Leveling (Guide)
Early MYN Content and Onwards |
This guide explains the basics of leveling your main attributes— Watchful, Shadowy, Dangerous, Persuasive—and directs you to the appropriate places to grind each attribute depending on your current level.
Leveling basics[edit]
If you're already familiar with how leveling works, feel free to skip this section.
The basic unit of leveling is Change Points (CP). CP is awarded by most attribute-based challenges, as well as certain other types of actions (e.g., finishing major grinds or storylines, trading in Second Chances, and other sources we'll get to later).
For each level of an attribute, you need a certain number of CP to reach the next level. Up to level 70, the CP needed to raise an attribute a single level is the same as the level it's reaching—to go from level 5 to 6 requires 6 CP; from level 6 to 7 requires 7 more CP, etc. From level 70, each successive level only requires 70 CP.
The main sources of main attribute CP, especially early in the game, are attribute-based challenges. These award varying amounts of CP depending on the difficulty of the challenge, which is calculated based on your current level in that attribute:
Table 1 | CP on success | CP on failure | CP on average |
---|---|---|---|
Straightforward (91-100%) | 1 | 1 | 1.0 |
Low-Risk (81-90%) | 2 | 1 | 1.9 |
Very Modest (71-80%) | 2 | 1 | 1.8 |
Modest (61-70%) | 2 | 1 | 1.7 |
Chancy (51-60%) | 3 | 1 | 2.2 |
Very Chancy (41-50%) | 3 | 1 | 2.0 |
Tough (31-40%) | 4 | 2 | 2.8 |
High-Risk (11-30%) | 5 | 3 | 3.6 |
Almost Impossible (1-10%) | 6 | 4 | 4.2 |
Almost Impossible (0%)[1] | - | 4 | 4.0 |
Challenges award CP even if you fail them—and, as the table shows, you can actually earn more CP by failing at harder challenges than by succeeding at easier ones.
This opens up a couple of basic strategies for attribute-based challenges:
- Aim for 90% to get 1.9 CP per action. This is ideal if you want to keep progressing fairly quickly through a story, since you'll still pass most checks, but it gives you nearly twice as many CP as you'd get from 100% checks. You'll generally earn more items per action as well.
- Aim for 10% to get 4.2 CP per action. If you don't mind failing a lot of actions, and taking longer to get through the story, you get significantly more CP from Almost Impossible checks. This is best done when you have difficult challenges available that don't give Menaces on failure.
We'll look at some additional strategies, such as those involving Social Actions, in a later section.
Note that you can manipulate your odds somewhat using stat-increasing and -reducing equipment. A particularly helpful item for this is the Talkative Rattus Faber, who reduces each of the four main attributes by a whopping 25 levels while equipped—meaning you can continue to do high-difficulty actions even once you've leveled up quite a bit. Once you are sufficiently rich, consider investing in a Weasel of Woe. This little scamp reduces the four main attributes by a respectable 300 levels (and also has other woeful effects) when equipped, so if all you care about is training your stats, wear the weasel and take low-level 0% checks.
If you're aiming for a certain level in an attribute, use the calculator below to determine the total number of CP needed to get there from your current level.
CP Calculator[edit]
template = Template:Calculator/CP form = CPCalc result = CPCalcResult param = level0|Initial Level||int|0-250 param = level0cp|+ CP|0|int|-50-70 param = level|Target Level|200|int|0-250 param = levelcp|+ CP|0|int|-50-70 param = threshold|Level Threshold|70|select|50,70
Now that you know the basics of leveling and how to optimise your CP gains, let's talk about which actions are the best for grinding depending on your current levels.
Locations[edit]
This is a quick-reference list of the locations associated with certain attributes, and the general level range of the challenges there. Some of these locations also have challenges based on additional attributes.
