First of all, all of this information is based on other posts here and across other boards, if I'm missing anything don't be afraid to tell me :P
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A method to make a shortcut on your desktop to launch trickster that does not require you to upload the .js and run.htm :
First login to
www.tricksteronline.com , then save this file
http://www.tricksteronline.com/game/run.aspx . This file should be around 908 bytes. If it's 60 bytes make sure you're logged in with the same browser you're saving the file. It's necessary to do this once to figure out your own id and password number.
Open the saved file in a text editor like notepad and search for
<input type="hidden" id="uid" name="uid" value="number1" />
<input type="hidden" id="key" name="key" value="number2" />
Number1 and 2 will be your own id and password numbers tied to your account.
Now go to your trickster installfolder and make a shortcut to splash.exe. Now rightclick on the splash shortcut choose properties and go to the shortcut tab. In the line 'Target' you'll see the path to your splash.exe for example "C:\Trickster\splash.exe". After the quotes you add 1 space, then your number1 (login id), a comma and number2 (pass).
It should now look like "C:\Trickster\splash.exe" 646846,798464864656
Screenshot and you'll be able to use this to login.
All numbers were chosen randomly (including screenshot ) so my apologies if these numbers happen to be the ones of your account.
May the servers be full for everyone.
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As you "should" know that there are 8 characters. four males and four females.
There are four types which are attack,magic,sense,and at last charm!
Bunny and Buffalo are attack types. Sheep and Dragon are magic types.
Lion and Fox are sense types. Finally Cat and Racoon are charm. the next
lets talk about the types.
Attack type:as the type name tells you you are an offensive char. Attack power,Dextarity,Agility are better than other characters. this character is a good choice for newbies.
Magic type:a type that mostly uses magic and show suprising damage.
Stronger than anyone if its about magic.Strong against monsters that are
magic species and strong in PvP/Pk. Also after job change or before job change there are alot of skills you can learn which is a must for a guide.
this type is hard at the begining but after job change its great with high damage! if you have alot of gelders(game money) why not try a magic type?
Sense type:this is a wonderful type that can live with drilling. this types
fame raised very high after the gun system has been attached to this wonderful drilling char. long time ago there was almost no way to level
without drilling. i prefer using this type after your main char gets shurikens
(if you are a char that wants to use shurikens) or guns and stat highering
equipments.
Charm type:lets say this char is a defencive char with crazy ammount
of health. so you are safe while you are hunting. But! you need all three
types if you want to use regular attack(obvious you need attack power,slap(damage is based on attack power),vallet kick(damage is based on agility) which is a pain in the butt. you need a guide for this type
since there are alot of skills to raise for this type as well.
Characters' attributes + the Goods and the Bads
Bunny
Goods:she is powerful before job change and levels fast. she is powerful
in 1:1 battle. she shows off her strong power.
Buffalo
Goods:there isn't much difference with Bunny but after job change there are
skills that hits multiple monsters so you can kill many monsters easily. So that means you can make more money. which tells you that you can get richer than a bunny big time.
Sheep
Goods:With a skill named Wind-blade 90% of sheep players uses them. windblade is the most important skill for a sheep. wind blade may be weaker than other skills but it has impossible speed and power isnt that
low at all its strong enough.
Dragon
Goods:They are loved by many people as you can see in onrpg and some
other sites. dragon users mostly uses dark element magic. the word dark
shows you crazy damage..
Lion
Goods:Can use a gun so attack power is very good. sense type's attribute is suppose to be drilling/modding/mixing but lion actually
uses gun types to hunt.
Fox
Goods:Best character during events you may make alot of money by drilling all of those items out and selling them or doing quests to get a special coupon to trade equips that cant be earned easily. fox is very powerful because she can use shurikens and rock smash. want to know why fox's drill/mix/mod better than tigers? its because her Sense. sense
shurikens, rockhit, and mix/mod are based in sense. all attack(with elemental moded weapons) foxes are good from what i heard.
Cat
Goods:there are alot of people that creates agi characters with 4 sense 4 charm since its very good and its attack power is based on agility. you
get to raise defence up,agility up and many more skills that may help you
Raccoon
this char is simular to Cat
Goods:you get to card toss after you job change you must buy cards
in shop to use them. and you can attack more than 2 monsters it is based
on agility obviously i started as attack type racoon it was pretty fun (as my first character)
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POWER STATS
AP: Attack Power. Used to determine Melee Attacks. It's useful for Buffalo, Bunnies, Raccoons, and Cats. Some Raccoons and Cats don't get this though, instead using HV to raise their SKILL's attack power rather than raise both their melee attack and their skill attack.
AC: Accuracy. Used to determine the accuracy of Melee Attacks, and the damage of Guns. It's useful for Buffalo, Bunnies, Lions, and 3rd Job / Hybrid Foxes. Buffalo and Bunnies don't really need to "pump" this stat, but Lions and Gun Foxes generally do. Raccoons and Cats who want to melee attack often have a "4" in the power stat, and rarely invest in this stat.
