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When you reach level 8 you will gain your class title, some class abilities, and be ready for the next city (Canopia). Follow the path to the south and you will eventually reach Canopia. From now on to level you will need to go to your class specific guild (if your a magic user you can buy new spells from those guilds - assuming you are high enough level for them). | When you reach level 8 you will gain your class title, some class abilities, and be ready for the next city (Canopia). Follow the path to the south and you will eventually reach Canopia. From now on to level you will need to go to your class specific guild (if your a magic user you can buy new spells from those guilds - assuming you are high enough level for them). | ||
+ | |||
+ | Upgrade your Equipment. Equipment have level requirement. Upgrade your equipment at each cap (equipment level caps: 8th, 15th 20th and 25th). Items that drop from creatures (or quest rewards) are usually better than the equivalent level store bought items from towns. Right click on an item and choose "examine" will show you its stats. Remember though some items can come partially decked (see "Decked Equipment" section below for more info). | ||
Remember to set your temple. To do this visit the temple of your divinity and chose the appropriate option. From now on this is where you will spawn when the game resets (or you have an unfortunate and fatal misunderstanding with some beastie). | Remember to set your temple. To do this visit the temple of your divinity and chose the appropriate option. From now on this is where you will spawn when the game resets (or you have an unfortunate and fatal misunderstanding with some beastie). |
Revision as of 11:24, 23 January 2017
As a new player on Ember Online, we imagine you may have a number of questions to help you decide how you want to dive into the game. The goal of this page is to give you the information you may need to get you into the game, and to tell you how you can find any other information you might need to influence the decisions you make in game.
Contents
Overview
Ember Online is very much in active development, meaning things are often being added to, updated, and indeed, may occasionally break. Our staff are quick about fixing reported bugs, but we do rely on people to report them as they’re found, which you can do through the forums, the link to which can be found on the website you downloaded the game client from.
The game is set in the kingdom of Alderra on the continent of Ciruin. While much of Alderra is forested, with cities and roads settled in clearings either natural or man-made, much of southern Alderra has been cleared by loggers, and has become a vast and unforgiving wasteland. To the northeast is a large, impressive mountain range, which separates Alderra from its violent, war-loving neighbor, Omaclara.
When beginning in the game, players may pick from one of twelve races, twelve classes, and may follow one of five deities. Each of these choices will have an impact upon your character’s performance, and while there is no “best” combination, each choice should be carefully considered, as these cannot be changed without starting a new character from scratch. While playing the game, you may come to realize some players aren’t quite so friendly as others, and they may lead you astray, or even attempt to kill you. Let’s hope you know how to run…
The Races of Ciruin
There are twelve races available to pick during character creation, each with their own strengths, weaknesses, and special abilities. Your chosen race may also determine which class you wish to choose, as classes have specific stat requirements that not every race will be able to meet.
- Dark Elves are stronger than their surface dwelling cousins, but aren’t quite as intelligent, wise, or agile, or as resistant to magic. They have the added benefit of being able to see in dark rooms.
- Drakebloods are strong, agile, and sturdy, but not very intelligent or wise, and have no resistance to magic. They can also see in the dark, and have a natural bonus to their armor.
- Dwarves are strong, sturdy, and wise, with moderate magic resistance and passive spell negation. They have slightly increased health regeneration, can see in the dark, and a small natural bonus to armor.
- Elementals are intelligent, sturdy, and wise, with a natural ability to absorb hostile magic and impressive resistance to magic.
- Elves are intelligent, agile, wise, and beautiful, with higher resistance to magic than their underground cousins.
- Gnomes are intelligent, agile, and wise, with the highest resistance to magic of all the options, but with the smallest health pool.
- Goblins are strong, agile, and sturdy, but lack in resistance to magic. They can see in the dark, and recover from poisons faster than other races.
- Half-Elves are stronger and sturdier than full elves, and more agile than humans, at the cost of some of their elven resistance to magic.
