training18 min read· updated 2026-11-08
Leveling guide: 1 to 100
Where to train at every level, what accuracy each step needs, which maps suit which class, and how to tell when it is time to move.
Every number and name on this page is read live from the game data.
Train where you kill fast, not where the mob's level looks right. Players report the same rule again and again: kill what you can one- or two-hit, not the highest mob you can reach. It saves MP, potions and time.
Three things decide whether a map on this page is right for you:
- Can you hit it? If you miss, nothing else matters. Each row below that needs it gives an estimated accuracy, and Accuracy explained shows the rest.
- Does your class like it? Mages care about marks and magic defense. Everyone else cares about accuracy and damage taken. See class notes.
- Is your EXP rate dropping? That is your move signal, not a level label. Time 10 minutes on a map, compare your EXP gain, and move when the next map beats it.
Want your class's version? See the Warrior, Magician, Bowman or Thief leveling guide.
Spawn counts come from the game files. Nexon changed how spawns respond to combat on 30 Oct and did not publish details, so busy maps may feel different. Each count is a spawn point, not a mob alive at once. Reference data suggests that some maps with the most points keep far fewer mobs up than the number implies, and we have no confirmed caps yet. A big number means more places mobs can appear, not more mobs. If a spot feels empty, move on.
The route at a glance
Levels are guidance, and accuracy figures are estimates at the mob's own level.
| Level | Go to | Why | ACC |
|---|---|---|---|
| 1–7 | Maple Island quests | Quests do most of the work | |
| 8–10 | , | The Lith Harbor quest targets | |
| 10–14 | , , , , | First Victoria maps. Pick the one nearest your job town | 21–24 |
| 11–20 | 24 | ||
| 14–18 | 27 | ||
| 15–20 | , , , , | , , | 27–44 |
| 21–30 | , , , , , Kerning PQ | Party or solo | 44–54 |
| 30–36 | with some you can hit, while your accuracy catches up | 44–82 | |
| 31–38 | Fire/Poison's | 70 | |
| 34–40 | . Do not go at 30. Fire/Poison 34–40, Cleric about 50 | 82 | |
| 35–40 | , , , | Burnt Land suits Ice/Lightning first. suits low-ACC builds, if you can reach Florina Beach | 70–89 |
| 41–50 | , , | , | 92–95 |
| 46–55 | , , , , , | , , , and if you can reach Florina Beach | 82–104 |
| 48–55 | , for strong characters only | 108 | |
| 51–80 | , , , | Slow, high-HP mobs. Sleepy Dungeon is not for Fire/Poison | 98–114 |
| 65–80 | , | Highest regular mobs | 132–154 |
| 80–100 | The strongest mobs you can kill reliably | No confirmed best spot yet |
Every , and spawn is around Florina Beach, and no walking route reaches it. A trip through in Lith Harbor is reported but not confirmed, so check before you plan on it. If you cannot get there, use or maps at 35 to 40, maps in the 40s, and from 50.
How leveling works here
- Curve. On the reference table, not confirmed in Classic World, about 99% of all EXP to the cap sits in the last ten levels. From 90 each level costs 2.1 times the last, and 99 to 100 is about 9.5 billion EXP. So 100 is not the goal. Aim at the next bracket and the next quest.
- The 35 to 50 slowdown is real. See the table below. Players report stalling here, so expect it and plan for it.
- Fighting above your level. Damage figures on this page use community formulas that Nexon has not confirmed. By that estimate you lose about a tenth of your damage 5 levels above you, over a quarter at 9, and a third from 10. There is no penalty at or below your level.
- Do not jump 10 or more levels up. By the same estimate you lose a third of your damage and you miss more, and misses probably still cost MP or stars.
- Death. By community estimate you lose up to about 10% of the EXP that level needs, taken from your bar, and you cannot lose a level. Nexon has published no figure. A blocks the loss, restores all HP and MP on revive, and is used up. It costs 800 NX, or 3 for 2,300, or 12 for 8,400.
- Parties. A bonus exists. Nexon has published no table, and nobody has tested it since launch, so we print no figures.