Watchful[edit]
- 1–70: Ladybones Road
- 60+: The Forgotten Quarter
- 80–110: The University
- 110–120: Wilmot's End; also Persuasive, Shadowy
- 120–130: Corpsecage Island; also Dangerous
- 120–130: Bullbone Island; also Dangerous
- 120–130: Grunting Fen; also Dangerous
- 120–130: Hunter's Keep; also Persuasive
- 120–200: The Sunken Embassy
- 150+: University Laboratory
Shadowy[edit]
- 1–70: Spite; also 120+ later in A Boxful of Intrigue
- 60–100: The Flit
- 100–120: Mahogany Hall; also Persuasive
- 110–130: Wilmot's End; also Persuasive, Watchful
- 120–130: Doubt Street
- 120–130: Polythreme Streets; also Persuasive
Dangerous[edit]
- 1–70: Watchmaker's Hill
- 60–100: Wolfstack Docks
- 97–125: The Labyrinth of Tigers
- 120–130: Corpsecage Island; also Watchful
- 120–130: Concord Square with On the Velocipede Squad
Persuasive[edit]
- 1–60: Veilgarden
- 60–90: The Shuttered Palace
- 85–100: The Empress' Court
- 100–120: Mahogany Hall; also Shadowy
- 120–130: The Foreign Office
- 120–130: Hunter's Keep; also Watchful
- 120–130: Polythreme Streets; also Shadowy
- 125–230: The Spider Symposium (Guide)
- 130–135: Heartscross House (aka Port Carnelian)
Early-game leveling (5–100)[edit]
(Note that there's no formal designation for early-, mid-, and late-game; for the purposes of this guide, we'll call anything up to level 100 early-game, 100–200 mid-game, and 200+ late-game.)
When you first start the game, you shouldn't worry too much about leveling, and certainly not at the expense of enjoying the story. You'll do most of your leveling just by playing through the early storylines, and there are several mechanics built into the early game that make this easier.
Training Professions[edit]
For more information, see Professions (Guide).
There are four professions you can choose from as soon as you have lodgings, each of which is associated with a particular main attribute. Pick your first profession from the storylet Adopt a Training Profession, in Your Lodgings.
Attribute | Training Profession |
---|---|
Watchful | Enquirer |
Shadowy | Pickpocket |
Dangerous | Tough |
Persuasive | Minor Poet |
Each week, when Time, the Healer visits (beginning a week after your arrival), your profession will bring you A Professional Reward containing 5 worth of items and 250 CP in the associated attribute, up to level 70. Once you reach this milestone, it's time to switch to a new training profession: Resign from your Profession under Your Social Engagements, and then return to the Adopt a Training Profession storylet to select a new one.
Making Your Name[edit]
For a more thorough walkthrough of these storylines, see Making Your Name (Guide).
Early in the game, you'll notice certain storylets stand out due to their gold-bordered images, and titles beginning with the phrase "Making Your Name". Each of the four starting locations has a Making Your Name story that starts there, and each story primarily involves challenges based on the attribute associated with that location.
These are storylines that can only be played through once (though some related storylets remain after you've completed the main story). When you complete a stage of one of these stories, you'll get a pretty significant amount of CP in the associated attribute.
Making Your Name is essentially the main storyline of the early stages of the game, and these stories also open up new locations in London with more difficult challenges that will help you continue to level up.
Combined with the training professions, these stories should make it fairly easy for you to reach the first major leveling milestone: level 100 in each attribute, which makes you eligible to become A Person of Some Importance (PoSI). (See the associated guide for more details.)
In addition to the large CP boosts you get for finishing a stage of a Making Your Name story, there are also regular storylets that are ideal for leveling (especially using the high-difficulty strategy mentioned above) without risking Menaces. All the storylets in this list are repeatable, and have no requirements other than the Making Your Name level, if applicable, and access to the location where they appear.
