View Full Version : AG Startup Guide
Lyrehc
06-07-2010, 10:14 PM
When I posted a few weeks back about my concerns that the AG startup guide isn't as relevant as it could be for new players, it was suggested that I could edit the wiki. Before jumping in like that, I wrote up how I think a new AG character should start. I'd love feedback. I have used these suggestions with my own characters so I know they work for me, but maybe I'm missing something that someone else might catch. I've spoilered this due to length
Roll your character. The premade ones are appealing when you’re starting out and won’t have many powers or skills otherwise, but powers and skills aren’t that hard to get relatively speaking and the difference that stats make in speed of leveling up far exceeds any temporary skill gain you may have. I prefer that my character not have any stat less than 18, and preferably all 19s or 20s. There are some opportunities to increase stats, but unless you plan on donating quite a bit in the beginning you won’t be able to increase more than one until you’ve been playing for a while. Not only that, Tarlaro’s elixirs can only be purchased every 60 days so even boosts there are limited.
Choose your starting skills. There is some debate over which skills to start with, but I prefer to use Thievery (10), Diplomacy (1), Unarmed Combat (8), and Lore (1). The Lore could be switched with Arcana but I don’t find either of them of huge necessity early on. Likewise, Diplomacy or Unarmed Combat can be changed for Horsemanship, although there are several adventurers who prefer to wait to obtain that skill until Saarngard Isle.
Choose your starting power. An argument can be made for starting with just about anything except Elementalism. I like to pick Gating, Illusion, or Telekinesis because they give me a fairly stable offensive power. With the startup scenarios disabled you may want to choose Necromancy because the only other ways to obtain it from the game is through the Adventurer’s Collective where you’ll need to spend gold and ATs for it or through The Murk.
NOTE: After selecting starting skills/power I do not do anything to increase them until I’ve played through quite a few adventures. All increases in MR/SP/NV come from items that I pick up in play. Also, at this point in the game I pick up all items common or higher to sell so that I can acquire gold as quickly as possible. But don’t sell Aldvarian Artifacts anywhere but the library in Talinus.
NOTE 2: You want to start exploring the Longspur Downs and seeing the Crimson Helmed Rider from your very first day playing Sryth. Visits seven days in a row unlock access to Moonpath, but it will take you another 36 days of running through the scenario there before you can obtain the ice shield.
The first thing I do is visit Irzynn the Outfitter in Hawklor. As soon as I have the free armor and weapons from him, I immediately travel to Durnsig and visit him twice more. This allows me to equip Goblindoom and the Adventurer’s Ring from the beginning and have access to Tarkhald Crypt when I want it. I also visit the village market to purchase a large backpack and a residence. Once that is purchased I stop and deposit the jade amulet.
I then go back to Hawklor and claim the Dragonclaw Amulet from the small windowless building with a blue door. I visit the Hillsfeet Inn, the church, the Stoneback Tavern, and the stables where I complete the adventures associated with each of those locations.
After completing the location adventures in Hawklor I then travel to Mirgspil. My first stop is at Grutlang’s Trading Post where I sell any equipment that I don’t need. I then complete An Unpleasant Encounter.
From there I move to Talinus and go to the Silver Cathedral and purchase 3 Blessings of Protection, which you’ll want to keep on hand at all times. I explore the Cathedral. I complete A Fireside Encounter, The Mossy Hillside, and Eavesdropping. After Eavesdropping I follow the clues to find the statue of Palk and once I have completed the event there find Lothren. He is invaluable during the early time in the game because he can identify any unidentified items for you without the need to visit the sages in Hawklor or Mirgspil after you complete the first adventure in Kyul-Thanor.
Go to Trithik. Complete A Cold Winter’s Night, abandoning the adventure if you get a reward from Rengol that isn’t useful. I prefer the Banded Sleeves of Troll Might, but Knight’s Breastplate or Knight’s Leggings can also be very helpful. Explore Blade Square. Have A Midday Encounter. Meet Mezaryl, although it’s a little early to approach the abandoned watchtower. Explore the north part of the city and help the Brothers at Lyrelock Monastery.
Go back to Mirgspil. Complete The Old Cathedral (and So We Meet Again if it is offered based on decisions in the preceding adventure). Visit the town magistrate and take care of Tribwin’s Trouble.
Return to Hawklor. Complete The Caves of Westwold, A Rough Night in the Stoneback, and The Hunted Man. Don’t approach anyone in the Stoneback Inn at this time.
