Category Archives: Gallery
It has been very long since my last update – in fact, almost a year: this post is meant to summarise the current changes to the Beta. Most of the features highlighted in this post are currently being tested: nothing is final as of yet. Although LS 1.6 was never released, I will still refer to it as the previous Beta, as I am heading towards 1.7.
Characters, Items, Weapons:
Players can no longer increase Intellect by spending Talent Points. The only way to increase any character’s Mana Pool is to use equipment (permanent), abilities (a set number of turns) and consumables (temporary, or until out of combat).
- The effectiveness of almost all spells depends heavily on the caster’s Intellect: that means that in LS 1.6 players could, hypothetically speaking, spend all of their Talent Points on this parameter, which ultimately resulted in ridiculous outputs of healing and damage, rather early in the game. Also, I could not predict any of these choices to keep encounters balanced and challenging at all levels.
- It seemed unfair that casters had to spend their Talent Points on Stamina, Intellect and Spirit, while other classes could concentrate purely on Stamina and Strength.
- By removing this possibility, casters will obviously retain a lot of unspent Talent Points, which should now converge to Spirit. This change also implies that casters will depend on their equipment more than they did before, as one of the fewer ways available to expand their Mana Pool.
- As a consequence, Spirit curves are now slightly lower than the previous Beta.
This is how the new Status Screen looks like. Bars are larger and more colourful. Also, only the parameters that matters are shown in here – Hit Rate and Evasion: Removed.
Experience curves are now even for all characters. Just like in many other Role-Playing Games out there, all characters need the exact same amount of experience to level up.
- Eilnys still benefits from Awareness (Passive), which doubles the experience gained from all encounters.
- Players can still choose to skip as many quests they want, as long as they are not primary – those involving the main storyline.
- Enemies have been given lower parameters of Spirit and Haste, so that players can successfully escape more easily.
Quest experience rewards have been adjusted so that, overall, they will allow players to advance within the level range of the current zone (5-9, 10-14, 15-19 and so forth). However, the experience gained from random encounters and Boss fights has been decreased. As long as the experience rewarded is concerned, aside from larger monsters, the rough proportion is now 10 Enemies = 1 Quest.
Potions have been removed and replaced by food. In addition to all usable items, which can be found or sometimes bought, I have recently added 32 new consumable items, 24 of which can be crafted using ingredients that will either drop after combat or be available at the shop.
Health Potions, Mana Potions, Apple, Cabbage, Edible Mushroom, Hot Bread, Remedy and Disperdherb: Removed.
- Added: 1) Acorn Cookie, 2) Chocolate Cream Roll, 3) Sweet Rice Cake, 4) Starlight Log. These 4 items cannot be crafted.
- Players will need to learn the corresponding Recipe in order to be able to create any of the 24 new items. Once learnt, the recipe will be available when using any Kitchen Table.
I cannot provide a comprehensive list as of yet, because this feature is being implemented right now. However, the effects granted by the new items will be fairly similar to those of the previous Beta.
Bows, Crossbows and Spears: removed. The only weapons available now include: Swords, Axes, Staves and Maces. There are currently 43 weapons increasing mainly Strength and 36 weapons increasing mainly Intellect – requiring L.4 to 50.
- It didn’t make much sense to have many types of weapons and few actual weapons to choose from.
When choosing Heroic Mode for Boss encounters, players will always be presented with a rare-quality item, which will often be just an improved version of the one dropped in normal mode.
2 new Quests added.
- “Some Coal”: Rune Milner in the village of Nossa asked you to collect some coal from Dorcliff Ridge. The cave lies to the NORTH-EAST of Northmill. This mineral substance can be easily found on the rocky ground of the southern part of the cavern (L.5-9).
- “Old Magic”: As your daily task, Belgeon asked you to read the draft of a chapter from his upcoming dissertation: “The Old Magic”. Chapter 4 is about NORTHDELL’s civil unrest, nearly 20 years ago. For the past century, the people of NORTHDELL had grown less and less devoted to the Gladomain family, and pressured the Council to achieve secularism, meaning that Eilmorel, the immortal child of Laenai, could not rule for ever. Having sworn a commitment of allegiance and protection to the Gladomain family, and to its last descendant Eilmorel, the Northdell Guardians were caught in a dilemma when some Council members formally asked Eimorel to appoint them as the true rulers of NORTHDELL… Because of the secrecy of its contents, you may read this chapter only inside Belgeon’s house, in Molenor (L. 10-14).
