You can go either the VIT route or AGI route. AGI gives you the option to control-click to level, whereas VIT makes mobbing easier. AGI types might want to invest some time in getting the Battleground medallions for the increase in ASPD provided. You will have to invest on specialised weapons for any of the locations you intend on leveling.
The map is not too mobby, so mobbing might not be a good option here. 1-hitting or control-clicking works though.
Extremely mobby map. You can either mob here, or use Mammonite for 1-hitting the High Orcs.
Quite a mobby map, but it is better to 1-hit the Hill Winds, as they have a 4 cell range, making mobbing them slightly difficult. The drops almost pay back the cost of Mammonite. Alternatively you can simply control-click them to death.
A nice map to mob. Control clicking is also viable here with a good weapon. 1-hitting will almost always be impossible due to the requirement of an Asperio.
A nice place to either control-click or mob with an anti-demi human weapon.
Can become very expensive. You will need a Swordfish carded armor and an Ice Pick,along with a Soul Linker buff slave for Full Adrenalin Rush. You can either Mammonite them or Control-click. Priest support is recommended.
Very difficult place to level, but EXP can pay off. You will need many white potions, and a HP for assumptio, along with an Ice Endow. As long as you can hit the Kasas, withdecent Mammonite damage, Thors can become possible.
First, it's a good idea to get all your Basic Skill at Training Grounds. An acolyte should not be afraid to spam his novice potions, as they will turn weak once you change into a monk.
Second, battle acolytes are some of the hardest classes to level. It's a requirement to reach job level 50, and acolytes have to use 20 skill points in Divine Protection and Demon Bane just to get their first monk skill.
Status arrow optional but recommended
Try to stick to the Training Grounds until at least base 10, it isn't that hard, even with 1 strength.
If you somehow end up in the prontera area and are not job 10 yet, go here, there is a better map for Wolf Puppies, but there you are likely to get overwhelmed if a lot assist what you are attacking, this map can also be applied to any class if you are still a novice, under job 10, and you can get your first few job levels here as well after changing.
Use Fire Arrows, Floras are Large, so it may take a while at first, Floras cannot hit you if you are about 4+ spaces away, Mandragoras cannot hit you at about 5+ spaces away and are also weak to fire, beware Argiopes and Male Thief Bugs.
Use Fire Arrows. Floras and Geographers are stationary and cannot attack beyond 4 cells. Do not attack the Yoyos and Porcellio that roam this field. Yoyos assist, and Porcellio hit hard and fast, at the recommended levels.
Crystal Arrows recommended, Generals will not attack if you attack from about 4+ steps away, beware Horongs and Nine Tails, might be able to go here earlier if you have 80+ hit.
Stone Arrows for Hill Winds and Fire Arrows for Droseras be carefull of droseras, Hill Winds have 4,233 HP you need kill them with 1 double strafe. 100 Orange Pots/Hour. High ASPD and Flee recomended.
Fire Arrows recommended, beware clusters of 2 or more Geographers as they will heal each other, ONLY try to kill the Mineral on the map if you have a high ASPD/Flee or have Ankle Snare, Geographers require 143 hit and cannot hit you from 4+ spaces away, Holdens have a 9 cell attack, so attack at your own risk, while there are other Metaling/Geographer maps, this one has the most Geographers and usually has lots of people, making it somewhat easier to find a party.
Crystal Arrows recommended for Goats. After Episode 10.4, 5 Harpies appear on the field, so have Stone Arrows handy. Ankle Snare is a must, as Goats assist, and have a stun attack. A 3+ Goblin carded bow, 120+ DEX, and a 173+ ASPD are all you need for Goats. This is just about the best soloing spot in the game (after Episode 10.4) for trappers. If you have high FLEE (210+) and moderate VIT (30+), you can forgoe the traps. Bring Green Potions for the Harpies, also they have a high AGI, and will use 2 traps, if you don't Double Strafe them.
Crystal Arrows recommended for Goats, Stone Arrows for Harpies. After Episode 10.4, 40 Harpies appear on the field, reducing the ease of hunting and experience rate. Prior to 10.4, this is the best soloing spot in the game for trappers (low FLEE Hunters), an easy 1 Mil/hr. After Episode 10.4, you might consider the field mentioned above.
Fire Arrows for Stings recommended, Earth Arrows for Gargoyle, Traps, and Alot of Fly Wings. The experience here is better than Geographers and it's quite easy to kill Stings. Try to aim to attack a Sting from a far, they die very easily to Fire Arrows but they Hit Hard and Fast if they get near. Beware of Gargoyles, if you see them, quickly Teleport away to avoid being hit.
Unless you have a party or a tank, you will most likely be cliffing the Alligators, Wind arrows work best on Alligators, while Fire works best on the Savages, a +8 or higher multiple Goblin carded(extra damage againt Brutes, Alligator and Savage are Brutes) is recommended.
