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'''Attack Level''' is one of the three core stats Link can improve by using [[Experience Point]]s to level up in ''[[Zelda II: The Adventure of Link|The Adventure of Link]]''. Attack Level is a direct boost to the amount of damage Link deals to enemies. This mechanic is used instead of acquiring new swords and other items, as in ''[[The Legend of Zelda]]'' or subsequent games in the [[The Legend of Zelda (Series)|series]]. | |||
By gaining experience through defeating enemies or finding [[Point Bag]]s Link is able to upgrade his three principle stat levels: [[Life Level|Life]], [[Magic Level|Magic]], and Attack. Upon reaching specific experience thresholds (represented by the NEXT number in the upper right corner of the screen), Link is given the option to "buy" an upgrade where a stat's level is raised by one and that quantity of experience is deducted from the total earned. Each stat can be upgraded to a maximum level of eight. Once a skill has reached the maximum level, its next level up becomes 9000 experience and selecting that upgrade will give Link one extra life. | |||
Link is not required to upgrade in any specific order and can pass up an opportunity to raise a stat until later by selecting CANCEL. At that point, the experience required to level up is raised to the next threshold. If Link loses all of his lives and the game ends, all earned upgrades are kept, but his current experience is reset to zero. | |||
==Attack Power== | ==Attack Power== |
Latest revision as of 22:08, October 4, 2024
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Attack Level is one of the three core stats Link can improve by using Experience Points to level up in The Adventure of Link. Attack Level is a direct boost to the amount of damage Link deals to enemies. This mechanic is used instead of acquiring new swords and other items, as in The Legend of Zelda or subsequent games in the series.
By gaining experience through defeating enemies or finding Point Bags Link is able to upgrade his three principle stat levels: Life, Magic, and Attack. Upon reaching specific experience thresholds (represented by the NEXT number in the upper right corner of the screen), Link is given the option to "buy" an upgrade where a stat's level is raised by one and that quantity of experience is deducted from the total earned. Each stat can be upgraded to a maximum level of eight. Once a skill has reached the maximum level, its next level up becomes 9000 experience and selecting that upgrade will give Link one extra life.
Link is not required to upgrade in any specific order and can pass up an opportunity to raise a stat until later by selecting CANCEL. At that point, the experience required to level up is raised to the next threshold. If Link loses all of his lives and the game ends, all earned upgrades are kept, but his current experience is reset to zero.
Attack Power
Link deals a fixed amount of damage based on his Attack Level that increases by 50% each time it is upgraded.
Attack Level | Damage Dealt |
---|---|
1 | 8 |
2 | 12 |
3 | 16 |
4 | 24 |
5 | 32 |
6 | 48 |
7 | 64 |
8 | 96 |
Experience Requirements
Level | Exp Required |
---|---|
1 | - |
2 | 200 |
3 | 500 |
4 | 1000 |
5 | 2000 |
6 | 3000 |
7 | 5000 |
8 | 8000 |
91 | 9000 |
1 Increasing Attack Level past level 8 results in Link being awarded an extra life instead of a stat increase.
Enemy HP
Like in most RPGs, enemies in The Adventure of Link has a specific HP value.
Western Hyrule Overworld Enemies
Enemy | HP |
---|---|
Ache (Blue) | 12 |
Ache (Purple) | 8 |
Acheman | 32 |
Bago-Bago (White) | 12 |
Bit | 12 |
Bot (Blue) | 12 |
Daira (Orange) | 72 |
Daira (Red) | 96 |
Deeler (Red) | 12 |
Deeler (Blue) | 20 |
Geldarm | 32 |
Goriya (Orange) | 48 |
Goriya (Red) | 56 |
Goriya (Blue) | 64 |
Lowder | 14 |
Megmat | 14 |
Moa (Red) | 32 |
Moblin (Charging) | 8 |
Moblin (Orange) | 16 |
Moblin (Red) | 48 |
Moblin (Blue) | 72 |
Moby | 12 |
Octorok (Red) | 16 |
Eastern Hyrule Overworld Enemies
Enemy | HP |
---|---|
Ache (Purple) | 8 |
Aruroda | 128 |
Zora | 192 |
Boon | 32 |
Deeler (Red) | 48 |
Deeler (Blue) | 48 |
Girubokku | 64 |
Leever | 64 |
Geru (Orange) | 128 |
Geru (Red) | 192 |
Geru (Blue) | 224 |
Geru (Rock-Throwing) | 192 1 |
Moa (Blue) | 192 |
Moa (Purple) | 192 |
Octorok (Blue) | 48 |
Tektite | 96 |
1 This represents a maximum potential value. This enemy is destroyed instantly by Thunder, which deals 192 points of damage (the same as two sword slashes at level 8 attack).
Palace Enemies
Enemy | HP |
---|---|
Armored Stalfos (Red) | 96 |
Armored Stalfos (Blue) | 128 |
Bot (Dark Blue) | 16 |
Bubble | 10081 |
Doomknocker | 128 |
Guma | 64 |
Iron Knuckle (Orange) | 64 |
Iron Knuckle (Red) | 96 |
Iron Knuckle (Blue) | 224 |
Mago | 128 |
Mau | 8 |
Moa (Orange) | 64 |
Myu | 12 |
Ra (Blue) | 224 |
Rope (Blue) | 48 |
Stalfos (Red) | 32 |
Stalfos (Blue) | 48 |
Wosu | 8 |
1 Due to a bug in rounding or data entry error, the Bubble dies after taking 896 damage when Link is at attack level 5 and 7 instead of 1008.
Great Palace Enemies
Enemy | HP |
---|---|
Bago-Bago (Red) | 12 |
Bot (Great Palace | 192 |
Bubble (Great Palace)1 | 1008 |
Fokka (Red) | 192 |
Fokka (Blue) | 384 |
Fokkeru | 576 |
King Bubble 2 | 1008 |
Ra (Orange) | 384 |
Rope (Red) | 48 |
1 Bubbles in the Great Palace are statistically identical to those encountered in other Palaces, but hit much harder on contact.
2 King Bubbles will break into two smaller Bubbles if Link stops striking after a few hits. Keeping up a steady attack will prevent them from doing so.
Bosses
Enemy | HP |
---|---|
Mazura | 128 |
Jermafenser | 192 |
Rebonack (Mounted) | 3041 |
Rebonack (Knight) | 192 |
Carock | ?2 |
Gooma | 576 |
Barba | 768 |
Thunderbird | 768 |
Shadow Link | ?3 |
1 Represents total health. Forcing Rebonack from his horse requires that Link only reduce the knight's life to 50% (152 damage).
2 Carock cannot be damaged by Link's sword so there is no way to quantify his total HP. Carock is destroyed by using Reflect to use his own magic against him. The wizard always requires eight hits regardless of Link's stats.
3 Shadow Link requires eight hits to defeat regardless of Link's attack level.