All enemies’ parameters have been adjusted. The experience rewarded by enemies has been lowered, the rough proportion is now 10 Enemies = 1 Quest. Even if Bosses have different growth rates, by default all enemies’ parameters increase by level as displayed below:
- Stamina: +58 per Level; Intellect: +19 per Level; Strength: (Database Value+1%)+7 per Level; Defense: (Database Value+1%)+6 per Level; Spirit: (Database Value+5%)+5 per Level; Haste: (Database Value+10%)+6 per Level; Gold: (Database Value+10%)+6 per Level.
- This means that, even if given “1” for every parameter in the Database, L.50 enemies will still start off with 350 Strength (1,400 Physical Damage), 300 Defense, 250 Spirit, 300 Haste. Of course, enemies will have their parameters set to somewhat higher than “1”.
All enemies will drop more than 2 items – usually around 3/4 each. These items will be mainly materials for cooking. However, some enemies will also drop uncommon items, like cooking recipes, or weapons and pieces of armour – obviously, the latter will have a rather low chance of dropping.
Classes, Abilities, Combat:
This section will be covered more thoroughly at a later time, possibly next week.
- However, I will say that all existing classes have been reviewed – new abilities have been added, both active and passive.
- The Necromancer Class is currently being tested.
- 8 classes are now available. However, Mystic, Warrior and Necromancer remain secondary, as they are meant to provide only variety and utility – the respective characters, Daruvial, Davian and Rudrin are also meant to be secondary.
- Lauron will be able to choose from primary classes only, Guardian, Priest, Acolyte and Thaumaturge, when reaching L.30 (no change here, same as the previous Beta).
The Aggro/Grudge System has been removed. It sometimes made the game crash unexpectedly and it didn’t add anything valuable to the encounters, especially in late game or against foes that would use mainly AOE abilities. Also, 1) it didn’t make sense to have an “Aggro System” in a game without proper Tanks (Davian is currently the only one, and he’s a secondary character), and 2) you cannot have proper Tanks in a game where Magic damage scales off the caster’s Intellect and thus cannot be avoided.
- As a consequence, Vanish has been removed.
- The Warrior’s core abilities now scale off Defense and – secondarily – Strength. Taunt and Escalation were both removed and replaced by Selfless Protector and Supplication: the former is a powerful damage-suppressor, which can only be applied to the Warrior’s allies, not to the Warriors themselves, while the latter is self-cast and increases all healing received by 12%.
Almost all animations have been redrawn – they are currently ~127.
New BGS and BGM according to zones: all villages and cities now have the same background music as long as they are in the same kingdom. The battle theme will only change for Boss fights and stay the same for all other encounters.
All maps are currently being redrawn, so that they will look more alike throughout the whole game. I am also adding specific features unique to each kingdom (NORTHDELL, ERIDEN, SOUTHSTON), so that players might “feel” they are in a different place, especially when moving from one kingdom to another – which should be rather common from L.30 onwards.
- Some places have been renamed. “Mallowley Crag” is now “Dorcliff Ridge”, “Aldlea Forest” is now “Lochway Wood”, “Esteredge Crags” is now “Highwynne Ridge”; etc.
- A new map feature has been added, called “Light’s Echo”. Health Regeneration stops at night, so that is when “Light’s Echo” will become available: sometimes, players will see a few sparks on the ground: by interacting with them, the whole party will be healed by 25% of their maximum HP. “Light’s Echoes” will disappear after healing the party, and each spark will only be usable once.
All Tiles have been upgraded: if you like, you may browse the gallery below.
That’s all for now. Thank you!
“Glowing Star” (New!) has 12 Turns CD (down from 20), causes +48 Aggro, and it gives the Cleric +40% Intellect (up from 24%) and +80% Spirit for all its duration (4 Turns), increasing all of the Cleric’s healing and harmful spells. “Glowing Star” will be learnt by Traben, and Traben ONLY, handing in his quest in Mirisia (“Elder Silentall”) around Lv. 27.
“Elysian Grace” (Old) gives the whole active party a 280% increased Divine Affinity: 8-Turn CD, and duration increased from 3 Turns to 5. “Elysian Grace” will be learnt by Clerics at Lv. 29.
Healing over 38,280 with any spell means over-healing, so Traben is just given two abilities with long duration instead of one: using both abilities together is possible, but it would be a waste of time and Mana. Of course, I did try it for fun.
