Due to popular demands, posted here too!
Click On This First to begin!1 = Level 1-5. Solo on Movia/Movio until level 5, get the inventory expansion quest, and finish it.

2 = Level 5-8. Continue on to higher level monsters. No Real "grind spot", just wander and kill. Meet up with guildies/friends and party together helps, but not essential.

3 = Level 8-10. First REAL party based spawn. Get together an 8 man party, and go for it.

4 = Level 10-13. Real HEAVY spawn area. Only go here if you have 2 tanks, and a really good party setup. You might die a few times, but thats where your sub clerics come in.

5 = Level 13-17. Good spawn, tight area, near Cerberus. Your ideal grinding spot. Watchout for knockdown though.

6 = Level 18-21. You've made it to Asia Minor! Now kill some crabs. Theres 2 good spawn points, if spawn 1 is crowded, go to spawn 2.

7 = Level 22-26. Closiers and Punishers, the first time you will fight a party giant. If one spawns, lure it onto the bridge and destroy it. Enjoy the 20% exp per ptg too.

8 = Level 27-29. Ongs. Good spawn, Bad status effects. Dont fight the ones with a Q over their head either, they stun and dont give good exp...

9 = Level 30-32. Huns are really good, constant spawn, and safe spots for the ints to stand in. Dont fight the archers, unless they wander by. Stay within the lancer spawns.

10 = Level 33-35. Sungsungs are really good. These will be the first mobs to really do some luring grinding. Get the tank to turn on iron skin, lure 10-15 of them, and come back. Cleric, only use healing cycle when he is luring, or else you will get aggroed and slaughtered. Once hes lured them, and the wizards killed all the non-party ones, there will only be party ones left. Then, you can use other heals. Save bless for lures too. Learn well from these, you will be spending most of your grinding as this style now. Old kill 1 monster move on is over.

11 = Level 36-38. I've never tried these, but heard they were good. If your up for it, give it a go. Watch out for their penetration damage though, especially from party giants. :huh:

12 = Level 39-40. Slow spawn, not constant at all. These are the HARDEST levels, every spawn sucks. You will have a tough time getting here. If this spawn doesnt work out, or when you start hitting 41, try SOUTH of Hotan on the spiders. This wont allow for full 8 person parties, but a small group of 4-6. Really bad spawn there too. Try hitting 42 as soon as you can to get out of here....

13 = Level 41-45. Finally, Mujigis. Good spawn, no aggro, smooth sailing. No party giants is a downside though. <_< Watch out, these guys will splash you to death too.

14 = Level 45-48. PENONS! No aggro except for champs/giants, good spawn, and back to luring! Get a tank bless spelled/iron skin, lure 10-15 of them, and splash! If a ptg spawns, get one tank to tank it, second to lure more if you can handle it. Easy leveling, pretty interesting too. Watch out for isy tho. :o

15 = Level 48-52. Yetis, good spawn, good grouping ability, pure phy. Try to get your wizards to 52 on these before attempting the caves.

16 = Level 50-52. Go here when you cant make a full yeti party. Slow spawn, slower killing, but good for when you have lower levels in your party that cant get in the cave yet at 50.

>>>>>Complete Cave Guide Coming Soon<<<<<
17 = Level 52-55. Finally in the cave! These are the first mobs you should go to. Bugs do more dmg, less exp, and are just shitty to level on, skip them. Take a huge room, stay in the hall and lure at first, once your party gets adjusted, you can take the center and lure from all around. Your leveling speed will go super fast from now on, the hardest parts are over!

18 = Level 56-59. Once your wizards get their 56 staffs, go to these.You will be able to lure much more, kill faster and get 8d tabs/stones more often. Watch out for burn though.

19 = Level 60-63. I love this room. Small, easy to lure, good spawn. If you cant handle it inside, stand in the hall and lure. Watch out for stun, and as usual use iron skin when luring. I usually switch luring jobs each time, one warrior lures, 2nd protect ints and then switch so iron skin is recharged. By now, you'll be bored with the cave.


20 = Level 64-67. Once your wizards hit their 8d staffs, you can hit the bones. If you havent noticed by now, most of the monster changes are just as your wizards get their new weapons.

This is a good policy to stick with, because you wont be whacking at stuff forever, and wont be killing stuff too fast.

21 = Level 68-80. Once you get your 68 staff, its time for generals! Your final mob, until the end of the game. These levels will go by fast, as you will dominate yarkan and get 10-15% every time. There are a few good spawns, try to stick by the places with less Generals, so you dont get stunned. If you are really interested in switching builds as a tank, this is the time you can. Double axes are good here, because of their anti-stun passive, combined with holy word. DONT FORGET to get Block onto your weapon, so these suckers dont block your nukes.

Yay.