After weeks of starting and playing characters, and reading reading reading, I have come up with a method of starting that works for me. These ideas were gleened from my experiences and other players' advice, and represent only one of the many good ways to start.
1. Character creation: start with 3 in magic;
2. Raise fight to 3, train MET and CON. Raise magic to 4, train INT, WIS and Self Heal Life 1;
3. Raise fight and magic to 8. Train harvest using fight SP. Using magic SP, train WIS, INT, MET and CON. Get acid 2 and a ql 20 amp at magic level 10. Continue raising fight and magic as desired;
4. Raise harvest to 3, train Basic Prospecting. Raise harvest to 8, train crafting. Continue raising harvest as desired, emphasising range, angle, quality, and source time. Get Harmful Extract 25, and Gentle 10 & 25 early as well. I have best success using Gentle Extract 25, but am certainly not a great harvester;
5. Craft until level 3, train WILL and DEX, then to 21 without any additional training. Takes about 40K dapples with store mats, and leaves your options open. Continue craft as desired.
I have found the first good investment is a good weapon, and then a good ql20 amp. Armour after that. This makes life far easier and can be bought from player crafters. And never forget that HP helps regardless of your path to fun!
This is basic info only, but should get you started. Please remember that there are many ways to start that work just as well. Mostly, have fun and be helpful.
How I start a character, one opinion
Re: How I start a character, one opinion
What's the SP cost for harvest and craft? I started my Tryker with magic, craft and harvest packs and am pretty happy with the results so far. I think I was L10 fighting before I ever got around to buying a weapon.gatineau wrote:4. Raise harvest to 3, train Basic Prospecting. Raise harvest to 8, train crafting.
Re: How I start a character, one opinion
It will cost 100 SP in total which in my opinion can be use for other things if you just start off with everything but the fighter pack.
Re: How I start a character, one opinion
Having run the numbers, taking 3 magic packs gives you an extra 55 magic skill points to spend. You can use fight points to pick up harvest and crafting and then just buy spend your fight points very frugally and you will be able to make up the fight skill points. This will become moot as magic skill SP costs are lower with Patch 1. The only reason to take 3 magic was the high cost of being a mage.
Re: How I start a character, one opinion
As ummadnaz says, Harvest and Craft starter kits cost 50 SP each. What you get with 3 magic includes heal other (with magic start), acid 1 (50 SP), fear (50 SP) and root (???) ... although I have yet to use root much.
For those using this post as a guide, please note that starting with 1 magic, 1 harvest and 1 craft seems to be very popular, and those who do so seem very happy with the results.
For those using this post as a guide, please note that starting with 1 magic, 1 harvest and 1 craft seems to be very popular, and those who do so seem very happy with the results.
Re: How I start a character, one opinion
That is what I did, and am very happy with the results.gatineau wrote:As ummadnaz says, Harvest and Craft starter kits cost 50 SP each. What you get with 3 magic includes heal other (with magic start), acid 1 (50 SP), fear (50 SP) and root (???) ... although I have yet to use root much.
For those using this post as a guide, please note that starting with 1 magic, 1 harvest and 1 craft seems to be very popular, and those who do so seem very happy with the results.
Re: How I start a character, one opinion
Both 1xmagic/1xcraft/1xharvest and 2xmagic will work.
But i found starting with 3xmagic allows you to level a hell of a lot quicker
In the end you will get out of noobie land with skills in all 4 areas quicker with 3 magic pacs.
Just IMO from the numerous characters Ive rerolled
But i found starting with 3xmagic allows you to level a hell of a lot quicker
In the end you will get out of noobie land with skills in all 4 areas quicker with 3 magic pacs.