- “Starlight (III)” heals for 22.07 * 25% Mana Pool (which should’ve been 1,061, but “Glowing Star” gives an increased Mana Pool (+40%) = 5943. The Mana cost for this spell (and the real multiplier) becomes 1485.
- So, 22.07 * 1485 =32,773 (Base Healing output)
- + 280% Effectiveness (Old Elysian Grace) = 91,764
- + Critical Hit Bonus (which means * 2)
- It could virtually hit for 183,529, but there is a +/-5% variance, so the output had to be within this range: 174,352~192,704. Life-points are limited to 38,280, and this output is roughly the 480%. This all felt useless and a bit ridiculous.
“Elysian Grace” (New!) gives the whole active party a +50% Divine Affinity: 8-Turn CD, lasts for 4 Turns, and it’s obviously lost upon death. “Elysian Grace” will be learnt by Clerics at Lv. 29.
- In the example above, “Starlight (III)” would heal for 49,159 (98,319 if @critical), but you must bear in mind that this is the most effective healing spell in the game, enhanced with two very powerful buffs at the same time, during testing, and cast by a fully-equipped Traben. It means that, having around 3~4K MP, and using one CD at a time, “Starlight (III)” would normally heal for 19,775 (not 32K), and “Elysian Grace” would take it to 29,662, while “Glowing Star” would make it heal for 27,684. Now the two buffs are decently balanced.
- “Glowing Star” and “Elysian Grace” cannot be active at the same time on one target.
All of the icons published within this post were either original or edits. It would be best if you PM’ed me before using them, just to be sure that you credit the right people. Thank you.
I know it has been really long. So many things have changed I had to keep track of them! This post is meant to give a commented fix list of Leomorn Sword 1.5(ß). First of all, the maximum level has been set to 50.
All Parameter Curves have been nerfed slightly, particularly those of Intellect and Spirit. This is because Mana Regeneration has been set to 50% up from 25% SPI, and also because Intellect remains a rather cheap parameter to increase spending Talent Points in the “Status” Screen. I have tried to give players all freedom possible, while keeping all encounters still challenging. However, during testing, in early game, 25% SPI was too low compared to Mana Cost, which is why I decided to increase it to 50% (Clerics and Sages do not have bonuses like they used to). Intellect and Spirit need to be balanced at a core level, which means I cannot expect players to keep them balanced by themselves. Players are given a choice between increasing Intellect and run out of Mana sooner, and increasing Spirit, with higher Mana Regeneration, but less powerful spells. All classes have been given a new Passive Ability, called “Focused Mind”, explaining that 50% SPI is converted to Mana at the end of every turn.
It is also crucial to set the damage output and Stamina of enemies: although Healers (both Clerics and Sages) have been given some harmful spells and Mana Regeneration abilities, so that they would not stand idle when the Party is fully healed, the amount of HP restored by healing spells scales ONLY from Intellect. It means that (if Intellect is too high compared to level) both Clerics and Sages can heal the whole Party with one of their AOE heals, without running out of Mana and being idle for the next few turns. Healers can very easily turn out to be overpowered just by increasing Intellect – I cannot prevent players from doing so.
I have added Threat, so that Healers will be targeted more as they heal the Party: they should now be in need to protect, heal or dispel themselves more often. However, the whole balance depends on how players will spend their Talent Points, and this is something I cannot and shall not predict. On the one hand, ATD Actors are given a choice between increasing Stamina or Damage/Defense; on the other hand, SPI Actors are given a choice between increasing Intellect or Mana Regeneration/Spirit.
1 TP spent on Intellect now increases MP by 19, down from 29. Also, the Parameter Curves for Intellect and Spirit have been nerfed. This should prevent Traben, Eilnys and Marlynn to reach 2000 MP at level 20 as easily as before. Healing spells will generate a decent amount of Threat and, with reduced Spirit, they should have some issues with Mana as well. These adjustments do NOT guarantee that all encounters will be balanced because that depends only on the player’s choices, and I am not willing to change that.
Boss encounters will be the real test. Not only because bosses deal far more damage than normal encounters, but also because they have a lot more health and can enrage after a set number of turns. As bosses enrage, they slightly heal themselves and their Stats increase significantly: in some cases the fight is automatically lost.
