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List | New Player's Guide | Character Guide | FAQ
CHARACTER GUIDE
by jason_kroeker, July 27 2006
This page is a basic guide to the many different ways of creating a new character in Larkinor (click here for the advanced version). 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.
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USEFUL FORMULAE
- Maximum weapon skill level attainable from fighting: Dexterity * 1.5
- Maximum weapon skill level attainable from the fortress: Dexterity * 1.2
- Maximum magic skill level attainable from casting spells: Intelligence * 1.3
- Minimum Quickness to avoid double-hits: ( level / 1.5 ) + 3 (provided you don't have curse or paralysis)
- Minimum Quickness to hit first: level * 2 (provided you don't have curse or paralysis)
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. These main three types are detailed below. For combinations of these types, please see the Advanced Character Guide.
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.
PERSISTENCE FIGHTER |
Strength |
level / 3 (this is a suggestion, you could train it up to level / 2 or even level / 1) |
Intelligence |
1 (do not train) |
Dexterity |
level / 1.5 |
Quickness |
( level / 1.5 ) + 3 |
Luck |
1 (do not train) |
Persistence |
all remaining attribute points |
STRENGTH FIGHTER |
Strength |
level * 1.5 |
Intelligence |
1 (do not train) |
Dexterity |
level / 1.5 |
Quickness |
( level / 1.5 ) + 3 |
Luck |
1 (do not train) |
Persistence |
all remaining attribute points |
QUICKNESS FIGHTER |
Strength |
level / 3 (it is suggested to not train it any higher because within a few levels you will not have many points left for Persistence) |
Intelligence |
1 (do not train) |
Dexterity |
level / 1.5 |
Quickness |
level * 2 |
Luck |
1 (do not train) |
Persistence |
all remaining attribute points |
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.
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.
A mage may be trained as a pure mage, Persistence mage, Quickness mage, or some combination of these. These main three types are detailed below. For combinations of these types, please see the Advanced Character Guide.
Note: For a well-rounded, simple version of a mage, simply split Persistence, Quickness, and Intelligence equally.
PURE MAGE |
Strength |
1 (do not train) |
Intelligence |
split exactly with Persistence |
Dexterity |
1 (do not train) |
Quickness |
( level / 1.5 ) + 3 |
Luck |
1 (do not train) |
Persistence |
split exactly with Intelligence |
PERSISTENCE MAGE |
Strength |
1 (do not train) |
Intelligence |
level * 1.5 |
Dexterity |
1 (do not train) |
Quickness |
( level / 1.5 ) + 3 |
Luck |
1 (do not train) |
Persistence |
all remaining attribute points |
QUICKNESS MAGE |
Strength |
1 (do not train) |
Intelligence |
level * 1.5 |
Dexterity |
1 (do not train) |
Quickness |
level * 2 |
Luck |
1 (do not train) |
Persistence |
all remaining attribute points |
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).
Because semis must split attribute points over five attributes, there is really only one option for distributing points.
SEMI |
Strength |
level / 3 ~ level / 2 (suggested, but may be as high as level * 0.75 or level * 1) |
Intelligence |
( current magic level + 1 ~ 2 ) / 1.3 |
Dexterity |
level / 1.5 |
Quickness |
( level / 1.5 ) + 3 |
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. For more variations on the standard 'pure digger' (such as a digger/mage or digger/fighter), see the Advanced Character Guide.
PURE DIGGER |
Strength |
1 (do not train) |
Intelligence |
6 (see explanation in the digger section of the Advanced Character Guide, as well as arguments for putting these points in other attributes) |
Dexterity |
1 (do not train) |
Quickness |
1 (do not train) |
Luck |
all remaining attribute points |
Persistence |
1 (do not train) |
THIEVES
Like diggers thieves can also bring in a lot of money in the long run. 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.
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