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New Player Guide

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.

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.

For further information refer to the "Races" section in this wiki: https://ember-online.com/wiki/index.php/Races

  • 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 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.

Primary 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.

Every class benefits from having maximum Endurance (for damage absorption), Agility (for dodging physical attacks) and a high Wisdom (for resisting magical attacks).

Refer to this link for further information: https://ember-online.com/forums/viewtopic.php?f=11&t=614

  • Strength (STR) the higher your STR the more damage you will do with physical attacks (including bows).
  • Agility (AGI) determines your ability to land physical attacks, and to avoid being hit by them. Also affects a Thieves stealing chance.
  • Endurance (END) is one of the factors in determining your health (HP), and increases the speed of passive HP gain. (7.4 seconds - (Endurance/10)). Each point is 50 hp per point difference at 25th level.

For Knights +4% (HP from the table below *1.04), for Barbarians +8% (HP from the table below *1.08).

HP based on END at level 25 (for Classes without HP Adjustments):
End 17 950 End 18 1000 End 19 1050 End 20 1100
End 21 1150 End 22 1200 End 23 1250 End 24 1300
  • Intelligence (INT) determines your spell power for magic users (effects and damage), your ability to find hidden players and NPCs, and a hidden character's ability to remain hidden when being searched for, and your resistance to the Thieves stealing ability. Also affects a Thieves trap disarm chance
  • Wisdom (WIS) is one of the factors in determining your mana pool (MP), and along with your race and class, determines your magic resistance (MR) to hostile spells. You need to invest in WIS to benefit from class/Racial MR bonuses. A high WIS also improves a Druids morphed form.
  • Charisma (CHR) is how charismatic your character is, and plays a role in the amount of health and mana all classes have. Also increases a Bards song power and makes a Rangers pet more effective. A knights taunt and a Druids Bear forms Roar ability are also improved with higher CHR.
HP/MP Increases based on CHR (per LVL):
Chr 10 0HP/0MP Chr 11 0-1HP/0MP Chr 12 0-1HP/0-1MP
Chr 13 1-2HP/0-1MP Chr 14 1-2HP/0-2MP Chr 15 1-3HP/0-2MP
Chr 16 1-3HP/1-2MP Chr 17 2-4HP/1-2MP Chr 18 2-4HP/1-3MP
Chr 19 2-5HP/1-3MP Chr 20 2-5HP/2-3MP Chr 21 3-6HP/2-3MP
Chr 22 3-6HP/2-4MP Chr 23 3-7HP/2-4MP

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.

Derived Stats

  • Level (LVL) This will increase as your character gains experience from completing quests and slaying monsters. This influences many aspects of your characters abilities.
  • Health or Hit Points (HP) This is how much damage you can take before waking up in a temple. END, LVL and (to a lesser effect) CHR influence how many HP your character will have. Also Barbarians and Knights have more hit points than other classes. HP are restored by drinking healing potions, eating food or slowly through time (faster in a temple).
  • Mana or Magic Points (MP) This is how much power that you have available to cast spells, sing song and morph. WIS, LVL and (to a lesser effect) CHR as well as (in some cases) your class influences how many MP you will have. MP are restored by using mana restoratives, drinking something or slowly through time (faster in a temple).
  • Stamina This is how many time you can act in a round. Attacking, casting spells and certain abilities take up a Stamina point. How many stamina points you have is based on your LVL and class. Stamina point are replenished through time (all at once).
  • Attack Rate This is a hidden stat and is based on your AGL and LVL. It is the chance you have to hit something with a physical attack. Knights gain a small bonus to this.
  • Dodge Rate This is a hidden stat and is based on your AGL and LVL. It is the chance you have to dodge a physical attack. Monks gain a small bonus to this, while Barbarians lose some dodge.
  • Fizzle Rate This is a hidden stat. This is the chance that a spell will fail in its casting. INT and LVL and some races have an influence of fizzle rate as well the level of the spell. There is always a chance to fizzle.
  • Spell Penetration This is a hidden stat and is based on your INT and LVL. This is the chance you have to successfully bypassing an enemies magic resistance. Staff weapons increase spell penetration.
  • Spell Damage This is a hidden stat and is based on your INT and LVL and the spell involved.
  • Magic Resistance (MR) This is a hidden stat and is based on your WIS and LVL. Certain classes and races also have bonuses to their MR. Assassins and Barbarians have a reduced magic resistance. This is the chance you have to successfully resist or reduce the effect of enemy magic.