I want all encounters to be decently balanced, and not a simple repetition of Auto-Attacks or AOE spells. However, I also changed the way Status ailments work. Healers should SUPPORT the party, so their abilities basically heal, dispel, empower or protect. As damage dealers, all other Actors (namely, Guardians and Magicians) should be in need of that support.
Overdrive Points (ODP) have been set to 950 down from 1000: also, the amount of ODP gained per action has been increased. You can now reach 100% ODP in only 4 or 5 turns, depending on the actions you will take. However, ODP are automatically lost at the beginning of every encounter for the active party. In mid game, I found out that beginning boss encounters with full ODP could give the party too much of advantage. ODP are also lost if one Actor passes out, but players can still keep out of the party those Actors who have reached 100% ODP. So, on the one hand, it’s now easier to reach 100% ODP, but you cannot use Overdrive Abilities as early as 4-5 turns into the encounter. Since players will use OD Abilities more often, now, these skills have been slightly nerfed.
All healing and harmful spells whose damage scales off Intellect have had their description updated, now showing the Base Damage and the Mana Cost (%). Players can now calculate the damage or healing output of all spells.
Almost all spells have 3 Ranks. The effectiveness of all ranked spells goes from 75% (Rank I) to 110% (Rank III).
Magicians are given the passive ability called “Elemental Perfection”: they are the only class that can access the highest-level incantations (such as Mera III, Hyadain III, etc.)
The only way to learn the higher-ranked spell is practice and level. If players use “Mera (I)” ten times, they learn “Mera (II)” (Lv 11). If Magicians cast “Mera (II)” twenty times, they can learn “Mera (III)” (Lv. 15). No matter how long players use “Mera (III)”, they will not learn “Merami (I)” like they used to.
While the Mana Cost remains the same (9% of Mana Pool), the damage output increases (3.99/4.79/5.32) and sometimes the spell’s cooldown decreases slightly (cannot go below 2 Turns). Healing spells work exactly the same. Because of these changes, Eilnys’s “Ability Tutorial” has been removed.
- Update: While talking about Magicians:
- “Greater Intellect” has been redesigned: it temporarily increases Intellect by 15% (up from 14%), but the effect will only last for 3 Turns (it used to be permanent for the duration of the fight). Magicians can only cast the buff on themselves. Cooldown set to 7 up from 6. Keep in mind that 15% increased Intellect means 15% increased effectiveness of all harmful spells.
Database: Abilities: Trainers:
In LS 1.5 I added trainers in every village, town and city of the game. Ranked spells will be learnt automatically – also for practical difficulties. Ranked spells are still shown in the Trainer’s skill shop, they appear as free but cannot be bought. I wanted players to get familiar with all abilities present in LS (most of which are the same of Dragon Quest). I used Shanghai Simple Script – Skill Shop. Abilities are shown in the order that they will be learnt, so, in a way, I like to think that players will sometimes be eager to level up. Trainers will not teach new abilities past Lv. 30: that means that all core abilities will be learnt by Lv. 30, and players will be able to concentrate on something else, like improving the abilities they have learnt, getting better equipment, or farming TP.
Database: Abilities: Healing:
The Mana Restoration bonus from Spirit has been removed. Clerics and Sages are not automatically stronger than their melee counterparts, they will convert 50% Spirit to Mana at the end of every turn, like every other class. The amount of Mana restored from “Mana Profusion”, “Mana Restoration” and “Mana Well”, instead of a fixed percentage, now scales directly from Spirit (at the moment, respectively 191%, 144% and 73%). This all means that Spirit is much more valuable to casters than it used to. Intellect and Spirit are still their priority stats, followed by Cooldown Reduction, Haste and Critical Chance.
Clerics will be best in single-target heals. Their single-target spells have shorter CD and heal for much more than Sages’, although they are all direct healing spells, and do not leave any HoT on the target. AOE heals have been nerfed significantly (5.09 * 26% MP and 5.62 *32% MP; 5 to 4 Turns CD: with roughly 4000 Mana, these numbers mean roughly 5294 and 7194). Sages, on the other hand, will have weaker single-target abilities and much stronger AOE heals (8.46 * 21% MP and 8.67 * 26% MP; 4 to 3 Turns CD; again, these numbers mean 7106 and 9017).
Both “Behoma (III)” and “Greater Behomaraa (III)” grant “Damage Shield” Status for one turn (refreshable), that can stack up to 2 times, and grants up to 34% damage reduction on one target (17% for the rest of the team). The damage reduction is purely a percentage, so the damage cut virtually has no limit.