Level | Storylet | Location | MYN Level |
---|---|---|---|
13 | Frequent the public house across from Clathermont's Tattoo Parlour. | Ladybones Road | Alphabets 1 |
15 | Note down descriptions of the visitors | Ladybones Road | Alphabets 1 |
18 | See if you can get the names of the visitors. | Ladybones Road | Alphabets 1 |
18 | Get casual work sweeping the parlour floor – and listen in | Ladybones Road | Alphabets 1 |
21 | Snatch a glimpse – and memorise it | Ladybones Road | Alphabets 1 |
24 | Make clandestine sketches, right there in the shop! | Ladybones Road | Alphabets 1 |
57 | Watch from the rooftops | Ladybones Road | Alphabets 4–7 |
78 | A distinctly cautious approach | Base-Camp | Alphabets 5–7 |
Level | Storylet | Location | MYN Level |
---|---|---|---|
6 | Catch a tabby cat in the alleys of Spite | Spite | NA |
12 | Catch a ginger tom on the rooftops | Spite | NA |
18 | Catch a white cat: Softly now... | Spite | NA |
24 | Catch a grey cat in the nave of the church of All Christs | Spite | Darkness 2–7 |
48 | Catch a black cat | Spite | NA |
51 | Disguise yourself as an invalid | Ladybones Road | Alphabets 4–7 |
68 | A little light legerdemain | The Flit | NA |
Level | Storylet | Location | MYN Level |
---|---|---|---|
13 | Play it safe | Medusa's Head | Blood 2–7 |
15 | Fight! | Medusa's Head | Blood 1–3 |
16 | Turn it up a notch | Medusa's Head | Blood 2–7 |
18 | Take on all comers! | Medusa's Head | Blood 1–3 |
39 | Jack's claimed dibs! | Watchmaker's Hill | Blood 3–5 |
Level | Storylet | Location | MYN Level |
---|---|---|---|
15 | Take notes on your experiences | Veilgarden | Flourish 1 |
17 | "My watch? That's not my watch!" | Veilgarden | Flourish 1–2 |
47 | Pose as an investigator for the Ministry of Public Decency | Veilgarden | Flourish 3 |
64 | Publish poetry in praise of the Duchess | Shuttered Palace | Flourish 4–7 |
89 | Attend courtly functions | Empress' Court | NA |
95 | Perform artistically | Empress' Court | NA |
Patrons[edit]
A patron is another player who is a Tier 2 Person of Some Importance, enabling them to give classes in the attribute of their specialisation to a protégé, provided the protégé has a (modified) level below 100 in that attribute. A patron who is a Tier 3 Person of Some Importance, aka a Paramount Presence, do not have this limit. This costs a Free Evening for both participants, and grants the protégé up to 70 CP in the attribute. (The patron gets a few CP of Making Waves for their efforts.) The best way to find a patron is by asking in one of the Fallen London forums.
Other[edit]
For those still looking for ways to maximise CP gains early on, there are a few storylets that are ideal for the high-difficulty strategy mentioned above, as they don't cause Menaces on failure
- Watchful 95: A stroll around the quad in The University
- Dangerous 37–48: The Fighting Rings in Watchmaker's Hill.
- 3 levels, with caps of Dangerous 60, 70, and 80, respectively. However, this is modified Dangerous, so you can use a Talkative Rattus Faber and especially Weasel of Woe to get more out of this storylet.
- If you need Rostygold to pay the entry fee for the first ring, The Ring of Meat, then Contract: a Worryingly Large Rat in The Department of Menace Eradication makes a decent source, as it pays 200 Rostygold (of which 100 is needed per fight) and, like the Rings, it also awards bonus Dangerous CP (assuming 100% success odds, 12 CP total, for 3 CP/action over 4 actions).
- Dangerous 74: Boast about your wounds in a dockside tavern in The Blind Helmsman
Mid-game leveling (100–200)[edit]
This section of the guide is a work in progress and needs more information.
Many of the useful grinds at this point take place in locations you opened up towards the middle or end of the Making Your Name stories, or places you need a ship to reach.
Professional Activities[edit]
All Tier 3 Professions have a main attribute + advanced skill check on every action, and all challenges check one of two main attributes. Below are the menace-free challenges. Most are very difficult for a mid-game player but give 2 EPA even on failure. Available actions are based on Airs of Industry, and some require A Professional Specialisation: and additional items/qualities.
