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Power Leveling

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Power Leveling is a strategy for spending Adventures in an optimal way so as to maximize experience gained per turn. This is not only handy for speed runs, but also for getting the six level 30 trophies (one for each class).

Contents

General suggestions

Low level suggestions

  • Use a Volleyball-type familiar.
  • Wear equipment that maximizes Monster Level as soon as you can.
  • Adventuring with Aloysius' Antiphon of Aptitude is especially helpful early in the game, since the stat increase is higher relative to the stats from adventuring.
  • If any quests, current or future, require adventuring in low-level areas, complete these adventures as early as possible - it's better to unlock Spookyraven Manor at level 1 and the Hidden Temple at level 2 (where the above mentioned stat boosts will provide a significant speed increase) than to go back to them once you reach level 11.
  • When not completing quests, adventure in the highest level areas where you can consistently avoid getting Beaten Up.

Medium level suggestions

  • Switch to a Hovering Sombrero-type familiar.
  • Bear in mind that you will need to spend a lot of adventures just finishing all the quests, so keep monster level high as much as possible while you are playing through the game normally. Most players with a decent skill set will not even need to consider taking extra adventures to level until all the quests are completed at level 9, and possibly even level 10.
  • If you are rich and out of Ronin, try using ten-leaf clovers in the three mansion locations that give a specific stat: The Haunted Gallery (muscle), The Haunted Bathroom (mysticality), and The Haunted Ballroom (moxie)
  • Once you map out the Louvre, boost your non-combat adventures and reduce monster level increasers (aside from your sign's MCD equivalent), and stay in The Haunted Gallery. Although this is not as fast as using clovers, the gallery gives some decent returns in money and items and can be a self-funding trip, unlike many other options.
  • Alternatively, myst classes can expect a few helpful non-combats in the Haunted Bathroom, and moxie classes in the Haunted Ballroom. In the ballroom, you can also use dance cards for occasional extra moxie bonuses in place of clovers.

High level suggestions

For level 13 and above:

  • At some point, if you don't like spending money on clovers, it can be a good idea to switch to some area with a high proportional limit on stat-increasing non-combats such as The Shore and moon sign workout areas.
  • Certain holidays and special events allow access to locations that scale to your level.
  • As indicated on the Safe Adventuring page, the very highest level zones that are accessible normally are The Hippy Camp (Bombed Back to the Stone Age) and The Orcish Frat House (Bombed Back to the Stone Age). One strategy is to simply boost monster level up as high as you can, and stay there with a sombrero.
  • Another strategy is to stick with the Haunted Gallery, as explained in the previous section. This is especially effective as a muscle class, because the stat gain cap is higher.
  • If your clan has a basement available to you, you can get access high level adventures in there.
  • You can also adventure in A Shimmering Portal, but this is another expensive proposition as you must buy or obtain spheres.

Other suggestions

  • If you have access to llama lama gongs (either by purchasing them or by adventuring with a Llama Lama), adventuring on the Path of the Roach can boost up a stat considerably. Use the two adventures that give your main stat, and then acquire Unpopular to boost Monster Level by 30. The first two adventures give about your stat in substats up to 200.,
    • However, this does not work with Muscle. In order to acquire Unpopular, Muscle then Moxie (or MP, but less favorable) has to be chosen first.

External Links

This page was last modified on 8 August 2008, at 18:39.
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