Choosing your class
You may hear a lot that "Race A" is only good
for "Class A" and "Race B" is only good for "Class
B." That's all a load of B.S. All races have different strengths,
and there's different ways to play each class. You should pick your race
and class to fit YOUR playing style. For example, some people laugh at
people that have dwarf diviners, but infact the added constitution can
be very helpful for a mage, and the starting strength doesn't hurt at
all when you're working. Each race has starting stats that they major
in, that's all, they all tend to grow randomly afterwards with their random
stats. There's no more chance of a dwarf getting random constitution or
strength points than there is for an elf.
I recommend that you plan ahead and pick out your class.
Then you decide how you want your stats to look in the future. Then, basing
your pick on that, your race choice will come easily. For example, say
I was going to choose a priest. So with a priest, you've got some choices.
The early con of the dwarf will be great for you later on, but so will
the intelligence of the elf for your MP. For most of my diviner classes
I prefer having about 30 con added to them before level 10, then pumping
dex and int. This means if I picked the dwarf, my con would already be
at a head start and I would be able to pump other things along with it.
Or I could pick the elf and have the mp already there and pump more con.
Or I could pick human and have it all evened out. Each race is equal.
There's no better race for any given class. Heck if you wanted to, picking
the race just on looks isn't even a bad plan.
Starting the game out.
There are three different apprenticeships to choose from:
Warrior, Diviner, and Journeyman. If you want to be any of the warrior
classes, then immediately pick the warrior apprenticeship upon leaving
the villege center. If you're going to pick any of the journeyman classes,
then immediately pick the journeyman apprenticeship. Both of those apprenticeships
have worth while skills to use and level up while training to level 10.
However, if you plan on being a diviner, I recommend you choose the warrior
apprenticeship until level 10. Reasons being that the diviner apprenticeship
comes with no useful abilities (other than wood strike) and no skills
to level. Choosing instead the warrior apprenticeship will allow you to
use weapons and armor and make your training to level 10 much quicker.
Then you can drop the warrior apprenticeship, pick up the diviner.
The class you want to be should also be picked according
to your playing style. If you're just starting the game out and want a
quick view of the game, and just a character to check things out, go for
either mage or blademan. These two classes can attack multiple targets
at a time, which makes soloing easier. So in turn they allow you to travel
around and see the game more. This will let you see how the game works
and let you get a feel for how you would like to play, then you can either
continue with those classes, or start a new character and specialize it
in the direction you'd like. Each class has it's own feel and playing
style. You can look at each of the guides for a short description of each
of the classes.
Pets
A major discussion about the game lies around this focal
point. "How many pets should I have," "What pets should
I have," "Why is my MP dropping." Well for the most part,
each class has it's own different guidelines for the number and type of
pets, and those will be explained in the guide areas. As for the other
more trivial questions, those will be in the F.A.Q section. Here, I'd
like to discuss the starting pet. There are several pets you can get (completely
random) from the beginning quest. These pets are mud slime, red beetle,
metal slug, wood rat, and water spider. All of these, with exceptions
to the water spider, are useful pets early on. The metal slug has a high
str/con growth, so it makes a great combat pet. The red beetle has a str/dex
growth, which makes it not only a good combat pet, but a great weapon
enhancer. Mud slime grows mainly con/luck, which means that this little
puppy can be great for light armor enhancement. And wood rat, this is
only a mildly good combat pet, with it's growth in con and int, it falls
pretty short of greatness. But it can learn some good spells later on
in the game if you want to stick with it, and that intelligence will help
those spells deal more damage. Now you may want one of these pets more
than another. My advice here is to keep deleting and restarting your character
until you get the one you want. That way you're not stuck with a pet you
don't want for who knows how long till you can get another one. This is
especially for those of you who are starting your first character, or
your other characters don't have a lot of money to be throwing around.
Now for you enhancement slots and what pet stats help them.
Magic Enhancement - For magic enhancement,
the only stat that helps it is intelligence. The higher the pets intelligence
is that is enhancing your magic, the better the effect. Having such a
pet will increase spell potency and physical spells damage.
Armor Enhancement - For this there are
two stats that are useful, luck and constitution. Constitution when in
the armor slot will increase your defense. Luck in the armor will increase
AC, which will in turn increase your ability to dodge.
Weapon Enhancement - Again there are two
stats that have use here, strength and dexterity. Strength will increase
the attack power of melee attacks when in the weapon slot. Dexterity will
increase the hit rate of physical attacks.
Soul Enhancement - Constitution placed
in the soul slot will increase your HP regeneration, and Intelligence
placed in the soul slot will do the same for your mp. But soul is a different
type of enhancement. When you place a pet here, it can only stay there
for approximately 6 minutes (real time). Once the time is up, the pet
will return to normal mode and you won't be able to apply another pet
to soul for another half an hour (real time). This means that buying a
pet solely for the purpost of using it for soul is not the most economical
choice.
TEMPLES
Temples are asked about a lot. There are 3 main things
you can do at a temple.
1. As a diviner class character, you can go there to learn
new spells when your spell level is high enough.
2. You can take pets there to learn the spells they can,
if they can learn them, and if their level is high enough.
3. You can get divine quests there to earn faith points
in that temple.
1 and 2 are pretty self explanatory, 1 will be covered
a little better in the individual diviner sections. 3 on the other hand
may need a bit of explaining. You can get a diviner quest at any of the
7 temples in the game. The quest you get there are randomly chosen between
a few different things. Upon completing that quest you are awarded faith
points in that temple. You may have faith points in multiple temples,
but only the temple in which you have the highest faith counts. So now
on to what those faith points actually do.
Warrior and Journeyman Classes - The only
thing it does for these classes is add the attack and defense element
of the temple. That means that if you have the highest faith in wood,
then your attack and defense element will both be wood. If you however
put a pet on your armor, the pets element takes over and would no longer
be the wood from the temple. But it will return to wood when the pet is
removed.
Diviner Classes - The same thing is true
for diviners as with the other classes, it'll change your attack and defense,
however there's also a little added bonus. The amount of points you have
in a certain temple effects how effective that elements spells are to
you, this is especially effective for mages (According to Lager, but for SOD no effect has been confirmed even over 80.000 faith points in Dark magic!!). For AoDs the only temple
that affects it is the Temple of Darkness, and for AoLs the only temple
is Temple of Light. But for mages you can go to any temple.
The higher the number of faith points you have, the more effective that
elemenst spells will be (in theory). For example, with a mage, you are pretty reliant
on flame spells. So if you go into the flame temple and get several divine
quests and raise your faith there, your fire spells will soon become more
powerful and do more damage.
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