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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.