Correspondent[edit]
- Watchful 90, Artisan of the Red Science 0: Defend a client with applied counterepistolography
- Watchful 90, Artisan of the Red Science 0: Design a skin-safe tattoo
- Watchful 180, Artisan of the Red Science 10, Epistolant: Translate a Möbius text
- Watchful 200, Artisan of the Red Science 12, Crimson Engineer: Perform an odontographic augmentation
- Persuasive 90, Artisan of the Red Science 0: Compose a nostalgic ode
- Persuasive 140, Artisan of the Red Science 12, Crimson Engineer: Engineer a flying contraption
- Persuasive 200, Artisan of the Red Science 12, Epistolant: Operate from first principles
Licentiate[edit]
- Shadowy 90, Kataleptic Toxicology 0: 'The Greenfinch'
- Shadowy 90, Kataleptic Toxicology 0: 'The Rabid Hound'
- Shadowy 200, Kataleptic Toxicology 12, Fractionist: 'The loyal servant whose final duty must be discharged'
- Shadowy 200, Kataleptic Toxicology 12, Siopian: 'The Spider in the Web'
- Dangerous 90, Kataleptic Toxicology 0: 'The Blunt Instrument'
- Dangerous 180, Kataleptic Toxicology 4, Fractionist: 'The subject of a suspended writ'
Monster-Hunter[edit]
- Watchful 90, Monstrous Anatomy 0: Profit from tales of hard-won battles
- Watchful 140, Monstrous Anatomy 10, Teratomancer: Dissect an anomalous carcass
- Watchful 200, Monstrous Anatomy 12, Teratomancer: Untangle an ancient web
- Dangerous 90, Monstrous Anatomy 0: Retrieve an escaped darling
- Dangerous 90, Monstrous Anatomy 0: Track down an invasive species
- Dangerous 140, Monstrous Anatomy 10: Escort academics through the Wastes
- Dangerous 200, Monstrous Anatomy 12, Hierarch of the Hunt: Eliminate an epistemological aberration
Midnighter[edit]
- Shadowy 90, A Player of Chess 0: Catch up with international affairs
- Shadowy 90, A Player of Chess 0: Exploit God's Editors
- Shadowy 180, A Player of Chess 4, Iniquitor: Manipulate a European power
- Shadowy 200, A Player of Chess 12, Iniquitor: Corrupt a rival network
- Watchful 140, A Player of Chess 10, Letheologist: Take confession from a Bohemian Intelligencer
- Watchful 90, A Player of Chess 0: Play correspondence chess
- Watchful 200, A Player of Chess 12, Letheologist: Perform a Gibeon ritual
Silverer[edit]
- Dangerous 90, Glasswork 0: Guide a gaggle of Bohemians through Parabola
- Dangerous 90, Glasswork 0: Lance a persistent anxiety
- Dangerous 140, Glasswork 10: Recover an infernal artifact
- Dangerous 200, Glasswork 12, Ontological Cartographer: Uncover a dark secret
- Persuasive 90, Glasswork 0: Extricate a half-lost memory
- Persuasive 140, Glasswork 10, Ontological Cartographer: Chart the edge of the Is-Not
- Persuasive 200, Glasswork 12 Oneirotect: Engineer a fortification
Crooked-Cross[edit]
- Shadowy 90, Mithridacy 0: Reconcile newcomers to the halakha of the Neath
- Shadowy 140, Mithridacy 10, Schismatic: Sever unwanted allegiances
- Shadowy 200, Mithridacy 12, Beatificator: Retrieve the hagiographies of the lost and unlived
- Persuasive 90, Mithridacy 0: Challenge a clergyman's faith
- Persuasive 90, Mithridacy 0: Pen a flood of contradictory gospels
- Persuasive 180, Mithridacy 4: Banish bitter bygones
- Persuasive 180, Mithridacy 4 Beatificator: Canonise a virtuous ancestor
- Persuasive 200, Mithridacy 12 Schismatic: Cleave a madman from his certainties
Other actions[edit]
Watchful[edit]
Menace-free challenges
- Watchful 125: Defect to the Flint while playing Flint or Dagger in The University. Note that you cannot draw cards when doing this.
- Watchful 150: Sift through the pages of The Censored Census of 1862, available from the Bazaar Side-Streets
- Watchful 178: Seek out spy-holes in the Sunken Embassy beneath Moloch Street. Note that you cannot draw cards when doing this.
- Watchful 200-: Work with your Equipment in your lab. It's actually accessible for an early PoSI, and recommended because it progresses your game even in failure.
Non-challenge sources
- Watchful +20CP: She's not alone from a very infrequent card Coffee with the Last Constable drawn if you keep Family and Law under level 4. The action needs The Airs of London 40-59, so hold the card till the air is OK.