Wind Arrows for Fur Seals, Fire Arrows for Galapagos, and a 3+ Goblin carded bow for both. Prior to your 80's, Ankle Snare is pretty much a must. Once your FLEE is above 195, you can forgoe the traps; however, Fur Seals have a very powerful water element attack, so water or wind property armor is recommended if you are not trapping. They also have a fairly strong normal attack, so it is highly recommended to trap, or Double Strafe. Either way, a Fur Seal will go down fast. These are basically like Stings, without annoying Gargoyles, but requiring Wind Arrows.
Crystal Arrows and a +8 or higher multiple Vadon Carded bow extremely recommended, if you are lacking in ASPD/Flee, you will need to rely on Ankle Snare a lot, Beware Minorous' Hammerfall, especially in groups, Pasanas use Critical attacks as well, Pasana carded armor or Fire Resist potions are useful, as Marduk uses Firewall and Fire bolt, there are also a few Mimics to look out for.
This is also a popular Mage Class leveling spot, so be prepared to have Mimcs and Ridewords dumped on you occasionally, Fire Arrows are very useful against Clocks, a +8 or higher bow with either multiple Skel worker cards(more damage against the medium sized clocks)or preferably multiple PecoPeco Egg cards(More damage against the Formless type Clocks, Ridewords, Mimics and Tower Keeper), try to avoid the 2 Elders on this map like the plague unless you are high level, a Party helps here, but the map is solo able.
Same equipment recommendations as above, except use either Iron, Steel or Oridecon arrows, Iron are the easiest to get though, as above, beware of mage types dumping Ridewords and Mimics on you, another thing to look out for: Since the implementation of episode 10.2, the chance of an Alarm dropping a Clip accessory was severally reduced, since then, some individuals have been setting up mage class or Rogue bots in a attempt to farm Clips, a majority of the time, these bots gather large mobs and teleport away if a human player is in the area.
Owl Dukes can mess you up pretty badly, in addition to the bow recommended in the previous 2 spots, a +8 or higher multi Minorous carded(extra damage against Large sized Owl Dukes) or multiple Abysmal Knight carded(Extra damage against Boss flagged monsters, Owl Duke is boss flagged) bow, beware the lone Elder, as well as the Executioner, sometimes, there is a spot where all the ridewords on the map respawn at once, be prepared to teleport if you stumble into there.
Can be mobby from time to time. Use flywing or sandman trap when running into a mob. A malicious bow is good for regening HP if soloing. Instead of bringing Fire/Stone quivers, bring Red Bloods (if you find them cheap) and Green Lives to craft; they are much lighter. Use fire arrows on bunnies and stone arrows on dragonflies, silver arrows on pests if you bother to kill them. Beware of bunny bashes, they hurt! This is the best soloing spot for high FLEE hunters, bringing in around 1.5 Mil/hr, but take care. OR, if you have good INT, go with a Priest, and you can bring in 1.5 Mil/hr for the both of you! This a great place to use Focused Arrow Strike for you Snipers.
This place is for PROPERLY geared and seasoned hunters and snipers if u want to SOLO; BM mode is a MUST. Other wise find a party and shoot away.
Equipment&stat Recommendations.
140(hunter)//150(sniper) Selfbuff dex(instant arrow repel is a big plus). As much flee as possible, as immune and such is useless against the damage from the monsters found in bio3, 6000 base hp is recommended to survive LK's(spear boom) and High Wiz's FD. Carded Demi-human(hydra) bow and Carded Demon(strouf) Bow or a Rudra's bow if you cant afford the strouf cards. the Hydra bow will be used on BIO HWizzards, Whitesmiths, HPriests, Snipers; and the Stouf for Lord Knights and SinXs. you will need 5 arrow types approx 200-300ea(varies) per run spaming DS, (200)Silver(Sinx) (300)Wind(Wsmiths) (200)Shadow(Hpreist) (300)Immaterial(HWiz) (300)Crystal(LKnights); Snipers will be killed another way specified later. (Silver=Shops, Crystal Arrows= Fang of Garms, Immaterial Arrows = Emperium, Shadow Arrow = Key of the Clock tower, Wind Arrows = wind of vendures) Unfrozen is useful against Wizzards. Bring around 40 fly wings, rest fill up to 89% weight with bluepots or other sp regening items.
