Odinn Moriarty
Neophyte
Hey,
So I have a few basic questions about getting enough foothold to go from nostalgic/frustrating addiction to fun and immersive gameplay. Hopefully it doesnt come off a bit ranty.
This shard is amazing and the potential once you get settled in is pretty exciting but getting a bit of gold for basic equipment and regs to get started is wayyyyyy harder than I remember..even just the cost of regs vs return on monsters doesnt break even, pk's aside. I have a couple characters going and each of them has been pk'd to the point of absolute bankruptcy as well.... They even keep killing my horses
Im back naked in the newbie dungeon fighting mongbats to try to get a basic plate set.
Any insight on a relatively safe way to get going without rage quitting would be massively appreciated.
My other questions are on the end game side of things. Just trying to get used to the variations in templates.
I have two main guys on the go a nox fencer and hally mage and a crafter on backburner.
These two were always the most fun (for me) in the day, just wondering about build tweaks and viability on this shard.
Im hung up on skills for the noxxer
Right now at the core I have
Fencing
Tactics
Anatomy
Poisoning
Healing
for the last 2 (3?) slots im debating between hiding, resist,mage and arms lore
Hiding is gm'd right now and is really helping mitigate getting slaughtered by pk's (though i keep forgetting trapped pouches)
resist in my mind is absolutely essential but Ive seen a few builds with hiding who drop it all together?
some amount of mage is usually essential but again, not too sure. Arms lore is the most boring option to me but dissarm and dmg boost? not sure if its worth the points.
hopefully all that isnt too incoherent. any insight from those who know the shard better would be greatly appreciated.
So I have a few basic questions about getting enough foothold to go from nostalgic/frustrating addiction to fun and immersive gameplay. Hopefully it doesnt come off a bit ranty.
This shard is amazing and the potential once you get settled in is pretty exciting but getting a bit of gold for basic equipment and regs to get started is wayyyyyy harder than I remember..even just the cost of regs vs return on monsters doesnt break even, pk's aside. I have a couple characters going and each of them has been pk'd to the point of absolute bankruptcy as well.... They even keep killing my horses

Any insight on a relatively safe way to get going without rage quitting would be massively appreciated.
My other questions are on the end game side of things. Just trying to get used to the variations in templates.
I have two main guys on the go a nox fencer and hally mage and a crafter on backburner.
These two were always the most fun (for me) in the day, just wondering about build tweaks and viability on this shard.
Im hung up on skills for the noxxer
Right now at the core I have
Fencing
Tactics
Anatomy
Poisoning
Healing
for the last 2 (3?) slots im debating between hiding, resist,mage and arms lore
Hiding is gm'd right now and is really helping mitigate getting slaughtered by pk's (though i keep forgetting trapped pouches)
resist in my mind is absolutely essential but Ive seen a few builds with hiding who drop it all together?
some amount of mage is usually essential but again, not too sure. Arms lore is the most boring option to me but dissarm and dmg boost? not sure if its worth the points.
hopefully all that isnt too incoherent. any insight from those who know the shard better would be greatly appreciated.