User:Hachimitsu/EarlyGameBeta: Difference between revisions

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**Cheaper Platinum cost for skills, and faster feat gain lets this race get off the ground very fast with skills. Yerles have a slight edge in health, but Life and Mana are still very balanced.
**Cheaper Platinum cost for skills, and faster feat gain lets this race get off the ground very fast with skills. Yerles have a slight edge in health, but Life and Mana are still very balanced.
*Juere
*Juere
**More efficient gains from food allow this race to gain attribute levels quickly, allowing them to rapidly double their stats.
**More efficient gains from food allow this race to gain attribute levels quickly, allowing them to rapidly double their stats and halve their problems.
*Elea (Casters only)
*Elea (Casters only)
**High Mental stats, and a high starting spread for skills. The racial feat helps new players manage the build up of ether disease, and also provides significant damage resistance to ether-element damage. They do have less health, which means that the player needs to be careful about range and groups of enemies.
**High Mental stats, and a high starting spread for skills. The racial feat helps new players manage the build up of ether disease, and also provides significant damage resistance to ether-element damage. They do have less health, which means that the player needs to be careful about range and groups of enemies.
*Demigod
*Demigod
**Balanced stats, suitable for an everyman build. Life and Mana are also balanced, allowing this character to be a solid all-rounder. Useful racial skills for both melee and casters. The feat also allows players to gain bonus stats from worshipping a god 30% faster, which can allow players a sizable bump to skills in the early game.  
**Balanced stats, suitable for an every-man build. Life and Mana are also balanced, allowing this character to be a solid all-rounder. Useful racial skills for both melee and casters. The feat also allows players to gain bonus stats from worshiping a god 30% faster, which can allow players a sizable bump to skills in the early game.


