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Optimal Leveling Route

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Long-term, the fighting guilds grow much more powerful than Nomad, as Nomads hit their maximum Attack and Defense at Level 197, whereas the fighting guilds' Attack/Defense can go as much as 79/101 points higher before topping out around Level 450.
Long-term, the fighting guilds grow much more powerful than Nomad, as Nomads hit their maximum Attack and Defense at Level 197, whereas the fighting guilds' Attack/Defense can go as much as 79/101 points higher before topping out around Level 450.
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Even in the short term, you will get comparable A/D (and much better Fighting skill) by leveling in a fighting guild ''instead'' of Nomad rather than ''in addition'' to Nomad. For instance, if you were to level both Nomad and Warrior to 197 (where Nomads stop gaining A/D), you would need about 4 million XP for the Nomad levels and 8 million for the Warrior levels. If you spent all 12 million XP on Warrior only, you'd reach Level 240, and have slightly better Defense, far better fighting skill, and be able to continue improving until you reach Warrior Level 450.
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Even in the short term, you will get comparable A/D (and much better Fighting skill) by leveling in a fighting guild ''instead'' of Nomad rather than ''in addition'' to Nomad. For instance, if you were to level both Nomad and Warrior to 197 (where Nomads stop gaining A/D), you would need about 4 million XP for the Nomad levels and 8 million for the Warrior levels. If you spent all 12 million XP on Warrior only, you'd reach Level 240 and have slightly higher Defense, far better fighting skill, and an open path for continued improvment until you reach Warrior Level 450.
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All the same, leveling Nomad as your ''only'' fighting guild is a fast way of giving a character acceptable A/D. They can also use items at lower levels than any other guild. This is of particular use with Non-Class-Restricted items, such as daggers and rings. For instance, a Nomad/Healer could use a [[Vampire Fang]] once reaching Level 111, whereas a Warrior/Healer would have to wait until Level 153. The XP needed for Nomad+Warrior to Level 111 will get you 136 Warrior levels if you omit Nomad, so that's not worth it. A Seeker/Healer would have to reach Level 181 before they could use the Vampire Fang, so that makes Nomad look somewhat better -- although as a Healer they could always just use a staff or cross.
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All the same, leveling Nomad as your ''only'' fighting guild is a fast way of giving a character acceptable A/D. Nomad can also use items at lower levels than any other guild. This is of particular use with Non-Class-Restricted items, such as daggers and rings. For instance, a Nomad/Healer could use a [[Vampire Fang]] once reaching Level 111, whereas a Warrior/Healer would have to wait until Level 153. In the case of a Nomad/Warrior, the XP needed get both guilds to Level 111 would produce 136 Warrior levels if you omitted Nomad, so that's not worth it. But a Seeker/Healer would have to reach Level 181 before they could use the Vampire Fang, so that makes Nomad look somewhat better -- although as a Healer they could always just use a staff or cross.
If you do decide to level in Nomad above 30, just be sure to always keep your Nomad level below that of another guild: all guilds ''except'' Nomad gain 2 HP per level after Level 30, where Nomad only gains 1.
If you do decide to level in Nomad above 30, just be sure to always keep your Nomad level below that of another guild: all guilds ''except'' Nomad gain 2 HP per level after Level 30, where Nomad only gains 1.

Revision as of 01:13, 8 April 2006

The Optimal Leveling Route is a sequence of guild levels designed to maximize your characters' Hit Points and overall dungeon-readiness.

The most important aspect of the Optimal Route is to make your characters' Constitutions as high as possible as early as possible, so they can gain as many Bonus Hit Points as possible while they gain levels. Only Legacy Characters can start out with true maximum Con (5 points above the starting racial maximum), but non-legacy characters with high Con can still get most of the benefit from the Optimal Route as well.

The Optimal Route involves three stages:

  • Warrior to Level 28
  • Nomad to Level 30
  • Wizard to Level 41

Leveling these three guilds in this specific order (if you reverse Warrior and Nomad you will lose 28 HP), along with having maximum Constitution, will maximize your characters' Hit Points.

