What's a good time to leave the trainer Island? I'm a Tryker, and I think I've hit level 24 in fighting, and around 4 or 5 in crafting/magic/extracting.
Those darn Kipees still give me quite a bit of trouble, but I think I have the best armor available in the trainer island. Any recommendations? How difficult are the enemies on the mainland compared to the Weeny Kipees?
Good time to leave the trainer island?
Re: Good time to leave the trainer island?
There is no true hard rule. As soon as you feel secure in handling the game, come over.
There are enough low-level mobs around Fairhaven to entertain you, with some challenges up on the hill. Enough mats just outside the gates too. The amber field in front of the stable has started many a harvesting career.
There are enough low-level mobs around Fairhaven to entertain you, with some challenges up on the hill. Enough mats just outside the gates too. The amber field in front of the stable has started many a harvesting career.
Thosam - Hunter of small defenseless animals, Forager near safe areas and Crafter of useless junk.
I hereby declare myself to be a Hominist. Ask me about my philosophy.
I survived Patch 1.
I'm not so sure about Episode 2. 
I hereby declare myself to be a Hominist. Ask me about my philosophy.
I survived Patch 1.


Re: Good time to leave the trainer island?
leave! now!! run!!!
well answer these questions:
can you recognise an aggressive mob and avoid it?
are u comfortable with the interface? different chat channels, hands bar, etc?
have u edited an action and understand how it works?
have u cast a hp heal on others?
mostly yes's then the run recomendation still stands
well answer these questions:
can you recognise an aggressive mob and avoid it?
are u comfortable with the interface? different chat channels, hands bar, etc?
have u edited an action and understand how it works?
have u cast a hp heal on others?
mostly yes's then the run recomendation still stands

Last edited by rushin on Fri Sep 16, 2005 3:47 pm, edited 1 time in total.
rushin ~ asleep
Re: Good time to leave the trainer island?
I don't have many regrets, but one of them is staying on the newbie island as long as I did. I am firmly in the "leave as soon as possible" camp.
Saiwin - Leader of the Silver Watch
Re: Good time to leave the trainer island?
madnak wrote:I don't have many regrets, but one of them is staying on the newbie island as long as I did. I am firmly in the "leave as soon as possible" camp.
I would agree to a point because there is a greater player support base on mainland, but nothing says you can't leave one toon on the island and take one toon to mainland. Several peeps have even gone back later and established an island toon just to help folks out there.
Re: Good time to leave the trainer island?
As the Newbie Isles stand now, you are in many ways better off skipping them entirely, and teleporting to the mainland as soon as you log in your character for the first time.
As far as Harvest goes: Auto-pop sources around capitals are only amber, but not all are basic, some are fine and choice, so better xp.
As far as Melee/Offensive magic: Same levels of mobs can be found around capitals, such as suckling yubos (sorry Frydeswind! Don't hit me!) , as well as easier access to better xp ones when you feel you are ready.
As far as Healing magic: more players= more chances to work out your healing muscles
.
Crafting: may be the only defecit for leaving to soon, as sap and oil auto-pop on the starting isles, but you realy need to level harvest to level craft, and those sources are around the capitals anyway, they just don't auto-pop.
Plus more knowledgeable players, better gear available and the increased likely-hood of a rez if things go awry, all on the mainland.
So, until the Newbie (term of affection, not disparagement) Isles are re-worked, come on over, and have some-one buy you a beer first thing
.
OOC:
As far as Harvest goes: Auto-pop sources around capitals are only amber, but not all are basic, some are fine and choice, so better xp.
As far as Melee/Offensive magic: Same levels of mobs can be found around capitals, such as suckling yubos (sorry Frydeswind! Don't hit me!) , as well as easier access to better xp ones when you feel you are ready.
As far as Healing magic: more players= more chances to work out your healing muscles

Crafting: may be the only defecit for leaving to soon, as sap and oil auto-pop on the starting isles, but you realy need to level harvest to level craft, and those sources are around the capitals anyway, they just don't auto-pop.
Plus more knowledgeable players, better gear available and the increased likely-hood of a rez if things go awry, all on the mainland.
So, until the Newbie (term of affection, not disparagement) Isles are re-worked, come on over, and have some-one buy you a beer first thing

OOC:
Baxter- Digger, crafter, explorer, and dirty little man.
"Thar ain nuthin nor nobudy wot be so good as dey canna be betterer."
"Thar ain nuthin nor nobudy wot be so good as dey canna be betterer."
More power for Homins!
P~)
Ouroborus Nocturna
Re: Good time to leave the trainer island?
Having HP of a lvl24 seem to be ok. Leave now.
And welcome in Fairhaven
And welcome in Fairhaven

Psylo - Tryker and Homin
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
Re: Good time to leave the trainer island?
today
now
yesterday
dooooo it
now
yesterday
dooooo it
Spiff
=====================
The Meanest And Baddest Little Tryker In Atys
Never To Be Questioned And To Be Obeyed At All Costs
=====================
-=OmegaV - High Officer=-
The End Is Only The Beginning
=====================
Mantra 1: Sleep is a Crutch
Mantra 2: Food is for the Weak
Mantra 3: Goggles... it's ALL about the goggles
=====================
"The road to godhood is short for one without fear in his heart." -Spiff-
Re: Good time to leave the trainer island?
If you don't want to be on the starter island you can leave as soon as your character arrives on the island, character levels 1/1/1/1. However, it is slightly easier to level on the island initially but can get a bit lonely. So my advice is try the starter island but as soon as you start to feel lonely there beam down to the mainland.
Re: Good time to leave the trainer island?
I agree with everyone else. If I had known more about the mainland while I was on the starter island I would have left for the mainland sooner.
The island welcomers ought to point out that, when you get to your first town on the mainland it too will be surrounded by guards and Suckling Yubo. There is no need to stay on the starter island for fear of not being able to tackle anything on the mainland (as was my case with my first character). When you first pop your head out of town on the mainland you'll recognise the same yubo/capryni/bodoc/mektoub/clopper/gingo/kippee that you've already encountered.
Obviously, if you close your eyes and charge out into the wilderness you'll very likely soon run into something that will have you for breakfast. But, the same applies if you charge blindly around the starter island, even at level 20 when the welcomers suggest that you're ready to leave.
There is scary stuff on the mainland, but there are also Suckling Yubos and so on, around the towns. Once you're comfortable with moving about and defending yourself, digging for materials and making boots there is no reason to stay on the starter island. (See rushin's and thebax's posts above) The mainland is where everyone else is so come and join us and say, "hi"!
The island welcomers ought to point out that, when you get to your first town on the mainland it too will be surrounded by guards and Suckling Yubo. There is no need to stay on the starter island for fear of not being able to tackle anything on the mainland (as was my case with my first character). When you first pop your head out of town on the mainland you'll recognise the same yubo/capryni/bodoc/mektoub/clopper/gingo/kippee that you've already encountered.
Obviously, if you close your eyes and charge out into the wilderness you'll very likely soon run into something that will have you for breakfast. But, the same applies if you charge blindly around the starter island, even at level 20 when the welcomers suggest that you're ready to leave.
There is scary stuff on the mainland, but there are also Suckling Yubos and so on, around the towns. Once you're comfortable with moving about and defending yourself, digging for materials and making boots there is no reason to stay on the starter island. (See rushin's and thebax's posts above) The mainland is where everyone else is so come and join us and say, "hi"!
Last edited by oauitam on Fri Sep 16, 2005 4:53 pm, edited 1 time in total.