How to Train Your Character

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The first training concept to understand is Character Points (CPs). While it is not necessary to 100% understand CPs as a new player, you will eventually need to know what they are all about.

Each new character starts off with almost no skills trained. Typing TRAIN (while not standing at a class trainer) will list the skills/spells you currently have access to along with how high each is trained. Type SLIST will list all the skills/spells of your class along with the level at which you can train each one.

Skills and spells are considered mastered at level 10. This means that before level 10, a skill/spell is going to fail MUCH more often than it will at level 10 and spells will cost more mana. Damage spells/skills will also do less damage before level 10. On the other hand, each level above 10 gives very little benefit. This is because skills/spells can theoretically be trained up to level 99, and large benefits per level above 10 would cause balance issues. Therefore, it is recommended that you do not train any skills/spells above level 10 for now.

All characters get access to the appraise skill at level 1. Unlike all other skills, appraise is considered mastered at level 1. Training above 1 costs no CPs and has no benefit.

Flood recommends:

Warriors should prioritize their passive combat skills: Dual attack, triple attack, critical hit, parry, shield block, and stun. Once those are trained to 10, focus on whatever else sounds appealing.

Thieves should focus on getting backstab first. Then get dual attack so you have a chance to do two backstabs at once. Dodge is a useful passive skill to get next. A few unhelpful skills, in my opinion, are forage, throw, and shadow. Steal's uses are currently limited.

Clerics gain new spells at almost every level, however the two most important spells are heal and sanctuary. However those are not available until level 15 and 16, so in the mean time spells like cure light and cure critical will have to do (which are also prerequisites for training heal). Other defensive skills like armor and bless are handy, but at level 7 earthquake will become your primary damage spell.

Mages gain many of the same defensive spells as clerics, such as armor, but start off with an offensive skill: magic missile. The spells improves not only as you train it up to level 10, but also as your character gains levels. So at level 1 magic missile may seem weak, but it does improve. Eventually spells like detonate and mindshock will be your primary offensive spells, but in the mean time whirlwind and magic missile will hold you over.

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