I make no pretense in my knowledge of this game, so don't assume I know everything, and that my suggestions here are the absolute best thing to do. It's merely what I did, and found to be relatively easy. Very little travel, and most of the timeyou're close to zones.
1-7: Newport. The lesser stuff starts to go green by six, except Beatles. They aren't as rare as you'd think, and they give almost half a bubble or more of experience per kill. It's easy, and you need not worry about dying and having to run back, etc.
7-9: The gnolls outside of Black Burrow, in Centaur Hills. Hard to split at times, as they come in pairs, but I suggest doing this stuff in groups of two anyway. Or better yet, each person takes their own, and you keep splitting them that way. Also, asking other people around there to help break a spawn (that are higher levels) helps.
9-13: Inside Black Burrow. Skulkers, regular Gnolls, and a few other random named ones are good. At 9 they hit a little hard, at 12 they're starting to go light blue. You can however, get 13 fairly easy in there. This place has been somewhat ruined by people camping Gnoll Ears. So if you want faster experience, you could try somewhere else (someone say something, and I can add it if you wish).
13-25: Crystal Caverns is off of Thurgadin, and you can translocate there in a breeze. It's 2 gp, and located just past the back in Newport South. Start off doing the entry level spiders, work your way through them to the Geonad rock men. They are non aggro, and faction never decreases. There's a specific route that I worked with a cleric (I'm a monk) that was easy. I could split every single pull, or use Pacify (the Cleric). The loot was decent for the level, and we ended up with a bunch of pp. Helped a lot when it came to getting other equipment. Soft Leather, which is nice for Monks, drops off of the spiders. Be warned, this zone has a -5 % exp modifier, because it is easy. So it will be hard to die, but you won't level nearly as quickly as you would in another dungeon / zone.
26-28/9: I personally did the Orc Fort in Eastern Wastes. Eastern Wastes is off of Great Divide, off of Thurgadin. The fort is located in the centre (not to be confused with the Giant fort, located closer to the GD zone) of the zone. It's alright, and you can single pull them all quite easily as long as you're careful. Watch out for the Shamans, they love to heal themselves. There's also a named that spawns, and drops Woolspun Gloves, good for casters.
28-42: Kaladim. This place is great for everyone. Spectral armour flows like candy, and it's a really great upgrade for monks of that level. I'm still wearing it at 46. It's really good for pretty much every class, as it's all all and drops off the entry level Sentry's. The Sentry's begin to go light blue at 38. I suggest moving in and going to the left, towards the warriors. They are higher level, and won't go light blue until 42. That's when I left. The right side of the zone, past the three huts, contains a trap, and then Royal Guards. This is the castle area, and those guards are about level 34-35. I really didn't enjoy fighting these, and found somewhere else to fight.
42-50: Return to Crystal Caverns for a repeat, except this time it's Icy Terrors down in the basement. Storm spiders start to go light blue at 44, but the Blizzard Spiders will still be dark blue, even at 36. Again, there's a named, he's level 45. Lots of HP, nice reward for casters. There's a spider room, with Kalaf Spiderfiend residing therein. Kalaf himself has a fair amount of HP and I don't suggest trying to solo him until at least 50. You can go from this point further in, and find yourself in a maze complex full of spiders, but most are Storm Spiders, so I don't normally go there often unless everything else has been cleared.
50 - 53: For this, I went to Sirens Grotto, probably one of the most under used zones, but one of the best. It's easy to single pull (nearly impossible to get two) the mobs don't hit that hard (stay away from Seahorses, they will rock you something fierce), and there's a heavy exp. modifier. It's a pain to get to, but if you have a druid it's easy. Also, the zone in stuff will be light blue at 50, so go right, then pop up onto the ledge and pull big fish, they will be blue, and as far as I can tell, blue until 55'ish at least. Gems, and some decent loot drops. I saw a 53 Monk soloing there, so you can solo, if you don't have a buddy to help you.
54 +: Currently exp'ing in Dragon Necropolis, just off of Western Wastes. Get a druid to port you, as it sucks swimming / running through Siren's Grotto. It's also very high level, and if you get seen somehow, it's pretty much death. So, not quite an option, if you ask me. At any rate, dragon / giant quest armour pieces drop in here, a large incentive, not to mention a lot of gems. Plus, the zone always has people in it looking for a group, which is honestly one of the few times I've seen that happen. I suppose it's just that good of a zone perhaps. Rats hit hard, and nuke hard, so be warned. Snakes, slimes, and spiders have nasty poison dots. Not much else to say.
I won't be updating this much, if at all after this. I think it's served its purpose. Once you're this high level, you pretty much require groups as the mobs have too many hit points to duo. It's possible, but groups are much more efficient, and fun. This in turn means that you'll pretty much know where to fight, and at what level, and don't really need a guide.
