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Progression Guide

A practical route through leveling, remort, midgame gearing, PvP, quests, and endgame group play.

LAST UPDATED: 2026-06-29

Progression in Legends of War is not a single straight climb to max level. Your first life teaches the world and builds your base character, remort opens stronger race options, level 54 changes how experience is earned, and the later game shifts toward gear, quests, PvP, and group objectives.

Use this as a route map. It explains what each stage is for, what systems matter most, and what to do when ordinary mob grinding stops being the best answer.

This guide expands the progression notes from the in-game newbie guide book in Mud School. Starter movement, communication, and basic command lessons are intentionally left for the separate New Player Starter Guide.

Progression At A Glance

StageLevel rangePrimary goals
Pre-remort1-50Learn your class, build stats and skills, collect early generated gear, reach the remort gate.
Post-remort6-54Relevel as a stronger race, rebuild gear, finish core practices, prepare for hero play.
Midgame54Optimize gear, learn PvP through scrimmages, start higher-risk routes such as Astral Plane.
Endgame54-60Push direct-XP systems, global quests, raiding, and group PvE zones.

Normal NPC kill experience stops at level 54. After that, progression depends more on direct rewards from quests, raids, special events, and other systems that can still award experience or character power.

Leveling Phases

Pre-remort: 1-50

Your first life runs from level 1 to the remort gate at level 50. The purpose is not only to gain levels; it is where you learn your kingdom, class tools, travel routes, and basic combat rhythm.

Focus on:

  • Keeping train, practice, and raise moving. Wisdom improves practices, intelligence improves practice efficiency, your class prime stat improves raise gains, and constitution plus your main combat stat remain important for survival and damage.
  • Replacing weak slots as you level. Generated gear is designed to notice empty slots, starter gear, weak equipment, and weapon needs.
  • Using compare <item> and identify <item> before discarding possible upgrades.
  • Doing personal quests from questmasters for experience, gold, quest points, and occasional reward caches.
  • Learning kingdom geography through your capital, newbie areas, and kingdom-aligned zones.

At level 50, base races stop gaining ordinary first-life momentum. Human, orc, and nightelf characters at the tier-one cap no longer receive normal kill XP, so remort becomes the intended next step.

The in-game guide book frames the two leveling tiers as one continuous leveling phase: level from 1 to 50, remort, then continue from 6 to 54. That is still the cleanest mental model for a new character.

Remort Transition: 50

Remort requires level 50 and a verified account. The remort command changes you into a valid remort race for your kingdom and resets you to level 6.

Remort is a rebuild, not a full loss:

  • Your first-life HP and mana investment from raise and HP/mana training carries into the new form.
  • Your remort race replaces class stat caps for future training.
  • Your character returns to level 6 with a stronger long-term race chassis.
  • You choose from the remort races available to your kingdom.

Alliance and Sentinel characters can choose Storm Giant, Dwarf, Erudite, High Elf, Furbolg, Centaur, Treant, or Dryad. Horde characters can choose Ogre, Tauren, Skeleton, Pandaren, Satyr, Nerubian, Banshee, or Shade.

Post-remort: 6-54

Post-remort is the main character-building climb. You have the strength of a remort race, but you still need to rebuild levels, refresh equipment, and bring important abilities back online.

Focus on:

  • Replacing low-level gear quickly. Your old gear plan may no longer fit your new race caps and stat priorities.
  • Training your class prime attribute first so future levels grant the best raise-point gains.
  • Training all core stats to their caps over time, since the classic guide notes that stat equipment is not the expected path for fixing weak base attributes.
  • Saving HP and mana training for tier two when possible, while still spending raise points through raise hp or raise mana as needed.
  • Practicing class-defining skills and spells as they unlock.
  • Using personal quests as part of the leveling loop, especially when they line up with zones you are already clearing.
  • Watching your generated drops for role-specific stats, not only raw level.
  • Preparing your level 54 kit before relying on higher-risk PvP or group content.

Mob kills continue to be the primary leveling engine until 54. Once you reach 54, ordinary NPC kill XP is capped, so the game becomes less about grinding any nearby mob and more about choosing the systems that still move your character forward.

Kingdom Zones

Your kingdom determines your identity, starting race, capital, communication boundaries, and many practical travel habits. Kingdom zones are where you learn your side’s safe routes, recall points, trainers, donation areas, and early PvP awareness.

Use kingdom zones to:

  • Learn how to return home quickly and recover after deaths.
  • Build familiarity with your kingdom’s trainers, questmasters, and exits into contested routes.
  • Level in areas where travel risk and mob difficulty match your current gear.
  • Coordinate with players from your own side, since cross-kingdom grouping and communication are restricted in important parts of play.

The World Map is the best companion page while learning routes.

Personal Questing

Personal quests are started with quest request at a questmaster. Use quest info to check your objective and quest complete to turn it in.

Personal quests can be leveling-style kill or recover tasks, hunt quests, or retrieve quests depending on your level and the quest selection. Rewards can include:

  • Experience.
  • Gold.
  • Quest points.
  • Generated reward caches.
  • Occasional bonus quest points or extra experience from older hunt/retrieve paths.

