a smaller share on top. How long does it take? In our own tests a bot that plays without a break reaches level 10 in a bit over an hour and level 40 in about six hours; with quests, trips to town and pauses a real player needs noticeably more. From level 40 the Colony is the long part of the climb: its monsters hit hard and every level needs far more XP, so most players do it in a party.

2. Hearthmoor: levels 1 to 20

Every character starts in Emberfold, the town at the heart of Hearthmoor. It is neutral ground: no PvP, and humans and orcs may party together. The weakest camps sit right outside the town gates, and monsters get stronger the further you walk. Hearthmoor holds you until level 10, but its outer camps go up to level 20, so many players stay a while longer.

Your levelMonster (level)Quest
1 to 2Bristle Boar (1)Tusks in the Turnips
2 to 4Ash Wolf (2), Mire Toad (3)Grey Pelts, Croaking in the Mire
5 to 7Stone Husk (5)Hearts of Stone
8 to 10Thornback Boar (8)Thornback Trouble
10 to 13Bandit (11)Road Tax
13 to 16Alpha Wolf (14)Pack Leaders
16 to 19Mire Lurker (17)Eyes in the Water
19 to 21Barrow Skeleton (20)Rest for the Barrows

The quest's level is the level you need to take it. Hearthmoor's quests only count kills made in Hearthmoor. Its boss, Old Tusk (level 12), is worth a group: it pays far more XP than a normal monster and always drops a piece of steel gear.

3. Valcrest and Gorzhak: levels 10 to 40

At level 10 the travel gate opens your homeland: Valcrest for humans, Gorzhak for orcs. Both have the same monsters, from level 8 to 38, so the route is the same for both nations. The camps from Thornback Boars to Barrow Skeletons repeat here, and quests in your homeland start at level 21.

Your levelMonster (level)Quests
10 to 21Thornback Boar (8) to Barrow Skeleton (20)None here: use Hearthmoor's
21 to 25Cave Bear (22)Bear Country, Claws for the Tanner
25 to 29Forest Troll (26)Troll Hunt, Mossy Hides
29 to 33Granite Golem (30)Stone Giants, Living Rock
33 to 37Dire Wolf (34)Dire Nights, Pelts of the Dire
37 to 41Ogre Brute (38)Ogre Menace, War Totems

4. The Colony Zone: levels 40 to 60

At level 40 the Colony Zone opens. It is open PvP between the two nations, so expect the other side wherever you hunt. Each nation has a base guarded by fire towers at its end of the map. Read the PvP and war guide before you go.

Your levelMonster (level)Daily quests
40 to 45Ash Revenant (42)Ashes to Ashes, Grave Embers
45 to 48Hellhound (46), Rimefang Wolf (48, the glacier)Hounds of the Pit, Brimstone Fangs
49 to 53Obsidian Golem (50), Magma Toad (50, the lava field), Ashen Stinger (50, the Bowl)Black Glass, Obsidian Shards
53 to 56Cinder Warden (54), Rime Golem (54), Slag Brute (56), Crown Champion (56, the Bowl)Wardens of Cinder, Warden Sigils
57 to 60Magma Behemoth (58), Gloom Stalker (60)Molten Giants, Stalkers in the Gloom

The Colony's bosses are level 64 to 72 and need a strong group: The Cinder Tyrant, Hellmaw, The Hoarfrost Titan, Pyreheart, Grak the Warlord and Skorvyn the Cinder Wyrm. The Ancient Colossus rises in the Bowl at the heart of the map at 13:00, 19:00 and 22:00 Istanbul time, with server-wide warnings before.

5. The Umbral Rift: level 50 and up

Twice a day, at 16:00 and 20:30 Istanbul time, the Rift Gate in the Bowl opens for 20 minutes. Players of level 50 and up can step into the Umbral Rift, a dark PvP map packed with monsters, and stay one hour from their first step inside. Leaving and coming back in the same opening does not reset that hour.

6. Quests and daily quests

Quests are taken and handed in from the quest log (Q), with no quest giver to find. You can keep up to eight open. Each one asks you to kill a number of one monster or to collect an item that some of them drop. Party members within 60 metres count for each other.

Quests are a bonus, not the main road: leveling here is mostly hunting. Take every quest for the monster you are already fighting.

7. Party XP

A party holds up to six players. Every member past the first adds 5% XP, 5% gold and 5% drops, and members within 60 metres of a kill share its XP, a higher level taking a bigger share. On neutral ground (Hearthmoor) humans and orcs may party together; everywhere else a party is one nation.

8. XP boosts

BoostXPWhere from
Novice XP Scroll +30%+30% for one hourStarter pack, daily login reward, first week goals, invite rewards
Gold Premium+100% from monstersPower Up Store, 30 days
Wings, store cloaks+10% eachPower Up Store, 30-day rentals
War of Morgard victory+5% for the winning nationUntil the next war begins
Party+5% per extra memberAny party

These bonuses multiply with each other, and with the server-wide XP events the game team runs from time to time. Only one XP scroll runs at a time; double-click a running scroll to end it. Scrolls keep running through death and logout. Your first week goals also lend Dawnfeather Wings for a day at level 15 and the Lionheart Mantle for three days at level 20.

9. Dying and the XP penalty

Up to level 9 death costs nothing. From level 10, a death to a monster costs 3% of your current level's XP. It never takes a level away, and a notice tells you how much you lost. A death to another player never costs XP. Gold Premium removes the monster penalty completely. You can get up again after five seconds.

10. Stat points and level growth

Every level gives three stat points, 177 by level 60. Raise your main stat (STR for warriors, DEX for rogues, INT for mages and priests) and put some into VIT.

From level 10 your level also adds HP, MP and attack power on its own, on top of stats and gear. The bonus grows slowly at first and faster near the cap: at level 35 you have a quarter of it, at level 60 all of it. Monsters grow the same way, so fights take about as long at every level. Potions heal more as you level too.

ClassHPMPAttack power
Warrior+3,500+700+300
Rogue+2,800+800+300
Mage+1,800+2,400+300
Priest+3,000+1,800+260

The full level bonus at level 60.

Quick tips
  • Keep an XP scroll running whenever you hunt for a long stretch, and read it with Gold Premium if you have it: they multiply.
  • Move on to the next camp when your monsters fall three levels below you, or their XP drops fast.
  • Plan your evening around the Rift Gate at 20:30 once you are level 50: an hour in the Rift is the best hunting in the game.

Play free Next: the gear and upgrade guide