EXP per HP, and why the 40s feel slow
EXP per 100 HP, from the game files. It ignores overkill, travel and spawns, so use it to compare mobs and not as EXP per hour. Mages should also check magic defense on the mob's page.
| Mob level | EXP per 100 HP |
|---|---|
| 10–21 | 14.3, 12.5, 12.0, 11.2, 10.8 |
| 22–30 | 10.3, 10.2, 9.0, 8.3 |
| 31–41 | 7.1, 6.8, 6.7, 6.3, 5.6, 5.0, 4.6 |
| 44–52 | 5.2, 5.0, 4.8, 4.7, 4.5 |
| 55+ | 5.6, 4.1, 3.6, 3.5, 3.4 |
EXP per HP more than halves between level 20 and 40, then sits near 4 to 5 for about 30 levels. That is the slowdown in one line. Your damage must grow to keep up, so this is when gear and scrolls start to matter more than maps.
A few players' logs, from before the 30 Oct spawn change, give a rough scale. On the best logged maps one level near 30 took about an hour, near 40 two to three hours, and near 50 four to five. Those players skew serious, so most people will be slower. The same logs show that good EXP can barely break even on mesos: on Dangerous Valley II, potions ate most of what the map paid. Watch your mesos as well as your EXP.
1–10: Maple Island and Lith Harbor
The getting started guide has the quest order. On the reference EXP table, not confirmed in Classic World, quests end about half to two thirds of the way through level 7. These maps cover the rest.
10–20: Victoria Island
Take your 1st job at 10, then use the maps nearest your job town.
Mages: players report 10 to 20 as the worst stretch of the game, and that it eases by 20 to 25. The Magician leveling guide covers it.
21–30: the Ant Tunnel or the party quest
Grind or Kerning PQ? No EXP-per-run figure exists, so test it. Do one run for , which pays 1,870 EXP and 687 mesos on the first clear. Then time a run, compare its EXP per minute with 10 minutes of grinding, and keep whichever pays more. Go for the PQ anyway if you want its items or a party.
Then take your 2nd job at 30.
30–40: subway, swamp and sand
This bracket has the most class split in the game, so read the notes.
41–55: Zombie Lupins and Wraiths
Players report stalling here. Nothing here is a clear winner, so choose by what you can hit. Forgotten Hollow is expected to change this bracket. See the end of this page.
51–80: Sleepywood, valleys and the Sanctuary
is level 58 with 297 W.ATK. It appears on Sleepy Dungeon III, IV and V. has 20 level 50 Drakes beside its Cold Eyes. These maps are not safe just because the other mobs are low level.
80–100: the long grind
Nobody has a confirmed best spot for this bracket, so anything claiming one is a guess. Stay on the strongest mobs you can kill reliably, and party up where you can.
Class notes
Marks and accuracy change the route more than level does. The elements guide explains what a mark does and why its size is still an estimate.
| Class | Use | Avoid |
|---|---|---|
| Fire/Poison | 31–38, 34–40, 50–55. Among regular mobs, only , , , and stumps are fire weak. Undead in general are not | on , , . on , , , , |
| Ice/Lightning | 35–40, 41–45, 55–65. If you can reach Florina Beach, 36–40 and 49–55. If not, stay on until 55 | on , , |
| Cleric | Holy weak: 33–45 in the Ant Tunnels, then undead maps. from about 50. , , and . takes , not damage | and other Fairies: 500 magic defense, and they resist holy |
| Warrior | Maps you can hit. at 34 with full gear, with a potion or at 44. and need far less ACC than their level suggests, if you can reach Florina Beach | at 30, a common mistake. : 500 W.DEF |
| Bowman | adds up to 25 ACC. Keep it up. By our estimate, with about 147 DEX and no gear, rank 10 is enough for at 34 | at 32 on Focus 10 alone. By our estimate you need about 89 and, with about 142 DEX and no gear, have about 83, so use a |
| Thief | Stay on until you hit and two-cast , about 47 or later. With DEX equal to your level, the rest in LUK, 15 and no gear, you reach an estimated 82 ACC near 36 and 104 near 52 | and maps if potions are short. They hit hard or with magic |
The adds 7 ACC for 15 minutes, and sells it for 600 mesos. His store may need Henesys citizenship or a grade, which is not confirmed, so check before you plan on it. It is the cheapest fix when you are a few points short of a map.