Playable Classes

There are twelve classes players can choose from, which, like races, all have their own strengths and weaknesses. 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.

General Character Build Advice

  • ALL classes: Max out Agility (for extra dodge and attack chance), Endurance (for extra hit points) and possibly Wisdom (for magic resistance and mana points). Charisma can be beneficial also (for extra hit points and mana points).
  • Assassins: Max out Strength. Some people +1 STR or AGI (usually STR for the extra damage due to Assy's backstab ability). Could benefit from INT to make them harder to find when hidden (it seems that INT is a dump stat and is neglected in most assassin builds - INT or not, the choice is yours).
  • Barbarians/Knights and Monks: Max out Strength, neglect Intelligence. Some people +1 STR or AGI and occasionally END. Please note that Knights benefit from a good CHR (for their taunt ability). Barbarians will benefit most from +1 STR due to their Rage ability damage multiplier.
  • Bards: Max out Charisma and Strength the rest into Wisdom, neglect Intelligence.
  • Cleric/Necromancer/Sorcerer: Max out Intelligence and Wisdom (neglect Strength). Some people +1 INT for Sorcy/Necro, +1 END for Cleric? Spare points to CHR.
  • Druids: Max out Strength, +1 Wisdom. Then it is a choice between INT (mainly for the Faery Fire spell - assassins/thieves can't hide when under this effect and all classes have a reduced AC) and/or CHR (for HP/MP, it also affects their bear forms Roar ability).
  • Paladins: Similar to fighters, Max out Strength and high Intelligence/Wisdom.
  • Rangers: Max out Strength and high Charisma (for pet power).
  • Thieves (non combat): Max Intelligence (for hiding and eventually trap disarming), high Wisdom. You could +1 AGI or put spare stat points into maxing out WIS or put into CHR. A Combat thief would have similar stats to an Assassin.

For more detailed information refer to the "Classes" section in this Wiki: https://ember-online.com/wiki/index.php/Classes. Maybe there will be some cookie cut builds also. Eventually... maybe... will not hold my breath just in case.

Please note that you have a free respec for each character you have. So even if you have made a mistake with your character build or just wish you re-mould your character based on knowledge from playing, you can easily do so.

  • How to Respec: You can repec your character by going to your account screen, choosing the character you want to respec, then clicking on the Re-Alloc button. You will need to have stripped your character of all equipped gear beforehand. When next you login you will be in Seamoor with all the gold you spent on levelling up, and on spells, refunded and on your character. So remember to re-level your character and buy back your spells.

Assassin

Assassins rely on their stealth to surprise their enemies. They are stealthy enough to sneak around unseen and to hide in shadows. While hidden in the shadows the assassin can backstab their enemy with daggers for a large amount of damage. They can also track their prey to wherever they try to run.

Assassins can wear up to medium armour, along with a helm and shield. They are restricted to sword or daggers and can dual wield weapons for extra damage (at the expense of defence).

Barbarian

Barbarian are brutal warriors. They rely on their toughness and brute strength to overcome their enemies. Their great health means they can take a lot of punishment. However they are more susceptible to magic and their rage makes them easier to hit in combat.

Barbarians can wear up to medium armour, along with a helm and shield. They can wield almost any weapon they can get their hands on. They can also dual wield weapons for extra damage (at the expense of defence), or use a two handed weapon for the critical hit chance (and therefore more damage, also at the expense of defence).

Bard

The Bard is a boon to any party. Their songs can inspire anyone who is in their party, including the Bard themselves. They have a song to fit most circumstances. The more charismatic they are the more of an effect their song will have on their audience. Bards can also have access to a minor healing spell and protection spell.

Bards can wear up to medium armour and light helms. They need an instrument to perform their songs (the quality of the instrument also affects the quality of their songs). They can wield most weapons.

Cleric

Clerics are one of the most devout of the classes. Their power derives from their God. They have limited combat magic and combat power, their main focus is keeping themselves and their friends alive through increasingly powerful healing magic. Through their faith in their God they can bless body armour and weapons. They can also cloak themselves in a protective field to reduce damage taken.