Return to Talinus and trek to the statue of Palk where you’ll access the realm of Kyul-Thanor. Retrieve the missing standing stone jewel and find the Ring of Dark Valour. Visit Yilea who will have you rescue Ban-Drir where you can obtain the Warrior’s Ring. After leaving Kyul-Thanor and having your rings identified complete A Sleepless Night.
Go to Deadwater Shoals and complete The Ghost Ship.
Go to Kolnia and purchase the rusty longsword, which you will want to place in storage at your residence.
From there move back to Trithik. Explore the east side of the city and visit the building with the silver door. Complete both tasks.
Use a small amount of XP and train your offensive power to 30 (keep in mind that after this quest you can level up powers at the Grey Circle at a discount). Complete the Secret of Stoneback Hill. Afterwards seek to enter Trynd Keep and visit Thane Pyrond.
Go to Durnsig. Visit Tarlaro and check out her elixirs, paying special attention to which stats are below 20. If she’s open for business now is a good time to purchase one.
Go to your residence. I prefer to drop the tattered scroll so that I don’t accidentally drop it or sell it. Then save your game and use the Elixir of the Torrent. Quit without saving if you want different results until you find the one you want.
Travel to Trithik and complete Dead or Alive: The Hunt for the Phantom Assassin. At this point you should have accumulated around 19k general XP.
Go to Talinus. Join the Grey Circle. Acquire 5-6 new powers depending on how much XP you were able to accumulate while exploring the realms. I usually make sure that I have Telekinesis, Gating, Restoration, Illusion, and Divination at this point – and then choose the other power(s) at random (avoiding Elementalism). Help The Wounded Horseman.
Travel to Tryndmoor and meet the Man in the Leather Hat.
Go to Trithik and join the Adventurer’s Guild. Seek training and obtain the skill of weaponry: staves. Obtain the skill of archery from Jibik in Blade Square. Have Brother Kol at Lyrelock Monastery teach you Weaponry and Weaponry: Bashing.
Visit the Eye of the Sea in Port Hallik to obtain the skill of Seamanship.
In Thofyra’s Training Yard in Talinus learn the Weaponry subskills of Slashing, Hacking, Stabbing, and Polearms.
Have random encounters in Trithik until you recue Borimm from Grey Tunnelers. Have him teach you Woodmanship.
Explore Bentlimb Wood until you meet Toribikk, the Ancient Dhormu. He will grant you Lore or Arcana (whichever skill you didn’t choose to start the game with). At this point you should have all skills except the Weaponry subskills of Lances (obtained from Sarngaard Isle) and Troll-bont (obtained from PG IV).
Complete Across a Crowded Room and Terror in Greenmarsh in Tryndmoor. Level up Thievery to 30 and complete The Dragon Statue.
Go back to the Grey Circle and acquire 1-2 more powers. At this point you should have 8 powers that you have purchased through the Grey Circle (or Adventurer’s Collective if you do not start with Necromancy and cannot complete The Wandering Undead scenario).
Travel to Graldok and complete Daggerspire. That will give you Elementalism.
Journey to Stormfield and complete The Murk where you can obtain the final power. When that is finished Journey into the Murk where you’ll be granted the final skill (excluding Troll-bont and Lances).
Go to Durnsig. Retrieve the tattered scroll from your residence and use it to add +3 NVR.
At this point you have all the powers and skills that you can obtain until later in the game and you still have all the major adventures left to complete while exploring Sryth on your own.
zmflavius
06-07-2010, 10:19 PM
A few corrections:
Diplomacy and UC cannot be traded for horsemanship. You get that for free on Saarngard, that is why it is not gotten at the start.
You are right concerning powers, but restro is often chosen because it is a useful noncombat power, and combat powers can be gotten in necro.
You mention getting the final skill from Journey to the Murk, but I believe that is best saved for a power, if only to cut the xp costs since again, horsemanship can be gotten for free from Saarngard.
Otherwise, good!
Lyrehc
06-07-2010, 10:27 PM
I understand that you can get Horsemanship free on Saarngard, but with the AS&P adventures still left, I think that purchasing the final power up front equates to increased XP - especially after purchasing a QS. I experimented with characters both ways before reaching that decision.