DX: Dexterity. Used to determine how fast Melee Attacks are executed. It doesn't help skill downtime it seems like, and it doesn't really need points into it since it doesn't seem to go below 0. With time, ALL characters will reach that point.
So, in the end, if you're a Buffalo / Bunny, you'll probably want 4 points in this stat. If you're a Dragon / Sheep, you'll want 1 point in this stat, unless you're a melee build, in which case it's up to you - look at the other stats and see what you need. Lions / Foxes that use guns will get some use out of this stat, but not a whole lot, since they only need one stat from it. Raccoons / Cats will get a bit of use out of this stat, unless they are skill-based, in which case they'll get very little use out of it.
MAGIC STATS
MP: Mana Points. Your mana points help fuel your special attacks. It's useful to all characters, but for the most part every character can avoid needing to pump this stat by bringing lots of Mana Recovery Items.
MA: Magic Attack. Determines the damage of Magical Attacks. This stat is only useful to Dragons / Sheep. The Magic Attack stat seems to go up high enough on it's own for PvP purposes, but for PvE purposes the player may want to put more points into it.
MD: Magic Defense. Determines how little damage the player takes from Magical Attacks. If you really hate mages, or are designed to take them down, you'll love this stat. It's useful for everyone, except possibly Raccoon / Cat because of Mana Meltdown, so if you're going PvP this is the one stat in Magic you'll probably need from this group.
In the end, if you have money, you probably aren't going to have a problem wasting Mana Recovery Items to keep your MP up to keep spamming skills. Magic Defense doesn't need to be extremely high to tone down Magical Attacks, and Magic Attack is only useful to Dragon / Sheep. Almost all classes, with the exception of Dragon / Sheep, will probably want a 1 in this stat. It's more point efficient to just pump points into MD rather than put a base point into the stat group at the beginning of the game. I'll explain why a little later.
SENSE STATS
WT: Weight Capacity. Determines how much you can carry. If you reach 90%, you won't be able to run. If you reach 100%, you won't be able to pick up anything else. It's useful if you're a driller and love to spend long outings between drill trips, but it isn't all that useful in the long run.
DA: Danger Awareness / Perception. Determines how much damage your critical hits do, determines the damage of a lot of Fox skills, and to a lesser extent Lion skills, and also helps the player determine beforehand if a drilling attempt will be successful or not (resulting in bonus EXP, and no loss in drill life). This is a stat that's mostly useful to critical hit builds, Lions / Foxes, and drillers. So basically, this stat is mostly based on player play-style.
LK: Luck. Determines how often you will be critically hit, how often you critically hit, how much damage you take from guns, how accurate guns are, and how accurate ALL skills are. In the end, EVERY class is going to want this stat if they go PvP, or plan on using any attack skills at all. It isn't particularly helpful to a pure-support character, such as a Dragon or Sheep that only uses healing / buff abilities (seeing as they are always 100% accurate), but if they do go PvP, they'll probably want the LK anyway so they don't get gunned down or critically hit over and over.
This is one of the tougher stats to work into a build, since most people want to either do nothing but critical hits, nothing but drill, a little bit of everything, et cetera. The best way to work with this build is to see how many of the stats you are actually going to use. If you're planning on using both DA and LK, it might be worth investing more points into this area. If you're planning on just using LK, it would probably be better to leave this at 1 and pump that. I'll explain why in a moment.
CHARM STATS
HP: Health Points. Determines how much health you have. ALL characters are going to want this, unless you're a hit-and-run specialist determined to only be useful in PvE.
DP: Defensive Points. Determines how much damage is taken from physical attack skills and attacks. This is useful to everyone, seeing as monsters do physical damage and almost everyone in PvP will eventually face a Buffalo / Bunny / Raccoon / Cat.
HV: Evasion Points. Determines how often a player avoids an attack. This is useful mostly for Raccoons / Cats, seeing as if they invest in Evasion they actually get strong skill attacks. However, to other classes it isn't as useful, especially if they go PvP. Investing in MD, LK, and HV would just stretch points too thin, and make the character substandard. Only recommended for Raccoons / Cats.
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Tips:
Dying in this game isn't so bad, yes you lose something like 0.3% xp, HOWEVER you lose any monster quest you were doing at the time! Which means you must finish a monster quest without dying (the hidden catch)
You can't drink a potion while casting a spell, so watch out.
When the screen is crowded with shops and chatrooms, it becomes hard to navigate, hold space bar to temporarily remove them from your screen.
Right click a monster to see its level, hold alt to see the levels of all monsters within your night-time visual range, also all items in this range will ahve their names displayed too (items in future release)
Some rather important Trickster Online shortcuts:
V - myview (status screen)
C - my cards (separate from items)
I - Item Inventory
E - Equipment
S - Skills
Q - Quests
Right click yourself to open up a set of things you can do, including broadcast, call a GM (119 is the emergency number in asian countries), and opening your options screen (in case you were wondering where that was)
Hit escape to switch characters, switch servers, or exit the game
your hotkey window has 3 spell sets, click the number to switch between them, or hit the number on your qwerty keyboard (not the numpad....well it works but its so far away)
Your hotkey window has 4 shapes, 2 long 1x8 and 2 rectangular 2x4
To use a hotkey, hit its coresponding F-key
TricksterOnline's full screen does not support wide screen, so widescreen users should just keep it on windowed mode.
