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List | New Player's Guide | Character Guide | FAQ

ADVANCED CHARACTER GUIDE
by jason_kroeker, July 27 2006

This page is an advanced guide of the many different ways to create a new character (or to try to 'fix' an existing character), for an advanced player of Larkinor. This guide is based on many years of accumulated experience, but you are completely free to create your characters however you would like. I will try to outline the advantages of each character type, and possibly a few of their downfalls. If you have any suggestions for additions or corrections, please e-mail them directly to me at jas_kroeker@hotmail.com.

   
CHARACTER GUIDE SECTIONS
Character Guide Advanced Character Guide
   • Useful Formulae    • Useful Formulae
   • Fighters    • Fighters
   • Mages    • Mages
   • Semis    • Semis
   • Diggers    • Diggers
   • Thieves    • Thieves
   • Robbers    • Robbers
 

USEFUL FORMULAE

FIGHTERS

Fighters do not use magic spells, but carry a ranged weapon in one hand and a melee weapon in the other. They may train both melee skills - piercing/slicing ('p/s') and striking/smashing ('s/s') - or may choose to train only one. Training both is more costly since you need to make or buy an extra weapon every level. It is also more difficult to ensure both skill levels stay high enough to be effective. However, by carrying both weapons you could sometimes finish a mission a level or two sooner by alternating your weapons as needed based on the weaknesses of each monster. For a new player, it is suggested that you choose only one of p/s or s/s to train.

A fighter may be trained as a Persistence fighter, Strength fighter, Quickness fighter, or some combination of these. Alternatively,

Alternatively, a fighter may also train ALL persistence early, with the goal of 'fixing' the character later. Training all persistence early will give you significantly more hitpoints in the long run at the expense of Quickness and/or Strength in the early levels (which means leveling up will take longer). If this option is chosen, you need to decide the level by which you wish to have 'fixed' your character by finally catching up on the attributes that were falling behind while you diverted all your attribute points in Persistence. To do this, calculate the number of attribute points you will have by the time you reach your target level by following this formula: 17 + ( target level * 3 ) + estimated number of King's Missions completed.

Finally, subtract the total of the Dexterity, Quickness, Strength, Luck and Intelligence your character will have by the time you hit your target level. This is the number of points you will have in Persistance at your target level. As you level up, you then maintain Strength and/or Quickness at a lower level than is stated below (Strength and Persistence fighters likely reduce Strength, while Quickness fighters reduce Quickness and possibly Strength if desired), putting all extra points into Persistence, until you reach its target value. Then start 'fixing' your character by getting your Strength and Quickness up to their desired values.

Note: If a fighter wishes to make its own magic weapons instead of having to buy them or rely on another character to make them it should buy the magic skill from the Mage Tower immediately, and raise the Intelligence attribute to 8 fairly early to ensure there are enough manapoints to create all required items. This will also allow the fighter to buy and use the healing and homeport spells after a few levels, which can be helpful.

ADVANCED FIGHTERS
Strength 1: for pure Persistence and Quickness fighters but not suggested, or for fighters training Persistence early
level / 3: suggested for Persistence and Quickness fighters
level: for Strength/Persistence, Strength/Quickness, or well-rounded fighters
level * 1.5: suggested for Strength fighters
Intelligence 1: do not train
Dexterity level / 1.5: for all types of fighters
Quickness ( level / 1.5 ) + 3: for Persistence or Strength fighters
level: for Persistence/Quickness, Strength/Quickness, or well-rounded fighters
level + 3: for characters planning to fight on Thord-Artin a lot, and who don't want to worry about healing the curse calamity
level * 2: for Quickness fighters
Luck 1: do not train
Persistence all remaining attribute points: for all types of fighters
 

MAGES

Well-trained mages will hit much harder than fighters of the same level, but do not vamp hitpoints back like fighters do (once fighters start using vamping weapons, around level 9 and beyond). Mages also require both Intelligence (manapoints) and Persistence (hitpoints) to be trained as they level and both require healing after a fight while fighters really only have to worry about hitpoints. These two issues make playing a mage slightly more complicated. However, they only have to split their attribute points among three attributes: Persistence, Quickness, and Intelligence.

Similar to how fighters can train Persistence early, mages can train Persistence and/or Intelligence early. These may be done simultaneously (keeping them equal, and not training Quickness very much until later), or one after the other (likely Persistence first to have more hitpoints, but Intelligence may be done first to get more manapoints than you will usually need, with two exceptions explained in the following paragraph).

