Leveling Your Runling
Your Runling is Not a Toy. Treat Them as You Would Your Child.
Your Runlings may be vicious predators, but they have a lot of feelings, and you can hurt damn near every one of them without love, nourishment, and moar speed. As the journey with your Runling begins, and as it continues through his development, take care to focus on what is best for the Runling. In doing so, you shall find what is best for him is truly best for you.
Though Evil, the Drones Will Show You the Way.
From the moment your Runling is bred, it shall face the almighty Drone Empire. Each round of progression, he shall cry out, "moar speed pleeease!" It may be wise to allow your Runling youth to remain in the earlier levels of Runling Run 7, rather than force them into fear versing the larger Papa Drones. Continue to provide your Younglings the speed they so desire, but prioritize their education! They must be taught their inherent abilities. Per five levels, they may grow in their knowledge, improving the skills with which they were born. Though they plead for speed, consider their intelligence first, and allow them to progress with all of their schoolmates. Some parents mistreat their Runlings, and dump every earned point into speed, and then wonder why their Runling is dumb and can only cast its skills every two minutes. Take caution, Runling parents, should you desire a Runling that can contribute to its society. Your Baneling will always be picked last for teams if it has 60 speed and no knowledge in Bullet Save, and then he will grow up detracted from his peers and start doing Stimpacks, mitigating any opportunity for a long-lived life.
You will know when they are ready to face more dangerous drones. Until that time, it may behoove you, their trainer, to use more mature Runlings in more advanced Rounds.
You will know when they are ready to face more dangerous drones. Until that time, it may behoove you, their trainer, to use more mature Runlings in more advanced Rounds.
Keep Your Runling in Good Company
Let's face it, there are bad apples in every generation. Each of us trainers has grown up with a few folks that OUR trainers didn't want us around. The older you become, the more you understand why, because meth and heroin and stuff. Well, your Runlings are no different. Some of their peers are not good people - do you want your young Beguiler to go hungry because all those punk Scouts took his lunch money!? No! Make sure you are allowing your Runlings to learn from their beneficial peers. Sure, Scouts become a great friend in college, but in junior high? Psssh. Make sure you read on to know with whom it is best for your Runling to "chillax."
Because of their creep generation, Matriarchs are your Runling's best friend and hopeful wife (later in life). Every game you level a Youngling, consider requesting a Matriarch. He should probably take a Matriarch to Spring Prom if they're close enough, because Matriarchs are the only women in Runling Run, and they're soo mature for their age, helping others out as soon as they're able to walk.
Guardians will do just that for their best pals in class - guard them from smoking joints and sneaking beers at school. Pretty much every wise kid on the block hangs out with a Guardian because they have everyone's best interests in hand, even from an early age. Honestly, the only reason Matriarchs take the nod over Guardians as "best company for your Youngling" is because Matriarchs are chicks, and every young guy should really talk to girls from a young age, so they don't look like fools when they're 16-18 and it's time to boogie.
Consulars are the video game nerds that end up owning Microsoft and stuff. The summa cum laude's of college. Adult millionaires. Remember this quote when you see the next Consular: 'every good friend comes with benefits.' Consulars have freeze revives, cheesy burrow finishes because they're straight nerds, and AoE invulnerability. Make sure your Runling is playing some Zelda a couple days a week with a Consular.
Of course, you also want your Runling to be popular. He'll need to hang with some of the jocks. Beguilers are stars on the sports teams. They sink the deep 3-pointers, throw amazing touchdown passes, slap a puck something fierce, and can bend a free kick into the upper 15 with ease. Style, bro. And deep down, every true jock may hang with the other jocks, but he's friends with everyone. Beguilers are good peeps for your Runling.
Honestly, Juggernauts could be first on this list, they just smoke a bit too much pot. If your Runling is a bit detracted from the cool crowd, or grew up a little different from the rest, or maybe is just a bit smaller than the rest, or any other reason that some Runlings beat up others, then he needs a Juggernaut by his side. Juggz was born as a genetic anomaly: he could honestly just beat the hell out of all the drones he encounters. They're great protection, because you know they could turn it on and just cleave anyone that fucks with his Runling buddy. I have figured out why they don't. See, whereas the first time someone offered you a joint in seventh grade and you were like "nah, man, I'm gonna wait til I'm 14," the Juggernaut was like, "uhhh... yeah sure." So by the time your Runling is graduating and ready for the true fight, the Juggernaut's been blazing for seven years, and instead of being a Hercules like genetically designed, he decided to get drones high. Juggz gets drones high, and slows them down. Additionally, the potency of marijuana has risen dramatically since Runling Run 4 was created, so in Runling Run 7, Juggernauts have a remarkably increased range of contact high, because the stuff he's toking is dank AF compared to back in RLR4 times. In short, there are way worse drugs out there than pot, and ole Juggs is Brock Lesnar big, which means he's not a bad friend to have around.
Ah, the Emissary. Your Runling won't have to ask them to hang out, they're kind of like the kid that knocks on your door while the family is eating dinner and wants to ride bikes. Slow days are filled hanging out with Emissaries. They'll grow up working for the city, punching in numbers behind a desk for insurance companies, and that sort of "by the system" life, but every now and then your Youthling will thank his lucky stars one is around. When he throws his first college party, he'll be able to guarantee a couple Emissary friends show up, because they have nothing more fun to do, and maybe each one brings a good looking girl with them. MAYBE.
Some people are just made for superstardom, celebrity, fame and fortune, and a gigantic crash back to reality. Scouts are NOT your Youthling's friend, my dear Trainer. Yes, occasionally one slips through the cracks innocent and a genuine reliability, but do you really want to teach your Runling its ways with a bunch of selfish speedsters? Probably not. Their biggest reliance is getting to the next level before you can teach your Runling a damn thing, and getting to a point in which you cannot use your Youthling any longer, or they're all dead and you're last alive because they all ran for the fame without thinking about you. Ahhhh, the good ole Scout.
Gaining Experience in RLR7
In Runling Run, experience is gained by reaching the grey corners of each spiral, completing a level, and defeating bosses/utilizing boss mechanics. In RLR7 there are no bosses between any of the levels, so this mode of experience is not available.
In the RLR7 spiral there are 18 experience-providing grey squares and the completion zone in the center. The completion zone awards ten times the experience of each grey square.
Round one begins off the experience earning by rewarding two experience points per square. Round two gives four per square, round three gives six per square, and so on in increasing increments of two experience per level.
Here are the breakdowns of complete experience per level.
In the RLR7 spiral there are 18 experience-providing grey squares and the completion zone in the center. The completion zone awards ten times the experience of each grey square.
Round one begins off the experience earning by rewarding two experience points per square. Round two gives four per square, round three gives six per square, and so on in increasing increments of two experience per level.
Here are the breakdowns of complete experience per level.
Normal L1: 18x2+20= 56 total exp.
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Normal L4: 18x8+80= 224 total exp.
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Normal L7: 18x14+140= 392 total exp.
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Normal L2: 18x4+40= 112 total exp.
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Normal L8: 18x16+160= 448 total exp.
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Normal L3: 18x6+60= 168 total exp.
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Normal L6: 18x12+120= 336 total exp.
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Normal L9: 18x18+180= 504 total exp.
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Total Normal Mode Clear (+1000 exp. victory bonus): 56+112+168+224+280+336+392+448+504+1000= 3,520 total exp.