- Watchful +50CP in 5 actions: Eldritch Symbols from a rare card The Skin of the Bazaar.
Shadowy[edit]
Menace-free challenges
- Shadowy 120: Lurk in the eaves in Polythreme Streets
- Shadowy 178: Assist with assembly at L. B. Industries beneath The Blind Helmsman
Non-challenge sources
- Shadowy +10 CP: Pass on information to a colleague to convert Casing...
- Shadowy +35-70 CP: Completing the heist on The mansion of an Unsympathetic Landlord (gain is inversely related to base Shadowy)
- Several options during a trade of reputations gives training or second chances on rare successes.
- Shadowy +275 or +250 CP: Various options in The Dome of Scales, in exchange for 4 x Vitreous Almanac, 20 Glass Gazette, or 450 x Sighting of a Parabolan Landmark depending on Parabolan Dominance; requires access to Parabola.
Dangerous[edit]
Menace-free challenges
- Dangerous 125: Defect to the Dagger
- Dangerous 150: Classic Bone Market grind—Build on the Human Ribcage, then break it down
Non-challenge sources
- Dangerous +30 CP: Fail Step into the ring and fight without mercy in Watchmaker's Hill with A Name Scrawled in Blood 4 while wearing a Weasel of Woe to bypass 80 modified Dangerous cap. Requires but cross-converts 3 Presbyterate Passphrase into Extraordinary Implication
- Dangerous +5 CP: Turn a blind eye in Concord Square with Riding the Savage Cobbles 7
Persuasive[edit]
Menace-free challenges
- Persuasive 125: Extract confessions from the Calcified Men
- Persuasive 230: Suggest that they define knowledge at the Spider Symposium beneath The Singing Mandrake.
Non-challenge sources
- Persuasive +10 CP: Pass information to the Brass Embassy to convert Casing...
- When patrons won't help you anymore, it may be worth it to spend your Free Evenings on drinking tea instead. This provides 35 CP Persuasive per free evening, in addition to giving Making Waves and reducing one of your menaces.
- Several options during a trade of reputations gives training or second chances on rare successes.
Late-game leveling (200+)[edit]
This section of the guide is a work in progress and needs more information.
Main attributes are initially capped at 200 and require the completion of certain quests to increase them further, up to 230. See the main article Raising Attribute Caps (Guide).
All attributes[edit]
- Gain access to Hearts' Game (200 Dangerous and any Tier 2 PoSI required) and obtain a Weasel of Woe. With the companion's -300 penalty to the main attributes, many menace-free storylets are usable for training (e.g. Go Mudlarking), but Hearts' Game is the most profitable, since every action accrues Exploits, which can be cashed in. You will be making money even if you perform terribly.
- Join Hearts' Game and aim to select Accomplices that can be used to train your target attribute. Some luck is required, since the selection of possible accomplices is dependent on card draws. On the first draw, chance of a hand containing an accomplice checking any one of the four attributes is about 50%.
- Equip the Weasel of Woe and put on or take off other equipment until the desired odds of succeeding on the accomplices' cards are met.
- Accomplices with stat checks:
- Watchful:
- Shadowy:
- Dangerous:
- Persuasive:
- The remaining accomplices check Advanced Skills or have no checks.
Other actions[edit]
Shadowy[edit]
In The Dome of Scales, you can trade various items for a significant amount of Shadowy CP, depending on who is controlling this part of Parabola.
- Prowling practice (Cats): 450 x Sighting of a Parabolan Landmark for Shadowy +250 CP
- Keep below the leaves (Fingerkings): 4 x Vitreous Almanac for Shadowy +275 CP
- The arts of indirection (The Red-Handed Queen): 20 x Glass Gazette for Shadowy +275 CP
A ready source of Sightings of Parabolan Landmarks is guiding dreamers in the Viric Jungle. (Sightings can also be converted to Glass Gazettes and Vitreous Almanacs.) For most options that end the dream, the payout is 15 Sightings per Duration of a Dream. Therefore, you should alternate between Lend power to the dream and Observe and learn, as the latter has a chance of granting 2 x Duration instead of just one. You should not spend Sightings to Draw in another place, or choose More! Further!, as these prioritise Intensity of the Dream and make it harder to build up Duration. The per-action payout of Sightings is better the longer you can keep the dream going, since you spend fewer actions on cashing out than with multiple shorter dreams.