- Halflings are intelligent and incredibly agile, though not very sturdy, with moderate resistance to magic.
- Half-Orcs are incredibly strong and sturdy, but aren’t very intelligent, agile, or wise. They have minimal resistance to magic, but recover health three times as fast as most other races, and have reduced cooldown times.
- Humans don’t excel at in any aspect, but are also not lacking in any aspect either, with a moderate resistance to magic backing them up.
- Saurians are strong and agile, but not intelligent or wise, with minimal resistance to magic and a natural bonus to their armor.
Stats
Your character's stats will determine how they perform in game, and should be considered carefully during character creation, since they can't be changed without deleting your character and starting over from scratch. Every stat provides useful benefits to every class, but some will be more important to some classes than others will, and you should consider your play style when determining what will be the best for you.
- Strength (STR) determines your attack power with melee attacks.
- Agility (AGI) determines your ability to land melee attacks, and to avoid being hit by them.
- Endurance (END) is one of the factors in determining your health.
- Intelligence (INT) determines your spell power for magic users, your ability to find hidden players and NPCs, and a hidden character's ability to remain hidden when being searched for.
- Wisdom (WIS) is one of the factors in determining your mana pool, and along with your race and class, determines your resistance to hostile spells.
- Charisma (CHR) is how charismatic your character is, and plays a role in the amount of health and mana all classes have.
As you can see, every stat will play a role with every class in the game, so there won't be a way to make a "perfect" character. You will have to think about how you wish to balance your stat points during character creation to create the best character for your play style.
Playable Classes
There are twelve classes players can choose from, which, like races, all have their own strengths and weaknesses that would need to be overcome. They also have their own experience requirements to reach the maximum, as well as different skill sets that will help in however you choose to play them. While it’s possible to look at classes as the standard RPG roles of DPS, heals, and tank, the classes are very versatile, and can be built differently to fit different roles. The information here is just a brief overview of what each class can do, as well as which stats are important to them.
Assassin
- Important Stats: Strength, Agility
- Exp to 25: 400 million
- Weapons: Dagger, Sword
- Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield
- Skills: Autosneak, Backstab, Dual Wield, Hide, Track
Assassins can backstab by attacking with a dagger while hidden, dealing four times their regular damage. Assassins begin as Rogues until level 8, and then become Slayers at level 25.
Barbarian
- Important Stats: Strength, Agility
- Exp to 25: 325 million
- Weapons: Blunt, Dagger, Staff, Sword
- Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield
- Skills: Dual Wield, Rage
Barbarians can enter rage after two successful hits against a target, which grants them more damage per hit at the cost of losing some accuracy with each successful attack while in rage; rage status is reset on a miss or when moving. Barbarians start as Fighters until level 8, and then become Berserkers at level 25.
Bard
- Important Stats: Strength, Charisma
- Exp to 25: 330 million
- Weapons: Blunt, Dagger, Instrument, Staff, Sword
- Armors: Cloth, Light, Medium, Light Helmet
- Skills: Cure, Shell, Songs
Bards are the performers of the land, using their songs and spells to aid themselves and their allies in battle; you need an instrument to play a song. Bards start as Rogues until level 8, and become Minstrels at level 25.
Cleric
- Important Stats: Intelligence, Wisdom
- Exp to 25: 300 million
- Weapons: Blunt, Staff
- Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield
- Skills: Aid, Bless, Cure, Heal, Ray, Remedy, Smite, Soulbind
Clerics use their connections to their gods to cast powerful healing spells, keeping both themselves and their allies alive with the power of their faith. Clerics start as Healers at level 8, and become Priests at level 25.
Druid
- Important Stats: Intelligence, Wisdom
- Exp to 25: 350 million
- Weapons: Blunt, Staff
- Armors: Cloth, Light, Medium
- Skills: Cure, Faeriefire, Haste, Morph, Nourish, Ray, Remedy
Druids make use of their powerful connection to nature not only to heal their allies, but to change their shape and deal devastating damage. Druids begin as Healers until level 8, and become Elder Druids at level 25.
