C
Cateran Emperor
Guest
I'll be updating this regularly for all you other Trolls who are following in my footsteps. Anyone who wants to add anything feel free, but please try to keep this thread neat. I want this to be a basic guide in a single post if possible, to keep from being redundant. As such, if you could PM me any additions or corrections, I'll be glad to credit you for it.
Introduction to Trolls
First of all NO, you do not get regeneration. Sorry, but that's just the way it is.
As a rule, you are a monster in combat. If you die, it's going to be because you encounter a demon that saps your hit points. You have a huge number of hit points, high defense, and a massive offense. Most anything you encounter is going to fall with you taking a handful of damage (1-3 is common, and also absolutely nothing to worry about)
So what's the problem? Buying a good item is going to be an exceptionally rare event and definately one to celebrate. Your charisma, intelligence, and find item ratings start in the pits and they do not get better very quickly. I'll tell you how to get around this later on.
Hard Stats For a Level 1 Troll
30 <- Hit Points
20 <- Defense
40 <- Attack
14 <- Strength
02 <- Intelligence
04 <- Dexterity
02 <- Charisma
02 <- Find Items
Starting Out
The first mistake I made, and one that you should figure out quickly, is that you are an idiot. If you start adventuring immediately, you're going to get lost and you're going to lose a lot of turns (2-5 turns per time). The solution? Pray. My basic rule is that you should pray for about 1/7 of your turns at the start of each time you login if you plan to adventure. In other words, if you have 20 turns, pray for 3 and then head out. The advantage here is that you will never lose more than 2 turns if you get lost and it will allow you to enter Valhalla earlier (more on that later)
When you start, I recommend you pray for 3 turns, then spend the entirety of the first session adventuring. It isn't likely that you will find much, but you will be attacked with good frequency (goblins do not take kindly to trolls) and so you almost always will hit second level before your initial turns run out.
When you reach level 2, dump all of your points into Charisma, Find Item, and Intelligence. You start as such a powerful fighter that, unlike the other species, you can easily get to level 6 or 7 before you even have to consider bolstering your strength. Your other stats though, are woefully short compared to everyone else. Your low charisma means that the shopkeeper at the market will sell you very little at first and he's going to charge you higher prices for them.
Before you log out of your first session, make certain to stop by the marketplace. You probably will not have a lot of gold, but your low charisma is going to limit your selection anyway. Your first purchase, completely regardless, should give you a charisma bonus. Every other purchase you make should have charisma and find item first in mind until you have a buyer's value in the 60-75 range. At that point, start buying for attack and defense.
The Old Man
During your encounters, it's likely that you will encounter an old man who will ask you a riddle. Get it right, and he will do one of four things:
1. Heal you to your max HP
This is utterly useless for you. Seriously. You have a huge number of base hit points, and you resurrect the next day if you die anyway. The sole exception is if you have a lot of turns and very few hit points left. In this case though, I recommend you simply stop adventuring until your turns get lower by going to the arena.
2. Give you extra turns
This is acceptable if you have a low buyer's value, (below 50 or so) this is an acceptable choice. It is still not the best one for any level of character, and you'll want to look on to the last option.
3. Change your item
Again, this is likely not worth your while considering what is next...
4. GOLD
This is what you should choose every time you get him. You will, literally, get an avelanche of gold dropped on you. I have personally averaged a whopping 21000 gold per visit from the old man. Not too shabby, particularly considering the fact that your charisma is going to keep things expensive for quite some time.
Guilds
This is obviously going to take some time to complete, but until then I recommend going the route of the Trolls' Pact. That will guarantee that you will never have to divert points to Strength and health again.
The Guilds
The Trolls' Pact
Requirements: Level 5
Cost: 1000 to join, 100/day
Effect: +4 Strength/day, +2 HP/day
Rating: *****/*****
The Trolls' Pact is what will keep you going. Take notice that when you sign in on a new day, the pact will have beaten you up. This will replenish your hit points to the old maximum (in other words, you'll start at the new maximum and then take the 2 damage)
Servants
Incomplete
The Bar and Getting Drunk
Incomplete
Valhalla and Beyond
Incomplete
Introduction to Trolls
First of all NO, you do not get regeneration. Sorry, but that's just the way it is.
