The hierarchy is the basis for all the games of "the valley of dragons: start " , with the 15th, 30th, 35th, 40th, all grade de-locking, many of the new hands blindly brushing the field and making feeders, three to four days full, wasting a lot of time. This paper collates the current stable version 1-40, zero-discretion, zero-speed upgrade routes, distinguishing between fast-scrutinizing steps and recreational buddhist routes, with rules of experience multiplication, experience pits, task trade-offs, added-buff acquisition, spill-out experience, using a full set of games, up to 40 levels in the last six hours, with the same day unlocking two turns, hell dogs playing all over, and rapidly forming a high-level adventure。
I. The core experience mechanism of the game (a minimum rule for promotion)
Experience priority: main-line mission > time-limited deep field copy > daily test > branch mission > daily test > branch mission > field hanger > lowest field hanger experience, direct abandonment; 2. Experience added to buff collection (must fold up, up 45% overall experience): 10% permanent seating experience added, 15% new hands ' exclusive medicine added, 20% double experience added on weekends, 5% exclusive riding, four large buffs folded, double the efficiency of the stacking book; 3. Expiry rules: automatic transition from above-grade experience to reserve experience, no upper limit for pre-40 reserve experience, quick follow-up to complete small-numbered levels; 4. Level card point rule: 20, 28, 35 levels added, 20 plus 20 per cent exclusive on weekend, 5 per cent exclusive on riding, and four main buffs folded and double the efficiency of the stacking; 3. Expiration rules: no upper 40 levels of reserve experience, no upper limit, and quick follow-up; 4. Level card point rule: three broad-level card points, with a stop-to-to-to-to-to-to-to-。

Ii. Extremely high-speed upgrade process for top 1-40 tiers of the network (6-hour standard version) 1-20: pure main-line speed push, zero additional copy (70 minutes)
When you create a role at the start, you only have yellow main line assignments, skip all talking animations, automatically find a path to the task point, and all feeder lines and commission all one-click waivers. Level 15 automatically unlocks the lock, completes a very simple trial, unlocks wide range output skills, and increases the eccentricity speed. The 18-grade lock-breaker experimented with only two high-level tests and the rest abandoned. When reaching level 20 triggers the first level card point, the main line is suspended, folds into four major empirical buffs, enters the exclusive abyssal brush, does not continue to push the main line and gains from experience are significantly reduced。
Card-point break-through technique: group 20, double-person abyss, two times break through the card point and return to the main line。
Levels 20-28: main line + abyss penetrating, efficient card break points (110 minutes)
Core rule: main line to red experience card point, stop immediately, clear two time-limited copies of the abyss on the day and return to the main line. The time-limited abyss, with its exclusive 1. 8-fold copying experience, is at the heart of this phase of upgrading. Professional brushing techniques: elementists are the fastest to brush the abyss, and aoe is the fastest, and war god teams are swipe-resistant, reducing customs clearance by 40 per cent. The 25th class unlocking council, which joins the full class at the first time, receives experience of experience-buffs, public hang-up, and free-of-charge bottom-up experience. Level 28, second-largest card point, card-point processing: emptying 3 nests with a copy of a little monster, hoarding up hell dog material while breaking the level。
Level 28-35: lavender front + commissioning up to the second turn threshold (130 minutes)
Ordinary copies are prohibited at this stage and the proceeds are extremely low. Daily fixed flow: main line advanced to bottlenecks to complete 3 hellhound front-loading genie missions the rest of the body was drained from the elite in the field. In addition to experience, the field elite, boss, has been given an additional booster stone, upgraded to upgrade it. Level 35 immediately completes the second transfer, unlocks the high-level second transfer skills, increases the speed of clearance of brush books and lays the groundwork for a 40-grade copy of hell dog. Note: level 35 does not consume reserve experience and is retained for use at level 38 card points。
35-40: reserve experience + difficult abyss, final full (50 minutes)
Level 38 final card points, directly using full pre-supplied reserves, with double-supplied experiential pharmacists, clean-up of hard-pressed copies, up to level 40 with one key, locking down of hard-working dog models, full-fledged equipment, and no excess physical consumption. The total duration of the process is six hours, and it can be achieved steadily without kryptonite。