If your map is full
We have no evidence that any map is quiet today, so these are options and not promises.
- Change channel before you change map. It costs seconds.
- Try the lesser-known maps. , , and , or the other Burnt Land maps such as . Excavation Site II, whose mobs are level 19 to 24, was added at launch.
When to stop and do something else
| Level | Do this |
|---|---|
| 10 | 1st job |
| 12 | Citizenship: board greetings at 334 EXP and 409 mesos each |
| 21 | Kerning PQ, starting with |
| 30 | 2nd job |
| 35 | Shumi's jump quests, starting with |
| 44 | Jane's challenges, starting with . The second and third need items no mob we can show drops, so buy those from players |
Potions cost real money from here on. Quest reward scrolls (equipment scrolls, see scrolling) usually sell for far more than an NPC pays, so read keep or sell and check the market tool before you vendor one.
Bosses
Bosses are for items and quests, not EXP. pays about 1 EXP per 100 HP, against 5.6 for a Lupin. Each one has its own boss guide.
The base timer is one hour (three for Jr. Balrog), and it has been randomised since launch by an amount Nexon has not published. One report so far from launch week describes waits of 1 to 3 hours, so do not set an exact alarm. Log your kills on the boss timers page.
| Boss | Where | Base timer |
|---|---|---|
| 60 min | ||
| 60 min | ||
| , behind hidden portals | 60 min | |
| 60 min | ||
| 60 min | ||
| 180 min | ||
| Last stage of Kerning PQ | Once per run |
Faust and Crimson Balrog are in the game files, but no spawn is confirmed.
Coming soon
Forgotten Hollow, with monsters of about level 39 to 59, is expected on 18 November as of 7 Nov. Nexon itself has only said November. If you are stuck in the 40s, it may be the next good place to train. Orbis and El Nath are not dated.
Not confirmed yet
- Map caps, and what the 30 Oct spawn change actually did.
- Party EXP figures and how EXP is shared on a kill.
- Whether a level-gap EXP penalty exists.
- EXP per run for Kerning PQ.
- Whether you can reach Florina Beach at all. Pason's trip is reported, not confirmed.
- Whether Hot Sand now beats the Wraith maps.
- Every accuracy figure on this page. Nobody has tested the model in Classic World.
- Whether Raymond and Max limit items by citizenship grade.
- Warrior build variants: dexless and moreDoes dexless work in Classic World? Unproven, and nobody has posted results. What it gains at 30, what it loses from 40, and the armor and scroll limits most guides skip.
- Spearman guideEstimated reach, Iron Will and the only warrior self-heal. Why polearm is the default but spear is no mistake, what v1.1.0 changed for Rush and absorb, and honest limits.
- Page guideThe hardest single-target Final Attack, the crafted blunt line and the option of a shield. 2H blunt or 1H and shield, and when Threaten is worth its 30 SP.
- Fighter guideRage, the only multi-target Final Attack and fast 2H weapons. SP order, axe or sword, a weapon plan that works without level 30 shops, and what is known to 70.
- Warrior build: 1st job, your branch and gear you can getHow to spend 61 SP before level 30, how to choose between Fighter, Page and Spearman, and what gear you can actually obtain at each level, quests included.
- Mage build variants: how much LUK?The one stat decision every mage faces. Three LUK plans compared on gear that really exists, what lukless actually costs, and why you can always add LUK but not remove it.
- Cleric guideIs Cleric worth it? What Heal, Bless and Invincible really do in Classic World, party and solo SP orders, and where a mage with a single-target attack should train.
- Ice/Lightning Wizard guideThe cheapest damage among mages: Cold Beam for single targets, Thunder Bolt once four mobs are in reach. SP order, when each spell pays, and what to do about the lean 40s and 50s.















