Knight
- Important Stats: Strength, Charisma
- Exp to 25: 300 million
- Weapons: Blunt, Dagger, Staff, Sword
- Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield
- Skills: Taunt
Knights use their heavy armor and abilities to provide a distraction for their allies, able to shrug off hits that would cripple some others. Knights begin as Fighters until level 8, and become Cavaliers at level 25.
Monk
- Important Stats: Strength, Agility
- Exp to 25: 375 million
- Weapons: Staff
- Armors: Cloth, Light
- Skills: Dual Wield, Roundhouse Kick
Monks wear very little in the way of armor, but are light on their feet and fast enough to throw in an extra attack when using a second weapon; they also deliver a devastating roundhouse kick after every two successful hits in a row, dealing twice the normal damage. Monks begin as Fighters until level 8, and become Ninjas at level 25.
Necromancer
- Important Stats: Intelligence, Wisdom
- Exp to 25: 400 million
- Weapons: Dagger, Staff
- Armors: Cloth, Light Helmet
- Skills: Beam, Blind, Leech, Rot, Stoneskin, Undead
Necromancers are powerful mages who use their connection to death to drain health from their foes, and even drain their own health to heal an undead minion. Necromancers begin as Mages until level 8, and become Death Mages at level 25.
Paladin
- Important Stats: Strength, Intelligence
- Exp to 25: 325 million
- Weapons: Blunt, Dagger, Staff, Sword
- Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield
- Skills: Cure, Heal, Protect, Remedy, Sight, Smite
Paladins are strong in their faith, turning their devotion to their gods outward into the need to shield their allies from all harm, taking damage in their place. Paladins begin as Fighters until level 8, and become Guardians at level 25.
Ranger
- Important Stats: Agility, Charisma
- Exp to 25: 325 million
- Weapons: Blunt, Bow, Dagger, Staff, Sword
- Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet
- Skills: Pets, Track
Rangers excel at finding those lost in the woods, using their pets and their natural skill to fight those who wish to upset the balance of nature. Rangers begin as Fighters until level 8, and become Stalkers at level 25.
Sorcerer
- Important Stats: Intelligence, Wisdom
- Exp to 25: 375 million
- Weapons: Staff
- Armors: Cloth, Light Helmet
- Skills: Beam, Blast, Enchant, Golem, Power, Sap, Stoneskin
Sorcerers are wielders of the arcane arts, and can use them to devastating effect, damaging opponents and strengthening themselves and their allies. Sorcerers begin as Mages until level 8, and become Enchanters at level 25.
Thief
- Important Stats: Intelligence, Agility
- Exp to 25: 300 million
- Weapons: Dagger
- Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield
- Skills: Autosneak, Backstab, Hide, Steal
Thieves are sneaky, and make a habit of relieving things of the coins in their pockets; when wielding a dagger, thieves can also backstab by attacking when hidden, dealing three times their usual damage. Thieves begin as rogues until level 8, then become Brigands at level 25.
First Steps
You will start of with a set of equipment suitable for your chosen class. Click on the "Items" tab - which is found to the mid left of the game play screen. You will now see all of your equipment - equip your armour and weapons.
Then click on the "Map" tab - this will only display one square for now, but it will fill up as you move around in the game.
You might as well set your macros and options as well. Press the "alt" key on your keyboard. This will open up a menu to the top of the game play screen. Have a look at the various options and set them up to your own preferences.
The "macros" is found in the "options" section of the menu you have just opened up. This will enable you to set up keyboard short cuts for all the commands you can use in game (see the "Commands" section for a list of the various commands).
I would recommend setting up potion use for emergencies. Put into the "F1" section: /use azure potion From then on, whenever you click the F1 key, you will use an azure potion, which will heal your wounds (assuming you have azure potions off course).
