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Online RPG, Fantasy Game, Free MMORPG DarkSwords : Articles : First levels

Preliminary quest available right away on the «star» - after talking to Master Wizard or Master Warrior (depends on the race chosen) will help you better understand the principles of the game. Carrying out tasks of the Master, you receive not only advices, but also some useful things. Each time (up to 100th level) when you will come to the Master, it will allocate you with strengthening effects, on which the survival of your character and comfortable game directly depends.


All players up to 100th level have a congenital magic «first aid» (it is set on button «6»),which allows to cure yourself, however its use is 2 times «more expensive» than the base spell «heal», therefore we recommend you to study at least one its level to allow you not only spending your «mana», more effectively, but also healing your friends.


By killing monsters, your character will receive fighting experience, process of its accumulation levels, will automatically rise of what you will receive a message in a chat. For each fighting level accomplished that way you can receive knowledge necessary for you or characteristics at Schools and Guilds. Schools of a warrior style are designated as - , wizard - . The description of sequence of character development depending on the type of the weapon chosen by you is available in corresponding sections below.


At initial levels you can receive a part of the necessary equipment as trophies from monsters killed by you, but the rest nevertheless should be purchased in shops of city: - weapon; - armour, helmet, shield; - cloak, belt, gloves, leggings, boots; - rings and amulets; - vests, mantels and hats for mages; - elixirs.


Trophies received by you in fight – weapon and equipment - can be sold in the corresponding shops listed above; dump is intended for buying up of other trophies - . along of greater sums of gold or many valuable things may be risky – in case of death your corpse can be frisked, therefore use bank and hotel for storage.


• Development of the warrior with a spear.

• Development of the warrior with a dagger.

• Development of the warrior with an axe.

• Development of the warrior with a sword.

• Development of the wizard.


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Development of the warrior with a dagger.

The Dagger weapon has requirement on parameter «dexterity» - a profile parameter for Dagger carrier, it is studied at Schools of Quickness, after which Schools of Fencing, where «dagger mastery» is studied follow. However, for your character ability to always wear actual equipment on the level, «constitution» parameter development which is studied at Schools of Might is required. Therefore at the initial stages studying of Schools of Quickness and Might should be alternated for achievement of optimum result.


Elves and dwarves have a congenital bonus to the armour, therefore the closer to your current level the equipment will be chosen – the greater effect will be received from this racial advantage. The only subject of equipment which is not included as required into studied schools is the shield. There are 25 % of probability, that the trophy shield will have the alternative requirement (standard – «power», alternative – «constitution»),but nevertheless receiving such thing at early stages of development of the character will be rather problematically. In our recommended scheme you receive «dual wield» skill after studying the first level in Guild of Fencing which allows you to carry two knifes - in right and left hands (till then you can cope with the shield given out to the character at registration).


Standard set of required effects: «feline grace», «steel body», «tiger strength», «bears blood» - easily received (up to 100th level) at the Master Warrior on the city «star»; the important effect «frenzy» should be bought in Alchemical shop as an elixir. To increase the amount of «mana», which is required for your character treatment, we also recommend getting and using «wisdom of the owl». For strengthening your damage on monsters «normal grindstones» are required – you can receive them, carrying out tasks of the Master Warrior, and further can make them independently. Starting a fight, do not forget to fill up the stock of «Small elixirs» for «mana» and «health» restoration (you should define a proportion yourself by practicing but if you use a «heal» on a regular basis, «mana» elixirs will be more popular).


Below is the table of schools and guilds studying sequence at the choice of starting parameter «dexterity» = 16.

Level School New opportunities
1 - 10 School of Might
11 - 18 School of Quickness
19 - 23 School of Might
24 - 30 School of Quickness
31 - 34 Middle School of Might
35 - 39 Guild of Healers «cure» instead of «first aid»
40 - 54 Middle School of Quickness
55 - 58 Middle School of Might
59 - 73 School of Fencing taking the second dagger in the left hand
74 - 80 Middle School of Might
81 - 95 Middle School of Fencing


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Development of a warrior with an Axe.

