Training Reference Guide for All Thieves (Version 2.1) - Daimean - 2009-01-19
Well seeing as the other one on this forum doesn't seem to be getting updated anytime soon (And was mine anyways....) I thought I would post my version from sleepy wood here...
What Left For Me To Do
Spoiler
Fix Broken Links in the Assassin/Hermit/Night Lord Section
Add links into the Semi Dualer/Dualer/Dual Master/ Slasher/ Dual Blader Section
Make the Semi Dualer/Dualer/Dual Master/ Slasher/ Dual Blader Section look less like I just copied the Bandit/Chief Bandit/Shadower Section....Since I did
Add a Noblesse/Night Walker Section since this is meant for all Thieves....
Make the last one not look like I copied the Assassin/Hermit/Night Lord Section....Since I probably Will
Remove Outdated Training Spots
Add New Training Spots
Any help with the last two will always be welcomed
Legend $ -- Easy on your pocket change; possibly a good gold mine $ -- Heavy spending. This spot is a potion burning furnace. % -- Awesome experience. Like srsly, zomgwtphax0rs kind of experience. % -- Slow experience. Maybe even very slow.
Rogue
Spoiler
Levels: 1-10 Possible Training Grounds:
Maple Island: Snails, Blue Snails, Shrooms
Comments: The Maple Island quests should level you to 10 if you chose to skip Maple Island Train at HHG1 or somewhere else like that.
Comments: Ludibrium Party Quest is restricted to level 35 and above players. However, a condition that the game did not mention is that players under level 40 will be hated against by players higher than level 40 because those under level 40 will have a hard time being of any use in the party quest.
Comments: Ludibrium Party Quest yeilds fast experience gain in the low to mid 40's. It slows by late 40's. Also, Lusters aren't good money. But their sun pieces are since they can be exchanged for a chance to get 60% scroll for cape INT. So exchange them or sell them to others.
Phantom Forest: Crossroads 1,2,3: Windraider% Comments: Jr yetis are that good for money. You can pick up leather, sell their skins but their money really comes from the chance to get a 60% glove for ATT dropping.
Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
Comments: Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
Comments: Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
*Jr. Newties has a lot of competition from higher level people, especially mage types. So expect... the competition.
*You can leech Himes with Avenger, and a DK/Priest party if you have the connections. It is extremely good experience to the point you can gain at least a level every hour
very easily. However, it is pot consuming, and requires you to know some people.
You can safely train there if you stand on the left platform in the middle section and just snipe the Jr. Newties.
Death teddies are for the upper level 70's. Most preferably a hermit with a level 21 or higher Shadow Partner.
Comments: If you can find an holy symbol slave priest, party them along with a hyperbody mule dragon knight, and grind it out at various places. Its faster than solo.
Watch out for Griffey spawning if training on the Griffey's map. Pretend you're practicing training on himes. A decent experience map with a dangerous spawning any second.
For Jr.Newties, you kill the first one or two on the middle platform using the snipe spot.
Comments: Solo only if you have to. If parties are available, join it or invite people.
Watch out for Griffey spawning if training on the Griffey's map. Pretend you're practicing training on himes. A decent experience map with a dangerous spawning any second.
For Jr.Newties, you kill the first one or two on the middle platform using the snipe spot.
Comments: Ludibrium Party Quest is restricted to level 35 and above players. However, a condition that the game did not mention is that players under level 40 will be hated against by players higher than level 40 because those under level 40 will have a hard time being of any use in the party quest.
Comments: Ludibrium Party Quest Slows down by late 40’s. Jr Cellions are decent but not the best. Curse eyes are good if they can be kill in 1 hit. Towards the late 40’s, Retz become an easier playground. But many people at Retz may not be as nice as other places. If Retz are full, expect to have your brains KS’d out if you’re too low level or weak.
Comments: Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
Comments: The listed places are only good if you can kill the monsters in those places in 2 hits or under.
Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
Comments: Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
There’s three things about gobies every level 70-80 Chief Bandit must know:
In order to train there, you must have at least a level 1 Meso Guard and a level 1 Mesos Explosion.
You will be using Mesos Explosion to train there.
If you are in a somewhat crowded server, everybody above level 100 will hate you for being there, hogging a Goby map and will KS your brains out until you leave.
Training at The Evil Dead is going to be like training at gobies by this I mean your going to need at least lvl 1 meso explosion and meso guard and lvl 20 dark sight. To train here you lure them in dark sight and kill them by dropping 10 bags of 1.5k (Lvl 1 ME).