'''Suggested Starting Classes for Beginners:'''
'''Suggested Starting Classes for Beginners:'''
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**A master of range, with a good spread of defensive skills as well. The archer's feat allows them to do more damage with ranged weapons, whether it's bow or guns. Note that the archer does not start with the gun skill, so it will have to be learned if the player is interested in firearms, unless they start as Yerles.
**A master of range, with a good spread of defensive skills as well. The archer's feat allows them to do more damage with ranged weapons, whether it's bow or guns. Note that the archer does not start with the gun skill, so it will have to be learned if the player is interested in firearms, unless they start as Yerles.
*Warmage
*Warmage
**While warmage has more limited domains than wizard, being able to fall back on damage skills such as tactics and the innate melee damage buff seriously help the player when they find that they're out of spells or mana. A Demigod Warmage will rapidly gain levels in Tactics and Casting due to the high combined potenial, which can help the player conserve platinum for learning new skills.  
**While warmage has more limited domains than wizard, being able to fall back on damage skills such as tactics and the innate melee damage buff seriously help the player when they find that they're out of spells or mana. A Demigod Warmage will rapidly gain levels in Tactics and Casting due to the high combined potential, which can help the player conserve platinum for learning new skills.
*Priest
*Priest
**A tanky start for casters, with useful base domains and the ability to select one more. Chaos, Nerve or Darkness all provide effective crowd control well into the later stages of the game. The faith bonus stacks with demigod for rapid gains, but any of the four suggested races have great synergy with the humble Priest.
**A tanky start for casters, with useful base domains and the ability to select one more. Chaos, Nerve or Darkness all provide effective crowd control well into the later stages of the game. The faith bonus stacks with demigod for rapid gains, but any of the four suggested races have great synergy with the humble Priest.
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*When traveling from place to place, new players should remain as close to the road as possible. When ambushed, a guard will spawn on road tiles, that can help the player survive. Additionally, wilderness tiles scale in difficulty depending on how close or far they are from the road.  
*When traveling from place to place, new players should remain as close to the road as possible. When ambushed, a guard will spawn on road tiles, that can help the player survive. Additionally, wilderness tiles scale in difficulty depending on how close or far they are from the road.  
*It is suggested that the player set the "Growth Suppression" and "Resident Tax" policies at the '''Home Board,''' which can be purchased for one gold bar from Loytel or Fiama.
*It is suggested that the player set the "Growth Suppression" and "Resident Tax" policies at the '''Home Board,''' which can be purchased for one gold bar from Loytel or Fiama.
**As the hearthstone levels up, more and more enemies will spawn on the edges of your home.  
**As the hearthstone levels up, more and more powerful enemies will spawn on the edges of your home.
**Enemy spawn rate can be reduced by placing '''Watch Fires''' around your land, as monsters spawn less in lit places, and do not spawn at all in lit buildings. Fiama carries the recipe for them, which can be purchased for one gold bar.
**Enemy spawn rate can be reduced by placing '''Watch Fires''' around your land, as monsters spawn less in lit places, and do not spawn at all in lit buildings. Fiama carries the recipe for them, which can be purchased for one gold bar.
**Grass fences while ugly, can allow the player to easily and cheaply wall in their territory. Add a gate or two, and the player has a somewhat safe haven once illuminated.  Fiama also carries the recipe for this, for one gold bar.
**Grass fences while ugly, can allow the player to easily and cheaply wall in their territory. Add a gate or two, and the player has a somewhat safe haven once illuminated.  Fiama also carries the recipe for this, for one gold bar.
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***Aim for a Darkness, Chaos, Lightning or Mind damage cane, as these give the player cheap, ranged crowd control. Paralyzing a tough enemy can turn the tide of battle rapidly.
***Aim for a Darkness, Chaos, Lightning or Mind damage cane, as these give the player cheap, ranged crowd control. Paralyzing a tough enemy can turn the tide of battle rapidly.
*Use the training dummy acquired from Ashland's crafting-related quests to build your initial combat stats to a point where you can slay weak enemies.
*Use the training dummy acquired from Ashland's crafting-related quests to build your initial combat stats to a point where you can slay weak enemies.
==== Once the player has weaponry, it's time to make money! ====
Some ideas for making money with little risk:
* The player should opt to sell through the Shipping Chest, so that they can gather gold bars for their home improvement needs.
* Grind Crim into Crim Powder at a millstone, which sells for a significant amount in the early game. Crim can be found on many wilderness tiles.
* Making multiple Makeshift Beds and placing them in a room with the "Open For Business" policy from Loytel can give the players a passive, daily income.
* Chopping trees, cutting logs into planks, and then using the planks at a Carpenter's Table to build Desks can get the player enough money within a few days to pay off that month's tax bill. It also trains Lumberjacking and Carpentry, allowing the player to build and make more things.
* Hammering trash bags into "Pieces" of fiber allows the player to spin these at a Spinner into thread, which can then be used at a Loom to create textiles.
** The player can then use the textiles, along with logs cooked at a kiln into carbone, to make Fireproof Blankets, an indispensable part of adventuring.
* Requests in town can be taken once the player is somewhat comfortable with their combat skills, notably delivery quests between Mysilia, Willow and Olvina, and generic kill quests such as "A little good deed" and "Troublesome Monsters"
** Be careful to watch the due date for quests, as failure will reduce fame, and in some cases Karma.
** For "A little good deed" and "Troublesome Monsters", the player can opt to chop down the trees for a chance to spawn Putits, a very weak enemy. Willow in particular is a great place to cut down trees, but Mysilia has thickly wooded areas as well.
* Questing in Mysilia is encouraged, as the player can accrue Influence in town. Speaking to the town's secretary, the player can exchange influence for "Furniture Tickets". Try getting three furniture tickets, and buying the Tax Box in Mysilia to take home! Having your own tax box at home is a great convenience, and allows the player to be more independent about when and where they travel.

Revision as of 16:22, 13 June 2024


Character Creation

Suggested Starting Races for Beginners:

  • Yerles
    • Cheaper Platinum cost for skills, and faster feat gain lets this race get off the ground very fast with skills. Yerles have a slight edge in health, but Life and Mana are still very balanced.
  • Juere
    • More efficient gains from food allow this race to gain attribute levels quickly, allowing them to rapidly double their stats and halve their problems.
  • Elea (Casters only)
    • High Mental stats, and a high starting spread for skills. The racial feat helps new players manage the build up of ether disease, and also provides significant damage resistance to ether-element damage. They do have less health, which means that the player needs to be careful about range and groups of enemies.
  • Demigod
    • Balanced stats, suitable for an every-man build. Life and Mana are also balanced, allowing this character to be a solid all-rounder. Useful racial skills for both melee and casters. The feat also allows players to gain bonus stats from worshiping a god 30% faster, which can allow players a sizable bump to skills in the early game.