Profile parameter for an Axe warrior is – «power». For development of this characteristic studying School of Power, after which follow Guilds of Barbarians,where «axe mastery» is studied is required. However, for your character ability to arm itself with an Axe on time (has a «constitution» parameter requirement) and to wear actual equipment on the level studying at Schools of Power is required. Therefore at the initial stages studying of Schools of Power and Might should be alternated for achievement of optimum result


Axe – is the most powerful weapon; therefore, the closer to the current level it is picked up the greater effect is received. It is similar concerning dwarves equipment as this race has a congenital bonus to the armour. Orcs don’t have a congenital bonus; therefore selection of equipment won’t be that important at the initial stages of development of this race. In the development scheme listed below your character has to carry a shield received at registration at starting levels, in process of «power» development it should be changed for more powerful of suitable on this parameter. It is important to extra highlight the cape – standardly it has the requirement of «dexterity»", within the limits of the offered scheme it is possible to use a cape with the alternative requirement of «constitution» (meets among trophies in 25 % of cases).


Standard set of required effects: «feline grace», «steel body», «tiger strength», «bears blood» - easily received (up to 100th level) at the Master Warrior on the city «star»; the important effect «frenzy» should be bought in Alchemical shop as an elixir. To increase the amount of «mana», which is required for your character treatment, we also recommend getting and using «wisdom of the owl». For strengthening your damage on monsters «normal grindstones» are required – you can receive them, carrying out tasks of the Master Warrior, and further can make them independently. Starting a fight, do not forget to fill up the stock of «Small elixirs» for «mana» and «health» restoration (you should define a proportion yourself by practicing but if you use a «heal» on a regular basis, «mana» elixirs will be more popular).


Below is the table of schools and guilds studying sequence at the choice of starting parameter «Constitution» = 16.

Level School New opportunities
1 - 15 School of Might
16 - 30 School of Might
31 - 39 Middle School of Might
40 - 44 Guild of Healers «cure» instead of «first aid»
45 - 59 Middle School of Power
60 - 62 Middle School of Might
63 - 77 Guild of Barbarians «shield of faith» and «disembowel» automatically
78 - 80 Middle School of Might
81 - 95 Elite Guild of Barbarians


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Development of the Warrior with a sword.

The sword has requirement on «power» parameter - a profile parameter for Sword carrier, it is studied at Schools of Power, after which Guilds of Martial Arts, where «blade mastery» is studied follow. However, for your character ability to always wear actual equipment on the level «constitution», parameter development which is studied at Schools of Might is required. Therefore at the initial stages studying of Schools of Might and Power should be alternated for achievement of optimum result.


Damage effect of your character mainly depends on used weapon and its using skills, therefore, the closer the sword is picked up to the current level the greater effect is received. It is similar concerning dwarve’s and elve’s equipment as these races have a congenital bonus to the armour. Orcs don’t have a congenital bonus; therefore selection of equipment won’t be that important at the initial stages of development of this race. Starting at 7th level to 30th level of the scheme listed below actual «constitution» requirements overtake the characters’ characteristic development therefore the use of necessary equipment is required. It is important to extra highlight the mantle – standardly it has the requirement of «dexterity», within the limits of the offered scheme it is possible to use a cape with the alternative requirement of «constitution» (meets among trophies in 25 % of cases).After studying the first level of Guild of Martial Arts, character will receive «dual wield skill. At the further training in these guilds potential force of the second sword will grow so at the certain stage you will have a choice – to continue using a shield in the left hand or to take the second sword for the sake of increase in a final damage effect of your character by smaller security.


Standard set of required effects: «feline grace», «steel body», «tiger strength», «bears blood» - easily received (up to 100th level) at the Master Warrior on the city «star»; the important effect «frenzy» should be bought in Alchemical shop as an elixir. To increase the amount of «mana», which is required for your character treatment, we also recommend getting and using «wisdom of the owl». For strengthening your damage on monsters «normal grindstones» are required – you can receive them, carrying out tasks of the Master Warrior, and further can make them independently. Starting a fight, do not forget to fill up the stock of «Small elixirs» for «mana» and «health» restoration (you should define a proportion yourself by practicing but if you use a «heal» on a regular basis, «mana» elixirs will be more popular).


Below is the table of schools and guilds studying sequence at the choice of starting parameter «Power» = 16.

Level School New opportunities
1 - 6 School of Might
7 - 21 School of Power
22 - 30 School of Might
31 - 36 Middle School of Power
37 - 40 Middle School of Might
41 - 45 Guild of Healers «cure» instead of «first aid»
46 - 49 Middle School of Might
50 - 58 Middle School of Power
59 - 73 Guild of Martial Arts «reflect shield» and «seeking blade» automatically
74 - 80 Middle School of Might
81 - 95 Elite Guild of Martial Arts


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Development of the Warrior with a spear.

Specificity of development of the с spear character is based on the weapon having the requirement on «constitution» parameter, while skills «polearm mastery» and «sweeping swing» are studied at Schools of Defense before which it is required to pass School of Quickness and Middle school of Quickness.Therefore studying of Schools of Speed and Might should be alternated for achievement of optimum result.


