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Leveling Up

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There are a few different ways to level up. Much of your leveling up in the early levels will be done by completing quests. Completing quests is also how you move through the storyline in the game. You receive a quest by talking to an NPC (non-player character), who instructs you to talk to another NPC, retrieve an item, kill monsters, and/or complete some other task. You receive a reward for completing the quest by either talking to the NPC you received the quest from or talking the NPC you were instructed to find.

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As special rewards from quests, you may receive items which are exchangeable for experience points. All you have to do is right-click on the item you will are immediately credited with experience points. If you don’t want to use it immediately, please keep in mind that it takes up a valuable spot in your inventory until you do. There are items in the Boutique as well that will accelerate leveling for a certain amount of time. You have to spend actual money on these, though (see Miscellaneous: Boutique Items). Personally, I don’t think they’re worth the money, but there they are for you to check out if you wish.

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You should also level up by grinding because you become stronger and learn more powerful spells at a faster rate than if you did not take the time to grind. Grinding is the killing of monsters in one area solely for the purpose of gaining experience points and items, usually for hours at a time. Completing quests without leaving time in between for grinding will only make it harder for you to play. You cannot gain all the experience you need from quests alone. 

If you do not heed this warning, eventually you will receive quests to kill monsters that are just difficult for you and your attempt to do them will only result in you dying several times. Without extra experience points to level up you will not receive points to allocate to your attribute points. No available attribute points results in no improvement for your character and a lot of frustration for you.

Be concerned of how you distribute the attribute points because all armor, weapons, and accessories have numerical stat requirements to be equipped. For example, if I put too much into strength on my cleric, I may end up not having enough in magic to equip a magic sword as my weapon. To help with this, you can go to http://pwcalc.com/, which is a link for a build calculator. This calculator lets you adjust an imaginary character’s level and attribute points so you can understand how your decisions will affect your in-game character’s stats.

After you have gained a few levels and look at your character window, you may notice that you’ve accumulated attribute points, also known as stat points. For every level, you get to choose which category each of the five points will go:

 

Vitality (recovery rate of HP and MP, physical defense, magical defense)

Strength (physical melee damage and physical defense)

Magic (amount of MP, MP recovery rate, and magic attack)

Dexterity (accuracy, evasion, critical hit rate, physical attack for ranged and dagger weapons)

 

Some people choose to use consistently distribute their points using a formula. For example, one theory for clerics is to put 4 points on magic and 1 point on vitality for every even level and put all 5 points on magic for every odd level. Then, when the cleric reaches level 60, the player may opt to just place everything on magic. In the end, however, you choose where the five attribute points will go when you level up.

 

To prove this, there are people in the game who have chosen non-traditional builds. I have come across a venomancer built to be high in physical defense and damage or a seeker relies heavily on magic. Experiment and put the points wherever you want them to go. In the early levels, I find it helpful to stockpile attribute points for 2 or 3 levels at a time when I am not sure how I want to distribute them.

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Quests

Special Items

Grinding

Attribute Points

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