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Starting A New Character
by Arkali

 

Being a new player to the Realm, my knowledge is not quite as in depth as that of some people. However, I have noticed a few things that are helpful for me in building my character and thought I would share them. One of the things I have noticed is that there is a great amount of disparity in the classes when you first start out. Also, it is wise to plan ahead with your build points. Finally, I have found some "tricks" for us newbies.

Of the different classes, I have so far tried a thief, a necromancer (evil wizard), and an adventurer. My boyfriend has tried a thief and a healer (good wizard). So far, the necromancer has been, by far, the most powerful. The thief isn't too bad, but the adventurer was very difficult. I don't have much info on the good wizard yet, but I am going to work on him a bit.

The thing that made the necromancer the most viable starting class was, to me, his ability to "drain life" and "steal life". "Summon zombie" also makes it very nice as you can use a zombie as a decoy, so to speak. Steal life basically is like drinking a healing potion every round that you cast it. It is a staple spell, in my opinion, as it gives the young necromancer the ability to hunt creatures much bigger, thereby allowing them to shoot up many levels.

My thief is fairly good, but has no ability to use decoys, and her throwing attack is not guaranteed to hit every time, unlike a magic user's spell. The adventurer did not seem very good as she was a bit too skilled in various things, and lacked a definite strength in any one thing.

The most universal thing I noticed was the fact that build points are not acquired nearly as frequently as we might like . I therefore learned very quickly that one of the best things to do is peruse a list of the different skills and spells and map out a "build plan" so to speak.

I suppose this is different for every player, but the two I used for my thief and necromancer are as follows:

Necromancer:

  • level 4: Use 6 build points for third level necromancy (to up power of existing spells, and also acquire "steal life")
  • level 5: Use 1 build point for first level sorcery (to acquire the "home" spell)
  • level 15: Use 10 build points for fourth level necromancy

Thief:

  • level 1: Use 3 build points for second level throwing (extra attack and accuracy)
  • level 2: use 1 build point for sorcery ( to acquire the "home" spell)
Options after this that I am still toying with are "critical strike" or one of the magic skills.

The main problem I have had as a low level player is disciplining myself to "save up". The urge to get a multitude of low level skills is compelling and so is the reasons to do so. For instance, one could argue thaumaturgy for the healing aspect, acrobatics for dodging, etc.

The last thing I have found to be very helpful is rings, and the quest in trollspit tavern. I have been able to acquire at least two rings in Ratling Run for each of my characters (Usually endurance and regeneration). Just keep your fingers crossed and watch for the shop keeper to offer you some major cash for one ;) In regards to the Diary quest in the tavern, I have done it about 20 times with each character. The experience is fairly good (for a newbie) and the chest usually contains some rudimentary armor that you can use or sell.

Hope this helps....any feedback is cool!


http://www.realmoracle.com/newplay1.htm
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