Suggested Starting Classes for Beginners:

  • Warrior
    • Simple, Effective, Powerful. The warrior smashes, and smashes good. Yerles, Juere, or Demigod are effective here. Throwing is an effective source of ranged damage, so the warrior can close the gap easily.
  • Archer
    • A master of range, with a good spread of defensive skills as well. The archer's feat allows them to do more damage with ranged weapons, whether it's bow or guns. Note that the archer does not start with the gun skill, so it will have to be learned if the player is interested in firearms, unless they start as Yerles.
  • Warmage
    • While warmage has more limited domains than wizard, being able to fall back on damage skills such as tactics and the innate melee damage buff seriously help the player when they find that they're out of spells or mana. A Demigod Warmage will rapidly gain levels in Tactics and Casting due to the high combined potential, which can help the player conserve platinum for learning new skills.
  • Priest
    • A tanky start for casters, with useful base domains and the ability to select one more. Chaos, Nerve or Darkness all provide effective crowd control well into the later stages of the game. The faith bonus stacks with demigod for rapid gains, but any of the four suggested races have great synergy with the humble Priest.
  • Farmer
    • While they don't start with any offensive skills, Farmers start with very effective skills for building their land and themselves up. A Yerles or Demigod farmer will have a healthy mix of combat and non-combat skills. An Elean Farmer has the basic elemental trio for domains (Fire, Ice, Lightning) , so they can excel even as casters by exploiting elemental weaknesses and status ailments. A Juere Farmer is perfect for the slow life, growing, cooking, and harvesting their own food for significant gains to stats. The Farmer's reduced stamina usage is also invaluable well into the late game.

Starting Out

It is suggested that new players begin in the Meadow, as it provides more food, resources, and support for the player.

  • Do your initial quests from Ashland. After reading the land deed, quests can be accepted by interacting with the Quest Board.
    • He will give you an axe, you can use this to chop the trees and cut down flowers, weeds, vines and mushrooms in your home.
      • The Quick Craft button in the ability menu allows the player to create a Workbench.
        • The Workbench allows the player to craft "Grass Walls" and a "Grass Door" out of tufts of grass, leaves, and a single log. 16 Walls and 1 Door let the player build a small tofu-block house to get them started. Place the walls in a square, and then place the door on any wall to make the building into a room.
        • Once the player has fufilled the conditions for "The Way of the Crafter", they can use their remaining wood and stone to build a Sawmill, and Carpenter's Table.
        • Use the Sawmill to turn Logs into Planks, and make a Desk at the Carpenter's Table. Then, make a round chair with a Log. Harvest some bones on the map, and you can now make the Tinker's Table.
        • The Tinker's Table allows the player to make a multitude of tools, such as the Shovel, Hoe, and Sickle that are indispensable for future tasks. The player can also make another Woodcutter's Axe, if they have somehow lost theirs.
  • Talk to Fiama to receive a companion from her. Until the player clears Nymelle, she will revive this pet freely for you.
    • The Little Girl is by far the best pet of the bunch, comes with starting equipment that the player can appropriate for the cost of a few karma, and has a full set of humanoid equipment slots.
    • All pets and villagers will revive over time in My Home.
  • Do accept Loytel to your land. You can make him your maid, which will allow you to expand your land.
    • Starting his questline will give the player the supplies to make a shipping box. This allows the player to make money from home, without needing to go into towns.
    • He will guide the player to make a Shovel and Hoe, and then give the players a starting amount of seeds for Tomatoes and Pasture Grass.
    • Dig the ground with your shovel, and then plow the ground with your hoe, to create a farm tile. You can then hold your tomato seeds and plant them by right clicking.
    • In a few days, you will have tomato plants. Once they have fruited (You'll see the red tomatoes), Harvest half of them, and sickle the other half to get seeds back.
      • Generally, when farming, you want to only harvest around half to three-quarters of your crop, and sickle the rest for seeds.
  • For Food, the player can eat Brown Mushrooms, Rare Mushrooms, Truffles, Palulu and Cactus from the nearby beach tiles, as well as the Tomatoes grown at home. Using the sickle on mushrooms in wilderness tiles allows the player to rapidly amass mushroom seeds, which can be planted at home.
    • Mushrooms grow very quickly, so the player can have a readily available source of food at all times.
  • When traveling from place to place, new players should remain as close to the road as possible. When ambushed, a guard will spawn on road tiles, that can help the player survive. Additionally, wilderness tiles scale in difficulty depending on how close or far they are from the road.
  • It is suggested that the player set the "Growth Suppression" and "Resident Tax" policies at the Home Board, which can be purchased for one gold bar from Loytel or Fiama.
    • As the hearthstone levels up, more and more powerful enemies will spawn on the edges of your home.
    • Enemy spawn rate can be reduced by placing Watch Fires around your land, as monsters spawn less in lit places, and do not spawn at all in lit buildings. Fiama carries the recipe for them, which can be purchased for one gold bar.
    • Grass fences while ugly, can allow the player to easily and cheaply wall in their territory. Add a gate or two, and the player has a somewhat safe haven once illuminated. Fiama also carries the recipe for this, for one gold bar.
  • Eventually, a quest will show up on the quest board from Ashland, informing the players of their duties to pay Taxes.
    • Not paying tax is the biggest crime in Tyris. If the player does not pay their taxes within four months of being issued them, they will rapidly lose Karma and become criminals.