Elve’s and dwarves have a congenital bonus to the armour, therefore the closer to your current level the equipment will be chosen – the greater effect will be received from this racial advantage. The only subject of equipment which is not included as required into studied schools is the shield. There are 25 % of probability, that the trophy shield will have the alternative requirement (standard – «power», alternative – «constitution»), but, nevertheless, receiving such thing at early stages of development of the character will be rather problematically. In our recommended scheme you receive «dual wield» skill after studying the first level in Guild of Fencing which allows you to carry two spears - in right and left hands (till then you can cope with the shield given out to the character at registration).


Standard set of required effects: «feline grace», «steel body», «tiger strength», «bears blood» - easily received (up to 100th level) at the Master Warrior on the city «star»; the important effect «frenzy» should be bought in Alchemical shop as an elixir. To increase the amount of «mana», which is required for your character treatment, we also recommend getting and using «wisdom of the owl». For strengthening your damage on monsters «normal grindstones» are required – you can receive them, carrying out tasks of the Master Warrior, and further can make them independently. Starting a fight, do not forget to fill up the stock of «Small elixirs» for «mana» and «health» restoration (you should define a proportion yourself by practicing but if you use a «heal» on a regular basis, «mana» elixirs will be more popular).


Below is the table of schools and guilds studying sequence at the choice of starting parameter «constitution» = 16.

Level School New opportunities
1 - 10 School of Quickness
11 - 25 School of Might
26 - 30 School of Quickness
31 Guild of Healers «cure» instead of «first aid»
32 - 46 Middle School of Quickness
47 School of Fencing taking the second spear in the left hand
48 - 52 Middle School of Might
53 - 67 School of Defense skill «sweeping swing» works automatically
68 - 70 Middle School of Might
71 - 85 Middle School of Defense
86 - 92 Middle School of Might


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Development of the Wizard.

Playing as a wizard you should first of all decide on the use fighting magic elements: fire, cold or lightning. Рsize of a magic damage effect of all three elements is identical, additional effects caused by a forced fighting magic spell are the only that differ: fire suits best for monster killing process acceleration; cold is used for singles in opposition with other players; lightning is for group game. In the beginning of the way your wizard will fight with a staff, we recommend studying one level of fighting magic of the elements chosen by initially – in this case you will damage the opponent simultaneously with both staff and magic.


Wizard equipment has no essential value at initial levels; therefore you can allow yourself using accessible things for lower levels. It is necessary to pay attention only to a staff and, especially, on a magic wind, which you can carry instead of a shield. In our recommended development sequence (the first 90 levels) it is more likely for your wizard to study School of Wisdom («Ingenious Tactics» skill will give you enough amount of «life») and to use «cure», instead of a «mana shield» spell, therefore as far as possible, we recommend you to make yourself «wand of life». Staff updating process for «chance to cast» parameter increase may seem a little too difficult, therefore, if you see the «Target resists your magic!»,message on a miss rarely, you can ignore this procedure.


Standard set of required effects: «wisdom of the owl», «steel body», «bears blood» - can be easily received (up to 100th level) at the Master wizard on the city «star»; the important effect «astral carnival» should be bought in Alchemical shop as an elixir. As already mentioned, in the beginning of the way of development, you will attack using not only magic, but staff as well, therefore it is recommended to get and use not only an «astral carnival» elixir, but also «feline grace», «tiger strength», «frenzy». To strengthen your magic attacks on monsters «light catalysts» are required– you can receive them, carrying out tasks of the Master wizard, can make them yourself in future. It is necessary to note, that getting «light grindstones» in addition will strengthen the physical damage effect. Starting a fight, do not forget to fill up the stock of «Small elixirs» for «mana» and «life» restoration (1-2 for emergencies). in case of emergency you can use «mana shield» elixirs - their protective urgency will increase along «mana» training at School of Wisdom.


Below is the table of schools and guilds studying sequence at the choice of starting parameter «intelligence» = 16.

Level School New opportunities
1 School of Flame* «fire ball» in fight
2 - 16 School of Mind
17 Guild of Healers «cure» instead «first aid»
18 - 32 Middle School of Mind
33 - 47 School of Wisdom
48 - 61 School of Flame*
62 - 76 Middle School of Wisdom
77 - 91 Elite School of Wisdom «Auto-hypnosis» for «mana» restoration

* - The school of Flame is chosen as an example; other possible variants are School of Cold and School of Lightning.

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