Comments: If you chose to solo a Goby map, people hated you at Goby [SIZE=3]% 20 levels ago, they’ll probably still hate you now unless you join a party with them. [/SIZE]
Crimsonwood Mountain: The Path of Peril:Typhons Comments: If you want to train at Gobies, its smarter to party since you’ll probably have a priest. Share the map with other players. Sharing doesn’t have to be caring but at least it’ll get you faster experience.
For dreamy ghosts, a bandit would need a lot of money and its not bad to have a priest friend either. Also need max Band of Thieves.
Comments: If you want to train at Gobies, its smarter to party since you’ll probably have a priest. Share the map with other players. Sharing doesn’t have to be caring but at least it’ll get you faster experience.
For dreamy ghosts, a bandit would need a lot of money and its not bad to have a priest friend either. Also need max Band of Thieves.
Victoria Road: Tree Dungeon, Forest Up North I: Horny Mushroom.
Dungeon: Cave of Evil Eye IV: Evil Eye.
Hidden Street: Land of Wild Boar I: Wild Boar.
Zombie Mushroom Mini Dungeon: Zombie Mushrooms, Horny Mushrooms.
Hidden Street: Caution Falling Down: Octopus, Blue Mushroom.
Dungeon: Ant Tunnel I/II/III/IV: Horny Mushroom, Zombie Mushroom.
Sunset Road: Sahel 3: Sand Rat.
Sunset Road: Sahel 1: Scorpion.
ubway Line 1 Area 1: Bubbling.
Kerning City PQ
Comments:None for Now...
Levels: 30-40 Possible Training Grounds:
Dungeon: Sleepy Dungeon III: Cold Eyes.
Monster Carnival PQ
Phantom Forest: Swamp Bog: Leprechaun.
Mushroom Castle quests & PQ
Dungeon: Hunting Ground in the Deep Forest I/II: Curse Eye
Monster Carnival Party Quest
Ludibrium Party Quest Comments: Ludibrium Party Quest is restricted to level 35 and above players. However, a condition that the game did not mention is that players under level 40 will be hated against by players higher than level 40 because those under level 40 will have a hard time being of any use in the party quest.
Kiyos are good from 35-45
Levels: 40-50 Possible Training Grounds:
Mu Lung: Practice Field: Beginner: Straw Target Dummy.
Singapore: Suburban Area 2: Trucker.
Phantom Forest: Swamp Bog: Leprechaun.
Alcadno Research Institute: Lab - Area C-2: Roid, Neo Huroid.
Lab - Area A-1, Lab - Area B-1: Mithril Mutae.
Dungeon: Sleepy Dungeon IV: Stone Golem, Dark Stone Golem.
Monster Carnival Party Quest
Ellin Forest Party Quest
Ludibrium Party Quest
Nett's Pyramid Party Quest
Comments: Ludibrium Party Quest Slows down by late 40’s. Jr Cellions are decent but not the best. Curse eyes are good if they can be kill in 1 hit. Towards the late 40’s, Retz become an easier playground. But many people at Retz may not be as nice as other places. If Retz are full, expect to have your brains KS’d out if you’re too low level or weak.
Levels: 50-60 Possible Training Grounds:
Masteria: Lower Ascent: Windraider, Stormbreaker
Hidden Street: The Forest of Golem: Dark Stone Golem, Mixed Golem.
Ludibrium Maze Party Quest
Haunted House: Sophilia's Bedroom: Voodoo.
Haunted House: Vanity Room: Hoodoo.
Singapore: Suburban Area 2: Trucker.
Singapore: Ghost Ship 1: Pac Pinky.
Singapore: Ghost Ship 2: Slimy.
Singapore: Ghost Ship 5: Selkie Jr.
Singapore: Mysterious Path 3: Selkie Jr., Slimy.
Mu Lung: Practice Field: Beginner: Straw Target Dummy.
Alcadno Research Institute: Lab - Area C-2: Roid, Neo Huroid.
Ellin Forest Party Quest
Monster Carnival Party Quest 2
Orbis Party Quest
Pirate Party Quest
Nett's Pyramid Party Quest Comments: Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
Levels: 60-70 Possible Training Grounds:
Masteria: Lower Ascent: Windraider, Stormbreaker
Hidden Street: The Forest of Golem: Dark Stone Golem, Mixed Golem.
Singapore: Mysterious Path 3: Selkie Jr., Slimy.
Haunted House: Sophilia's Bedroom: Voodoo.
Haunted House: Vanity Room: Hoodoo.
Alcadno Research Institute: Lab - Area C-2: Roid, Neo Huroid.
Herb Town: Red-Nose Pirate Den II: Captain, Kru.