However, maybe there's a good way to write that in so that new AG players can make their own choice. ;)
And unfortunately Necro isn't an option with the change made by the GM at this time.
thingirl
06-07-2010, 11:20 PM
With the startup scenarios disabled you may want to choose Necromancy because the only other way to obtain it from the game is through the Adventurer’s Collective and you’ll need to spend gold and AT for it.
You can get Necro from the first Murk quest.
but it will take you another 30 days of running through the scenario there before you can obtain the ice shield.
36 days.
[Grey Circle] and then choose the other power(s) at random (avoiding Elementalism and Necromancy, although with the removal of startup scenarios Necromancy is debatable)
You can't get Necro or SM from the GC last time I checked.
Go to Trithik and join the Adventurer’s Guild. Seek training and obtain the skill of weaponry: staves. Obtain the skill of archery from Jibik in Blade Square. Have Brother Kol at Lyrelock Monastery teach you Weaponry and Weaponry: Bashing.
Personally, I would get skills at the beginning. That said, you can't get weaponry sub-skills without Weaponry. So maybe learn Weaponry as the first thing here, then Staves and Archery, then go back for Bashing.
At this point you should have all skills except the Weaponry subskills of Lances (obtained from Sarngaard Isle) and Troll-bont (obtained from PG IV).
And Horsemanship.
Journey to Stormfield and complete The Murk where you can obtain the final power. When that is finished Journey into the Murk where you’ll be granted the final skill (excluding Troll-bont and Lances).
You can get Necro here. I say that getting a power here instead of a skill is beneficial because all the AS&P quests will still be there once you get Horsemanship from SI. True, it is a trade-off with replayable scenarios AS&P awards, but all in all, I think a power is better.
Other than the above comments, great work! I might make a couple of points about getting Horsemanship and Lances (note that PG I does have AS&P awards, but the point still stands) from SI and Troll-Bont from PG IV (you don't have to finish the PG). That's still a nice re-work of the first part of the startup guide.
zmflavius
06-07-2010, 11:26 PM
I understand that you can get Horsemanship free on Saarngard, but with the AS&P adventures still left, I think that purchasing the final power up front equates to increased XP - especially after purchasing a QS. I experimented with characters both ways before reaching that decision.
However, maybe there's a good way to write that in so that new AG players can make their own choice. ;)
And unfortunately Necro isn't an option with the change made by the GM at this time.
Ah yes.
I withdraw the comment about necro.
However, the reason horsemanship is recommended for Saarngard is because it is the only non-AT way to get horsemanship other than picking it at the start. In general, ATs are valued more than xp, but it is also true that up until Saarngard, horsemanship has very little use while Diplomacy and Thievery are used near constantly.
Lyrehc
06-07-2010, 11:42 PM
You can get Necro from the first Murk quest.
I didn't know that - with the change of the startup quests that's good to know.
Personally, I would get skills at the beginning. That said, you can't get weaponry sub-skills without Weaponry. So maybe learn Weaponry as the first thing here, then Staves and Archery, then go back for Bashing.
You can get the sub-skills from Thofyra without having Weaponry. And you can purchase Staves without having Weaponry. It's only when you visit Lyrelock that you're required to have Weaponry before you can obtain bashing.
And Horsemanship.
Following the route I've laid out you'll have gained Horsemanship in the Murk.
I understand that for some people having skills even while doing the startup is preferable, and that some people want to wait to obtain skills until later. Could we provide two AG startup scenarios and let players choose based on playing style?
zmflavius
06-07-2010, 11:53 PM
Horsemanship has very little use until the late game, and even then it's very limited while Diplomacy and Thievery are used near constantly.
That was the other reason.
Apart from that, it is sound to me.
Lyrehc
06-08-2010, 12:05 AM
Out of curiosity, do you think it is better for newer players to not join the Border Rangers Guild until after Saarngard? The other place that horsemanship made a difference for me was on The Giants, Part III - although it didn't affect the outcome.
thingirl
06-08-2010, 12:08 AM
Well, the XP is so minor, it doesn't really make a differance IMO. But yeah, probably. Although, if you're RPing it, it doesn't matter that much.
Lyrehc
06-14-2010, 10:09 PM
I've updated what I wrote based on the feedback in this thread. What do y'all think?
Scarbrow
06-15-2010, 01:55 AM
I don't have exhaustively parsed it, but it sounds good. Only thing is, you've still have Necromancy on the Grey Circle list on one of the paragraphs.