The practical rule is simple: pick up personal quests when they do not pull you far away from useful leveling or farming. At 54 and beyond, they become more valuable because direct quest rewards can still matter after normal mob kill XP has stopped.

Midgame: 54

Level 54 is the first major plateau. You have reached Duke/Ancient/Chieftain title range, normal mob kill XP no longer advances you, and the next gains come from better equipment, stronger routing, PvP experience, and direct-reward systems.

Gear Optimizing

Start treating gear as a build, not just a stream of upgrades.

Priorities:

  • Fill every useful slot with level-appropriate generated or authored gear.
  • Use compare, identify, and gear score judgment together. Higher level is not always better if the stats do not support your role.
  • Use lootfind armor <slot> or lootfind weapon <type> when you are chasing a specific weak slot.
  • Disenchant unwanted magic or rare generated items for shards.
  • Save strong bases and craft useful shards onto them.
  • Pay attention to defensive stats before entering PvP or group PvE routes.

Read Gear & Loot, ObjGen, Loot Drops, and Crafting when you start making slot-by-slot decisions.

PvP: Scrimmages

Scrimmages are controlled PvP events. They can be free-for-all, team, or assigned-team wars, with level ranges set for the event. Players join before launch, are moved into the warzone, and winners receive quest points.

Use scrimmages to learn:

  • How your class performs against real players.
  • When to defend, engage, aggress, recover, or retreat.
  • Which defenses and consumables you forget under pressure.
  • How your gear performs when burst damage, disables, and target swapping matter.

Scrimmage rewards are useful, but the larger value is learning PvP before full raiding stakes are on the line. See Kingdom PvP & Outpost Scrimmages for broader PvP context.

Astral Plane

Treat Astral Plane as a midgame-and-up risk route rather than a default leveling zone. The Mud School guide describes it as a large connector between the kingdoms, with links into specialized equipment zones.

Before spending serious time there:

  • Repair obvious gear weaknesses.
  • Carry recall and recovery options.
  • Understand how your class handles dangerous rooms, casters, and stacked fights.
  • Prefer grouping or scouting if you do not know the route.
  • Remember that Astral Plane cannot be recalled or quit from, and it is a natural ambush route because it connects major parts of the realm.

This is why Astral belongs after the basic 1-54 leveling loop. It is valuable for exploration and equipment routing, but it punishes players who enter before they understand recovery and PvP risk.

Endgame: 54-60

Endgame progression is about converting power into access: better gear opens harder routes, harder routes pay better rewards, and group coordination lets you reach content that is inefficient or unsafe alone.

Global Quests

Global quests are managed with gquest. Use gquest join, gquest info, gquest check, gquest progress, gquest time, and gquest complete.

Global quests have level ranges, target lists, timers, and shared visibility. They can target mobs or items, and completion rewards quest points and gold. gquest list shows reward options that can be bought with quest points.

Why they matter:

  • They create directed objectives when ordinary grinding is no longer enough.
  • Quest points buy reward upgrades.
  • Group completion can split rewards across eligible group members.
  • Starting a global quest costs trivia points unless started by an immortal.

PvP: Raiding

Raiding is the higher-stakes form of kingdom conflict. It rewards coordination, target calling, route knowledge, and knowing when to disengage.

Prepare for raids by:

  • Building a gear set that survives enemy players, not only mobs.
  • Keeping recovery commands and consumables ready.
  • Moving with your kingdom group instead of drifting into isolated fights.
  • Learning enemy kingdom approaches, recall pressure, and safe-room boundaries.
  • Treating warpoints and PvP standing as long-term progression, not just one fight’s result.

Raid-related rewards and direct XP paths can still matter after the level 54 mob-XP cap.

Group PvE Zones

Group PvE is where your role becomes more important than your solo routine. A good group needs durable front-line play, damage, utility, support, rescue/recovery habits, and clean communication.

Before joining harder group zones:

  • Know your defensive and emergency commands.
  • Keep key buffs active and refresh them before difficult pulls.
  • Let the leader control movement and target selection.
  • Avoid breaking follow or group structure in dangerous areas.
  • Bring gear that fits your job rather than only your highest-score items.

Group content is also a gear loop: successful runs produce better equipment, better equipment makes harder routes safer, and safer routes let the group push deeper.

Suggested Route

  1. Level from 1 to 50 while learning your class, kingdom routes, and basic gear evaluation.
  2. Verify your account and remort at 50 into a kingdom-legal remort race.
  3. Relevel from 6 to 54, using personal quests and generated gear to smooth the climb.
  4. At 54, pause to fix weak slots, craft useful shards, and learn PvP through scrimmages.
  5. Start mixing in global quests, Astral Plane attempts, raid participation, and group PvE.
  6. Push 54-60 through direct-reward systems while improving gear and group reliability.

Read These Next

PageUse it for
Races & ClassesChoosing a remort race and understanding class roles.
World MapLearning kingdom routes and major travel targets.
Gear & LootUnderstanding generated gear, loot drops, and crafting.
Kingdom PvP & Outpost ScrimmagesBroader PvP and kingdom-war context.