Clerics can wear up to light armour, but they can wear any helm and equip any shield. They are restricted to blunt weapons, staves or fist weapons.

Druid

  • Important Stats: Intelligence, Wisdom
  • Exp to 25: 325 million
  • Weapons: Blunt, Staff, Fist
  • 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 (you will want to do this, however you cannot cast magic when morphed). 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, 2-handed, Fist
  • Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield
  • Skills: Taunt, Shield Bash

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: 350 million
  • Weapons: Staff
  • Armors: Cloth, Light
  • Skills: Dual Wield, Roundhouse Kick, Meditation

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: 350 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: 300 million
  • Weapons: Blunt, Dagger, Staff, Sword
  • Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield
  • Skills: Cure, Heal, Protect, Remedy, Sight, Smite, Aegis

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. Blunt weapons in the hands of a paladin do 16% more damage. Paladins begin as Fighters until level 8, and become Guardians at level 25.

Ranger

  • Important Stats: Agility, Charisma
  • Exp to 25: 300 million
  • Weapons: Blunt, Bow, Dagger, Staff, Sword, Fist
  • 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: 350 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: 275 million
  • Weapons: Dagger, Bow
  • 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

Race/Class:

Before creating your character have a think about what kind of character you wish to play. Then have a look inside this wiki (the forums can also be useful) for more information on the Classes and Races available.

Race: https://ember-online.com/wiki/index.php/Races

Classes: https://ember-online.com/wiki/index.php/Classes

Some basic advice on stat allocation: https://ember-online.com/wiki/index.php/New_Player_Guide#General_Character_Build_Advice

This will give you an idea of the kind of race, class and stat distribution you should consider. If you have already made a character it is not too late to change.

THIS IS VERY IMPORTANT! It is not fun to find out, especially after playing for a while, that your character is not a good build. Do your research now! You could even make a temporary character just to ask questions in game about what you should build based upon the idea in your head; also feel free to post on the forums (in the General Discussion section): https://ember-online.com/forums/viewforum.php?f=6

Equipping:

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.

Automap:

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. This will help with your exploration.

Game Options:

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.

Set Your Macros:

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).

Example Macro: 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).

Quick Icons: To the right of this sub menu you can set up the the various "Player Quick 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.

Macro for Casters: Feel free to put commands into the others ones as needed (for example if you chose sorcerer or necromancer you may want to change the "Spell 1" icon to: "c beam" (without the quotes) for left click and "look" (without the quotes) for the right click. Then when you have the "red wand" (which is the "Spell 1" macro) 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. For Clerics or Druids replace "c beam" with "c ray" (again without the quotes). You can see what spells (and skills) you have by clicking on the "Skills" tab (near the "Items" tab).

Commands/Aliases:

Have a look at the Commands section in this wiki to see the sort of things you can do (including how to communicate with your fellow players). https://ember-online.com/wiki/index.php/Commands

Some Basic Tips and Information

Bare Necessities:

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.

First Steps:

Buy a rope (always comes in handy)! Sadly there are no 10' poles in the game yet. The rope will allow you to climb up or down in certain areas.

If you are in a dark area (you will only be able to see the square you are in, with no indication of where you can travel to. You will also not be able to see monsters either and if your race does not have infra-vision you will need a light source. Torches last for 3 minutes, Lanterns last for 10 minutes. The Paladin also has the Sight spell they can cast to see in the dark. You will see items that drop from anything killed.

Level 1 to 8

Complete the Tutorial Island Quest - Quest #6000 Link: https://ember-online.com/wiki/index.php/Quest_List#Tutorial_Island_Quests This will take you to level 2.

Then go to Seamoor (SPOILER ALERT! if you are having trouble getting out of tutorial island - head out of the villages, and work your way east and south until you find a brown square that mentions "boarding" and type: board).

There are quest givers in Seamoor and I recommend that you do all the quests there if you are a new player (they are easy and provide you experience, gold and equipment upgrades). The Quest Givers are: City Guard (outside of the arenas), Evelyn in the Tavern, Clive in the Alchemy Shop, Jorath in the armour shop and Callista in the street just before the arena and levelling guilds section). If you complete all of them you will be level 8 (maybe 9) and made some easy gold and gained some decent equipment (for your level).

