General

Solo Ability leveling

This is based on notes I wrote at the time and is converted into past tense
Ability gains in some areas have since been increased!


Every now and then I get the nostalgias and decide to go on a dumb adventure
This time I had just made a random prizard for whatever reason and it was time for him to go summoner.

Kru had just added a few dailies to medenia and I wanted to see how viable they were.
I kind of wanted the results to be bad, but I also wanted to give it the best possible chance. This way if I struggle then an average person doing the same thing definitely would.

I used a 60/30 Prizard and decided on the following rules;
No Ascending.
No Muisir, Tavaly, Dung Field, or Plamit.
No Ability items.
No Doubles or ability runes.

Ability 1-2, Asilon
I picked up the Asilon daily and I had to kill 20 pestrels.
They are the hardest of the Asilon creatures but they died easily.
The ap here was around 15 a kill so I just turned in the quest to move on.
I received a Kanna Metal Necklace and a Daily Box. I will save all my daily boxes for when I get stuck.

Ability 2-3, Noam
I picked up the Noam daily and I had to kill 20 Phowa Gladiator.
Most of the Noam creatures are weak so I just killed everything as I waited for respawns.
I managed to get ab 3 whilst doing this with 7-13 ap per kill. I didn't mind because I knew I would need Pantica and Borim later.
I kept ahold of a few keys too because I'll need another Kanna Metal Necklace later.
After the 20 kills I turned in the quest and got another Kanna Metal necklace, goodbye keys.

Ability 3-8, Andor
The daily was to kill 20 Ant Workers and finally some good ap.
I killed any Guards first because the Workers aren't hostile until attacked.
At the time the ants gave around 1500 ap so I gained a few ability levels pretty quickly.
I will need to return here several times on my journey to hunt tonics. The ap also seems to increase
from floor to floor so it may always be a viable hunting area, something to keep in mind.
When I get 0-line pnd Andor should be a bit faster.

Ability 8-8, Veltain Mines
I will need a lot of Veltain Ore later so I wanted to check this area out.
My daily was to kill 20 Soldiers which was easy enough.
By the time I finished the daily I had a couple but I will have to return with 0-line pnd.
I could manage one or two at a time but any more than that and it's time to run.
You only get 55-60 ap per kill here so after I completed my quest I just left.

Ability 8-8, Fire Canyon
Before heading to Fire canyon I quickly visited the dojo to max Mermaid 1.
My daily was to kill 20 Red Dropper.
With ard cradh, mor fas, pramh Mermaid would one-shot them
Sometimes I had to clear hostile creatures first to avoid getting overwhelmed.
The ap here was bad so after the quest I returned to Andor to hunt ab and tonics.

Side Activity:
I traded 15m gold's worth of items to an alt for a Veltain Staff which was worth 15m at the time.
A lot of the items you come across at these early levels sell for 500k-1m.
An andor staff was worth 60-75m and I wouldn't be buying one so the Veltain Staff was a solid investment.

Ability 8-12, Andor
Andor was a pretty efficient area so I was happy to return there.
I hunted a few more Green Tonics and found my first Green Hitonic.
I stuck to the first rooms of each side where there are no Boro.
I left for a while at 12 to go get my new armor, to max Keeter, and to try out the next zone on my list.

Ability 12-20, Lost Ruins 2
There is a non-daily quest to kill 40 Grime that may be worth a try.
I quickly decided to forget about the quest as the reward was 50,000 ap but the grimes were giving
12,440 per kill. They are non hostile and die in 2-3 hits.
Once I could wear the Veltain staff it became even easier.
I hunted till 20 and decided to try out the next area.

Ability 20-20, Lost Ruins 3
The Assassin Wolves only give 1,945 ap per kill and spawn in packs of 4.
It's possible to kill them if I am full health and mana every spawn but it's still a lot of risk
for pretty low amounts of ap. re-dioning right as it ran was the key to surviving.
After a few packs I decided to leave.

Ability 20-24, Lost Ruins 2
I killed some more grimes until they started to drain at ab24.

Ability 24-24, Aman Jungle
The frogs only gave 450 ab so it wasn't worth staying here.

The next day I did each daily again and headed back to Andor.

Ability 24-30, Andor
The ap was slowing down but I like the efficiency of hunting ab, exp and items at the same time.
I managed to get the materials for Bubble Block which made things smoother.
Every now and then I would get a bad combination of Ants and die.
The wizard npc in the lobby sells Hide which helps get your items back.

Tonics stack up quite fast and sell almost as well. I will eventually need a fair bit gold for
things such as a 45 set, mpnd, and maybe Bubble Shield. I also want to do the Lost Ruins daily
so I could upgrade the 45 items by myself.

Ability 30-30, Water Dungeon
There was a group forming so I decided to give it a try.
The regular creatures only give around 300-350 ap per kill and the 20,000 for completing the dungeon seems quite poor for an ab 30+ quest.


It was a new day so I did some of the dailies again and then farmed some Veltain Mines for ores. I hit the dojo for a while and worked my way up to Keeter 6 in preperation for the next area

Ability 30-50, Lost Ruins 3
I tried the Assassins first and they were giving 24,440 ap each.
With an extra person this would be smoother because they silence their target when you attack them, temporarily preventing the use of summons.
I struggled my way to the giants area which turned out to be worth it.
They gave roughly the same ap as the assassins but were way less dangerous.
They also drop giant remains and tonics, both are handy.

Ability 50-50, Lost Ruins 4
The Worms here give 80 ap a kill. They drop Stunned Fire Worms but I don't need those currently. This area is not viable for ab hunting.

Ability 50-50, Crystal Caverns
The walk here was not worth it.
I was getting 24,000 a kill but they are very difficult alone

My only options at this point were;
Lost Ruins 6:
The monsters here are way too difficult to kill alone.
I couldn't even kill one to see how bad it would be.

Andor:
Andor has been mostly enjoyable but the ap per kill is not increasing anywhere near as fast as my tna and would take way more time than I'm willing to invest.

Lost Ruins 5:
I didn't see the point in returning to LR5 because they start to drain at 54 and there are no new areas available after doing this.

Dailies:
It takes around 2-3 daily boxes to ab up regardless of your ab. It is entirely viable to ab up doing dailies but I won't be doing so.

Since I wrote this KRU have increased the ab gains for a lot of creatures.
I'm unsure of the exact amounts but at the time I had suggested increasing;
Assassin Wolf: from 1,945 to 19,450 each
Aman Frog: from 450 to 7,450 each
Fire Worm: from 80 to 25,080 each
These were based around respawn rate and how easy they are to kill.

It's also worth noting that it took me 3 days to get this far.
With the help of one of my stronger characters I could have gotten 95 in a couple of hours in Muisir, Tavaly or Dung Field.



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