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Leveling guide

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This guide will attempt to take both solo and non-solo players through level 65, no matter their class. The solo section highlights some of the more common techniques, while the group guide gives tips on creating a balanced groups and duos. Both sections feature leveling guides, and the guide ends with an over-view on activities outside of simple level grinding.

Making the choice for predominately solo, duo, or group play seems to be an issue some people take very seriously, while most take advantage of each to a certain extent. There certainly are advantages and disadvantages to each. Also, some classes are simply better suited to soloing or group play, so knowing what your class is capable of is incredibly important.

When reading either of these leveling guides, there are a few things that need to be kept in mind. The zones and areas within them were selected based on a mixture of popularity, mob levels, and camp availability. The associated levels reflect, on average, when the mobs in the listed area will be white cons. While the list is set up in level groups of ten, that doesn't mean you need to immediately move to a different zone once you exceed that range - if you are still getting good experience, ride it out while you can! On the other hand, some zones will not easily take you through the complete range (at least not easily) so you may want to move around a bit anyway.

There are other zones available which are not listed in the guides, and while they may not be 'optimal', your group might have fun in them. The zone connection map (which can also be found on the zones page) can help you get wherever you're going if you're not familiar with all of the methods of travel or zone connections, and also displays a basic level guide for zones.

Finally, both guides only go up to mob level 60 - this is intentional. At level 60, you should be farming in the same zones that you will be farming in at level 65. There are are higher end zones which require higher-geared toons, but that is outside the scope of this guide.

Know your class

Hopefully this section will someday soon include links to well-written class guides which will delve deeper into each class: their roles, abilities, and development. Until then, the links provided here should allow you to find quite a bit of information on each class. Understanding the strengths and weaknesses of the class(es) you are playing is vital!

Hybrid classes
Bard (Songs) (Stances)
Beastlord (Spells) (Stances)
Paladin (Spells) (Stances)
Ranger (Spells) (Stances)
Shadowknight (Spells) (Stances)
Melee classes
Monk (Stances)
Rogue (Stances)
Warrior (Stances)
Priest classes
Cleric (Spells)
Druid (Spells)
Shaman (Spells)
Pure caster
Enchanter (Spells)
Magician (Spells)
Necromancer (Spells)
Wizard (Spells)

Grinding Experience

Quests and phats aside, it'll come down to killing mobs for XPs. Some zones are good for certain level ranges, others vary wildly. There are several factors in choosing a zone including the level range, zone experience modifier (zem), whether there is already another group there (which you can check with /w shortname all,) and whether or not it is outdoors or indoors.

Randomly killing anyone and anything in a zone is generally not a good idea. Factions play an important part in quests (not to mention being able to sell stuff in town!) and some NPCs, even 'out in the wild,' may have unexpected faction-ties. For this reason, it is generally a good idea not to kill anything that isn't "kill on sight" without a good reason. You can consider any mob to determine not only its attitude, but also its level relative to your own.

Another faction-related killing decision to consider is Scale Alliance vs Stormhammers. You may wish to pledge to one or the other at some point, as they each provide their own upgradable armor quests and special augments. You will obviously want to avoid killing mobs that belong to the faction of your choice, and killing those in the opposing faction will be beneficial to your standing with your chosen faction (to a point.)

With level gains come Specialization points. Melee and hybrid classes gain additional stances and casters gain improved spell effectiveness. Once the level cap is reached, experience can be put into Alternate Advancements, and eventually Tomes.

New characters

New characters will find 'hunting areas' near their home towns. Which town a character starts in is dependant on the combination of their class and race. Each of these areas provide simple bounty quests (generally from the town guards at zone-in.) If your starting area proves to be not to your liking, you can always travel to a foreign hunting area. For instance, the Level 1-10 Guide suggests traveling to Southern Newport by way of the Mansion of Portals and exping in a combination of Northern Newport and Newport Sewers.