Monster Carnival Party Quest 2
Orbis Party Quest
Pirate Party Quest
Nett's Pyramid Party Quest Comments: The listed places are only good if you can kill the monsters in those places in 2 hits or under.
Dummies in Mu Lung looks like they will be full in crowded servers because they look as good as the old zombies' map. lern2party. The spawn is even more insane in a party, and it looks like it can fit up to 3 people. Don't be a jerk and bust "ccpls" on everyone you see.
Levels: 70-80 Possible Training Grounds:
Hidden Street: The Forest of Golem: Dark Stone Golem, Mixed Golem.
Singapore: Mysterious Path 3: Selkie Jr., Slimy.
Masteria: Lower Ascent: Windraider, Stormbreaker
Alcadno Research Institute: Lab - Area C-2: Roid, Neo Huroid.
Magatia Party Quest
Pirate Party Quest Comments: Nada
Levels: 80-90 Possible Training Grounds:
Ludibrium: Unbalanced Time: Dual Ghost Pirate.
Ludibrium: Warped Path of Time <4>: Spirit Viking.
Leafre: Battlefield of Fire and Darkness: Red Kentaurus, Black Kentaurus.
Leafre: The Area of Blue Kentaurus: Blue Kentaurus.
A special thanks to butterfli for making the original thread and giving me permission to use their work as well as all others that have helped me with this. Update History
Spoiler
June 25th, 2008. First Created on SW
January 19th, 2009. First Created on SP
January 9th, 2010. Fixed Some of the Broken Links
July 2nd, 2010. Added Dual Blades
It really surprised me how old this guide was
By the way if you think that its outdated pm me anything that needs to be changed or added.
Training Reference Guide for All Thieves (Version 2.1) - Avenge - 2009-01-20
Night Lords under level 135 probably can't survive skelegons. I could barely survive at 140.
Training Reference Guide for All Thieves (Version 2.1) - Stereo - 2009-01-20
Why does Spirit Viking have both "good" and "bad" $ signs for it in 80-90? >_> In my experience it's not very good money but I dunno...
Training Reference Guide for All Thieves (Version 2.1) - Styles - 2009-01-20
Vikings eat pots and drop illbis^o)?
Training Reference Guide for All Thieves (Version 2.1) - Mejust - 2009-01-20
Why do you say that assassins can take windraiders in 50-60 but not bandits?
Training Reference Guide for All Thieves (Version 2.1) - Daimean - 2009-01-20
Avenge Wrote:Night Lords under level 135 probably can't survive skelegons. I could barely survive at 140.
My nl survived there just fine since like 120 lol.
Mejust Wrote:Why do you say that assassins can take windraiders in 50-60 but not bandits?
Because on sleepywood I was told to put it in the sin section and no one said anything about bandits ;p.
Stereo Wrote:Why does Spirit Viking have both "good" and "bad" $ signs for it in 80-90? >_> In my experience it's not very good money but I dunno...
Your question was answered by Styles as far as I know but that was something left over from when Butterfli owned it, I just thought it worked and kept it.
Oh and slightly more updated now lol...
Training Reference Guide for All Thieves (Version 2.1) - Five Second Pose - 2009-01-20
Mejust Wrote:Why do you say that assassins can take windraiders in 50-60 but not bandits?
They do a tad too much damage, and they're better later on, when they die faster.
Training Reference Guide for All Thieves (Version 2.1) - bored4ever86 - 2009-01-21
i don't know why crossroads is put up there as the spawn rate for windraiders there is autrocious...
I've been training for around 10 lvls at the lower acent (68ish to 77 soon to be 78) the stormbreakers gave me some problems early on but now they are turning in to shadow partner fodder for me (3 min shadow partner and a mob of stormbreakers = great exp) I am dexless though not really that well equiped and up till 75 i was getting a good 25-30% per hr (depending on my need to recharge stars/pots)
I think the place warrants a note that unless your decent at the JQ (loljq) to not go till 70 then get the marker of heroism and it becomes 100% the best training spot (at least from what i've heard) for all sins till around 80ish
{plus with the phantom forest map you can skip all those maps with BF though bf shouldn't be a problem as long as you have ds}
Edit: plus the exchange quest makes a decent profit as out of the badges i've turned in i've gotten 1.5m mesos, 2 ravens eyes, 2 silver crows, a claw for atk 60, and a bow for atk 60...
Training Reference Guide for All Thieves (Version 2.1) - BelleShadow - 2009-01-21
why aren't dreamy ghosts for the 90-100 range with hermits? if you've got the right build (ie, a bit of fj and lvl 10 alc by around 95) then you can survive alright there with barb elixers (speaking from personal experience), and the exp there is really good and fast (if you don't get killed XD).