Two things that mages must watch for are high-hitpoint monsters and mana-draining monsters. Both will tend to be unbeatable for the first level or two that they are seen (sometimes more) since a mage only has so many manapoints.

Since mages use spells to fight, they can carry two shields for added protection. To save money, they can upgrade only one shield twice per level, meaning they always carry one shield of the level they are on and one shield from the level before. This will often only differ by a few protection points under the protection offered by two fully upgraded shields, although there are a few levels on which this difference is more significant.

Note: For a well-rounded, simple version of a mage, simply split Persistence, Quickness, and Intelligence equally.

ADVANCED MAGES
Strength 1: do not train
Intelligence level: suggested minimum while training Persistence
level * 1.5: for Quickness and Persistence mages
split exactly with Persistence: for pure mages
Dexterity 1: do not train
Quickness ( level / 1.5 ) + 3: for Persistence or pure mages, or while early training Persistence or Intelligence
level + 3: for mages intending to fight on Thord-Artin without healing the curse calamity
level * 2: for Quickness mages
Luck 1: do not train
Persistence split exactly with Int: for pure mages
all remaining attribute points: for Quickness and Persistence mages
 

SEMIS (MAGE/FIGHTER COMBOS)

A semi fights with magic as its ranged (first) attack and uses a melee weapon for close (all remaining) attacks. Most semis will carry a shield in one hand and melee weapon in the other (they have the same choice fighters have: to train one or both of p/s and s/s weapons, and again, choosing only one to train is suggested for new players). Some will carry a p/s weapon in one hand and a s/s weapon in the other, foregoing the option to carry a shield for extra protection, but allowing them to choose which weapon to use based on a monster's weakness.

Another option a semi has is to use magic twice before hitting with a melee attack. This will train the magic skill more, allowing it to be slightly stronger, but reducing the number of hits with the (likely) vamping melee weapon. If a semi does hit twice per fight with magic, it will not get enough experience with melee to train both p/s and s/s, so it will have to chose only one melee weapon type to train.

Because semis must split attribute points over five attributes, there is really only one option for distributing points.

ADVANCED SEMIS
Strength 1: if training Persistence early, or if damage and vamping bonuses aren't desired but not suggested
level * 0.33 ~ 0.5: suggested for most semis
level * 0.75 or level * 1: cannot be this high if Quickness = level + 3 or if Persistence training will greatly suffer, but may be used if large damage and vamping bonuses are desired at the cost of very few hitpoints
Intelligence ( current magic level + 1 ~ 2 ) / 1.3
Dexterity level / 1.5
Quickness ( level / 1.5) + 3: for most semis
level + 3: for semis wishing to fight on Thord-Artin without healing the curse calamity
Luck 1: do not train
Persistence all remaining attribute points
 

DIGGERS

A digger's main purpose is to make money, not to level quickly. More valuable gems can be dug up as a digger's Luck increases. The highest gem can be obtained with 60 Luck, so that is all a digger really needs. If they continue past this threshold, they will only increase their chances of getting the more valuable gems, and will not find anything new. Oreputty, however, will start appearing in groups of two at 61 Luck, so that is a more ideal cut-off point if a digger wants to train something other than just Luck.

Digger/Fighters (as well as thieves and robbers) will not fight enough to have their weapon skills increase automatically, so they will have to purchase these from the fortress, requiring more Dexterity than normal fighters.

A pure digger is the only type of digger that will train Luck past 61. But since a maximum of 10 of the initial 20 attribute points can be placed in Luck, 5 must go into another attribute. These may be placed in Intelligence (and possibly up to a total of 8 to ensure all items for the digger's current level can be built) to allow magic to be used to complete a few missions and to make items in the Mage Tower; or they may be placed in Dexterity to allow weapons to be used to complete a few missions; or they may be placed in Persistence to allow the digger to have a few more hitpoints and slightly larger carrying capacity; or they may be placed in Strength for a weapon damage bonus in early levels and for slightly larger carrying capacity; or they may be placed in Quickness to decrease the number of double-hits while completing a few missions.

Diggers can also fight (with weapons or magic) after they have reached the 61 Luck threshold, only going back to dig for items or profit as required. Choose one of the character types above and simply change the default attribute for extra points from Persistence to Luck until the digger's Luck attribute reaches 61.

Note: After 61 Luck is obtained for digger/mage or a digger/fighter, all points do not have to go into Persistence. A digger/mage may chose to put them into Intelligence and a digger/fighter may choose to put them into Strength. Either type may decide they should go into Quickness instead or some combination of the two.