We should make very clear the point about the past and present significance of "The Wandering Undead". If the quest gets added again to the game on its original form, leaving Necromancy for last power on equal footing with Elementalism could make sense, any other way and the most productive way is getting it from the start, you get a good offensive power and all the rest are in Grey Circle for mere XP.
I would still stick to getting two powers from the Murk and wait for Horsemanship from Saarngaard. Also, if you're going to try PG IV so early your could consider getting Woodsmanship there, although that's a matter of opinion.
Also you've omitted any tips on getting Shadow Magic, including the minimum MR 90 you'll need (or tons of luck, something to avoid on a PG).
Just my two cents.
Lyrehc
06-15-2010, 02:29 AM
I don't have exhaustively parsed it, but it sounds good. Only thing is, you've still have Necromancy on the Grey Circle list on one of the paragraphs.
We should make very clear the point about the past and present significance of "The Wandering Undead". If the quest gets added again to the game on its original form, leaving Necromancy for last power on equal footing with Elementalism could make sense, any other way and the most productive way is getting it from the start, you get a good offensive power and all the rest are in Grey Circle for mere XP.
I would still stick to getting two powers from the Murk and wait for Horsemanship from Saarngaard. Also, if you're going to try PG IV so early your could consider getting Woodsmanship there, although that's a matter of opinion.
Also you've omitted any tips on getting Shadow Magic, including the minimum MR 90 you'll need (or tons of luck, something to avoid on a PG).
Just my two cents.
You have some really good points. I like Horsemanship earlier because I like to have it when I do The Giants, Part III. Plus I save the AS&P quests until after I have pretty much everything, so I feel that the increase in AS & P both to the skill and to my QS outweigh the benefit of saving the skill until later.
Although I didn't write things down because I thought it might be nice to let new adventurers do some exploring on their own, I've found that I'm most effective completing A Blizzard in the Hills, A Haunting at Durnsig, and the Runeskin adventurers next - and choosing to receive Shadow Magic from Runeskin so that there is an increase in AS & P.
Joddelle
06-19-2010, 07:22 AM
Stats:I don't look at individual stats except for MR and SP, which should both be max (32 MR/36 SP after bonuses)
But... You should start with a 30% XP bonus to powers and a 25% bonus to the worst Skill on the list.
Skills and Powers:Pick Arcana, Diplomacy, Thievery, and Unarmed combat. Put 17 into one skill (one with a 25% rather than a 30% bonus) and 1 into each of the other three.
Pick Restoration. Don't argue with me, just do it. Why? Okay, first because Restoration helps you get through a bunch of adventures where you can't rest, and second because it's the power you need to acquire a free skill in Bentlimb Wood (http://sryth.wikia.com/wiki/Bentlimb_Wood).
Startup Scenario:If they ever come back...
Be sure to equip your Warsword (http://sryth.wikia.com/wiki/Item%3A445_Knight%27s_Warsword) first.
The Wandering Undead (http://sryth.wikia.com/wiki/Quest:The_Wandering_Undead).
Game play Part 1, Scavenger Hunt:
Get the Dragonclaw Amulet (http://sryth.wikia.com/wiki/Item:1211_Dragonclaw_Amulet)
And your XP bonus from the building with the blue door.
SAVE, travel to Southern Tysa and find the Crimson-Helmed Rider. Refuse to fight him and just roll the dice. Quit the game before you encounter the Rider's parting gift. Do this every day as your first Sryth task.
Go to Stormfield (http://sryth.wikia.com/wiki/Stormfield) And start the The Murk (http://sryth.wikia.com/wiki/Quest:The_Murk) to collect the free equipment. Now that Starup Scenarios are gone it's best to venture into the swamp and visit Ethulle now. Hold out for Necromancy as this (and the Murk Part 2) are the only places left where you can get this power. Don't worry about the cost of powers later in the game, because you'll have to spend this 1024xp at some point anyway if you want all powers.
Return to Hawkor and TRAIN Necromancy to 30 and Restoration to 20 and Arcana to 30. "What?" You ask. "Waste all that XP on Necromancy? Train Resto without the Grey Circle bonus?" Do it! Trust me, it's worth it.
Visit the shop of Irzynn the Outfitter (http://sryth.wikia.com/wiki/Hawklor#The_shop_of_Irzynn_the_Outfitter) and take his sample wares.
