TMap Treasure Hunter Creation, Let's Go!
Ok, most of you who've seen my builds know I lean more toward "
fun" than "
practical." But you see, I'm that player who just enjoys playing the game more than winning it. I don't have to have the best DPS, or the most tanky tank, or the wickedest glass-cannon mage ever invented; so
Outlands is the perfect setting for me (with every skill having at least a semi-desirable purpose).
With that in mind, I thought I'd build a
Treasure Hunter from scratch. I will give you a bit of background on my build, and follow up with a bunch of screenshots. I am at the stage of "Transition," so thought it would be a good time to start this train. Read on!
Lacking real friends, I like to summon my own.

As such, I wanted to start summoning as soon as possible, and with Spirit Speak, even Circle-5 Summons make for pretty good companions. So I started my guy with the following Skills:
Magery-50
Meditate-49
Spirit Speak-1
If you are going to "custom" create your character, always...
ALWAYS choose three skills so you can maximize the amount of beneficial new-player gear you start out with. This setup guarantees me three +10 Intelligence Stones, as well as a 750-charge
spell stone. The spell stone is invaluable in the beginning, as instead of using reagents, you use charges on the stone (i.e. a Circle-3 spell would burn 3 charges, etc.) You will need this boost so you can save enough gold to sustain your reagent requirements later.
With my new-player certificate (100 training credits), I purchased
50 Forensics Skill Points, and
50 Camping Skill Points. For an early player collecting hides, the extra carry weight that Camping gives you is a blessing, and if you are diligent with your camping, the damage buff can really help.
For some odd reason,
starting with Spirit Speak doesn't give you the Magic Lock spell, which is required to access your Spirit Stone, so my first gold went toward buying one from the NPC Mage. After that, gold for a
Skinning Knife (for Forensics) and
Hatchet (so I could chop some logs for kindling to get my Camping going). Finally, I purchased the
Summon Creatures and a couple more
Spirit Stones and I was set.
I must make a note here that I highly recommend beginning mages not just focus on Magery... you really can't. It's too expensive, and in the beginning is just not strong enough. You should start with a newby weapon... put it to use. Get those fighting skills up; they can always be down-arrowed later to make room for other skills.
I started out in the New Player Dungeon on Shelter Island, and after just over 3 hours, had maxed enough skills at 70 to move on. As a reminder, while the New Player Dungeon has
permanent 10x experience in place for non-gathering, non-crafting, non-taming skills, it is capped at 70. Fighting there, at least for skill gain, after 70 is pointless. So off to a real dungeon I went!
Trouble is... while
Ossuary is the next logical progression in terms of difficulty... it is clear across a very dangerous desert! So I opted instead for
Aegis Keep, which is just a stone's throw from Horseshoe Bay. I hopped the gate, and was on my way.
Long story short, I just kept fighting there on Level 1 with my Circle-5 Summons at my side. Whenever I would get over 1k gold, I would high-tail it to town and deposit what I found. Once I was able to Mark runes, my life got simpler. I stayed in that dungeon for about 15 hours; until I had several skills over 90, and a good amount of gold in the bank.
Which is important because....
I mentioned "Transition" early in my story up there; here's what I mean. Currently, many of my Skills are doing great, and have taken me a bit of work to get there. Well... I'm going to have to
scrap three of them! Like, going to NPC trainers and purchasing three completely new skills. That is 150 skill points suddenly drained from some of my best skills... and it will leave me with pretty much no fighting skills other than 70 Skill Magery and Summons.
There are reasons:
I want my final build to look something like this:
Magery (for summons and spell casting)
Meditate (for more summons and spell casting)
Spirit Speak (for bigger, better summons, stronger spells, and chance to reclaim mana on cast)
Hiding (for when I get into trouble and need to shake agro)
Lockpicking (for opening chests)
Remove Trap (for not dying while attempting to open chests)
Mining (the higher my mining skill, the further I can be from the chest to "discover" it)
Ok, that was really long. Sorry about that! Here are some screens of my progress thus far:
*Note: while I did have a Spirit Speak/Hiding macro running most of the time, this is all ACTIVE gains. I was not sitting in one place just macroeing.
Leaving the New Player Dungeon
Six Hours:
Eight hours:
Ten hours (tactics looks like it went down because I'm holding a magic mace):
Twelve hours (I'm losing tactics for real now because I had to sacrifice a skill for progression):
Sixteen hours:
18 hours:
I am now at the point I will need to drop several fighting skills in favor of
Lockpicking,
Remove Trap, and
Mining. I will maintain the best skills I can, but they will slowly be drained as I progress in the other areas. I am currently almost Skill 70 in Magery, So "Real" summoning can begin happening soonish...
hopefully not DAYS... but we'll see!
Here is my notable loot so far. Again, ALL of this is just from farming without any help from Beta resources at all.
*Note, I have NO idea what is in the Paragon Chest, but will find out once my LP/RT skills are high enough!
I will update this thread again once I've made significant progress on my
Treasure Hunter, probably when he pulls his first chest. Thanks for looking, and
Happy Adventuring!