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I'm having a blast, and i'm enjoying every second of it. I just have a couple of questions to make sure i'm doing the right stuff. I'm worried about having to remake my character cause I missed something or didn't pick the right things at the right time.
- Can you just be a pure caster, or do you need to have fighting skills? (I understand leveling fighting skills for certain stats but I mean do I have to cap out fighting skills.)
- Can you "gimp" yourself by picking the wrong things from the skill merchants at the wrong time?
- Is it possible to be able to be self sufficient for a little while making your own armor etc? Doesn't really seem like i'm getting anywhere with crafting other than some boots and random pieces.
Just a couple of basic questions, I appreciate any help. Looking forward to playing this game for awhile. Just and fyi I am still on the trial island.
Comments
You can be a pure caster if you want, but you will never have the max HP if you do. Max HP is gained by the Fighting tree.
It is not really possible to gimp yourself, as by the end of what ever tree you finish, you will have alot of SP (skill points) left over.
As for making your own gear, you can but you will always be a bit behind of your lvl, however, there are a lot of crafters that will help out a new player.
Moonlightmist
The best part of Ryzom (outside the actual world & mob AI) for me has always been the flexibility of its skill system.
You can focus and just be a caster or dabble in everything it wont matter.
Just enjoy yourself.
Playing: Rift, LotRO
Waiting on: GW2, BP
Thanks for the help.
I'm still currently playing the tutorial (Ruins of Silan), as I've spent time adjusting to the setting, game mechanics and generally getting a feel for Ryzom. Big tip upon logging in for the first time, is to click 'U' (to bring up the interface settings) to customise the HUD, as well as setting the default resolution, adding bloom effects and pushing up graphics to the max (works on my venerable Nvidia 7600GT card).
Then spend some time to go through key-mapping options, to get the set-up the way you like - although I cannot map to my mouse buttons.
I originally planned to play a melee-centric Fyros character, with some magic augementation (one range spell, then short-range AOEs, plus enchants for spell effects on weapons) and craft my own armour. Unfortunately, when I was doing the crafting missions, I simple-mindedly bought the light armour plans - so subsequently am wearing light armour. Whilst I can eventually spend skill points buying medium armour, I don't have anywhere near enough at present, to even think about buying medium armour plans - I'm still saving to buy the magic amplifer plan to start the damn mission!
Whilst I haven't permanently gimped myself, I have set myself back quite some way towards being in a position to craft medium armour. Hence, Matsushima **[my character on Arispotle server] is leaning towards a caster, since she is dressed in light (caster) armour. ***
The great thing about Ryzom's sandbox character implementation is that one can switch roles, and is not constrained to being a fixed class, or performing a particular activity. It does however require planning. So I've been thinking about how I want my character to develop, whilst perusing the skill tree actions to get a view on what types of actions are available.
I don't mind being a few levels or so behind with crafting upgrades, because I really like the crafting system - different components (whether harvested or hunted from creatures) have different properties, and by carefully choosing components, you can customise your own armour, weapons, etc in a particular way e.g. greater protection towards slashing weapons, or providing a bigger parry bonus - dependent on your goals and play style.
One aspect that I appeciate, but has taken me a while to adjust is how certain spells work. Root in any other generic fantaty game works exactly as one would expect i.e. mob cannot move. In Ryzom, it works the same way, but with a novel twist. Certain spells require a 'link' to be established between you and your target [mob]. The spell persists as long as the mob doesn't resist the spell (will happen over time) or the link is broken by moving and/or performing an action. The upshot is that you cannot use the Root spell, as you would in generic fantasy game to root mob, then cast DD spells at range to burn the mob to a cinder; the usage is a lot more subtle and is more suited to a group.
It's subtle and novel twists like this that make Ryzom interesting, and also fosters greater cooperation with other players (homins). It also helps that the community is extremely welcoming and helpful.
Looking forward to getting to the mainland, and taking the stabilisers off Even though Ryzom is currently playing merry havoc with my [professional qualification] examination schedule and sleeping patterns!
Cheers!
** I deleted my main because I made a few choices that set me back a little, and I also was using the character to explore the game mechanics. My alt character to help new players on Silan transformed into my main; and then I deleted her once I reached the mainland because I couldn't stand the Tryker cuteness any longer. So I resumed my original Fyros character (although kept the change of name) and will be back in the Burning Deserts at some stage.
*** Sold light armour, and bought stock NPC QL [quality level] 50 heavy armour. Medium armour was not sufficient for a more melee-centric character. Eventually, I will be looking to craft my own because stock Fyros heavy armour model is not flattering to my character in the style-stakes.
"If you think I'm plucky and scrappy and all I need is love, you're in way over your head. I don't have a heart of gold or get nice. There are a lot nicer people coming up. We call them losers."
Nobody who plays the game long enough stays pure caster or pure fighter or pure anything. There are times when you will want to play around with other skill sets and Ryzom is one of the few games which allows you to do that. At some point you will choose to group with a newer player and it is convenient to shift to using a new skill set just so you both face an equal challenge. You will eventually end up with a modest amount of skill in all sorts of areas. What this means is that nothing you choose to put points into on Silan (newb island) is going to gimp you in the long run. Relax and have fun!
Actually there is one choice which can be made on Silan which can take some time to reverse. If you do the quests for the Kami or Karavan you will earn a lot of faction points. If you work for only one side and not the other you will leave Silan with a relatively large faction bias. Quests on the mainland offer very small amounts of faction compared to the quests on Silan so it can take a long time to shift toward the opposite faction. Unless you know for sure which faction you will eventually choose I'd recommend either doing the quests for both Kami AND Karavan or skipping them entirely.
As for crafting you can easily craft one type of equipment and keep up with your level. I craft 2-handed melee weapons for instance. As you get higher in levels it is nearly impossible to craft ALL of your own gear so you will eventually focus on one or two things. The rest you will get from other players. Having said this there are probably some crafters who are self sufficient in everything but that would take a LOT of dedication.
"Nobody who plays the game long enough stays pure caster or pure fighter or pure anything. "
there's one player who's a pure digger. He may craft a bit once in a while, but he never touched a weapon or cast a spell.
He's been playing for going on 2 years.
The reverse is more common, players who only fight and use magic.
It can be done, that's not to say most people do it.
Variety is the spice of life after all. If we wanted a class based system where you only ever do the same thing until you reach max skill level and then you quit or make another toon, we might be playing other mmos.