Seamoor Quests: https://ember-online.com/wiki/index.php/Quest_List#Seamoor_Quests

Quests:

There is a list of Quests that you can complete and a rough guide on how to do them in this wiki (https://ember-online.com/wiki/index.php/Quest_List)

Quest Givers: Have a Yellow Exclamation Mark on their picture when they have a Quest Available, a Red Exclamation Mark on their picture when you do not fulfill the requirement to take the quest (usually it means you are too low level) and a Grey Exclamation Mark when you have completed all the quests they have available (repeatable quests will show the Grey Exclamation Mark when not enough time has passed since you last completed the quest).

You need to make sure that you all have the Quest active. Then it is simply a case of going and doing the Quest. The best Quests to do in a group are the ones that involve putting monsters out of misery (killing them) or deliveries. In the kill Quests every kill by the party is awarded to each member (even kills by members in the party who do not have the Quest will be awarded to the members who have the quest). The ones where you have to gather items will seem to take even longer because EVERYONE in the party (who has the Quest) will need to gather up the same amount. So if the Quest needed you to collect 10 bent toothpicks, you will need to gather 10 bent toothpicks for each party member. You will each need to cash in the Quest for your own reward.

To Level Up:

When you are ready to level (you will be given confirmation of this in game) you will need to go to your guild (this will cost you some gold - the cost increases with level). You can use the /exp command at anytime to see how much EXP you have and how much you need to level up (you will stop gaining EXP when you have 110% of the experience required for the next level). Mages and Healers users can buy some minor spells in their guild.

Safe Spots:

You cannot be attacked in cities (the exception to this is the Games Room/Battledome, this is where people will go to duel one another with no experience loss). You are also safe in shops and one or two other locations. If you log off outside of a Safe Spot you will be vulnerable to attack (see "Logging Off" below).

Logging Off:

If you log off out of a safe spot, you character will have a "Combat Timer" lock. Your character will not be fully logged off until this has expired (in 10 seconds). However if you are attacked by anything during that time the Combat Timer will restart. You will not be able to log on any other character until the timer is gone (which could mean the death of the character you just logged off, if there is an enemy present). You can however log back into the character you just logged off with no delay.

Dying:

If you die the monster that killed you will have any gold you were carrying (if you die to a player they will have it). Also anything that you are carrying (that is not soulbound) has a chance of dropping (33% chance per item). There is also a minor experience penalty (this is based on your level). You lose 1% EXP on death (to a maximum of 1.5 Million - you will never go beneath the EXP you need for your current level). There is also a "Death Sickness" penalty.

Death Sickness: Whenever you have been killed you will receive a Death Sickness Penalty:

PVP:

At 25th LVL: You lose 2 from all your stats for 2 minutes first death, -3.5 from all your stats for 4 minutes on your second death, -5 to all your stats for 6 minutes on your third death and a -9 to all your stats for 8 minutes on your fourth and subsequent death.

16th to 25th LVL: You lose no stat points for 2 minutes after the first death, you lose 2 stat points for 2 minutes on your second death, -3.5 stat points for 4 minutes on your third death, -5 stat points for 6 minutes on your fourth death and -9 stat points for 8 minutes on your fifth and subsequent death in PVP.

The effects do not stack, but the timer is reset each time you die and the penalty to your stats, and the time you will suffer this penalty, is increased to the next step accordingly.

PVE:

You have -2 to all your stats for 30 seconds, any situation.

Death Sickness will not occur in game rooms and arenas(?).

Getting Pk'd: From level 1 to level 15 you cannot be killed (pk'd) by other players. After that, tread carefully.

PK Survival Tips

Some basic tips to try and help you survive an attack from one of those pesky pk'ers.

  • Don't leave home without potions (and have their use macrod).
  • Level in a group if you can (I don't, but it can act as a deterrent).
  • Keep your health high, while levelling, through potion use (you are at your most vulnerable from level 16 - 19, after that you USUALLY have the hit points/dodge/MR to survive - IF your health is near max).
  • If you see someone run to a safe spot at the most convenient opportunity (ie: when your not exhausted) You can always check who they are when you are in your safe spot.
  • Minimise loses by banking periodically (basically once you have enough of something that losing it would hurt that is the time to bank, experience lose is pretty low and can be made back pretty quickly).