Levels 1 - 10
Greater Faydark (gfaydark •  Outdoor •  zem: +5%)
Wide open spaces, predominantly containing animals though Necromancers and Shadowknights should be wary of treants!
Centaur Hills (centaur •  Outdoor •  zem: -10%)
Lots of animals with a nice leveling range and Black Burrow just nextdoor.
The Mountain Crags of Tarhyl (tarhylcrags •  Outdoor •  zem: +5%)
Participating in the battle between the Kish-Ka and the Valk provides an interesting starting experience.
Stinger's Bog (stingersbog •  Outdoor •  zem: +15%)
An inhospitable swamp, the difficulty is high but the experience is quite decent. Be wary of the gate guards - they don't like outsiders!
Greenmist Jungle (greenmist •  Outdoor •  Ports: Druid )
Not generally prefered for leveling, this area contains a high number of pathers with little in the way of campable areas.
Mistwoods (mistwoods •  Outdoor •  Ports: Druid )
Aside from the usual bounty quests, the Erudian gate guards also offer a series of quests that rewards several peices of low level equipment.
Newport Sewers (ncat •  Indoor)
Excellent experience and range, with several Named spawns. Plus, you can work on your swimming skill while you hunt!
Northern Newport (northnport •  Outdoor)
Likely the most popular starting area. Frequently fewer mobs than people, but certainly easier for the first few levels than most other zones.
Steamfont Mountains (steamfont •  Outdoor •  zem: +5% •  Ports: Druid )
Very spread out. Also, there are robots.
Sundered Mountains (sundermtns •  Outdoor)
Another starting area with a nice range, but may prove difficult at starting levels.
Everfrost (everfrost •  Outdoor •  zem: +10%)
The maze provides plenty of pathers for starters, graduating into several orc camps.

Solo

By playing solo, a player is a lone wolf, able to decide where they go and when they go there. They have their choice of loot, and can work on quests or simply grind for experience.

Soloing techniques

Pet Charming
Using a charmed pet to kill things. Melee mobs are generally preferred over casters for multiple reasons. Charmed pets can be pet-buffed and given weapons like normal pets. In order to avoid absolute havoc when the charm does breaks, sit your pet, back away from it and make the pet go away (known as a forced break). Snaring, mesmerizing or even rooting the mob before or while charming is also an option. Control Enhancement grants +1 tick to charm spell duration per rank. The Enhanced Control AA ability allows you to weaken the will of a charmbed mob, effectively extending the charm, but the effectiveness of this ability is greatly mitigated when used by a Druid on a non-animal or a Necromancer on a living creature.
Pet Tanking
Basically using your pet to hold aggro and provide DPS while you nuke from afar. Buff your pet well!
  • Magician: Air elemental (Resists), Earth elemental (Highest tanking stats and Root), Water elemental (Slows) but not Fire elemental (lowest tanking stats)
  • Beastlord: Beastlord pets have decent tanking stats and DPS. Couple this with the Beastlord's ability to heal them and their shared damage stance.
Snare Kiting
Casting a snare on the mob and casting DoTs and Direct Damage (DD) spells while backing out of range of the mob's attack. Pet-classes should /pet taunt off to keep their pet from stealing aggro.
  • Druid: Use a movement buff such as Spell: Spirit of Wolf, dropping DoTs and DDs on while staying out of range of the snared target. Their summoned or charmed pet can be set to attack once the mob is in chase.
  • Ranger: Snare'and'Shoot; Using a bow/archery-kiting by snaring the mob and running backwards, shooting arrows on it. Can be combined with DoTs and DD spells as well.
  • Necromancer: Use Darkness snares. Summoned or charmed pet can be set to attack once the mob is in chase.
  • Wizard: Use targeted AE snares and nukes - take care not to snare yourself! Rains can also be used, but it's tricky and dangerous - more information on that tactic can be found in the Rain Kiting, the Solo Wizard guide.
Fear Kiting
Casting a Fear spell on the mob, causing the mob to run away while the caster stacks DoTs and casts DDs. Running mobs can move through walls and attract social aggro, so this is generally an Outdoor technique. Fear spells can be effectively combined with snare or Darkness snare spells. Classes without Feign Death abilities must be especially cautious of their targets pulling adds with social aggro. It should be noted that Feared mobs will still attack if rooted.
  • Necromancer: Necromancers may use Feign Death spells starting at level 16 to reduce the dangers of social aggro pulls when using this technique. Often combined Darkness snares.
  • Shadowknight: Shadowknights can use this technique similarly to Necromancers, though they do not begin gaining access to Feign Death spells until level 30.
  • Druid: Druids can only Fear animals, and do not receive Feign Death or Wipe Hatelist spells, so while capable of this technique, may find its applications somewhat limited compared to Snare Kiting.
  • Ranger: Rangers can only Fear animals, using this technique similarly to Druids. What they lack in spell-damage may be balanced with bow damage.
Bard Song Kiting
For either of the two types of Bard kiting, you'll want to start Selo's movement speed buff song and either a Resist buff if you are fighting casters or an HP Regeneration song if you are just fighting melee. AE kiting is generally how a bard will solo at the lower levels, and when you get two chants at level 42, you start chant kiting as it is much faster and more effective. You techinically have two chants at level 38, but your first one isn't very good for this.
  • Area of Effect Kiting: Gather up to six creatures, preferably melee only, and clump them together by running in a circle around them. When they're properly clumped you can begin to kill them. Get them close enough to AE them but keep them far enough away to not get hit. The easiest way to do this is strafe backwards to one side when they get close, while starting your song.
  • Chant Kiting: At level 42 you will have access to both Spell: Tuyen's Chant of Flame and Spell: Tuyen's Chant of Disease. Twist these two single-target DoTs on two targets while not letting them hit you. Equip your drum, cast both chants on the first target, then the next. Use a target last target button to swap between the two easily.
Root Rotting
Casting a Root spell on the mob to immobilize it and then DoTs to cause damage. However, root can be broken by the direct damage component of some DoTs, so such spells are not suggested for this technique if other options are available. If not, the player must at least be ready to reroot if this happens.
  • Necromancer: With plenty of high damage DoTs and several Root spells to chose from, Necromancers can make use of this method.
  • Druid: With plenty of root spells and several DoTs to chose from, Druids can make use of this method.
  • Shaman: While their DoTs tend to break root, Shamans can make use of this method, but may find it difficult to maintain a solid root.

