Player Guide: Difference between revisions
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Revision as of 03:07, 6 November 2023
The purpose of this guide is to consolidate 'must know' information into one place. Reading this isn't necessary when first making a character, but is recommended.
If you're not already aware, there's a game launcher that we recommend using.
The guide might occasionally reference a slash (/) command, which can be viewed on this page or seen in-game via the blue crystal chat tab.
Character Creation
Spawnpoint
When making a character, you'll have a choice of starting locations and races to choose from. The location doesn't matter much as you can always change it using the /spawnpoint command.
Description
You'll see a 'description' input. You can also change this in-game via the options menu (cog icon on the far right, 'Change Description). A character description is a basic HTML page, which you can use to include an image of your character, and/or a text description. See this character profile guide for some commonly used tags and templates.
Tutorial NPC
After creating your character, you'll spawn directly next to a Tutorial NPC. Interact with it with lift-click or X. Complete the tutorial quests to learn the basic controls and interactions, such as buying and selling items, defeating monsters, battling other characters, and exploring dungeons.
Stat Sheet
Within the stats menu after making a character, you'll see the following.
- Level: Your character level. You earn EXP via roleplaying, completing quests and dungeons. The 'soft cap' is Level 200, which typically takes a few weeks or less to reach. The 'hard cap' is 220, which takes a few months or longer to reach, depending.
- Spell Points: Points to spend on spells. Consider that you have a few hundred to work with when designing a build. The potion 'Mana Amnesia' can reset all your spell points and purchases beside the openers, and a 'Rebirth' potion can reset your choices entirely (as long as you're under Level 210 for the latter).
- Stat Points: Points to spend on stats. Always focus on Vitality and Power. You can use a 'Blackout' potion to reset your stat points.
- Vitality: This increases your HP by 274. Click the stat name (or green HP bar) to see your current amount.
- Power: The damage spells deal.
- Agility: One point increases crit rate by 0.30%, and reduces spell cooldowns by 0.15%.
- Mana: Each point gives 0.05% damage reduction up to 150, and 0.020% after 150, as well as increasing your overall mana pool.
Also lifeskills, but that's best detailed in the category below.
Guild
A guild is a great way for players to organize their characters. If you're looking to join one, the guilds sub-forum might be useful, or just ask around in-character.
High ranking members of a guild can also put out public and private announcements; the latter is sent to all members, and pings them, and the former is server-wide. This is great if you're hosting an event, such as a tournament, festival, wedding, or anything else you might want to get the word out on.
Faction
A faction is a settlement wide organization, and joining one unlocks various features. When a part of a faction, you'll gain influence whenever roleplaying nearby the associated settlements (you can use /influence to see your amount). You can still be a member of other guilds, but only one faction.
Speak to a recruiter NPC to join a faction as a base rank of 1 (citizen). Each rank up is +50% influence gain. High ranking members of that faction can promote you.
Influence can be spent on upgradeable faction gear and also via the token/PvE store. It's an attractive perk to have, so do consider officially aligning with a settlement, whether it's as a knight, priest, researcher, or whatever other role suits your character, even if it's just someone that lives there! This also generally makes roleplaying easier as a new player since it provides a path to follow.
Crafting
General crafting has no spell point investment. Artificer and Alchemy cost a total of 10 spell points (2 per tier, five tiers).
General Crafting
These are public recipes anyone can craft free of spell point investment. Just have the ingredient list in your inventory, then left-click the associated recipe. You can find many useful items here, such as rowboats to travel the ocean, hoes and watering cans to farm, fishing rods to fish, and paper/books to document history. Be sure to have a look through to see the different items and their descriptions (right-click an item to view this).
Artificer
An artificer can forge gear (such as weapons and armor), enchant/empower gear, and forge many rune-related objects.
Alchemy
Alchemy is the brewing of poisons for various effects.
Classes
You can spend 5 Spell Points to unlock an (optional) character defining class. These are supporting roles within the world of Meranthe.
The typical method of learning a class is by being inducted by another character. Alternatively, you can submit an ability request application. See the individual pages for mechanical and lore information.
Medic
An experienced Medic can Mentor others to learn Medic. As you use Medic (to treat temporary and permanent injuries) you accrue EXP that can be spent on various upgrades in the public skill tree.
Faith
A priest can baptize another to grant them Faith - Initiate, one of three levels. While there are many faiths, what they share is that their unison with the flow of life energy (known as the lifestream). This fuels typically benevolent acts (empowering, healing, warding), but there are no alignment restrictions on a Faith (or any Class, technically). You can be a bloodthirsty zealot or a pacifist sage as long as you abide by your particular Faith's oath.
Fortuna
This is a sub-Faith with unique mechanics. Fortune tellers empower the fates of those they bless, tell fortunes for randomized buffs, and can unlock Fortuna combat spells.
Necromancy
Necromancy is control over the dead. You can summon and empower the undead as your direct underlings. This ability is quite rare and difficult, and must be taught directly.
Black Magic
To become a Witch, you form a soul exchange pact with hel, the underworld. You can sign your name into a Book of Shadows object, or manifest your own, then accrue and spend Essence to further master the dark arts. Much like Necromancy, most governments have a death penalty for this practice.