Start (but don't do) the The Caves of Westwold (http://sryth.wikia.com/wiki/Quest:The_Caves_of_Westwold) and pick up the free equipment from Connirin
Do the The Missing Pilgrims (http://sryth.wikia.com/wiki/Quest:The_Missing_Pilgrims) and pick up the free stuff from Tibbin and the loot from the ogres.
Equip your new items, and then do the other Hawklor micro-quests.
EXPLORE Hawklor and Bentlimb Wood. Quit without saving if you find Toribikk in Bentlimb wood, because you don't want to encounter him until you gain Woodsmanship.
Then travel to Durnsig and visit Irzynn's cottage (http://sryth.wikia.com/wiki/Durnsig#Irzynn.27s_cottage_.28AG.29) and get Goblindoom (http://sryth.wikia.com/wiki/Item:1199_Goblindoom) and the Adventurer's Ring (http://sryth.wikia.com/wiki/Item:1200_Adventurer's_Ring). Equip the ring now.
Buy your small dwelling and then return to Irzynn's for some valuable information.
Do The Seven Knight Statues (http://sryth.wikia.com/wiki/Quest%3AThe_Seven_Knight_Statues) - Necro/30 get you through this easily, or there's a trick you can use to drop the MR difficulty of the fight by equipping Goblindoom just before combat, and unequipping it after the battle.
With the Seven Knight's items, Dragonclaw Amulet, Goblindoom, and the Adventure's Ring equipped, you should have MR 52 and SP 56 - more than enough to get through A Haunting in Durnsig (http://sryth.wikia.com/wiki/Quest:A_Haunting_in_Durnsig) - I like Varkyn's Trick Ring (http://sryth.wikia.com/wiki/Item:850_Varkyn%27s_Trick_Ring), but take the item you prefer.
Since you're in Durnsig, go ahead and help Jebron and his brother Brekk clear the rat infestation in Brekk's barn.
Game play Part 2, Scavenger Hunt Continued:
Travel to Mirgspil (http://sryth.wikia.com/wiki/Mirgspil) and sell your loot, and then move over to Trithik (http://sryth.wikia.com/wiki/Trithik). Ah, The Adderstone, source of so much goodness.
Do the adventure A Cold Winter's Night (http://sryth.wikia.com/wiki/Quest:A_Cold_Winter%27s_Night) - Using Necro/30 makes this a very quick quest. Abandon and repeat this quest until you get the Knight's Leggings (http://sryth.wikia.com/wiki/Item:384_Knight%27s_Leggings). Don't settle for anything else.
Move over to Blade Square and find Criveson's Fur & Fletching among the buildings flanking the square. Buy Archery (http://sryth.wikia.com/wiki/Archery) and a Short Bow (http://sryth.wikia.com/wiki/Item%3A114_Short_Bow).
Move back to the the city gates. If you don't have the Dragonwing Breastplate (http://sryth.wikia.com/wiki/Item:854_Dragonwing_Breastplate) then do the adventure The Beast of Ironfang (http://sryth.wikia.com/wiki/Quest:The_Beast_of_Ironfang). Abandon and repeat if you get killed or miss out on the specific XP. Necro/30 and Archery/1 will get you through this, and you gain a very nice Ring Breastplate (http://sryth.wikia.com/wiki/Item%3A20271_Ring_Breastplate)
At this point you have SP of at least 75, and depending on how lucky you've been in caves while exploring, you might already be over 80 SP.
Nice huh? Now unequip all your SP-only equipment, and any other equipment needed to get you SP below 50 so you get the maximum rewards from The Thane's Tournament of Arms (http://sryth.wikia.com/wiki/Quest:The_Thane%27s_Tournament_of_Arms). If your SP is 50 or less, then you'll get combat XP of 9,17,33,65,129,257 for the six rounds. Higher SP gives lower rewards. And it's all general XP since you don't yet have any weaponry skills. Remember to dress yourself when you're done.
Game play Part 3, The quest for skills:Have random encounters in Trithik until you find Borimm, and then visit him at his Forest Hall to gain Woodsmanship (http://sryth.wikia.com/wiki/Woodsmanship).
Travel to Port Hallik (http://sryth.wikia.com/wiki/Port_Hallik) and do The Silver Crown (http://sryth.wikia.com/wiki/Quest:The_Silver_Crown) so you can learn Seamanship (http://sryth.wikia.com/wiki/Seamanship) from The Eye of the Sea. Don't visit Gull Street yet.
