Leveling up by reading
The experience tomes that dropped in the Den and from the boss now have a use. In the Team panel, in town, you pick a character and read a tome. They level up, get points, and you spend the points on attributes.
Why
We decided early on that killing gives no experience: it comes from tomes that drop. That lets the player choose who levels up, whether it’s both on the team, only the one in the back, or a character who isn’t on the team right now. And it removes the feeling that the reserve falls behind for having spent less time on the field.
How it works
Tomes come in three sizes, small, medium and large, and any character on the account can read them. The curve starts gentle and goes linear after level 100, so the last 400 levels are a long road and not a wall.
Each level gives three points. Raising an attribute costs 1 point up to 10, 2 up to 20, and so on, like in Ragnarok, so putting everything into a single attribute gets expensive.
At level 20 the character stops at a gate. To get through, you pay gold and Den material. The next gates are at 50, 60, 80, 100 and then every 50 up to 500, with boss material and, later, material from legends. A tome read at a gate is never lost, because the game won’t even let you read it.
In the room, the prototype kit (level 5, test skills) became a floor. A level 30 character enters at level 30, and the points you spent add on top. Leveling up now makes you stronger in the fight.
Next step
Equipment: the first item that goes on the character’s body.
Changes
- feat(progression): XP tomes, stat points and ascension gates
Characters level only from XP tomes (any character of the account), 3 points per level with RO-style rising stat cost, ascension gates at 20/50/60/80/100 and every 50 to 500 paid with gold and materials. Rooms treat the prototype kit as a floor: real level and allocated points apply in combat. Team panel in the city; server validates the character belongs to the active team. Protocol 7.