Solo Leveling Guide

Levels 10 - 20 • Levels 21 - 30 • Levels 31 - 40 • Levels 41 - 50 • Levels 51-60

Outdoor zones are highly preferred by solo players because of the many spells which do not function in Indoor zones (certain invisibility spells and movement buffs for example) and because mobs tend to be more spread out. That isn't to say soloers are restricted to Outdoor zones, but in general they fair better in them.

Levels 10 - 20
The Cesspits (cesspits •  Indoor)
A group can remain in this zone working from front to back, for levels 10 - 29
Western Badlands (wbadlands •  Outdoor •  zem: +5%)
Roamers: 10-16
Northern Badlands (nbadlands •  Outdoor •  zem: +5% •  Ports: Druid )
Lions, Spiders: 18
Goblin Skull Mountains (goblinskull •  Outdoor •  Ports: Druid )
Goblins: 17
Levels 21 - 30
Northern Badlands (nbadlands •  Outdoor •  zem: +5% •  Ports: Druid )
Bloodblade Bandits: 20
Young Griffins: 20
Southern Badlands (sbadlands •  Outdoor •  zem: +15%)
Liodreth Warders outside Paw: 25
Goblin Skull Mountains (goblinskull •  Outdoor •  Ports: Druid )
Emerald Mountain Drakes: 21
Levels 31 - 40
Eastern Badlands (ebadlands •  Outdoor •  zem: 15%)
Plaguewind Gnolls, Lions, Beetles: 31
Heartland Plateau (heartland •  Outdoor •  Ports: Druid )
Spiders: 34
Goblins: 30
Goblin Skull Mountains (goblinskull •  Outdoor •  Ports: Druid )
Hill Giants: 35
Spectres: 40
Obsidian Shard Mountains (shardmtns •  Outdoor •  zem: +5%)
Giants: 38
Frosthorn Coast (frosthorn •  Outdoor •  zem: +5% •  Ports: Druid )
Gnoll Camp: 39
Northern Badlands (nbadlands •  Outdoor •  zem: +5% •  Ports: Druid )
Guardian Wraiths: 40
Levels 41 - 50
Great Divide (greatdivide •  Outdoor •  zem: +5% •  Ports: Druid )
Wyrms: 47
Eastern Wastelands (eastwastes •  Outdoor •  zem: +5%)
Giants: 44
Wyvernfang Coast (wyvernfang •  Outdoor •  zem: +5% •  Ports: Druid )
Wyverns: 41
Goblin Skull Mountains (goblinskull •  Outdoor •  Ports: Druid )
Giant Skeletons: 45
Levels 51 - 60
Red Sun Peaks (sunpeaks •  Outdoor •  zem: +10% •  Ports: Druid )
Goblins: 51
Eastern Plaguelands (eplaguelands •  Outdoor •  zem: +10%)
Tunnel: 53
Eastern Wastelands (eastwastes •  Outdoor •  zem: +5%)
Orcs: 53