Move back to Southwest Tysa and explore Bentlimb Wood (http://sryth.wikia.com/wiki/Bentlimb_Wood) until you find Toribikk, The Ancient Dhormu (http://sryth.wikia.com/wiki/Bentlimb_Wood#The_Ancient_Dhormu.2C_Toribikk) and learn Lore (http://sryth.wikia.com/wiki/Lore).
Return to Trithik and visit the The Griffon's Ledge Alehouse. have a refreshing drought of Silvermark Ale and do The River Pirates (http://sryth.wikia.com/wiki/Quest:The_river_pirates).
Move over to Northern Trithik and do Lyrelocke Monastery (http://sryth.wikia.com/wiki/Quest:Lyrelocke_Monastery). Afterwards, talk to Brother Kol and learn Weaponry (http://sryth.wikia.com/wiki/Weaponry) and Weaponry: Bashing. (http://sryth.wikia.com/wiki/Weaponry#Bashing)
Visit Thofyra's Training Yard in Talinus (http://sryth.wikia.com/wiki/Talinus) to learn the rest of the Weaponry (http://sryth.wikia.com/wiki/Weaponry) sub-skills.
At this point, you have 9 of the 10 'basic' skills, and all of the 'basic' weaponry sub-skills. And you have two powers. Time to do your first adventure granting XP to All Skills and powers.
Travel back to Trithik and do The Secret of Stoneback Hill (http://sryth.wikia.com/wiki/Quest:The_Secret_of_Stoneback_Hill) - This is a scaled scenario easily completed with 75+ SP and the Black Steel Axe (http://sryth.wikia.com/wiki/Item:263_Black_Steel_Axe) given to you during the quest. It seems to me that the Axe deals out significantly more specials if you're wearing the Black Stone On Chain (http://sryth.wikia.com/wiki/Item:229_Black_Stone_On_Chain) and the Black Pearl Bracelet (http://sryth.wikia.com/wiki/Item:228_Black_Pearl_Bracelet) The effect is big enough that it's worth the SP lost by not wearing the Dragonclaw Amulet.
When done, review your abilities and decide which to increase with the Elixir Of The Torrent (http://sryth.wikia.com/wiki/Item%3A273_Elixir_Of_The_Torrent)
Joddelle
06-19-2010, 07:23 AM
Ran past the text limit....
Game play Part 4, The quest for powers:
Return to Talinus (http://sryth.wikia.com/wiki/Talinus) and visit the Grey Circle compound. Join the brotherhood and learn Telekinesis (http://sryth.wikia.com/wiki/Telekinesis), Divination (http://sryth.wikia.com/wiki/Divination), and Fortification (http://sryth.wikia.com/wiki/Fortification). You might have enough XP to buy other powers, buy any but Elementalism (http://sryth.wikia.com/wiki/Elementalism)
Go North to Port Hallik (http://sryth.wikia.com/wiki/Port_Hallik) and visit Gull Street. Use Diplomancy (you shouldn't have trained it yet) and fail, then Telekinesis and succeed. Gain an Easter egg.
Go to Deadwater Shoals (http://sryth.wikia.com/wiki/Deadwater_Shoals) and start The Ghost Ship (http://sryth.wikia.com/wiki/Quest:The_Ghost_Ship)
When you return to Talinus, use Thievery (http://sryth.wikia.com/wiki/Thievery) when getting the wand from Yirrsin.
While here, do
Sleepless Night (http://sryth.wikia.com/wiki/Quest:Sleepless_Night),
Eavesdropping (http://sryth.wikia.com/wiki/Quest:Eavesdropping), and
The Mossy Hillside (http://sryth.wikia.com/wiki/Quest:The_Mossy_Hillside).
Start The Wounded_Horseman (http://sryth.wikia.com/wiki/Quest_List#The_Wounded Horseman) but don't do parts two and three.
Do the miscellaneous Talinus Quests:
A healing hand
A barmaid's honor
Captain Jodd Roleks
Salwyn the priest
Hudlark the Fox
A juggler with two accomplices.
Guards vs. Rogues
Visit Larksong Way and the forest statue and then Lothren at Penekarn Lane. Then go to Kyul-Thanor (http://sryth.wikia.com/wiki/Kyul-Thanor) to do the quests there.