Two sets of different upgrade routes, suitable for different players, 1. Step-by-step routing (six hours full, tight rhythm)
The free time is sufficient for fast-forming players: folding all the experience buffs, grouping all the time, streamlining the play, strictly following the sequence, giving priority to the main line, the day is full, the day is turned, the day is the day the dog is finished。
2. Leisure buddhist route (2 full day, 1. 5 hours per day)
(b) leisure workers: daily clearing of the main line, 2 abysses, 3 nests, without deliberately drawing on experience, using the experience of daily online reserves, two days of steady completion, while upgrading the storage of nest material, upgrading it to two different levels, and playing the rhythm to relax。
The gorge of dragons is run jointly by the official jiangsu 39, which rejects piracy and false links and secures player accounts. Official download channels:
Flag master station: https://lzgqgfsy. Com
Official direct access to download page: ylsygw. Com/lzgqc/ (andro/ios one-click download)
Official information platform: ylsygw. Com, access to game planning, welfare kits and complete download guidance
1. Hard core swipe routes (6 hours full, high liver)
A full-time full-time player who wants to be a full-day player: a full-time experience buff, a full-time team brush, abdication of all leisure games, a strict sequence, a priority copy of the main line, full-time, second-time, day-to-day brush, day-to-day。
2. German krypton route (2 full day, 1. 5 hours per day)
(c) leisure workers: daily main line clearance, 2 abysses, 3 lairs, without any deliberate attempt to draw on experience, two days of steady online stocking, two days of upgrading of nesting materials, and upgrading to zero pressure。

Iii. The gold distribution formula for upgrading physical strength (no waste of physical strength, maximum experience)
Daily physical distribution: 40 per cent of main line tasks, 35 per cent of time-limited abysses, 20 per cent of nests, 5 per cent of commissionings, 0 per cent of field hangers. Never brush a common field monster with physical force. One point of physical copy experience is six times more than a field hanger, and all body strength is invested in a copy to eliminate inefficient consumption。
Daily physical distribution: 40 per cent of main line tasks, 35 per cent of time-limited abysses, 20 per cent of nests, 5 per cent of commissionings, 0 per cent of field hangers. Never brush a common field monster with physical force. One point of physical copy experience is six times more than a field hanger, and all body strength is invested in a copy to eliminate inefficient consumption。
Iv. Upgrading of eight fatal fault areas by beginners (most players hf pits)
1. Starters are brainless, lose their strength, and experience overspends the main line; 2. Without experience buffs, there is a large amount of extra experience, and promotions are inefficient; 3. 20/28/35 card points are hard-wired, double the size of the card scale; 4. Prior periods are free to use the reserve and late card points are inexperienced; 5. All copies are taken, teams are added to their extra team experience; 6. Selection of the vulnerable profession of rangers and wizards to slow down the pace of mastering; 7. Blind reinforcements during upgrades, waste of silver coins; 8. Double experience is offline, missing the high-rate version。
1. Starters are brainless, lose their strength and experience is far above the main line; 2. No-experiment buffs are written directly, 45 per cent less extra experience, and the upgrade is twice as slow; 3. 20/28/35 card points are hard-wired, double the length of the card scale; 4. Prior periods are free to use reserve experience, with no experience of late-calculation; 5. All copies are taken, teams add up to 10 per cent of the team's experience; 6. Selection of the traveller, wizard's vulnerable brushing profession slows down; 7. Ignorance of equipment during upgrades, waste of silver coins to form; 8. Overtime of double experience, missing the maximum multiplier of the version。
In conclusion: the valley of dragons: starts is extremely free to upgrade, and the pace of play is controlled, and ordinary players can be full on a single day, as long as they follow the core logic of the main line priorities, copy supplementation, card point accumulation. Compared to the advance stage of a similar wave of dragons, the advance phase of a massive scaling-up, preservation of the nest, transfer, social core, reduction of the nostalgia, and the lower threshold of aging, whether old-age players return to the classics, or new new adventures, can quickly integrate into the great world of artria, unlocking the team to open the desert, attack the nest and compete for multiple pleasures。




