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  Hakeem's Guide to Spending Experience
by Hakeem (1/24/00)
 

Let me start by saying that although I’ve played various characters including archers, and fighters, this will primarily be geared more toward mages in general, and is based on things that I have learned while playing. Take it with a grain of salt, as there are many ways to advance your character and no set way is correct or incorrect. I’m only hoping to offer some suggestions that will perhaps make you think...

There are many types of people in Asheron’s Call, and there are just as many ways to spend your XP. Some people spend their points as soon as they get them. Others wait until they level, and spend their points all at once. Some people pull out a calculator and figure out if it’s cheaper to raise War Magic a point, or cheaper to raise Focus 3 points and self another for the same effect. Others look for the cheapest skill they have, and start raising it. I use a target method, or a goal method.

Instead of raising things haphazardly, I try and set goals for myself, and then put the points where I need them to hit my targets. For example, a while ago, I set the following goals:

  • Raise Run to 100
  • Raise Creature Enchantment to 100
  • Raise Arcane Lore to 100
  • Raise Melee Defense to 100
  • Raise Magic Defense to 100
  • Raise War Magic to 120
  • Raise Life Magic to 120
  • Raise Creature Enchantment to 120

My first goal was to raise my run to 100. My initial run as a level 1 character was 45. My quickness was 40. It’s important to know what the formula is for the skill that you want to raise, so you can determine how to get to your target skill level, but spend the least amount of points doing so. The formula for Run is:

Run = Quickness

This is one of the easiest skills to raise for cheap because you can increase your run by raising one of two things. You can increase your Run skill directly, or you can increase your Quickness which will also increase your Run. If it’s cheaper to increase your Run, raise that. If it’s cheaper to increase your Quickness, raise that instead.

Next was Creature Enchantment. The formula for Creature Enchantment is:

Self + Focus / 4.

Now the choices were a little more complicated. If it costs 500 to increase my Creature Enchantment, or 500 to increase Focus or Self, which is better to raise? Well, Creature Enchantment obviously. Increasing my Focus or Self only one point will not increase my Creature Enchantment Skill. I have to raise my Focus and/or Self 4 points to raise my Creature Enchantment Skill a single point. This can be done in any order, so you can raise Self 3, and Focus 1, or both of them 2 points, but they need to be raised four points total.
So if it costs 2000 points to raise Creature Enchantment a point, but only 500 to raise Focus or Self, what then? I think it’s best to raise the two attributes 2 points each, because that will also increase many other things. Appraisal skills by two points, maximum mana by two points, It may cost a little bit more this way, but you’re getting much more than just that one point in Creature Enchantment.
Sometimes you’ll see that you may have goals set where skills share the same attributes in their formulas. For example, If I want to raise my War Magic skill 10 points, my Life Magic 5 points, and my Creature Enchantment 15 points, then I may be better off raising Focus and Self primarily to get those skills. By doing this, for every 4 points I put into Focus and/or Self, I raise all three schools a point. Not to mention my Magic Defense and Mana Conversion will go up as well.

The last thing to note, is that you can raise things like Health, Stamina, and Mana on their own. Many people don’t even think about that. They know they can raise Endurance, but have no idea they can raise stamina or health directly. And it’s pretty cheap to do so in the beginning.

Hakeem
this page last updated 2/10/00 by Khali
Restored from the Internet Archive's copy, captured February 26, 2001. Preserved by AC Darktide History.