To swap the music in TricksterOnline with your own, first make a backup of the original file (or don't), then place the music file (.mp3) you want into the music folder and rename it to look like the old file.
In windowed mode, your mouse cursor, while TO is the active window, will not ever leave the TO window, to do something in the background on your desktop, alt-tab first
Windows shortcuts like Alt-F4, Alt-Q, Ctrl-Alt-Del, Alt-tab, Windows Key, all work the way they are expected while the game is the active window
TO works on a grid map system, meaning there is an invisible grid on the ground, your character is considered to occupy one tile when not moving. Spell/Skill ranges are based on this grid.
On 1024x768 mode, from your character to the edge of the screen is approximately 16tiles.
At night time, your visual range is 5 tiles horizontally and 7 tiles vertically
One day cycle is approximately one hour?
Your pet is more of an equipment item that appears on your character, for all intents and purposes, it doesn't actually do anything in terms of on screen effects (like fighting, or casting a buff)
Your pet may or maynot be on the same square as you, depending on how you walked to your current square.
Your pet will walk at the same speed as you and take the same route as you when you walk.
Your pet will not start walking until you are 3 tiles away from it.
Monster quests are given to you based on your current base level, regardless of type of quest (xp or TMxp), you may repeat any given monster quest 25 times. Dying or failing a monster quest does not increment that amount, only full completions will increase it.
Three types of monster quests exist, one for XP, killing X number of a monster in Y minutes, one for TMxp, killing X number of a monster in Y minutes, and one for (sometimes) both xp and TMxp, where you kill a specific rare monster just once in a relative short amount of time (10 minutes)
Monster quests' timers begin the second you accept the quest, and you must complete the quest during that time without dying. Dying after you complete it (or running out of time) still allows you to recieve the rewards (a good way to get back to the npc...)
When you complete a monster quest, you'll hear some bells notifying you of that fact.
Certain quests and monsters will drop coins, these are usable items that you double click to increase your money by that amount automatically. The largest coin is a 500g coin.
Coins have weight, so use them.
The best potions possible can only be crafted.
Your armors and weapons can be refined like in most korean mmorpgs to a max of +10, failure will result in the item breaking.
Your armors may be upgraded with growth synthesis, a quest giver will have you get a specific number of items and when you retrieve them, he will give your armor a bonus stat, the amount it increases by is based on your luck stat. This upgrade always succeeds.
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EXP and how to make the most of it
Here are the rules of EXP in TO:
-EXP is given on EVERY hit to a monster.
-EXP given is directly related to the amount of Damage you deal to the monster.
-If u overkill using a spell or skill, you will only gain the EXP according to the amount of HP left on the monster.
Example:
Case 1:
A dragon's Mana Arrow shoot for 683 on Pochi, a lvl30 monster with 1325 HP. He will need 2 shots of MA to kill Pochi. Now lets look at his exp gained.
After 1st casting of MA for 683 dmg, the dragon earned 0.5% exp. On 2nd casting, he earned 0.5% exp too. In total, Pochi will worth 1% exp per kill.
Case 2:
Now, another Dragon decides to train on Pochi. However, his MA dmg is 740. He still need 2 shots of MA to kill Pochi though...
On 1st casting of MA for 740 dmg, he earned 0.6% exp. But on 2nd casting, he only earned 0.4% exp. Total exp worth from Pochi would be 1%
The net exp earned from Pochi would be the same. However, for the 2nd Dragon's case, the exp earned does not reflect his damage potential, which in turn translate to exp potential.
However, the game is not as simple as you think. Heres the next Leveling process to worry about...
TMexp
Here are the rules of how TMexp is earned in TO:
-It is not gained with every hit or damage done to the monster.
-You ONLY gain TMexp after killing a Monster, Drilling that revealed an item or Turning in a quest. [I saw somewhere in Chinese forums that Healing party mates help to earn TMexp too. Wonder if it is true..]
-The deeper you drill, the more exp and TMexp you get...
Naturally alot would say that TMexp will come naturally with killing monsters to level up. However, by pure leveling on monster will result in changing to 2nd Job later than lv60. Thus, it is advisable to do all the available quests that gives TMexp to boost your TM level if you are bored of Drilling all day long.
Another thing about drilling at later levels, use the latest drill available to you to drill as deep as you can. Usually grounds in dungeons are very deep and very effective for drilling to level up TM lvl. [Some said the grounds at the School of Oof Wharf is most effective for drilling]
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There we go, lots of info taken from different sources (mwehehehhe) on Trickster, hope this helps some people that are new!