Death leveling analysis

How to read this table

 * Exp to next level: the amount of experience required for the monster to advance from its current level to its next level
 * Exp gained by monster per player death: The amount of experience the monster of a particular level will get when it kills you.
 * Player deaths to next level: Number of times the monster must kill the player to advance from its current level to the next level.
 * Total deaths: Total number of times the monster killed the player since level 1 or level 8 to attain this level.
 * Min/max exp earned per death: The overall efficiency indicating how much experience you earn every time you die on average when you kill the monster of a particular level. The maximum (best case) represents the efficiency when you kill the monster when it just leveled, and the minimum (worst case) represents the efficiency when you kill the monster when it is just about to get to the next level.
 * For Charr groups, the number of deaths to level up and the total number of deaths to reach a particular level, are based on a 1-monster groups. For Groups with multiple Charrs, multiply these numbers by the number of members in that group
 * e.g. a level 18 character wants to death leveling a three-Charr group to level 19. The tables indicate that for a single Charr, it would take 320 total deaths to reach level 19, and 61 deaths to advance from level 18 to 19. For a 3 Charr group, the numbers will be 960 and 183 respectively.

Monsters in Pre Searing you can pull
Charr patrols in the Northlands, Ice Elementals, Tower Golem, Wolves in Lakeside County that patrol near Ashford Abbey (this can be useful to get a lvl 20 pet), Bandits in Wizard's Folly that patrol the valley that leads to the river from Foible's Fair, and Grawl in Green Hills County.