Groups and Duos

Not all classes are suited for solo play, such as Warriors. Players may decide to augment certain classes by two-boxing and bringing a second character in to balance their main character. Alternatively, they may actually bring in a second player. Duos are popular, as they provide a bit more balanced play without sacrificing the flexibility of soloing. Commonly used class duos:

  • Monk and Shaman
  • Paladin and Druid
  • Warrior and Cleric
  • Shadowknight and Shaman
  • Rogue and Enchanter
  • Paladin and Wizard
  • Bard and Druid
  • Necromancer and Druid
  • Beastlord and Wizard
  • Necromancer and Bard

Grouping 2-6 characters will provide, through the magic of experience bonuses, equal experience from kills. However, with more people (in theory) should come more DPS and team utility, allowing for more kills, more quickly. Basically, groups equal more kills in less time. Forming a group generally requires having some end goal which will has at least the potential for rewards for all those involved (experience, raid targets, treasure maps, adepts, and to a lesser extent quests.) When joining a group, it is important to understand your class' expected role, as well as any special requirements for that particular group.

When attempting to build a group you have to take into consideration what you actually are planning on doing. Generally a Tank and a Group Healer is the staple of any group. Past that utility classes and DPS should fill out the last slots, as well as possibly a second healer, who can heal in a pinch. Generally a class that can cast slows should be one of the slots. Something that can provide mana regeneration should be another. The last two slots should be rounded out by damage dealing classes. But no two groups are the same and you should tailor your group accordingly to your needs as well as and your current class availability.

Groups and Duos Leveling Guide

Levels 10 - 20 • Levels 21 - 30 • Levels 31 - 40 • Levels 41 - 50 • Levels 51-60

For a group with on level gear and spells, you will want to start at approximately the given level, but for a similarly equipped duo you may want to wait a few levels.

Levels 10 - 20
Blackburrow (blackburrow •  Outdoor •  zem: +15%)
Top-side and first floor down: 10
Warrens (warrens •  Indoor •  zem: +5%)
Entry: 10
Throne room: 17
The Cesspits (cesspits •  Indoor)
Fearstone Keep (fearstone •  Outdoor •  zem: +20%)
Entrance: 10-14
Castle: 18
Hidden Temple of Yaralith (yaralith •  Outdoor •  zem: +15%)
Immediate Entrance: 16
Halls of Mielech (mielecha •  Indoor •  zem: +20%)
Entrance: 10 – 20
Shrouded Island (shroudisle •  Outdoor •  zem: 10)
Yard: 10-17
Mansion, First floor: 17
Newport Sewers (ncat •  Indoor)
Sludgepaw Gnoll areas: 14
Warpstone Caverns (warpstone •  Indoor •  zem: 15%)
Entrance: 17
The Runnyeye Citadel (runnyeye •  Indoor •  zem: +25%)
First Floor: 15
Levels 21 - 30
Shrouded Island (shroudisle •  Outdoor •  zem: 10)
Mansion 2nd floor: 22
Mansion 3rd floor: 26
Warpstone Caverns (warpstone •  Indoor •  zem: 15%)
Big room: 21
Lava room: 25
Cecuvians: 28
Hidden Temple of Yaralith (yaralith •  Outdoor •  zem: +15%)
Undead: 20
West Knights: 22
Northeast Temple: 30
South Kaladim (kaladima •  Indoor •  zem: 0)
Entrance: 27
Southern Badlands (sbadlands •  Outdoor •  zem: +15%)
Outside Paw: 25
Levels 31 - 40
King's Pass (kingpass •  Outdoor •  zem: +15%)
Almost Everything: 30
Keep of Mielech (mielechb •  Indoor •  zem: +35%)
Entry: 33
Eastside: 40
Eastern Badlands (ebadlands •  Outdoor •  zem: 15%)
Gnoll Camps: 31
Sea of Swords (seaswords •  Outdoor •  Ports: Druid )
Pirates: 30-35
Lair of Paw (paw •  Indoor •  zem: +20%)
Entry: 30
Mid: 33
Greatpaws: 37
South Kaladim (kaladima •  Indoor •  zem: 0)
Castle: 35
Warrior guild: 31
Heartland Plateau (heartland •  Outdoor •  Ports: Druid )
Robot Caves: 38
Warpstone Caverns (warpstone •  Indoor •  zem: 15%)
Deeper Cecuvians: 35
Greater Cecuvians: 40
Hidden Temple of Yaralith (yaralith •  Outdoor •  zem: +15%)
Sewers: 40
Levels 41 - 49
Lair of Paw (paw •  Indoor •  zem: +20%)
Archpaws: 43
Tunnels of Lasanth (lasanth •  Indoor •  zem: +30%)
Mutated Guards and Hands: 41-48
Great Divide (greatdivide •  Outdoor •  zem: +5% •  Ports: Druid )
Cave wyrms: 47
Harthuk Cave: 45-47
Eastern Wastelands (eastwastes •  Outdoor •  zem: +5%)
Giants: 44
Wyvernfang Coast (wyvernfang •  Outdoor •  zem: +5% •  Ports: Druid )
Wyverns: 41
East Freeport (freporte •  Outdoor •  zem: +15%)
Guards: 49
Sorcerer's Labyrinth (labyrinth •  Indoor •  zem: +15%)
Entrance: 49
Crystal Caverns (crystal •  Indoor •  zem: +20%)
Entrance: 44
Orcs: 46
Levels 51 - 59
Crystal Caverns (crystal •  Indoor •  zem: +20%)
Zaranths: 51
Sorcerer's Labyrinth (labyrinth •  Indoor •  zem: +15%)
Village: 52
Eldenal's Mansion (eldenals •  Outdoor •  zem: +25%)
Yard Trash: 52
Mielech's Lair (mielechc •  Indoor •  zem: +25%)
West side: 50
East side: 55
Sewers: 55
Dragon Necropolis (necropolis •  Indoor •  zem: +10%)
Rats: 49
Dragons: 56

