New Player Templates

Posting below my recommended templates if you want to get started adventuring right from launch. These aren’t end-game templates, but instead the templates you could use to good effect from the start, so they typically have 10+ skills since you can fit them while skills aren’t yet 100 (if you reach the 700 point cap, you can start marking skills down arrow as needed, starting from the bottom of each respective list).

None of these builds is very PK-resistant. You can sub in resist or other defensive skills as needed if you want to be safer, but the builds below will farm faster if you don’t.

Forensics will significantly increase the amount of hides/meat gained from skinning corpses which in turn supplements your gold farming as a newbie (you can sell meat/hides to vendors). I recommend it on any starting character.

Pure Dexxer

  1. Macing
  2. Tactics
  3. Anatomy
  4. Healing (start at 49 points, train to 50 using training certificate)
  5. Arms Lore
  6. Camping (make a lumberjack on another account to harvest some logs, turn those into boards by doubleclicking hatchet and targetting them, then craft some kindling)
  7. Parry
  8. Forensic Eval (start at 1 point, train to 50 using training certificate)
  9. Tracking (be sure to activate hunting mode)
  10. Blacksmithing (Train to 50 using training certificate)
  11. Mining (Start at 50 points)

Reasons: This build maximizes damage synergies for big hits while also providing strong defense against melee attacks.

Pure Mage

  1. Magery (Start at 50)
  2. Meditation (start at 1)
  3. Evaluating Intelligence
  4. Spirit Speaking (Start at 49)
  5. Inscription (Train to 50 using training certificate)
  6. Wrestling
  7. Forensic Evaluation
  8. Tracking (be sure to activate hunting mode)
  9. Camping (make a lumberjack on another account to harvest some logs, turn those into boards by doubleclicking hatchet and targetting them, then craft some kindling)
  10. Tailoring (Train to 50 using training certificate)
  11. Taste identification (spam it on your starting cheese to raise it. Using it on the ground will give you resistance to bleeds/poisons/disease which helps against a few mobs even in newbie dungeon)

Reasons: This build maximizes damage synergies for big spellcasts and sets up for growth into a pure mage. It also gives 750 charges on your starting reagent stone so you can cast longer before you need to start supplying your own reags. You’ll need to buy a skinning knife (for corpse carving) and a sewing kit (for crafting leather armor) when you earn the gold, but this won’t take too long. Taste ID will boost the damage of your poison spell.

Tamer

  1. Animal Taming (Train to 50 using training certificate)
  2. Animal Lore (Train to 50 using training certificate)
  3. Veterinary
  4. Herding
  5. Macing
  6. Tactics
  7. Arms Lore
  8. Magery (Start at 50)
  9. Forensic Eval (Start at 49)
  10. Tracking (be sure to activate hunting mode)
  11. Camping (make a lumberjack on another account to harvest some logs, turn those into boards by doubleclicking hatchet and targetting them, then craft some kindling)
  12. Meditation (Start at 1, but mark it down-arrow immediately)

Reasons: By double dipping in both Tamer and Dexxer DPS sources, this build is very high DPS which translates to good gold per hour. Pets take the hits so self-healing / defensive talents aren’t as needed. Melee pets will benefit from the macing skill debuff. Rock Guars, Monitor Hatchlings, and Familiars all make good pets and all can be found in newbie dungeon (but you’ll need to macro on a few bears or giant toads to get up to 53 skill or so before attempting them or you’ll just fail constantly). Mage-tamer works as well, but you’ll find the dex makes your pet bandaging a lot more managable (mage-tamers have to greater heal a lot which works, but cuts into DPS). You’ll need to buy a shepherd’s crook when you have the gold, and may need to buy a quarterstaff if you didn’t start with a macing weapon. Pets by themselves can still handle fights with you bandaging so it’s okay if you have a small delay before you can afford a weapon.

Bard

Don’t make a bard.

Seriously though, this guide is specific to characters playable at launch and bards need to be macro’d for a several hours before their success chances get high enough to be worthwhile. At 50 skill you’ll still fail on weak mobs like mongbats and it’s just easier to use a passive damage boost in place of the minimum two bard skills. None of this is to say bards are useless, I just don’t recommend them for characters to be played from the start (make one and start it macroing while you actively play something else).



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