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Newbie Guide

This version was saved 8 years, 2 months ago View current version     Page history
Saved by Celse Astro
on February 3, 2016 at 12:50:18 pm
 

Basic Concepts

  • You have stats that go up as you earn XP (You can set preferences for which to focus on by meditating in an adventurer’s guild).
  • You have health (Constitution), fatigue (Con), and Mana (Intelligence)
  • You need to stay well fed or you fatigue faster.
  • Encumbrance: If you carry too much, you fatigue fast.
  • Combat: Dexterity helps you hit and avoid being hit. Strength helps you hit harder.
  • Magic: This is elite stuff and hard to get access to the best spells. Only guilds teach spells, and the best have roleplaying requirements.
  • Roleplay: Genesis has a robust system of social interaction that benefits roleplay. You don’t have to do it, but if you do, you can rise in power. Roleplay is also well reciprocated.
  • Experience: Quest XP is important. You don’t lose it when you die. The more Combat XP you have, the higher your Brutality goes (ratio of Combat to Quest XP). The higher your brute, the slower you gain future combat XP. Thus Quests and their XP are important for getting big.

 

Start Guide

        In the tutorial, do all the available quests. Read every sign (Journal quest), and talk to every npc (ask human help). Kill bunnies and wolves, loot all they carry, take it to the shop, sell it, and immediately use the money to improve unarmed combat (so you can kill faster), defence (so you don’t get beat up by fuzzy bunnies), and awareness (so you can do the first bunny quest).

        Deposit extra coins in the bank if you have any (which you shouldn’t if you’re training as you get them), but NEVER minimize! You lose ~25% of your coins to do that, so it’s like throwing money away. Only older players have the kind of wealth that allows them to afford that service.

        The garlic clove can be found in the forests by doing <search here for herbs>, but to get it across the river, you need to buy a backpack in the shop, put the clove in it, close it, and then swim back.

        Don’t bother killing the lion. He guards a worthless red gem. Sure it’s worth a few gold, but you can make ten times more killing bunnies in the same amount of time.

        Complete all the quests before you enter the portal to go into the real world where the rest of us play. Once you leave, you can’t go back, and as explained in Basic Concepts above, you need all the Quest XP you can to get big.

        Don’t worry about making money in the tutorial. When you get out, say you’re new and ask for money. There are several of us who will give you a nice chunk to get started. Use all of it to train skills in adventurer guilds! These are prerequisites for many of the quests you’ll be doing.

 

Starter Gear

        You’ll need light (to light up dark rooms so you can see), packs (to carry more and store things like herbs), other miscellaneous gear, a weapon, and perhaps some armour. You can find some donations in adventurer guild donation boxes like in Sparkle, but it’s usually not helpful. So where can you find good starter gear?

Palanthas

  • Weapons: There is a weaponsmith in the merchants quarter that will make any style of weapon you want. They are high quality for being non-magical, and they are lightweight.
  • Armour: There is a leatherworker near the smith who makes custom leather armours. They provide ok protection, and they are lightweight. (Are you starting to detect a theme here? You want gear that’s useful but won’t encumber you, or you’ll fatigue.) Don’t forget gloves and boots. They’ll offer you unique protections on some quests.
  • Packs: The leatherworker also makes custom packs. The lootsack is neat, because it has the <sackloot> command which takes loot directly from a corpse and puts it in your pack without you having to get it. However, it’s heavier than a normal sack (light). A pouch or satchel is also useful. You’ll want something to store items you don’t want to accidentally drop or sell. Remember, keeping things in packs reduces their effective weight, so you don’t want to just carry things in your open inventory for long. On that note, getting a sheath, scabbard, or holster here for your main weapon will help you reduce its weight while not in use.
  • Light: In the Aesthetics quarter, you’ll find a gear shop with your typical lanterns and oil. They also sell a unique fungus clay torch. If you don’t burn it out, it will regrow, so buy two or more and cycle through them. You’ll rarely run out of light.
  • Climb: The gear shop also sells rope (get silk, it’s lighter) and grapples. Fasten them together, then <hold rope> (takes two hands) for a vital boost to your climb skill. You’ll want this for a big chunk of quests.
  • Communication: <ntell> is ok for new player questions, but the rest of the game uses messengers to communicate (or magic spells). Pages (messengers) can be bought 3sw,2se from the main plaza in the Aesthetics quarter. Having a few of these on you can be a big help or get you introductions from people you want to meet.

Herbs

        Anyone can use herbs unlike magic which is exclusive and guild dependent. Learn to use them. They can dry out, so keep them in an herb safe pack or pouch. They can heal, reduce fatigue, restore mana, provide protections, improve stats, and boost a number of general skills significantly. <search here for herbs> will find available herbs in a room (random based on what grows there). <search here for herbname> will find a specific herb if it grows in that room but only if your herbalism skill is high enough. That level of skill takes a guild or at least craft guild (Gardeners). Herbs save over logouts, so that makes them especially nice to obtain.

What to Do Next

        After leaving the tutorial, getting some cash, improving skills, and getting equipped, you’ll want to quest extensively. Where are the best places for new players? Those are listed below, but it’s recommended you not be a goblin. They’re forbidden from some quest places. You’ll also want to be good aligned. Evils are forbidden from entering some quest places. I know, not great for roleplaying, but you can always kill yourself and turn goblin later.

There are quest orbs in the Tower of Realms in Sparkle that show you which quests you’ve completed and give out hints (some better than others) about how to get started:

  • Solace, Krynn: See Tarshir the Questmaster for a lot of easy quests in the area.
  • Vingaard Keep, Krynn: See Gunthar the knight inside. Good aligned, no goblins, so you want to knock these quests out while you’re young.
  • Minas Tirith, Middle Earth: See Hunthor in the third circle. Good aligned, so knock these easy quests off your list early.
  • Gelan, Calia: Bunch of easy quests scattered around.
  • Argos, Calia: Alexis has a number of easy quests, no alignment restrictions.
  • Emerald: Bunch of BIG quests you can do while you’re small. No restrictions.
  • Kalad, Kabal: Bunch of scattered quests plus Carastur has a half dozen. No restrictions.
  • Sybarus: Lots of scattered quests.
  • Shire: Lots of scattered quests.

 

        There are many more quests in more lands than listed here, but the bigger ones typically require you to have some fighting prowess. They’re advanced, but you’ll want to knock them all out eventually if you can.

 

Author: Somebody

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