Adventure

Leveling is not all about grinding experience!

Quests

The quest timeline lists quests based on a combination of suggested level and class, sorted by archetype. Quests that don't have suggested levels assigned to them yet are listed separately, but they are absolutely worth checking though the listing is more difficult to navigate. Many players in Dalayan Beginners, the default guild, are willing to help with quests when asked politely. If you are asking for help, it is a good idea to know what you need (what quest items and where they are found for instance) and to thank the person who assists you.

Bounty quests are a great way to earn some extra experience, gold or minor items in exchange for trophy items. Keep an eye out for these items in zones you're already in, or quests with especially good rewards - they can help balance otherwise low experience or profit in a zone. If you're in a group, ask before you loot these (many are [NO DROP] items) as other players may want their share too!

Finally, do not miss out on the Main Quest - It ranges from level 1-65 (and then some) and rewards progressive augments, as well as allowing access to certain key NPCs needed for further character advancement.

Adepts

Adepts special monsters which cannot be engaged past specific levels. They must con red (meaning they are three levels or higher relative to your character) to all members in the party, and no one in the party can be buffed by higher-level players. They all summon. Most have a higher than normal amount of HP, HP Regeneration rate and Attack power. Many also have unique powers such as the ability to summon help in the form of additional, unavoidable mobs. Always come prepared for the worst if you are not familiar with an adept's powers.

With the sorrows come the sweets, though. Sweet phats. Adepts drop [NO DROP] items which are generally extremely nice for the level they are attained. Not to mention they drop three loots per kill!

When forming an adept group, twinks are not required, though level-appropriately geared toons are suggested. As a rule of thumb, adepts below level twenty can be killed by a single but strong group. Adepts between level twenty and forty will require a full very strong group with additional support. Adepts over level forty require two strong groups. The maximum party size for any adept is twelve toons.

Treasure Maps

Want more phats? Try Treasure Hunting with some Simple maps. Maps can be purchased from other players, found as loot in some dungeons, or fished with a skill of 150 or greater. Like Adept loot, treasure map loot can far exceed most dropped loot at the level at which it can be obtained. Moreover, there are a few quest items which can only be obtained from treasure hunting.

Simple maps are categorized into tiers 1-4, and the tier is determined by the level of the player unbottling or unsealing. Advanced treasure maps are tiers 5-10 and are intended for level 60+ characters. Simple maps have no additional difficulty rating. The digger (don't forget your shovel!) must not be higher than the level range of the map they are digging, though they can have higher level buffs. At least one person in the group must also have the ability to Bash or Pick Lock.

Making Money

One of the simplest ways to make mad stacks of money while levels is tradeskill items. Keep an eye on the auctions channel for people buying them. Find regular buyers if possible. Some of these items can net a profit from players exponentially greater than selling them to merchants, giving you more money to invest in gear on listsold.

Bounty Hunting

Starting at level 45, Thurgadin Bounty Hunting quests first become available. Aside from Small rewards in coin, experience and faction, these quests provide tokens which can be cashed in for expable equipment, a variety of slot-specific augments and other rewards.