Return to Hawklor and finish off the Caves of Westwold. Use Telekinesis against the Goblin Shaman in the final area. Go back into Hawklor and encounter the man with the Painted Face when entering a building and Mirew Piperen in the Stoneback Tavern. Start the Blizzard in the Hills and explore until you find the Icy Cave. Pick up your 4 AT.
Visit Tryndmoor (http://sryth.wikia.com/wiki/Tryndmoor) and do the Silver Dragon Statue (http://sryth.wikia.com/wiki/Quest:The_Dragon_Statue) and Terror in Greenmarsh (http://sryth.wikia.com/wiki/Quest:Terror_in_Greenmarsh)quests.
Do the The Hunt for the Phantom Assassin (http://sryth.wikia.com/wiki/Quest:The_Hunt_for_the_Phantom_Assassin). Getting your MR up to 75 is very easy between leveling your Weaponry skills, buying a good shield at Tallys, and doing Sleepless Night (Quest:Sleepless_Night) in Talinus for the Darkwood Ring (http://sryth.wikia.com/wiki/Item%3A595_Darkwood_Ring) as well as visiting Kyul-Thanor (http://sryth.wikia.com/wiki/Kyul-Thanor) to retrieve the standing stone jewel (http://sryth.wikia.com/wiki/Quest:Retrieve_the_missing_standing_stone_jewel) and gain the Ring Of Dark Valour (http://sryth.wikia.com/wiki/Item:437_Ring_Of_Dark_Valour).
Do all the miscellaneous quests that don't give out AS&P around Tysa, Giants 1 & 2 and Rough Night in Hawklor, the various adventures in the Stonehills, the Mirgspil quests, the Silver Crest (http://sryth.wikia.com/wiki/Silver_Crest) and Dusk Dragon Egg and Slime Ant Hive in Trithik, the Tasks from Thane Pyrond (http://sryth.wikia.com/wiki/Tasks_from_Thane_Pyrond), various mini quests in bars about the realm, EXPLORING for 64 or 96 xp each time you find a cave, etc... You you'll come very close to getting all your powers without having to do any AS&P quests with a bit of grinding Explorable areas and possibly doing a few of the 'weaker' AS&P quests like Merchant of Bones (http://sryth.wikia.com/wiki/Quest:The_Merchant_of_Bones), A Little Matter About an Orb (http://sryth.wikia.com/wiki/Quest:A_Little_Matter_About_an_Orb) or Mezaryl's Cellar (http://sryth.wikia.com/wiki/Quest:Mezaryl%27s_Cellar).
One possibility is to clear the cellar at The Goblinclaw Inn (http://sryth.wikia.com/wiki/The_Goblinclaw_Inn) to open up Lift the Box (http://sryth.wikia.com/wiki/Quest:Lift_the_Box). I like to turn over the bracelet (http://sryth.wikia.com/wiki/Item%3A1293_Assassin%27s_Bracelet) and take Iakor's Wristband (http://sryth.wikia.com/wiki/Item:978_Iakor%27s_Wristband) after the Runeskin saga.
Once you've gained XP to buy six powers (at 2,3,4,5,6,7K XP each), or five powers (at 1,2,3,4,5K XP each if you got Necromancy from the startup scenario) then move on to visit Graldok (http://sryth.wikia.com/wiki/Graldok) and do Daggerspire (http://sryth.wikia.com/wiki/Quest:Daggerspire)
Complete the The Murk (http://sryth.wikia.com/wiki/Quest:The_Murk) and do A Journey into the Murk (http://sryth.wikia.com/wiki/Quest:A_Journey_into_the_Murk). At this point you should have all powers except Shadow Magic. Reward yourself by visiting your residence in Trynd Keep, kicking back by the fire, and reading the Tattered Scroll (http://sryth.wikia.com/wiki/Item:271_Tattered_Scroll).
Game play Part 5, If you're a purist...
At this point you're really past the 'startup' phase, but you can still optimize your AT/AS&P use.
40 Necromancy and 50 Woodsmanship are adequate to complete Murilmyr's Hunt (http://sryth.wikia.com/wiki/Quest:Murilmyr%27s_Hunt) for 16 AT.
Complete Proving Grounds IV up to 'The Troll Bont'.
Do Parts 1-3 of Solundor's Grand Ring of Illusion (http://sryth.wikia.com/wiki/Quest:Solundor%27s_Grand_Ring_of_Illusion) and comptete Proving Grounds I.
Do the new tasks from Thane Pyrond that open up, and visit Saarngard Isle to learn Horsemanship and Weaponry:Lances.
