How To Level Up Quickly In Trails From Zero

Lloyd Bannings. Elie MacDowell. Tio Plato. Randy Orlando. traces of zeroThe Special Support Section of has a busy schedule throughout the game’s story, but their character-related concerns are strictly narrative. As for the people actually playing the game, we have crunchier things to worry about like maintaining a decent experience level.


See also: Final Fantasy: The Best Version of Each Main Game and How to Play Them

How hard is it to stay away from Trails from Zero’s combat expectations? Do you have to grind a lot in Trails from Zero or is it less stressful? And are there any nifty leveling points during the adventure? All that and more comes to your side in our leveling guide.

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Effective leveling strategies

If you blitzed through the entirety of the trails from Zero and rushed through every dungeon-like section and connecting route through Crossbell State, they would likely challenge numerous bosses. Trails from Zero isn’t the hardest JRPG ever made or anything, but the designers built it with the assumption that players won’t fret about immersing themselves in a whole host of battles.

The benefit of having enemies spawn on the field – aside from the welcome removal of random encounters – is that careful dodging (and/or the lovely Eagle Eye Quartz) lets us decide when and where to fight.

The game cleverly incentivizes regular engagement in these fights by offering battle-boosting boons to those who are adept at attacking field enemies from behind and triggering pre-emptive strikes and the like. Add the localization fast-forward option and you’ve got a nice snappy gig going.

So, here’s the deal. Take full advantage of the attack from behind and generally aim to attack everything when you first head to a new location or complete a quest in the area. That might sound like a lot of fighting, but it’s actually not that bad. Take, for example, the first trip to St. Ursula’s Hospital; That’s 20 fights over in seconds as long as you heal every few encounters and regularly lose your team offensively.

Fighting every enemy on screen once is enough to stay ahead of the curve. You probably don’t need to bother to ever fight beyond that. Trails from Zero, as you can see, works under a strict leveling curve like some other Trails games. If your party’s level matches that of the enemy, some experience points will be gained after victory. If the group’s level is higher than the enemy’s, they will receive a small amount; just two levels down and you get one Point per enemy killed.

However, should you fall behind, you will reap the rewards of a successful battle with great haste. A level 13 character who has somehow fallen behind, whether it’s been either incapacitated or removed from the party for a while by story moments, will likely be climbing back into enemy range in no time!

The Liberation after Chapter Two

Our explanation above applies to most Trails from Zero due to the relatively linear structure of the game. Although players can take buses between destinations north, south, east, and west of Crossbell town proper, access to new areas with higher tier enemies is almost always prevented until the story is ready to send you there.

The exception to this rule occurs as early as the beginning of the second chapter. In the first chapter, the investigations of the Special Support Section culminated near the mining village of Mainz. On the journey to Mainz you had to wind your way through a cave; At this point, the south-west exit of the cave was sealed. Oddly enough, however, this changes from the second chapter onwards.

The enemies in this area are in the 23-24 area, several levels higher than anything else you’ll encounter until the end of the second chapter, if not the early parts of the third. The worms can be overwhelming in numbers at first, and the birds, Fall Eagles, are vicious enough even on their own. But if you show up around level 18-20, You can blast Lloyd, Tio, and Randy’s 200 CP S-Crafts at the start of each match to gain the upper hand (while using Elie’s 200 CP S-Craft with full healing if needed).

When you reach level 20-21, the team will gain an increasing advantage over the opposition, and soon you will be able to rush through the entire area, eliminating every enemy and flushing and repeating at will. The experience points gained don’t become a slim loot until you reach level 24; the hell and because poms are here for great Sepith drops, we went further and hit 25 before continuing.

Next: The DioField Chronicle: Combat Tips

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