Training Reference Guide for All Thieves (Version 2.1) - Daimean - 2009-01-23
BelleShadow Wrote:why aren't dreamy ghosts for the 90-100 range with hermits? if you've got the right build (ie, a bit of fj and lvl 10 alc by around 95) then you can survive alright there with barb elixers (speaking from personal experience), and the exp there is really good and fast (if you don't get killed XD).
You answered one of my reasons for putting it there XP, others would be handling tengu, pot cost, not getting ksed out of your map.
Training Reference Guide for All Thieves (Version 2.1) - WingZero - 2009-01-23
In regards to the Windraiders at Crossroads, I think Sins can train on them at lvl 50. My xbow trained there at lvl 50, and I got 35%/hr there. However I did occasionally miss, but that can be fixed with a sniper pill. Just a suggestion.
Training Reference Guide for All Thieves (Version 2.1) - Mejust - 2009-01-24
Sins have less Accuracy than snipers. So I don't think that sins could efficiently train at Windraiders at 5x. Even with sniper pills.
Training Reference Guide for All Thieves (Version 2.1) - Daimean - 2009-04-22
Updated it with new places guys if I'm missing anything please let me know.
Training Reference Guide for All Thieves (Version 2.1) - ZSaberLink - 2009-04-23
Typhons for cbs for levels 70 to whenever they start training on them normally (90ish right?). Of course this is using meso explosion, but it's a better alternative to gobies ME, which is already pretty good exp. Typhons is even better exp, and actually in the long run probably less costly due to the low pot costs (despite exploding more money). Just like cbs generally need meso guard at gobies, cbs definitely need BoT to aggro typhons quickly. But once BoT mobs like 2-3 enemies it starts working out decently well. Also, windraiders are decent for bandits from 60-70, and also good for cbs to mob in 7x, it'll get slow in the middle, but will speed up a bit once BoT is powerful enough. At Mejust, sins can train at raiders in the later 5x. About 54 seems to be where my friends started considering going there (dexless ones that is, although dex ones can hit them more often, I'm not sure whether they are powerful enough to make it worthwhile), but it'll get better in the high 5xs (57-58 is my guess). This is generally the smaller raider map of course though.
Training Reference Guide for All Thieves (Version 2.1) - Five Second Pose - 2009-05-03
You can go to Typhons as soon as you have max BoT and at least one MG, really.
Training Reference Guide for All Thieves (Version 2.1) - Pikachu - 2009-05-04
Gah, hermits 90-100 is freaking hell. I keep dying @ bains. Himes don't really work either D:. Newties... They're just a pain in the ass.
Training Reference Guide for All Thieves (Version 2.1) - Kawasari Mimoto - 2009-05-04
My NL has 3.8k HP with a Mark of Naricain (+200 HP), and it survived just fine since lv 118, and at 118, I didn't have a MoN. Well, in response to someone saying that a NL can't survive at Skeles below lv 135. I'm HP-washed, but I didn't wash as much as other Night Lords.
@Pikachu: Try Squids (regular ones) in the first Squids map in Aqua. I was there from 78-105. It was great EXP, for me anyways. They do crap damage if they shoot at you with their ink, only thing you have to worry about is touch damage, and if one spawns on you if you have less than 1.5k HP or so. So just use Drain often. I was getting 1 level for every 4 hours or so from 90-100 at Squids1 (well, with double EXP cards..).
Training Reference Guide for All Thieves (Version 2.1) - Mejust - 2009-05-04
You'll have passed the 1.5k hp mark by lvl50, methinks o_O. I currently have almost 2.5k hp, hermits should have about the same. Means you can get 2HKO'd, though. But that is easy to get used to.
Training Reference Guide for All Thieves (Version 2.1) - Aggravate - 2009-05-04
Avenge Wrote:Night Lords under level 135 probably can't survive skelegons. I could barely survive at 140.
Yeah, solo NL's that aren't Hp wash'd/don't use Hp equips may not be able to take magic from Skelegons/Skelosaurus. You should make a note about that.
Training Reference Guide for All Thieves (Version 2.1) - Mazz - 2009-05-10
Bandits can't train at Windraiders effectively until they have 4+ hitting BoT, SB is just too slow to train with at a map with such high spawn, even Crossroads isn't great.
Truckers stop becoming 'zomg wtp h4x0rs' experience at level 5x, so you may as well remove the % there. Also, I'm planning to train at himes at level 7x with my CB, so you could add that to the list. Have a lurer move them to the left/right while you drop mesos to explode them with. Much faster than Gobies/Elders.