Complete Proving Grounds V up to 'The Eye of The Storm' to learn Shadow Magic.
I get my first AT by (note than none of these sources award XP to AS&P):
+8 Adventurer's Guild Bonus
+1 Silvermark ale
+4 The Ghost of Deadwater Shoals
+24 Varkyn's Trick Ring
+4 Blizzard in the Hills: An Icy Cave
+12 Mirew Piperen in Stoneback Tavern
+16 Crow Hill/Murilmyr's Hunt
+4 Lord Tarkhald
+4 The Missing Hilt
This gets you past 72 AT, enough to buy the Rotbane Sword to grind Axepath for Lord Creyn's Blade.
Once I have the Creyn Blade, I invest my AT into the best available shield to pump my MR.
This higher MR let me build to for the Proving grounds V grind to Shadow Magic
+2 Fang Ridge 'lever' cave
+2 Proving Grounds V, Part 1: A Kurnok? From helping the captive
+2 Proving Grounds V, Part 1: A Kurnok? From kurnok cave
+3 Proving Grounds V, Part 1: The Lost Bracelet
Now you can buy Varkyn's Ring Of Motley Wonder for 16 AT and 200,000 gold. What? You don't have 200,000 yet? Why not? Grind those explorables and sell your loot. Those caves are money machines.
After you get the ring, join the Adventurer's Collective and buy Weaponry:Staves - yeah, it's gonna cost you more gold (37,500 gold) than if you bought it earlier when you had fewer skills. To which I say - big frigg'n deal. Gold in my opinion is a non-cost.
Portricia (http://www.sryth.com/ci.php?f_c=pcp.inc&f_i=192176bxce24259cb), my most recently started character is at this point now, and her ring is at +8MR/+8SP/+7NV = not bad at all for 16AT. She's at 98 MR with her King's Shield and Creyn Blade, and hasn't done Runeskin or any of the AS&P quests.
A few more thousand XP gets her Weaponry up to where she can buy 100 MR, and I'll do the first half of PG V for Shadow Magic. Yay!
At this point you've learned all skills and powers and you're free to do all the quests offering big AS&P awards.
racey
06-20-2010, 01:26 PM
Well done Joddelle! Repped!
Young Ned
06-20-2010, 11:19 PM
Very impressive, Joddelle! Repped for comprehensiveness.
Oldschool
06-21-2010, 02:03 PM
Ditto to what Racey and Young Ned said.
Lyrehc
06-22-2010, 01:19 AM
Very well done. I don't entirely agree with you about the startup skills and powers (I don't use Restoration at all until after I move to AS&P adventures whereas a strong offensive power from the beginning is something I find useful) but new players would find this very helpful.
The reason why I wrote up the scenario the way that I did is that I'm someone who prefers to explore as much as possible on my own while not missing anything important. I wanted to take someone to the point where they have every power and skill except Shadow Magic, Lances, and Troll-bont and then allow them to discover the world of Sryth on their own. Joddelle's startup removes the mystery. Do you guys think there is a way to set up the Wiki where new players can be given a choice on AG startups? Option A: Extremely comprehensive versus Option B: Acquires Powers & Skills while allowing a lot of exploration by the new player? I know that for me, that would have been immensely helpful.
Young Ned
06-22-2010, 10:08 AM
The reason why I wrote up the scenario the way that I did is that I'm someone who prefers to explore as much as possible on my own while not missing anything important. I wanted to take someone to the point where they have every power and skill except Shadow Magic, Lances, and Troll-bont and then allow them to discover the world of Sryth on their own. Joddelle's startup removes the mystery. Do you guys think there is a way to set up the Wiki where new players can be given a choice on AG startups? Option A: Extremely comprehensive versus Option B: Acquires Powers & Skills while allowing a lot of exploration by the new player? I know that for me, that would have been immensely helpful.
Good point, and great suggestion. I like the idea of having two versions of the startup and giving players the option of which one to look at. Should be easy enough to set up in the wiki; it could be as simple as having two different links to click on.
kzero
07-13-2010, 03:40 AM
Similar to another thread in the Suggestions subforum:
Sounds like a lot of stuff that should be amended to the start-up guide. I'd like to ask a moderator to move this to the wiki subforum though, since it seems better suited as more wiki-related than a game suggestion. I also would be more likely to see it again when I get the urge to tackle this update since it would be very useful for the wiki.
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