Temples:

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 died horribly, screaming in pain and anguish. You can also pay for healing (1 gold = 10 HP healed). You will regenerate mana and health quicker in a temple.

Neutral divinity characters can temple anywhere. However it costs them (a low amount of) money and the do not benefit from the increased regeneration.

Level 8 Now?:

From now on to level you are ready for the next city and 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)

City Choices:

Canopia: Head west out of Seamoor and then follow the path to the south and you will eventually reach Canopia. Canopia has only three quests, all of which are easy. Two involve just killing things. Canopia is close to the Lumber Mill (North out of the city and to the West) and Kageti Grove (which is just south of the Lumber Mill) both of which have good starter Quests that will net you gear - depending on your class.

Or

Bityrn: Head West out of Seamoor and keep going West and a little to the North. Bityrn has more quests than Canopia (but they are mainly gathering item quests, nearly all the items are found on creatures out of the city through the North gate ) and has the Cemetery near to it (South out of the city and to the East) which also has quests. There is a quest that gives you a weapon (depending on your class).

The Quests: If you are new I would complete the quests of those cities and the adjacent areas mentioned here.

Levelling:

There are three basic ways of levelling:

1) Fast levelling (most popular choice). You use potions to heal in combat, at an increased expense. Healers can of course heal during combat (instead of potions you will be mainly using mana restoratives).

2) Slow levelling. You use food/water after a fight. Greatly reduced expenses.

3) Arena levelling. This is the safest option, but creatures killled are worth less experience.

You gain ever less EXP for every level you are above the creature (-15% per level to a maximum of 99%). You gain slightly more EXP for every level you are lower (5% per level that caps at 25%).

Also levelling in a party can be advantageous.

Party Levelling: There is a benefit in levelling with others. The maximum party size is 6. Kill shot experience is divided among the party - but there is a small experience boost based on party size (more party members means a higher experience boost). The experience you get for damaging or healing (healing is usually less than experience compared to damaging) is given to the person healing/damaging. Traveling in a party is also safer and you can tackle monsters that would usually be too problematic for solo-levelling.

Forming a Party: One person will (see the Commands section for more information on this Command and others): /invite [name] each person who wishes to be in the party (remember you can only have a maximum of 6 people in a Party). People who wish to join the party will type: /join [name]. The person forming the Party will be the Party Leader. The party leader is the one who decide where the party goes and everyone will automatically follow the Party Leader. You can leave the Party at anytime by typing: /disband. If the Party Leader does this, the whole party is disbanded.

Party Loot: Gold is also divided among the party, item drops however are not. There is a command: /randparty that will select a party member from random (useful for equipment drops - this can only be done by the Party Leader). Sell-able loot can be sold and divided among the group - this would be honour based. Solo-levelling will be a little slower, but you do not need to worry about loot division.

Arena Levelling: You can level safely in an arena and take it at your own pace. You can still be killed by the beastie if you do not pay attention, but no player can pk you. You do not even need to move! Just pull the chain and summon a beastie. There is a price though. You will gain less experience and gold (-25% to both), also the creature will not drop any equipable gear that its wild counterpart may.

Divinity:

It is also a good idea to level on something that you have div (divinity) over (especially from level 15 onwards). Each of the Divinities has a div that it is strong against (you will do more damage attacking creatures/players of this div, and take less damage in return) and a div it is weak against (you will take more damage from and do less damage to creatures/players of this div). It works like this: Night (Dunsel) has div over Earth, Earth (Javn) has div over Lightning, Lightning (Vaendac) has div over Ice, Ice (Orasic) has div over Fire and Fire (Aerotes) has div over Night. Levelling on something you have div over will make your life easier. This is a 10% bonus to damage to things you hit that you have DIV on, or an extra 10% damage taken if what is hitting you has DIV on you.

There is also now Neutral Divinity (this divinity does not have any bonus or penalty to damage while combating other divities or fellow Neutral divinities. They also do not benefit from Embers, but they do benefit from blessed equipment). DIVINITY NAMES HAVE CHANGED (someone helpful update please?).

There are two non player Divinities: Holy and Evil.

Refer to the Divinity Chart for a clear image of what has div over what.