Also, “Hoimi (III)” not only grants “Mending” Status for 2 Turns (9% Maximum HP every Turn), but it also increases Stamina by 2% for the whole duration of the fight. With 27,200 HP at Lv. 50, 2% Stamina means roughly 544 HP gained every time “Hoimi” is cast on someone: with the Cooldown Reduction provided by equipment, Sages can cast “Hoimi” every turn.
Obviously, the HP limit is still 38,280. The same buff has been given to “Lesser Behomaraa”, Rank I and II (there is no Rank III), 2% Stamina, 3% Stamina: that is, respectively, 544 and 816. Having so many HP in normal encounters would be useless at all levels, while relying too much on these benefits during Boss encounters would be too much of a risk – because of “Enrage”. So, basically, players should still face the end content of the game with at least 22-24,000 HP.
Since I still wanted Clerics to be fun, I gave them a few abilities, all a bit over-powered. Here’s two of them.
“Glowing Star” has been redesigned. It now has 12 Turns CD (down from 20), causes +48 Aggro, and it gives the Cleric
200% 140% Intellect (up from 24%) for all its duration ( 5 4 Turns), doubling increasing all of the Cleric’s healing and harmful spells.
- Update: had to nerf that. 200% Intellect means that 4000 MP become 8000 for 5 Turns: “Starlight (III)” would heal for about 44,134 HP. If cast on a target affected by “Elysian Grace”, the output reaches 132,400 HP. Maybe that was a bit too much! Now, 40% increased effectiveness (down from 100%) will still turn into over-healing, but for less ridiculous amounts.
- “ElysianGrace” works exactly like before, by giving the whole active party a 300% increased Divine affinity: 8-Turn CD, and duration increased from 3 Turns to 5,
to match the duration of “Glowing Star”. “Glowing Star” will be learnt by Traben, and Traben only, by handing in his quest in Mirisia (“Elder Silentall”), while “Elysian Grace” will be learnt at Lv. 29. Healing over 38K with any healing spell means over-healing, so Traben is just given two abilities with long duration instead of one: using both abilities together is possible, but it would be a waste of time and Mana. Of course, I did try it for fun, especially now that healing and damage output can be in 6 digits instead of 5.
Since I didn’t want to give Sages the exact same ability that Clerics had (“Elysian Grace”), I decided to modify the equipment. Some pieces of gear (mostly before Lv. 50) increase either Nature or Divine affinities. Affinities can stack, so Sages can heal that target constantly for 20%, 25% or 45% more. Some pieces of gear provide Divine affinity instead, but only a few, and with less benefit.
Only one epic ring gives both affinities at the same time (15%). In this way, players can decide who should be healed the most, just by changing one character’s equipment. If Sages keep targeting those who are weaker in Stamina, they will increase their total HP. Characters with many HP could receive the healing bonus gear.
Update: the healing received can also be lowered.
- “Mortal Wound” (Enemies Only). Reduces all healing received by 50% (3 Turns), healing potions included. It does not ignore other beneficial effects. If the target affected by “Mortal Wound” has increased Nature (or Divine) affinity, the 50% cut will not change the bonus (instead of a +20%, the target would be healed for -30%).
Please refer to newer contents on this site.
- Asutoron (Guardian, level 29):
This spell replaces the old Mahokanta, which caused an annoying bug in LS 1.3: enemies under the effect of Reflect Status became immortal. Besides, even if I liked the idea of a “reflecting shield”, later on in the game it became either too powerful or useless. That is because, if Mahokanta really did cast all spells back to the enemy, bosses would be hit by their own spells, and that’d be ridiculous. On the other hand, if I made it so that Mahokanta wouldn’t work with all spells, it would have become almost useless.
Asutoron, instead, works as a very powerful magic damage reduction. The shield will last for two turns. I am thinking about turning it to “All Allies”, rather than just one: that would make much more sense. This spell comes from Dragon Quest. The name means something like “Turning into iron” and it should also cause some movement impairment. Guardians will learn the ability when reaching level 29. No other class will learn Asutoron.
- Ryuusei (Magician, level 27):
Ryuusei, also known as “Meteor”, is possibly the most powerful and spectacular spell in the game so far. You can see the animation in the video above (0:15). Other than “Earth” and “Bagima”, there was no other skill dealing Earth damage. Ryuusei costs 34% MP*1283 vs. 29*1083 (Ionazun) and 31*1198 (Ultima). However, Ryuusei will not target all enemies: it will be cast twice and it will target randomly either once two enemies or twice the same one (Scope: “2 Random Enemies”). Magicians will learn this ability when reaching level 27.
