Commoner new player guide: Difference between revisions
Line 22: | Line 22: | ||
===Training a Commoner=== |
===Training a Commoner=== |
||
Do stuff and gain experience. |
Do stuff and gain experience. |
||
* Since you do not gain TDPs from leveling, it is recommended that you train as wide as possible, keeping as many skills moving as possible. |
|||
* There are many rough points on the hunting ladder. You will have to squeeze every drop of EXP out of enemies when 'The Guilded' have moved up. You may need to overtrain your defenses, missile mastery and melee mastery to get a foothold on the next rung of the ladder. |
|||
===Join a Guild, or Don't=== |
===Join a Guild, or Don't=== |
Revision as of 09:06, 27 July 2023
Start
This guide will be an all encompassing guide for those delving into the realm of commoners.
Roll up a character
First make a character
Play your character
Play your character. As a Commoner you'll have no real goals other than those you set yourself. And, without access to the magic skillset, or any real ability systems, you'll have a lot of free time. Which you'll need because advancing is really painful and slow as a Commoner.
Advantages to being a Commoner
A Commoner trains all skills at a secondary rate. Meaning, if you plan on becoming a Moon Mage, you can train weapons up a bit before joining. This is largely silly though, because all skills train as primary to 50 ranks, and then as secondary to 100 ranks.
Disadvantages to being a Commoner
Literally everything else. The best way around this is addressed in the next point.
Ability Choices
As a commoner, you have access to a library of zero powerful spells and abilities. These include:
Below is the suggested picking order:
Training a Commoner
Do stuff and gain experience.
- Since you do not gain TDPs from leveling, it is recommended that you train as wide as possible, keeping as many skills moving as possible.
- There are many rough points on the hunting ladder. You will have to squeeze every drop of EXP out of enemies when 'The Guilded' have moved up. You may need to overtrain your defenses, missile mastery and melee mastery to get a foothold on the next rung of the ladder.
Join a Guild, or Don't
After a while you'll realize a Commoner is not for everyone. See New player guides for more information about guilds and try out those J O I N keys.
Alternatively, embrace the challenge and slowly, painfully, unnecessarily climb to 1750 in every skill while staying circle 0. If you do go this route, here are some things to keep in mind:
- Your stats are often the only thing keeping you from dying. Train every skill you can for the TDPs to increase stats with, and maximize your TDP use early. If you are doing combat (you should, more TDPs) remember Reflex is the most important stat for staying alive while hunting. Neglecting your mental stats is ok, although Wisdom is useful for absorbing experience slightly faster.
- You can still use Heroic Tattoos for stat boosts, gyres to store and use spells, and wands for all the utility they offer.
- Nets can be used to cause immobilize status using your Light Thrown or Heavy Thrown skill.
- You cannot Dissect, as you can never reach circle 10. This means you should get used to using a Textbook for learning First Aid.
- You work off armor hindrance as an armor tertiary guild, so a chain-primary clown suit of all four armor types (remember the first bullet?) is your best balance between avoiding what hits you can and surviving the rest. For Player vs. Player, full chain.
- The most important command to type once you decide to abandon JOIN forever: TITLE PRE CHOOSE OTHER COMMONER
fin