Just IMO from the numerous characters Ive rerolled
Re: How I start a character, one opinion
personaly i liek starting with 2 craft 1 forage
craft out all 100 basic mats, sell for money
but a weapon yo fight with
find a mage to enchant weapon, then use enchantment to get magic 6 and buy acid 1
all 4 skills, a fair amount of money (and about 7 levels in craft) and no SP wasted
craft out all 100 basic mats, sell for money
but a weapon yo fight with
find a mage to enchant weapon, then use enchantment to get magic 6 and buy acid 1
all 4 skills, a fair amount of money (and about 7 levels in craft) and no SP wasted
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It's Prttey fnuny how we can raed tihs einrte snetnece wtih all tehse ltters all out of palce, and we can cnotniue to keep raednig and sitll mekas snece of waht we are raeding. No mttar how mnay tmies you raed tihs oevr and oevr you can sitll mkae snece of it.
How is taht pssoible?
It's Prttey fnuny how we can raed tihs einrte snetnece wtih all tehse ltters all out of palce, and we can cnotniue to keep raednig and sitll mekas snece of waht we are raeding. No mttar how mnay tmies you raed tihs oevr and oevr you can sitll mkae snece of it.
How is taht pssoible?
Re: How I start a character, one opinion
I like evalisas method the best...though if you don't plan to use fight much at all i would take 3 in your primary skill and use fight to get hp and the other two skill starts...thats what i did for crafting and it worked well for me now
Re: How I start a character, one opinion
Concidering how HORRIDLY expensive magic skills are...I would have to agree with you.
I did it differently, but I am wishing I had gone this way.
Benefits of going full out on each "action pack":
Three fighter actions, LAME dagger your average level 10 or lower crafter could beat, or a lame sword, same crafter, four or five levels higher, plus skills you can gain in less than ONE four hour play session.
Three crafting actions, two patterns, I think it is 100 "wondermats". I forget the rest of the skills, but if ALL you are going to do with this character then this could be a good route to go. You can EASILY go to level six or maybe eight just using the wondermat. If you KNOW what you are doing with materials, better to go the three magic etc.
Three forage, I didn't ever go this route. But I KNOW you start with prospecting and I think Acellerated Prospecting. I would still get the one action magic. And since they fixed the prespawned nodes...it would not even be too bad to go ONE forage action.
It honestly depends upon your playing style. I tend to be an explorer, social, crafter, THEN adventurer. SO...the ability to kick fanny and chew gum is not on the top of my list.
Since I have been in too many games that required REDICULOUS measures to get at level gear...this game is a breath of fresh air.
One major hint is...you CAN cast anything off an enchanted item...whether or NOT you have ANY spells at all. I gained ALL of my magic levels until I could buy magic start by casting off two daggers that accidentally enchanted (one acid two and one cold two). I have heard that blind and stun daggers/swords are ALSO helpful.
So...you aren't ever REALLY ruined.
I did it differently, but I am wishing I had gone this way.
Benefits of going full out on each "action pack":
Three fighter actions, LAME dagger your average level 10 or lower crafter could beat, or a lame sword, same crafter, four or five levels higher, plus skills you can gain in less than ONE four hour play session.
Three crafting actions, two patterns, I think it is 100 "wondermats". I forget the rest of the skills, but if ALL you are going to do with this character then this could be a good route to go. You can EASILY go to level six or maybe eight just using the wondermat. If you KNOW what you are doing with materials, better to go the three magic etc.
Three forage, I didn't ever go this route. But I KNOW you start with prospecting and I think Acellerated Prospecting. I would still get the one action magic. And since they fixed the prespawned nodes...it would not even be too bad to go ONE forage action.
It honestly depends upon your playing style. I tend to be an explorer, social, crafter, THEN adventurer. SO...the ability to kick fanny and chew gum is not on the top of my list.
Since I have been in too many games that required REDICULOUS measures to get at level gear...this game is a breath of fresh air.
One major hint is...you CAN cast anything off an enchanted item...whether or NOT you have ANY spells at all. I gained ALL of my magic levels until I could buy magic start by casting off two daggers that accidentally enchanted (one acid two and one cold two). I have heard that blind and stun daggers/swords are ALSO helpful.
So...you aren't ever REALLY ruined.