|
Seeds of Time Online Join Seeds of Time Online (Use the link above to get 25 extra energy when you sign up.) Seeds Of Time Online is a browser-based MMORPG. It's one of those "play for a couple minutes a day" type games. I'll explain the major points of the game in this guide. Job Class: There are currently 3 classes to choose from: Mage, Warrior, or Assassin. Mages have the powers of Magic Spells, but little armor can be worn. Warriors have the ability to wear armor, but their magical abilities are very limited. Assassins are more complicated. They have a couple of special quests and they can weild two weapons at once. They also have a magic spell or two, but their options for armor are as limited as mages. I have a Mage and Warrior. I've found that a Mage is good for skilling, especially mining at the Coal Rocks on Zodiac Island (because my Mage can fend off attacks by Hillside Terrors far better than my similarly leveled Warrior). Warriors are good for fighting, especially in the dungeons (which probably goes without saying). I would imagine that Assasins make good fighters, as well, possibly dealing slightly more damage per round (with the right weapons) at the cost of taking more damage. Energy & Fullness: Normally, you can only have up to 100 energy at a time (just after you signup is the only time you can have more energy than your energy bar can hold). You will get 10 more energy on the hour, every hour until your energy is full (after which time your 10 energy is wasted), so it's best to check in and use up your energy a couple of times per day. You can see your current energy on the right sidebar (just under your remaining MP) and on the Stats page (linked to on the left sidebar). Another thing you need to know about is Fullness (which you can only see on the Stats page). When you eat food to heal your HP, your Fullness Bar will go up. You can only eat foods that you have enough Fullness remaining to eat. (So if your fullness is 80%, you can only eat a food item that fills you up 20% or less.) Fullness clears back to 0% every 10 minutes. Mining, Smithing, Fishing, and Cooking: These are currently the only skills in the game. Predictably, Mining provides ores (and sometimes Gems) for the Smithing skill, and Fishing provides fish for the Cooking Skill (though some Cooking items can also be obtained by fighting monsters, such Hops and Cups of Water). The Smithing skill provides weapons and armor, some of which can not be obtained through any means other than making them yourself or trading with other players who can make them. The Cooking skill provides cooked food that can be eaten to regain HP. Typically, Smithing products are one's best means of getting money, and Cooked food is what keeps you from wasting energy at the Healing Fountain when you train (fight monsters). Skills do not succeed 100% of the time (so sometimes you get nothing and receive only half of the experience for each attempt) until your level is far higher than is required. Also, training your skills provides a small amount of normal experience to your character (as opposed to fighting monsters, which provides far more normal experience to your character). As a side note, if you are a under level 10 (level 12 for Warriors), be careful Mining at the Coal Rocks on Zodiac Island. Hillside Terrors randomly attack when you do, so it's better to use the Coal Rocks in the "Secret Chamber" of Atlantis Island's Waterfall Cave for low-level Coal mining. A similar theory applies to high level fishing in the Deep Sea Research Lab. If you are too low-leveled, fish for Cod on Zodiac's Dock. There is a legendary lv. 25 monster hiding in the depths of the Deep Sea Research Lab, though the rest of the monsters you meet heading for the 2 docks are lv 15 or under. Monster Catching: Monsters can be caught using the creatively named "Catch Monster" spell (which all job classes can learn, and conveniently, you start the game with the needed item to learn the spell). It doesn't succeed very often (though it seems to succeed more often with some monsters than others), but when it does, the monster will join you. You can have a total of up to 10 monsters. Each monster has a special ability that will help you in some way when that monster is selected as your active monster, and most of these abilities are affected by the stats of the monsters (see Monster Natures below). Many monsters also change into more advanced monsters with better skills at certain levels. Also, some monsters are uncatchable (such as the mages in the Corrupt Tower and most boss-type monsters), and some monsters are highly sought-after (such as the Hillside Terror, which provides a +1 Mining bonus). UPDATE: Monsters can now be trained once per day using the Flash minigame "Monster Resort", which, if completed perfectly, gives your active monster 10% of the exp required for your character (NOT your monster) to level up (so if you are level 10, it gives your monster 2,400 exp). Monster Natures: Each monster also has a "nature" which has so little effect on the monster's stat development that it's really not worth worry about. It gives a +5% chance of gaining a stat point every level for single-stat natures, +2.5% per stat for dual-stat natures. In short, every 20 levels your monster gains, it would theoretically gain an extra stat point due to it's nature. (I tested this theory with a couple of Orbulites. I found that having a "Calm" nature didn't help at all, and by level 8, my "Calm" Orbulite had less defence than any of the others. In short, raising monsters with certain stats is total luck.) For those who might care, here's a list of the monster natures (and which stats they boost) in alphabetical order: Ambitious (Str/Def), Bold (Def/Agi), Brave (Str/Dex), Brilliant (Dex), Calm (Def), Charming (Hp/Str), Clever (Agi), Cowardly (Dex/Agi), Creative (Str/Agi), Generous (Hp/Dex), Honest (Hp), Jolly (Hp/Agi), Lazy (Hp/Def), Modest (Def/Dex), Serious (Str). Data Tables: Below you will find some data tables for reference. Most of the data for these tables has come from the Seeds of Time Wiki (the most notable exception is the Experience Table, which data I've gained myself because the one on the Wiki was incorrect at the time I wrote this guide). Experience Levels (Ex: 250 exp needed at Lv.1 to Level Up)
Skill Data Tables: "Type" is the name of the material. "Lv." is the min. skill level needed (and the skill level needed for a 100% sucess rate). "S%" is the success % at the min. skill level (+ the percentage increase for every level you are over the min.). "Exp." is the skill experience given / normal experience given (cut both in half for each failed attempt). "$" is the value of the material from the inventory page (if sold to an NPC, the shop owner will pay 1/4th of this amount). "Locations" are the places this material can currently be obtained. "Required" is the required materials. "Notes" are extra comments about the material. (Required is only listed for Smithing and Cooking, while Locations are only listed for Mining and Fishing.) Fishing Table
* Information Unconfirmed Cooking Table
* Information Unconfirmed ** Both "cannot be eaten until cooked over an open fire", and so far as I know, neither are yet available in the game. Mining Table
* Information Unconfirmed ** The Zodiac Island Coal Rocks are guarded by Hillside Terrors. Smithing Table
* Information Unconfirmed |