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Post by Tempest on Mar 27, 2005 8:45:23 GMT
I'd like to post some little tips that may help people new to the game in starting up. These helped me a lot, so I'd like to pass them on.
When starting a new character:
- Kick the wooden signs down at the troll (12w) and just outside Neville (13n,3e) to become nasty so you can join necro/scythe/chaos. It takes roughly 55-60 kicks per sign, and it takes both signs.
- You can also get nasty by killing the Priestess is Listhalia with a coup de gras (might be the equivalent to one wooden sign in terms of nastiness). [Her corpse will not work as a trophy to join Scythe]
- To join Scythe, kill the Balan beast and submit his corpse as a trophy. If you don't need it, sell his corpse to the Butcher in Neville for quick starting cash.
- Run through the playground doing the free xp searches once per reboot. This is good to do with a fresh character if CX is closed (also Balan Beast).
- Don't forget to sleep in the manor when you first create before heading down south to join shifters. You'll need the sps to learn opossum form.
- For the weaker classes, like necro and mage, run CX until you can't get any more experience out of it. This should put you at about level five before you have to begin killing.
- For mage, learn flame dart, and maybe light, and use fd at spellpower high until you can get acid arrow later on. Flame dart can last you well up to level 12 or more.
- When making a shifter, go to opossum 3, then pick your primary clan, then pick your secondary clan. Your primary should be forest, and secondary be whatever you want (reptile or feline). Having forest as your primary requires less time in flower/tree form, which you'd only use to heal. You'll already be spending a lot of time in reptile/feline as you xp anyway.
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Post by killcrazy on Mar 27, 2005 10:35:04 GMT
All good ideas (though probably not for newbies but low level people who know their way around, it's all good).
I'd disagree about the last two points. Learning magic missile or not is down to personal preference (I'd go for it if I didn't always join invocation and get fireball anyway), and what's 400 study hours to having a better offensive spell from 10-13?
And starting with forest clan is a horrible experience. If you choose reptile/feline as a primary you can work it up much quicker than if it was a secondary, and have a playable character much quicker. Nothing in the forest clan is regularly used, so training it would just be for show.
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Post by Tempest on Mar 28, 2005 6:33:44 GMT
My shifter (level 2 or so currently) was going to be forest/reptile to tank as treant. I was thinking that since I wouldn't use flower/tree much, the lower time requirement would help. Meanwhile, I'd xp as nelitos/drakon and finally tank/bash as drakon or tank as treant as needed. If I did forest secondary, I'd end up spending more time in forest than needed to heal. Still think it's a bad idea?
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Post by Lanstro on Mar 28, 2005 11:53:49 GMT
mid level shapeshitter is depressing enough without increased idling time
and if, by all reports, treants can't even go indoors, then they've gotta be pretty worthless as a tank anyway
-Lanstro, whose shifter doesn't even have flower 1
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Post by Aurac on Mar 31, 2005 15:56:40 GMT
I think I used to just make two shifter alts. One reptile/forest and the other feline/forest. That way the two clans I wanted to play were fast, and forest (which is fun sometimes, but boring most of the time) was secondary and not tertiary. But that's just me.
--Aurac
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Post by ogrillion on May 12, 2005 5:30:44 GMT
Good list... and these are my modifications:
- shifter... not for a newbie at all. If played 'in shifter spirit' it gives quite a different view of AA to the player. But if that's the choice, I agree about having forest as secondary clan (I'd keep primary for an all-round clan to get to the high forms as fast as possible anyway).
- mage... go human or tougher (orc is not so bad after all). Leave elf for a more experienced alt. That way you could stand some more chances in battle at low levels and enjoy some real fighting/bashing. Starting as a hit'n'run elf mage would be a depressing AA experience imho. Also, an orc mage can raise staff to the 20's with ease using Zhou (always compared to mage skilling pace...). Get mm or ice flurry as well. That will definitely help to reach the 3500 hours needed for a 'real' killing spell. 400 hours (mm cost) are roughly equivalent to get 12k xp. = 1 hour solo playing at lo-mid level without wasting a capital in heals.
CX helps a lot for cash burners like necros, but i disagree about doing only cx to level 5. Plenty of easy kills around, and in those first 5 levels you can set up a decent base of weapon skills as well.
I would as well stay guildless for a time, to get an unbiased view of the AA world and people...
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Post by ogrillion on May 12, 2005 5:42:34 GMT
...oh forgot one thing <grin>
don't keep on kicking that wooden sign if the troll is dedicating her attentions to you...
Well... figure you got that already... regards to Lars!
Muhahaha
- end of stupid post -
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Post by lamguin on Mar 21, 2007 5:22:41 GMT
Ghost ship.
All n, 4 s, 5 e, enter ship.
Good until level 10, has a room for free healing (from the entrance, e, s, e, u, n, open n, n. Great for rangers, just being in the room makes you heal faster, so it works on your wolf, too. Unlike the manor), and a miniquest that is nice for quick cash.
How to do the miniquest
1) Kill the ghost captain. (from healing room, s, open w, w, open n, n. Be careful, there's a skeleton and a spirit in here with him and they all aggro) You do not have to kill the spirit or the skeleton to get the log, just the captain.
2) Exa drawer. This gets you the log.
3) Go south. Search papers. This gets you the missing page. Put both the log and the page in keep. This used to get you some old coins that you could take to the bank in Tantallon to "exchange" for twice the gold as the number of coins, but the last few times I tried it, I got no coins. Meh.
4) e, s, d, w, s, d, 2n, search for treasure. I'm pretty sure there's an int check here, so if yours is a bit low and you aren't getting any luck here, try beefing it up a bit. If it works, you've just gotten yourself an emerald necklace, a gem, and a jewelled dagger. They sell for a total of about 470 coins.
As long as you have the log and the page in your inventory, you can skip all but the last step to get more free cash whenever the ship resets. Doing this from the time you are able to take out the captain until you can't enter the ship anymore should get you more than enough money to live in style for a few levels.
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Post by tehlung on Mar 21, 2007 13:38:46 GMT
is that a joke?
ffs abyss please give me admin.
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Post by Pillar on Mar 21, 2007 13:51:17 GMT
cloooooooooooose reeeeeeeeeeegs
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Post by musashi on Mar 21, 2007 14:10:41 GMT
C'mon guys... that's newbie stuff!! Aren't there few newbies in AA as well??
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Post by musashi on Mar 21, 2007 14:31:56 GMT
Actually, lamguin's note reminds me of the time when I was exploring the ghost ship myself years ago, I couldn't find anything since the place was full of newbies cleaning the place all the time.... but times change, it seems.
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Post by shin00bi on Feb 26, 2008 6:46:37 GMT
To get the coins just south of the captain, just do a plain 'search' in addition to 'search papers'
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