1-7: Newport. The lesser stuff starts to go green by six, except Beatles. They aren't as rare as you'd think, and they give almost half a bubble or more of experience per kill. It's easy, and you need not worry about dying and having to run back, etc.
7-9: The gnolls outside of Black Burrow, in Centaur Hills. Hard to split at times, as they come in pairs, but I suggest doing this stuff in groups of two anyway. Or better yet, each person takes their own, and you keep splitting them that way. Also, asking other people around there to help break a spawn (that are higher levels) helps.
9-13: Inside Black Burrow. Skulkers, regular Gnolls, and a few other random named ones are good. At 9 they hit a little hard, at 12 they're starting to go light blue. You can however, get 13 fairly easy in there. This place has been somewhat ruined by people camping Gnoll Ears. So if you want faster experience, you could try somewhere else (someone say something, and I can add it if you wish).
13-25: Crystal Caverns is off of Thurgadin, and you can translocate there in a breeze. It's 2 gp, and located just past the back in Newport South. Start off doing the entry level spiders, work your way through them to the Geonad rock men. They are non aggro, and faction never decreases. There's a specific route that I worked with a cleric (I'm a monk) that was easy. I could split every single pull, or use Pacify (the Cleric). The loot was decent for the level, and we ended up with a bunch of pp. Helped a lot when it came to getting other equipment. Soft Leather, which is nice for Monks, drops off of the spiders. Be warned, this zone has a -5 % exp modifier, because it is easy. So it will be hard to die, but you won't level nearly as quickly as you would in another dungeon / zone.
26-28/9: I personally did the Orc Fort in Eastern Wastes. Eastern Wastes is off of Great Divide, off of Thurgadin. The fort is located in the centre (not to be confused with the Giant fort, located closer to the GD zone) of the zone. It's alright, and you can single pull them all quite easily as long as you're careful. Watch out for the Shamans, they love to heal themselves. There's also a named that spawns, and drops Woolspun Gloves, good for casters.
28-42: Kaladim. This place is great for everyone. Spectral armour flows like candy, and it's a really great upgrade for monks of that level. I'm still wearing it at 46. It's really good for pretty much every class, as it's all all and drops off the entry level Sentry's. The Sentry's begin to go light blue at 38. I suggest moving in and going to the left, towards the warriors. They are higher level, and won't go light blue until 42. That's when I left. The right side of the zone, past the three huts, contains a trap, and then Royal Guards. This is the castle area, and those guards are about level 34-35. I really didn't enjoy fighting these, and found somewhere else to fight.
42-50: Return to Crystal Caverns for a repeat, except this time it's Icy Terrors down in the basement. Storm spiders start to go light blue at 44, but the Blizzard Spiders will still be dark blue, even at 36. Again, there's a named, he's level 45. Lots of HP, nice reward for casters. There's a spider room, with Kalaf Spiderfiend residing therein. Kalaf himself has a fair amount of HP and I don't suggest trying to solo him until at least 50. You can go from this point further in, and find yourself in a maze complex full of spiders, but most are Storm Spiders, so I don't normally go there often unless everything else has been cleared.
50 - 53: For this, I went to Sirens Grotto, probably one of the most under used zones, but one of the best. It's easy to single pull (nearly impossible to get two) the mobs don't hit that hard (stay away from Seahorses, they will rock you something fierce), and there's a heavy exp. modifier. It's a pain to get to, but if you have a druid it's easy. Also, the zone in stuff will be light blue at 50, so go right, then pop up onto the ledge and pull big fish, they will be blue, and as far as I can tell, blue until 55'ish at least. Gems, and some decent loot drops. I saw a 53 Monk soloing there, so you can solo, if you don't have a buddy to help you.
54 +: Currently exp'ing in Dragon Necropolis, just off of Western Wastes. Get a druid to port you, as it sucks swimming / running through Siren's Grotto. It's also very high level, and if you get seen somehow, it's pretty much death. So, not quite an option, if you ask me. At any rate, dragon / giant quest armour pieces drop in here, a large incentive, not to mention a lot of gems. Plus, the zone always has people in it looking for a group, which is honestly one of the few times I've seen that happen. I suppose it's just that good of a zone perhaps. Rats hit hard, and nuke hard, so be warned. Snakes, slimes, and spiders have nasty poison dots. Not much else to say.
I won't be updating this much, if at all after this. I think it's served its purpose. Once you're this high level, you pretty much require groups as the mobs have too many hit points to duo. It's possible, but groups are much more efficient, and fun. This in turn means that you'll pretty much know where to fight, and at what level, and don't really need a guide.