Not every race can join all three guilds in the Optimal Route: Elves and Osiris cannot be Warriors, Giants and Morlochs cannot be Wizards, and Gnomes cannot be either. These characters can still benefit from following the portions of the Route available to them.

Nomad vs. other fighting guilds

An extended version of the Route recommends continuing Nomad past Level 30. Nomads gain Attack, Defense, and item use faster than any other guild, but if you plan to level in any of the fighting guilds (Warrior, Ninja, Paladin, or Seeker), leveling in Nomad as well is highly redundant.

Long-term, the fighting guilds grow much more powerful than Nomad, as Nomads hit their maximum Attack and Defense at Level 197, whereas the fighting guilds' Attack/Defense can go as much as 79/101 points higher before topping out around Level 450.

Even in the short term, you will get comparable A/D (and much better Fighting skill) by leveling in a fighting guild instead of Nomad rather than in addition to Nomad. For instance, if you were to level both Nomad and Warrior to 197 (where Nomads stop gaining A/D), you would need about 4 million XP for the Nomad levels and 8 million for the Warrior levels. If you spent all 12 million XP on Warrior only, you'd reach Level 240 and have slightly higher Defense, far better fighting skill, and an open path for continued improvment until you reach Warrior Level 450.

All the same, leveling Nomad as your only fighting guild is a fast way of giving a character acceptable A/D. Nomad can also use items at lower levels than any other guild. This is of particular use with Non-Class-Restricted items, such as daggers and rings. For instance, a Nomad/Healer could use a Vampire Fang once reaching Level 111, whereas a Warrior/Healer would have to wait until Level 153. In the case of a Nomad/Warrior, the XP needed get both guilds to Level 111 would produce 136 Warrior levels if you omitted Nomad, so that's not worth it. But a Seeker/Healer would have to reach Level 181 before they could use the Vampire Fang, so that makes Nomad look somewhat better -- although as a Healer they could always just use a staff or cross.

If you do decide to level in Nomad above 30, just be sure to always keep your Nomad level below that of another guild: all guilds except Nomad gain 2 HP per level after Level 30, where Nomad only gains 1.

Why it works

The reasoning behind the Optimal Route can be found on the Guilds: Statistics page of the Mordor HelpLesson (paraphrased here):

QUOTE(Mordor HelpLesson)
A character will only receive AH hits when making a level in a guild if that guild is the highest guild the character is a member of.  For example, a level 25 Healer will not gain any hits making level 26 if the character is also a level 30 Thief.  The Healer would need to make level 31 (because they were also a level 30 Thief) before they received any hits - and by that point, ML would have been passed, so the character would only receive MH hits.

Since Warriors have the highest AH ("Average Hits") of all guilds -- 6 -- you must level them first to get 6 HP for each level up to 28, which is Warrior's ML. You will then get an additional 5 HP for levels 29 and 30 if you level in Nomad.

Nomads get exceptional Attack and Defense up to Level 30, so it is a good idea to level all characters in Nomad to 30 anyway.

For every level before ML, characters also receive Bonus Hit Points if their Constitution is higher than 17. This is why it is important to get Con as high as possible as soon as possible.

The Wizard portion of the Optimal Route takes advantage of this: Wizards have an ML of 41, so they can continue receiving bonus hits for 11 levels more than Nomads, who have an ML of 30.

Additional hits from forfeiting quests

Due to an oversight in the programming of Mordor (some would call it a bug), when you lose levels from forfeiting quests, you only lose AH hits -- you will not lose any bonus hits you gained during those levels. Therefore, when you regain those levels, as long as you are still below ML, you will gain additional bonus hits. This technique can allow your characters to gain quite a bit of additional HP during their early levels -- 100 or more is possible, depending on how many quests you receive and forfeit and how high your Con is.


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