Beginner branch · Beginner
Beginner
Beginner, in short
recorded for this site, not from the exportthe exact formulas ›Three skills, nine points, and one job: reach level 10 and go and see somebody about it.
What it brings3
Three Snails throws a shell across the screen, so you can kill a snail without it touching you. Shells come off the snails themselves.
Recovery puts 72 HP back over half a minute.
Nimble Feet is +10 speed for half a minute, and Maple Island is a lot of walking.
Watch out for2
- You earn one point per level here rather than three, and the pool stops the moment you advance.
- Spend AP on the stat your future class wants, not on STR because it is highlighted.
Where the points go
- ?mainPut points into the stat of the branch you are heading for, not the one you have.
- never comes back, and what catches people is the requirement on the weapon rather than the damage: the Gear tab prices every rung.
Every Beginner skill
iHow to read a skill card
The line under each name is what the skill does at its last rank, read off the row. max N beside the name holds that against what a single point buys, which is the argument for spending the rest of them.
Anywhere on a card opens it, for every rank, its reach and what it rolls. Words like rank, mastery or booster are underlined wherever they are used and carry their own explanation.
Everything fits, so nothing has to be left out. For an order to spend them in, take one somebody has played.
Beginner builds ›iHow the bill is worked out
One point at the advancement and three a level, until level 10 stops this pool filling. The ranks are every rank the 3 skills hold between them, which is why the two numbers are not the same one counted twice.
Everything fits, so the only question left is the order, and the builds page is where somebody else's is written down.
Damage1iWhat "Damage" groups together
The tooltip states a damage or healing number. Mostly these are what you press to kill things; one or two are buffs that add damage rather than deal it, which is why the heading says damage and not attacks.
iWhat "Damage" groups together
The tooltip states a damage or healing number. Mostly these are what you press to kill things; one or two are buffs that add damage rather than deal it, which is why the heading says damage and not attacks.
Support & utility2iWhat "Support & utility" groups together
Everything whose tooltip states no damage: buffs, debuffs, movement, summons and doors.
iWhat "Support & utility" groups together
Everything whose tooltip states no damage: buffs, debuffs, movement, summons and doors.
Your path, and where you are on it
What the next rungs open
the one choice that cannot be undoneLevel 10 · 1st Job
Choosing a branch at level 10
- 1
Reach level 10.
There is no quest to accept and nothing to prepare. Every branch opens at the same level, and until you get there the advisor has nothing to say to you.
The level is not a column on anything - it is in the game's own words. Rain's fifth Maple Island quiz says warriors, thieves, bowmen and magicians "all need to be at least level 10 to advance".
- 2
Sail from Southperry to Lith Harbor.
You start on Maple Island and all four advisors are on Victoria Island. There is no road between them: every exit out of Southperry leads somewhere else on Maple Island, so the only way over is the ship, and it puts you down in Lith Harbor. From there the four towns below are a walk or a taxi.
Talk to ShanksThe two islands are columns: Southperry is filed under Maple Island, all four advancement towns and Lith Harbor under Victoria Island, and Southperry's own exits both stay on Maple Island. Two things here are not: that Shanks sails you across, and that the ship lands in Lith Harbor rather than at some other Victoria Island port. The export places him on the pin beside this step, and carries no route between the two islands at all - so both are the game's convention rather than rows.
- 3
Warrior: Perion, Dances with Balrog.
Standing in Warriors' Sanctuary. Talk to them and you are a Warrior. Walks up to things and hits them. The most HP, the most defence and the shortest reach in the game.
Talk to Dances with Balrog - 4
Magician: Ellinia, Grendel the Really Old.
Standing in Magic Library. Talk to them and you are a Magician. Casts from across the platform. Enormous MP, almost no HP, and the simplest stat line in the game.
Talk to Grendel the Really Old - 5
Bowman: Henesys, Athena Pierce.
Standing in Bowman Instructional School. Talk to them and you are an Archer. Shoots from further away than anything else can reach.
Talk to Athena Pierce - 6
Thief: Kerning City, Dark Lord.
Standing in Thieves' Hideout. Talk to them and you are a Rogue. Fast, hard to hit, and lands a lot of small hits instead of a few big ones.
Talk to Dark Lord - 7
That choice is permanent.
There is no way to change branch afterwards, and no way to move stat points you spent on the wrong stat. Both are worth knowing before you walk into the room, which is why they are the last thing on this list.
What to wear
the full item browser ›A Beginner has no weapon type of their own. Anything you pick up now is temporary; wait for the branch.
Armour anyone can wear, by slotiHow these were picked
A Beginner has no stat of their own to shop for, so these are ranked by weapon defence: what keeps you alive for the ten levels before you pick a branch. Nothing here is locked to a job, so all of it stays wearable afterwards. Once you have chosen, that branch’s own page ranks the same slots by the stat it actually reads.
Nothing is left out for being low level, because armour does not stop being wearable: the best piece in several of these slots wants half the level of the worst, and the level on each row is when you can put it on.
Where the game ships one piece as a male and a female version, both are named and the numbers are the same either way.
Where the best piece a male character can wear and the best a female character can wear are two different items, each is listed with its own level and stat.
6 slotsiHow these were picked
A Beginner has no stat of their own to shop for, so these are ranked by weapon defence: what keeps you alive for the ten levels before you pick a branch. Nothing here is locked to a job, so all of it stays wearable afterwards. Once you have chosen, that branch’s own page ranks the same slots by the stat it actually reads.
Nothing is left out for being low level, because armour does not stop being wearable: the best piece in several of these slots wants half the level of the worst, and the level on each row is when you can put it on.
Where the game ships one piece as a male and a female version, both are named and the numbers are the same either way.
Where the best piece a male character can wear and the best a female character can wear are two different items, each is listed with its own level and stat.
Bottom
two different items, one for each character
GlovesDEF +6
Lv 10 ·
HatDEF +15
Lv 0 ·
DEF +44
Lv 10 ·
ShoesDEF +2
Lv 0 ·
TopDEF +6
Lv 0 ·