Leaving Home & Paying Tax

  • Wooden weapons can be crafted from the Carpenter's Bench, as well as a bucket and stone breastplate. These items significantly help the player with early game survivability, and are much better than being in nothing but a shirt.
  • Non-archers or gunners can opt to craft a wooden cane at the Carpenter's Bench.
    • While string and sticks are easy to find, shards need to be made from sand dug up with a shovel, and then roasted once in a kiln. The player can dig sand on the tiles near the beach to the east of the Meadow, and use the kilns in Mysilia or the Tinker's Camp for early crafting.
    • You can hammer empty bottles to obtain quartz sand shards.
      • Aim for a Darkness, Chaos, Lightning or Mind damage cane, as these give the player cheap, ranged crowd control. Paralyzing a tough enemy can turn the tide of battle rapidly.
  • Use the training dummy acquired from Ashland's crafting-related quests to build your initial combat stats to a point where you can slay weak enemies.

Once the player has weaponry, it's time to make money!

Some ideas for making money with little risk:

  • The player should opt to sell through the Shipping Chest, so that they can gather gold bars for their home improvement needs.
  • Grind Crim into Crim Powder at a millstone, which sells for a significant amount in the early game. Crim can be found on many wilderness tiles.
  • Making multiple Makeshift Beds and placing them in a room with the "Open For Business" policy from Loytel can give the players a passive, daily income.
  • Chopping trees, cutting logs into planks, and then using the planks at a Carpenter's Table to build Desks can get the player enough money within a few days to pay off that month's tax bill. It also trains Lumberjacking and Carpentry, allowing the player to build and make more things.
  • Hammering trash bags into "Pieces" of fiber allows the player to spin these at a Spinner into thread, which can then be used at a Loom to create textiles.
    • The player can then use the textiles, along with logs cooked at a kiln into carbone, to make Fireproof Blankets, an indispensable part of adventuring.
  • Requests in town can be taken once the player is somewhat comfortable with their combat skills, notably delivery quests between Mysilia, Willow and Olvina, and generic kill quests such as "A little good deed" and "Troublesome Monsters"
    • Be careful to watch the due date for quests, as failure will reduce fame, and in some cases Karma.
    • For "A little good deed" and "Troublesome Monsters", the player can opt to chop down the trees for a chance to spawn Putits, a very weak enemy. Willow in particular is a great place to cut down trees, but Mysilia has thickly wooded areas as well.
  • Questing in Mysilia is encouraged, as the player can accrue Influence in town. Speaking to the town's secretary, the player can exchange influence for "Furniture Tickets". Try getting three furniture tickets, and buying the Tax Box in Mysilia to take home! Having your own tax box at home is a great convenience, and allows the player to be more independent about when and where they travel.