Directly grinding Sightings is likely best if the Cats control the Dome of Scales. If it's the Red-Handed Queen, you may have better per-action rates getting Glass Gazettes from other sources compared to converting Sightings; see this comment.
Persuasive[edit]
Menace-free challenges:
- Persuasive 230: Suggest that they define knowledge at the Spider Symposium beneath The Singing Mandrake
- Variable Persuasive: Persuading any board member except Feducci at Debating Matters of Business with the Board
Watchful[edit]
Menace-free challenges:
- Watchful 250: Consider the Magistracy with new eyes, Watch a civil trial or Watch a criminal trial in The Magistracy of the Evenlode
- Watchful 250: Watch the village grown around Factory VIII in Station VIII
Other sources[edit]
Favours[edit]
See Raising Favours (Guide) for more information on where to get these.
All favours, except Favours: Rubbery Men, can be spent to train a specific attribute on their specific Faction Card. The rate is ~20 CP per favour, making this quite efficient for training.
- Watchful: Constables, Great Game, Hell
- Dangerous: Revolutionaries, Docks, Tomb-Colonies
- Shadowy: Criminals, Urchins
- Persuasive: Bohemians, Society, Church
Epistolary Matters[edit]
Exchange letters with your acquaintances. These actions gain a large amount of CP, initially comparable to masterclasses from a Paramount Presence, that is reduced with each letter you read (tracked by the Mired in Mail quality, which is reset each week by Time, the Healer). The following table shows the amount of CP given at each level:
Mired in Mail | 1–4 | 5 | 6 | 7 | 8 | 9 | ≥10 |
---|---|---|---|---|---|---|---|
Attribute CP | 70 | 69 | 63 | 42 | 21 | 15 | 14 |
Second Chances[edit]
At Your Social Engagements, under the Attend to matters of... storylets, you can trade 5 second chances for 1–50 CP in the associated attribute (and 1 CP in two others), for an average of 27.5 CP per trade-in. Relevant actions are:
Primary Attribute | Secondary Attributes | Storylet | Cost |
---|---|---|---|
Watchful | Persuasive, Dangerous | Every stone | 5 x Sudden Insight |
Shadowy | Persuasive, Dangerous | Tricks traps and treats | 5 x Hastily Scrawled Warning Note |
Dangerous | Shadowy, Watchful | The strength of scars | 5 x Hard-Earned Lesson |
Persuasive | Shadowy, Watchful | An easy confidence | 5 x Confident Smile |
This works out to about 4.16 CP per action in the main attribute, even if you count spending an action to gain the second chance—comparable CP to doing the hardest-difficulty challenges on regular actions.
Some sources for second chances include:
- Read incoming mail: Letters sent by your acquaintances can gain you second chances. They also provide a significant amount of CP in the related attribute, as detailed in the Mired in Mail table in the previous section.
- Write some case notes into a letter costs them 5 x Journal of Infamy and gives you 1 x Sudden Insight (and Watchful CP)
- Write down a beloved family recipe costs them 5 x Journal of Infamy and gives you 1 x Hastily Scrawled Warning Note (and Shadowy CP)
- Write down some favoured fighting techniques costs them 5 x Tale of Terror!! and gives you 1 x Hard-Earned Lesson (and Dangerous CP)
- Compile licentious gossip costs them 1 x Stolen Kiss and gives you 1 x Confident Smile (and Persuasive CP)
- Talk to the Porters for a Sudden Insight: Only available before you finish the investigation in The University while Making Your Name.
- Give a Gift! A commotion in the Square of Lofty Words: If you have Hedonist 8, "I myself am my only true friend!" gives one of each second chance.
- A contact in the Great Game has a tale for you: This conflict card comes up if you have 5 favours each from The Great Game and The Church. Choosing Everyone deserves a second chance gets one of each second chance (and 7.5 worth of other items), in exchange for two Favours: The Great Game. (This is a particularly profitable action, netting about 4.5 CP per action on trade-in, even taking into account the actions to earn the two favours you spend, while also earning Echoes.)
- ↑ It is called 'almost impossible' even though there's no apparent way to succeed.