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40d Talk:Starting build

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Revision as of 10:03, 1 November 2007 by Shades (talk | contribs)
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Hey, I'll have to see who wrote these starting builds and see if I can't contact him/her, but "About & Challenges" sounds uh... not informational? How about "Overview"? I don't want to edit your work here without your approval (even though I could do so on my own.) Schm0 22:14, 31 October 2007 (EDT)

Feel free to adjust the "About & Challenges" to anything else. It was just something to group one of the blocks of text and encourage others to write similar blocks of text. "Overview" sounds much better. --Shagie 22:55, 31 October 2007 (EDT)

i wrote the dwarves & skills part and wrote a small info on why to take this kind of a build as most of the items you take are heavily dependant on the area you are in.


Overviw sounds better though so i agree with that


also for the guy who asked why 10 bags; bags might be hard to come by in this version since cave spiders arent always there, which leads to little or no silk in the starting areas, and hunting might not be the best idea if you have dark gnomes or something like that in the area, and if you dont have any bags, making a glass indrusty will prove very hard.

No sand on a map makes making glass even harder. No, impossible.--Draco18s 05:52, 1 November 2007 (EDT)


trade goods

The mountain build suggests lots of turtle for trade goods as you'll have no wood, however shell and bone goods are worth next to nothing and roasts are worth enough to build out whole caravan. So rather then crafter and wood cutter skills I'd just go with a high-level cooking and sell excess food. (on the other hand shell and bone goods don't rot away ¬_¬) --Shades 06:03, 1 November 2007 (EDT)