As a rule, you are a monster in combat. If you die, it's going to be because you encounter a demon that saps your hit points. You have a huge number of hit points, high defense, and a massive offense. Most anything you encounter is going to fall with you taking a handful of damage (1-3 is common, and also absolutely nothing to worry about)
So what's the problem? Buying a good item is going to be an exceptionally rare event and definately one to celebrate. Your charisma, intelligence, and find item ratings start in the pits and they do not get better very quickly. I'll tell you how to get around this later on.
Hard Stats For a Level 1 Troll
30 <- Hit Points
20 <- Defense
40 <- Attack
14 <- Strength
02 <- Intelligence
04 <- Dexterity
02 <- Charisma
02 <- Find Items
Starting Out
The first mistake I made, and one that you should figure out quickly, is that you are an idiot. If you start adventuring immediately, you're going to get lost and you're going to lose a lot of turns (2-5 turns per time). The solution? Pray. My basic rule is that you should pray for about 1/7 of your turns at the start of each time you login if you plan to adventure. In other words, if you have 20 turns, pray for 3 and then head out. The advantage here is that you will never lose more than 2 turns if you get lost and it will allow you to enter Valhalla earlier (more on that later)
When you start, I recommend you pray for 3 turns, then spend the entirety of the first session adventuring. It isn't likely that you will find much, but you will be attacked with good frequency (goblins do not take kindly to trolls) and so you almost always will hit second level before your initial turns run out.
When you reach level 2, dump all of your points into Charisma, Find Item, and Intelligence. You start as such a powerful fighter that, unlike the other species, you can easily get to level 6 or 7 before you even have to consider bolstering your strength. Your other stats though, are woefully short compared to everyone else. Your low charisma means that the shopkeeper at the market will sell you very little at first and he's going to charge you higher prices for them.
Before you log out of your first session, make certain to stop by the marketplace. You probably will not have a lot of gold, but your low charisma is going to limit your selection anyway. Your first purchase, completely regardless, should give you a charisma bonus. Every other purchase you make should have charisma and find item first in mind until you have a buyer's value in the 60-75 range. At that point, start buying for attack and defense.
The Old Man
During your encounters, it's likely that you will encounter an old man who will ask you a riddle. Get it right, and he will do one of four things:
1. Heal you to your max HP
This is utterly useless for you. Seriously. You have a huge number of base hit points, and you resurrect the next day if you die anyway. The sole exception is if you have a lot of turns and very few hit points left. In this case though, I recommend you simply stop adventuring until your turns get lower by going to the arena.
2. Give you extra turns
This is acceptable if you have a low buyer's value, (below 50 or so) this is an acceptable choice. It is still not the best one for any level of character, and you'll want to look on to the last option.
3. Change your item
Again, this is likely not worth your while considering what is next...
4. GOLD
This is what you should choose every time you get him. You will, literally, get an avelanche of gold dropped on you. I have personally averaged a whopping 21000 gold per visit from the old man. Not too shabby, particularly considering the fact that your charisma is going to keep things expensive for quite some time.
Guilds
This is obviously going to take some time to complete, but until then I recommend going the route of the Trolls' Pact. That will guarantee that you will never have to divert points to Strength and health again.
The Guilds
The Trolls' Pact
Requirements: Level 5
Cost: 1000 to join, 100/day
Effect: +4 Strength/day, +2 HP/day
Rating: *****/*****
The Trolls' Pact is what will keep you going. Take notice that when you sign in on a new day, the pact will have beaten you up. This will replenish your hit points to the old maximum (in other words, you'll start at the new maximum and then take the 2 damage)
Servants
Incomplete
The Bar and Getting Drunk
Incomplete
Valhalla and Beyond
Incomplete