- Megante OD (Guardian, level 31):
You can see the animation above (1:10). This is an Overdrive Technique, damaging all enemies and cutting their HP by 100%, at the cost of the caster’s life. Since it deals elemental damage (Sacred, the same as the Cleric’s healing spells), I will make all bosses immune to it: that’s mainly because 100% means 100%: if an enemy has, say, 109,000 HP, Megante will deal the exact same damage output. In the video above, Davian is immune to Sacred, which is why Megante is uneffective. Guardians will learn this ability when reaching level 31. I will also make a spell that will lower an enemy’s resistance to Sacred, meaning that Megante would still hit bosses, but for 50% or less of its capability.
Hi, everyone! It’s time for a few more screenshots!
- The Quest Journal
- Abilities and Icons: the icons for Kiariku, Zameha and Kiararu are original, the rest of them are edits.
I have replaced the old damage/healing output numbers Pup-Up with these ones. I made them myself: they may look simple, but they took me some time.
I have replaced the Talent Points Pop-Up with the one below.
- Engon, SOUTHSTON. Leomorn’s birthplace:
I am still drawing these maps, which is why there’s almost no NPC there. I have also changed the shop tile. I know that it looks a bit unnatural, but I kind of like it more than before anyway.
- Introducing Credits:
In order to make secondary quests even more useful, I have decided to add a new feature, Credits. At first, I began working on a rather different feature, like a Reputation System, but it turned out to be too invasive, and I couldn’t afford adding any more Scripts. This might look simple, but it does the trick. Basically, when completing quests you will receive a standard amount of Credits (50), that work as an independent currency, called after the village/town you are in. So, for instance, Nossa secondary quests will reward “Nossa Credits”, etc.
You will be able to spend these Credits purchasing items at the local Credit Shop. Usually, you will be able to choose between two or more items, depending on the parameters that you’re more interested in improving.
The names for these icons are coloured in Yellow. As you can see above, for example, the Erenian Red Helm will be perfect for melee characters, while the Erenian Veteran Robe will increase Intellect and Spirit. Both these items require level 19, but they are considerably more powerful than common level 19 equipment. (During testing, for instance, Lauron kept his Nossa Woolen Garb, Lv. 9, until level 21).
Primary quests will reward a different kind of Credits, named after one of the three islands, depending on the region of the world: Northdell Credits, Eriden Credits and Southston Credits will be added up and used to purchase level 60 items, before the end of the game, in one of the three capital cities (Panador, Mirisia or Dalonur).
As you can see, I have also updated the Quest Journal. The EXP gain is now a fixed amount. Here’s the formula I have used to determine the EXP: Adding up all the EXP within one level range = 8.2% (secondary quests) 19.5% (primary quests). These percentages can lower to help me create more quests without exceeding the level range.
Here is a complete list: Level Range, Total EXP (Secondary Quests EXP Reward, Primary Quests EXP Reward, Sub-Primary Quests EXP Reward) Secondary Quests Gold—Primary Quests Gold.
- Lv. 5-9: 2,858 (234, 557/396) Gold 47–98
- Lv. 10-14: 14,395 (1,180, 2,807/1,994) Gold 65–137
- Lv. 15-19: 40,745 (3,341, 7,945/5,643) Gold 91–192
- Lv. 20-24: 78,143 (5,626, 12,659/9,142) Gold 127–268
- Lv. 25-29: 116,492 (9, 552, 22,715/16,133) Gold 177–376
- Lv. 30-34: 148,292 (12,159, 28,916/20,537) Gold 247–527
- Lv. 35-39: 171,361 (14,051, 33,415/23,733) Gold 345–737
- Lv. 40-44: 186,722 (15,311, 36,410/25,860) Gold 483–1,033
- Lv. 45-49: 196,568 (16,118, 38,330/27,224) Gold 676–1,446
- Lv. 50-54: 202,612 (16,614, 39,509/28,061) Gold 946–2,024
- Lv. 55-59+1: 247,826 (20,321, 48,326/34,324) Gold 1,324–2,834
- Lv. 60: Gold 1,853–3,967 (or just 2,910)
Here’s some screenshots to show a few other changes.
That’s all for now!