03-18-2018, 01:58 PM
Template Options
Fixed Templates - these are "viable" compared to what people usually expect. Some templates issue more skill points than selecting custom skills. Example - Bard gives 250 points (4xmusic skills plus magery).
Custom Skills - Take a total of 100 points, taking 50/49/1 allows you to get 3 sets of starting items. You also get a token for "100" skill points, which can be used instead of gold to teach skills. Total skill points 200.
Notes - Skills gain extremely fast to 50 (virtually no point buying a skill except those with no skill gain bonuses i.e./ craft and harvest skills)
Skill gain works as follows;
Basic Strategies
General note that with lower gold drops but boosted skill gain, it is preferable to start in newbie dungeon with non-resource skills (ie/ not mage or archery) for the starts with the most "ease". If you look to take a resource based skill expect to run out of reagents or ammo during skill gain that will leave that character with no damage output.
Dexer starts don't warrant explanation - Dex newbie until some skills hit 70 skill cap, then head to other spawn and hunt.
Mage/Archer starts require the player to either take a weapon skill to supplement early output (will need to use in first few hours pvm) or have a feeder character supplement with gold/regs/arrows. It IS possible to start as a "pure" mage but it requires huge amounts of micromanagement and heading straight for mainland/dungeon spawn.
Other starts such as barding/taming/thunting are all viable but likely to be slower to get rolling early on. (ie/ taming the first wave of pets is hard with low peace or low mage to heal)
Things to Consider
Fixed Templates - these are "viable" compared to what people usually expect. Some templates issue more skill points than selecting custom skills. Example - Bard gives 250 points (4xmusic skills plus magery).
Custom Skills - Take a total of 100 points, taking 50/49/1 allows you to get 3 sets of starting items. You also get a token for "100" skill points, which can be used instead of gold to teach skills. Total skill points 200.
Notes - Skills gain extremely fast to 50 (virtually no point buying a skill except those with no skill gain bonuses i.e./ craft and harvest skills)
Skill gain works as follows;
- Harvest/craft skills no bonus to gains
- All other skills benefit from a 5x skill gain rate after killing any mob (a bird, a headless, a balron etc)
- The newbie dungeon "region" found on shelter island offers 10x skill gain rate (not cumulative with killing a mob)
Basic Strategies
General note that with lower gold drops but boosted skill gain, it is preferable to start in newbie dungeon with non-resource skills (ie/ not mage or archery) for the starts with the most "ease". If you look to take a resource based skill expect to run out of reagents or ammo during skill gain that will leave that character with no damage output.
Dexer starts don't warrant explanation - Dex newbie until some skills hit 70 skill cap, then head to other spawn and hunt.
Mage/Archer starts require the player to either take a weapon skill to supplement early output (will need to use in first few hours pvm) or have a feeder character supplement with gold/regs/arrows. It IS possible to start as a "pure" mage but it requires huge amounts of micromanagement and heading straight for mainland/dungeon spawn.
Other starts such as barding/taming/thunting are all viable but likely to be slower to get rolling early on. (ie/ taming the first wave of pets is hard with low peace or low mage to heal)
Things to Consider
- All things under 5gp cannot be sold to vendors.
- Scrolls only drop up to lv6, and cost large amounts of gold from vendors ie. bladespirit is 300gp - it is a lot cheaper to fill your book with a mule char with 50mage/50inscript for lvs1-4 if you have gaps.
- All character templates start with bandages, utilise throwaways to stock early bandages.
- Any resource skill should be macroed (or gain naturally) within newbie dungeon region to 70 skill. An example like mage, it costs circa 5k to get 50-70 in newbie region. Outside that region with no mob kill bonus it would cost 50k.
- Damage bonuses are linear, so it is worth maxing a template early with the bonus damage skills (ie/ buy 50 mining on a macer for +10% dmg) even if you don't intend to use these skills long term you can get to +30-40% additional output for very little effort.