ADVANCED DIGGERS
Strength 1: for pure digger, digger/mage, possibly for digger/fighter
level / 3: suggested for digger/fighter - may be higher if desired
Intelligence 1: for digger/fighter, unless they want to make magic weapons
6 or 8: suggested for pure digger, and for digger/fighter who wants to make magic weapons
( current magic level + 1 ~ 2 ) / 1.3: for digger/mage - may be higher or lower, depending on personal preference
Dexterity 1: for pure digger and digger/mage
level / 1.2: for digger/fighter
Quickness 1: for pure digger
( level / 1.5 ) + 3: for digger/mage and digger/fighter
Luck all remaining attribute points until 61: for digger/fighter and digger/mage
all remaining attribute points: for pure digger
Persistence 1: for pure digger
all remaining attribute points after 61 luck is obtained: for digger/fighter and digger/mage
 

THIEVES

Like diggers, thieves can also bring in a lot of money in the long run, especially if the thief has a rich benefactor to donate money so the thief can buy a boat to steal on Thord-Artin. Since stealing from the drop down menu is more profitable and increases your stealing level much faster than stealing from players it is strongly suggested that this is how you should approach stealing. Once your stealing level reaches 200 you can no longer gain levels by using the drop down menu, so then you must either stop progressing at 200 or start stealing from other players. Stealing from other players takes much dedication and patience and is a subscriber-only feature. Alternatively you can branch out into a new profession such as fighter or robber.

Stealing requires Luck, Dexterity, and Quickness, so it is suggested to either make a pure thief or a thief/fighter. A thief/mage is not ideal since a thief requires Dexterity while a mage does not. However, a semi would also make a decent thief.

ADVANCED THIEVES
Strength 1: for pure thief and thief/fighter, if desired
level / 3 ~ level / 2: for thief/fighter, if desired
Intelligence 1: do not train
Dexterity level / 1.2: for thief/fighter
level / 1.5: for thief/fighter who will do sufficient fighting to maintain weapon levels without buying them
split equally with Quickness and Luck: for pure thief
Quickness ( level / 1.5 ) + 3: for thief/fighter
level + 3 for a thief/fighter wishing to fight on Thord-Artin without healing the curse calamity
split equally with Dexterity and Luck: for pure thief
Luck all remaining points split equally with Persistence: for thief/fighter wishing for faster healing
split equally with Dexterity and Quickness: for pure thief
all remaining points: for thief/fighter - after stealing level 200, he could take up digging if desired, since he'd have plenty of Luck
Persistence 1: for pure thief and suggested for thief/fighter
all remaining points split equally with Luck: for thief/fighter wishing for faster healing
 

ROBBERS

Like thieves and diggers, robbers also can bring in a large amount of money at the cost of slower leveling. When robbing a house (which is a subscriber-only feature), the six types of traps you'll encounter relate to one of the six attributes, so it is suggested that a robber's attributes are split fairly evenly.

Any type of character previously described can rob (I have a digger, with 1 Quickness, Strength, and Dexterity, who has a decent robbing skill level), but a dedicated robber will either train all attributes equally, or maintain Intelligence and/or Dexterity, as well as Quickness high enough to fight effectively while splitting points between all the other attributes equally. Since a robber should train all attributes, it makes sense that if/when they fight, they would be similar to a semi because Intelligence and Dexterity are already high (which allows for magic ranged attacks and the weapon and shield combination for melee attacks).

ADVANCED ROBBERS
Strength all remaining points split equally with Luck, Persistence and possibly Quickness: for robber/semi (see note in Quickness section)
split equally with all attributes: for pure robber
Intelligence ( current magic level + 1 ~ 2 ) / 1.3: for robber/semi
split equally with all attributes: for pure robber
Dexterity level / 1.2: for robber/semi who will buy weapon level since he won't fight much
level / 1.5: for robber/semi who will fight enough to maintain weapon skill levels
split equally with all attributes: for pure robber
Quickness (level / 1.5) + 3 or all remaining points split equally with Strength, Luck, and Persistence - whichever is higher: for robber/semi
split equally with all attributes: for pure robber
Luck all remaining points split equally with Strength, Persistence and possibly Quickness: for robber/semi (see note in Quickness section)
split equally with all attributes: for pure robber
Persistence all remaining points split equally with Strength, Luck and possibly Quickness: for robber/semi (see note in Quickness section)
split equally with all attributes: for pure robber
 

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