Book 49 -- Adventurers Guild Advice for Beginners
by Stonedog
This book is designed to help out people who are starting a new character
and have little or no experience with the game.
Stats
The first thing you need to do is assign your stats (I recommend that you
do NOT take ambidexterity). What works best for me is to keep the stats
fairly average (from 9 to 13). If you want to start out with a big bruiser
or a really smart mage, you are welcome to do so, though it could hurt
later on when you are increasing your other stats. I recommend you examine
the race you are interested in, noting which stats have maximums. Checking
the race description to see what stat raises cost (low numbers are good
here), you often find that stats with low maxes also have high increase
costs. I recommend starting the stat at it's max (for example, Stonedog,
the character I now run, is a lizardman. Lizardmen have a max Dexterity of
13 when created, and need 8 points to raise it, so I started his Dexterity
at 13). Note that the stat costs to raise are multipliers. When I raised
Stonedog's dex to 14 it cost 8 ep's, when I raised it to 15, it cost
another 16 ep's). This gets expensive! very quickly. Note that almost all
characters can do quite well with a starting Stamina of 9.
The next item to consider is what weapon to train in. Make sure you have
the Strength to use the weapon without becoming fatigued! This is very
important, as you can pass out from exhaustion or just not fight well if
your strength is low. For example, a longsword has a fatigue factor of 3,
which means you should have a strength of 13 before you use it. If you want
to use a large, 2-handed weapon, I recommend you start out with a lighter
one and work your way up to it. For example, Stonedog started with a
scimitar and used it for several turns. Then when I raised his Strength to
16, he began using a greatsword. Consider using a hand axe or something
else that can be hurled, as Hurl Weapon is a useful skill whenever you
finally begin adventuring. Also, DO NOT use a weapon which you haven't
trained in!
Don't wear armor! I have seen more beginners lose every match in their
first turn because they thought that they could wear plate than I care to.
Armor tires you out, and its fatigue is added to that of the weapons when
determining the strength you need to wear it. If you have a HIGH strength,
consider leather.
Combat hints: Stay at your weapons optimal range 100%, the other ranges
anywhere from 50% to 75%. Moving around tires you out very quickly. Attack
100% with 5% chance of success with your main weapon (unless at short
range, use your off hand 100% at 5%...unless you use a short range weapon).
If you do use a short range weapon, CHARGE!
Races
Dwarves, Gnomes, Half-elves, and Humans have no innate talents or skills to
use immediately.
Elf - Use CM:Daze (2/9). Long spears are nice! High Dexterity and Cunning
is good. A high Stamina will become necessary as you cast more spells.
Faery - Use CM:Blink (2/9) and Distraction! Dodge 100%. Have a high Dexterity!
Feline - Use Bite (2/9) (can cause loss of honor)! Use your off hand at
short range (Claws!).
Goblin - Use Kick (2/9), maybe Trip (2/9). Don't let your opponent get up
(unless you wanna be honorable...then don't trip either).
Halfling - Trip! Use short range weapons! Charge in and stay in!
Half-Troll - Use a secondary strategy to rest once you are wounded below ~40%.
Lizardman - Use Tail Whip (2/9) and Bite (2/9). Use your off hand at short
range (claws). Your native weapons cause you to lose honor if you use them.
Minotaur - Use Head Butt (2/9).
Ogre - Use Berserk (9/9)! Consider Spiked Gauntlets, though Fists at Level
2 is also an excellent choice.
Your first turn comes back
Well, hopefully you did ok. Now what?
Raise your stats! They are the most important thing you have!
Get Combat Sense, then save up and get Mind Wall, especially if you have an
elf in your battle group. Elves should get Universe Magic, and either raise
CM:Daze or get CM:Blast!
For adventuring, I recommend you have Avoid Traps to at LEAST trained,
though Level 1 would be better. Get Bargaining and Appraisal to trained,
but then leave them alone (you don't really need anything higher unless you
plan on selling lots of stuff).
There are probably lots of other stuff to cover, but this is what I can
think of. I highly recommend this game to everyone! Also check out the
other links on the AG Page, and subscribe to the email list (where you can
meet lots of players and get even better advice :>). Don't forget there is
a chat every Wednesday night, just go to http://www.epmgames.com/ and enter
the Players Guild.
Enjoy, and good luck!
Stonedog
The End
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