To the right of this sub menu you can set up the the various "click icons". By default it will be set on the "arrow" one. In the game screen you can change which one is selected by clicking on it. They are found to the right of the game screen, about 2/3's down.
The "attack" icon (which looks like a sword) is already set up. Left click to "attack", right click to "look over", the middle mouse button is free to add something to.
Feel free to put commands into the others ones as needed (for example if you chose sorcerer you may want to change the first spell icon to "c beam" for left click and "look" for the right click. Then when you have the "red wand" icon selected whenever you left click on an enemy you will cast the beam spell on it, and when you right click you will look it over.
Some Basic Tips
When you are ready to level you will need to go to your guild (this will cost you some gold - the cost increases with level). Magic users can buy some minor spells in their guild.
Always carry a minimum of one stack of potions (for emergencies - although more is better) and a stack of food as well (unless your a monk - then you can just meditate). If you use magic then you will also want to carry some mana restoratives and a stack of drink.
If you die, the monster that killed you will have any gold you were carrying. Also anything that you are carrying (that is not souldbound to you) has a chance of dropping. There is also a minor experience penalty.
Buy a rope (always comes in handy)! Sadly there are no 10' poles in the game yet.
Complete the tutorial quests and the quests in the first city (Seamore). This will provide you some easy experience and gold (and in some cases items you can use).
When you reach level 8 you will gain your class title, some class abilities, and be ready for the next city (Canopia). Follow the path to the south and you will eventually reach Canopia. From now on to level you will need to go to your class specific guild (if your a magic user you can buy new spells from those guilds - assuming you are high enough level for them).
Upgrade your Equipment. Equipment have level requirement. Upgrade your equipment at each cap (equipment level caps: 8th, 15th 20th and 25th). Items that drop from creatures (or quest rewards) are usually better than the equivalent level store bought items from towns. Right click on an item and choose "examine" will show you its stats. Remember though some items can come partially decked (see "Decked Equipment" section below for more info).
Remember to set your temple. To do this visit the temple of your divinity and chose the appropriate option. From now on this is where you will spawn when the game resets (or you have an unfortunate and fatal misunderstanding with some beastie).
Take the quests in Canopia.The next step I recommend is to visit the lumber mill. Go out off Canopia's north gate and then head west, follow the river, then south. There are several quests here. Talk to the Ancient Treant (the other treants are hostile) and the shop keeper in the mill.
Two basic ways of levelling:
Fast levelling (most popular choice): Using potions to heal in combat, increased expense or Slow levelling: Using food/water after a fight. Greatly reduced expenses. You may also want to deck your equipment (see below).
Bank often! Basically whenever you gather enough gold (or found a nice shiney piece of equipment) that it would hurt to lose, go to the town and bank it (or be prepared to lose it). You cannot be player-killed (pk'd) until level 16; but you can still lose gold and items if you die (no matter what your level is). If someone comes across what you have dropped or kills the beastie that killed you - they could end up with the gold you were carrying, prior to death, and the items you dropped.
This should be enough to give you a foothold in the game.
Decking Equipment
You can "deck" equipment (body armour and weapons can be given bless and enchanted, shield and helms can only be enchanted; all can be soulbound). This improves the item giving weapons more damage and armour more protection.
You will find scrolls of enchant and soulbound in the magic shops of a town. You will also find scrolls of blessing in each of the temples of divinity (you will want all of them - all 5).
Clerics can also buy the bless spell at level 13 and Sorcerers can buy the enchant spell at level 10 (their enchant gets more powerful every 5 levels: dull at 10th, soft at 15th, bright at 20th and brilliant at 25th).
To use the scroll hold "ctrl" key and drag the scroll over the item. To souldbind you will also need an emberstone.
I would only deck an item of 15th+ level (you will get there pretty quick) and maybe only soulbind an item of 20+ level (when the levelling speed slows down). Just remember - anything not soulbound could be dropped on death, so decide how valuable the item is to you.