Equipment:

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 (and whether you can actually use it or not). Remember though some items that drop from creatures can come partially decked (see "Decking Equipment" section below for more info).

  • If you are looking to upgrade your Equipment, you can refer to the Equipment section (https://ember-online.com/wiki/index.php/Equipment). This will show you a comprehensive list of the various pieces of equipment in game. You can then find the location of the item by referring to the Atlas (https://ember-online.com/wiki/index.php/Atlas). This will tell you what kind of creatures (and what they drop) are in specific locations (ctrl + f is your friend).
  • Do not rely on creature drops to provide your equipment! You may find that by the time the item drops, you are past the level anyway and now a shop bought is better. It is best to combine farming with levelling; if the item has not dropped before it is time to move on, just move on and buy a shop bought.

Decking Equipment: You may also want to deck your equipment for increased damage/protection (see "Decking Equipment" section below for more info).

Banking:

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). Remember that, although you cannot be player-killed (pk'd) until level 16; 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.

Item Vault: Banks have a vault that you can put items into - all characters on the account that you are using have access to this vault.

Guilds:

Consider joining a Guild. Personally I would browse the forums and talk to people in the game, to get a general feel of the guilds and the people in them, before choosing a place to set up home (off course you can always leave a guild if you do not feel the guild is suitable for you). A guild is a good place to get information, conversation, and help from your fellow clan members.

This should be enough to give you a foothold in the game.

Embers

Embers can occasionally be found when killing creatures. They range from 1% to 5%. The more powerful the creature the higher the %. They provide additional damage or protection (based on what they have divinity over) when inserted into armour or weapons (hold control, click and drag Ember over the piece of equipment you want it inserted into).

Neutral divinity characters do not benefit (or suffer) from having embers in their equipment (or used against them).

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 by increasing a weapons damage and making armour more protective.

WHAT IS NEEDED: You will find scrolls of enchant and soulbind 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 five of them).

ALTERNATIVELY: Clerics gain the bless scribe option at level 13, soulbind at 8th 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).

HOW TO SCRIBE: To scribe the spell you will need a "blank scroll" that you can buy from most magic shops and mana (1/2 of your mana for a bless and all of your mana for soulbind and enchant). However, there is a chance for a spell fizzle. If there is a fizzle you will use up the scroll and mana as normal and have nothing to show for it (this chance is generally low). The commands are /scribe bless, /scribe soulbound and /scribe enchant

SOULBINDING: Soulbound (SB) items will bind itself to the first person who equips it. It then cannot be given to another character (but you can put it into your vault at the bank). you cannot drop a soulbound item once it has been binded, but you can sell it when you no longer need it. Once an item is soulbound it cannot be dropped on death.

HOW TO USE THE SCROLL: To use the scroll hold "ctrl" key and drag the scroll over the item. To soulbind you will also need an emberstone.

Also you do not need to worry about wasting scrolls. You will not be allowed to put the same divinity bless on twice and you can only ever upgrade an enchantment (any enchantment equal to or lower than what is already on an item will not be used and you will be notified). So you will not lose any scrolls.

ADVISE: 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 (because what works for me may not for you - feel free to deck and/or SB lower level items if you wish).

MORE INFORMATION: Each level of enchant will add +0.5 to the AD (average damage) of a weapon or +2 to the protection rating of body armour or +1 to the protection rating of a helm/shield.

Each bless will add +0.5 to the AD of a weapon and +1 to the protection rating of body armour.

DECKED WEAPONS: A fully decked weapon will be 4.5 points higher than an un-decked weapon. It will have all 5 blesses and an enchant level of brilliant.

DECKED ARMOUR: A full decked piece of Body Armour will be 13 points more protective than a standard un-decked piece. It will have all 5 blesses and an enchant level of brilliant.

Helms and shields cannot be blessed. So a fully decked Shield/Helm will only have the brilliant enchant, which give +4 protection.

INSTRUMENTS: Instruments can only be soulbound.

FULLY DECKED: As DECKED (above) but the piece of equipment will also be soulbound (see below).

EXAMINING EQUIPMENT: You can right-click and examine a weapon or piece of armour and you will be shown the enchant level and each blessing that it has (also whether it is soulbound and to whom it is soulbound too). Every bless/enchant on an item will be already added into the AD/protection rating of the item examined.