Monster Tactics
Each Monster requires a different approach. We will start from easiest to hardest
Whitesmith - Place an ankle snare down between you and the whitesmith, DS untill the WS is in the trap, move back place another trap and shoot away. (properly geared snipers will beable to kill the whitesmith before it is released from the 2nd trap easily. 150dex, hydra bow, 184ish atkspd) Wind arrows + hydra
HighPreist - Place an ankle snare down between you and the HPreist. Shoot untill it is in the trap, in which it will then pnuema(90% of the time). you can either a) move back and anklesnare+arrow shower it back into it, and when pnuema downs, shoot. B) use a skid trap if you have one to move it somewhere SAFE. be careful with the skid. Shadow arrows + hydra
AssasinCross - *be careful of cloaking sinx* if they pop out next to you, pray you dodge them to a)arrow repel b) move and snare quickly c)fly wing. make sure u keep atleast 5 spaces away to avoid grimtooth. If prior to trapping the SinX agi ups, just run away and wait out the agi up. otherwise just trap between and shoot away(you should move the trap as close to the sinx as possible with arrow shower first as an agi up'd sinx is impossible to hit). silver arrows + strouf
LordKnight - be very careful when luring theese into your traps, spear boomberangs can easily kill you in 1-2 hits without powerups. The lureing tactic for LK's is to first locate an LK, then trap 2 of them between you and your target. DS him once or twice then move backwards to a safe area where u can from so that the LK gets into the traps. MAKE SURE U ARE 10+ spaces away, which is nearly the edge of your screen or else it will SPEAR boomberang. if it survives past the first trap, move back another 2 steps so that it is in your next trap. if it gets near you, arrow repel, trap and move in the opposite direction or flywing. Crystal Arrows + Strouf
Hwizzard - The most dangerous if down improperly, but if down correctly, it is fairly easy and highest exp and easy to kill. first job for Hwizzard is like the LK, Locate it. scouting is VERY important for single lures in bio3. trap down, DS once or twice, and RUN like hell. if the HWiz gets a hit on you, it usually means death, FD=6k, and if frozen it instantly follows up with a JT, the damage is death. Fire ball=12k damage. SoulStrike = 3k and curses = follow up spells. sight Trasher = 1-2k, nothing to worry about. if u see the HWiz cast on you, run behind a wall or turn the corner, if done fast enough, the cast will fail and nothing will happen. if u have it trapped, just shoot away. *it will always use FD as its first spell* Immaterial Arrows + Hydra.
Snipers - ALMOST impossible and yet its doable, requirements is about sniper, 260+flee, Falcon Assault and alota hp/def. As an agiuped sniper is nearly impossible to shoot, if u have a corner//wall to run behind, pop out and FA and run back. it is Dodgeable to a certain amount and it takes about 12 FA's with 20 int. Only to be done when ALL Areas//paths are blocked ( discussed next)
Areas to Lure
So now that you know how to kill the monsters, equipment to use, you must learn your surroundings. soloing is VERY risky and death is around every corner, therefore to minimize the risk, you must use the environment. there are usually 6 areas u can goto once you reach bio 3, all starting from the entrance. A) go directly south and lure monsters up the straight and narrow path. B) go directly north and spread out using the north wall to block monsters. Then Part C//D//E//F are similar. From the entrance go Either East or West. once there head Either North or South. you will then enter a section with a large wall on either the West if u went West or East if u went East. next to thoose will be stair cases. use theese stair cases to lure monsters from below up them, where u can trap ( be careful with your pathing or you will die when luring monsters). Remember to have patience when looking for monsters as rushing out will get you killed. More experienced Snipers//Hunters can venture out further, but be very careful.
EXP if Done correctly with GOOD runs and NO deathes can net you around 10m exp/hr. But it is Very costly and Requires VERY high skills.
Hunting Up Arrows
Wind Arrows and a 3+ Drainliar carded bow. A FLEE of 190+ is recommended. Bring some traps for the Merman. It can get a little mobby, so make certain to keep a good 120 SP handy for emergency Double Straffing. This map is also a good reason to have Arrow Shower 9. The EXP rate is OK, around 500k/hr, but expect it to go up when the monsters are modified in Episode 11.1. The real reason to come down here, is for Gills, dropped by Swordfish and Marc. Each Gill makes 150 Crystal Arrows and 80 Iron Arrows. It is possible to get 50-70 Gills for every 30 minutes of work. (fangs of garm are also a great source of crystal arrows, 1000/fang. its soloable by a hunter//sniper with an unfrozen armor easily)
Crystal Arrows recommended, as are Traps if your FLEE is less than 200. A 3+ Goblin carded bow is recommended, as Grand Pecos have a reasonable DEF. Some Grand Pecos will assist. The EXP rate in this field is not-so-bad (about 600k/hr), but the primary reason to hunt here is Wind of Verdure. It is possible to obtain 12-15 of the things for every 30 minutes of hunting.
Bring Fire Arrows and Traps. Sleepers have high DEF, and are normally recommended for Occult Impact Monks, and CRIT or Ice Pick wielding Assassins. However, high DEX and Kaho/Pecopeco Egg cards, or a hyper-active Falcon (45+ LUK) will make short work of them. You will want to trap Sleepers, as they cast Defending Aura 5 frequently while they attack. Trapping reduces the frequency of its use. Detect is also a must. Surprisingly, the EXP rate is fairly good here (700k/hr), but the primary reason to hunt in this field is Great Nature. You can easily obtain 20-30 pieces in 30 minutes of work. Great Natures can be exchanged for other Elemental Stones in the Ore Combining quest in Amatsu (8:1 for Flame Heart or Crystal Blue, 12:1 for Rough Wind). You can then take these stones to the Shaman in Umbala for the Ore Downgrading quest, which will average 8 Elemental Ores for every Elemental Stone. In the end, you can get 160-240 Green Lives, 20-30 Red Bloods or Crystal Blues, or 12-20 Wind of Verdures for 30 minutes of not-so-bad hunting.
First, complete the Prontera Culverts Entrance Quest to access the Culverts. The quest is in the Prontera Chivalry (also known as the Knight's Guild).
Partying, generally as a puller.