Hi All -
I will be doing the new TLP Teek and this is my first 'tlp launch'. I've never done a launch before nor really played a TLP. Are there any tips, guides, must haves, 'don't do this' etc. that I should keep in mind? Any links to specific guides would be appreciative as well. Farming plat, nice TS zones, leveling guides, must do quests, etc -- anything you think is worthy to jot down here, please do.
TIA!
In order to make any suggestions, I had to look up the Teek ruleset. Starts with Kunark, so that's a plus over 99 original, most items are droppable/tradable. That's HUGE. Alters a whole bunch of advice that would help you. And mobs have a random loot table? I'm not sure what that means, but I'm guessing it's an import from modern rules where any mob in the zone can drop certain zone-specific items within limits. Correct me if I'm wrong, please. If true, that's also HUGE and alters pertinent advice even more.
Putting on my 1999 memory hat, The first thing I would say is controversial and I'm sure will be contradicted, but I would argue that in the original + Kunark era, character race matters. It matters for your starting city - which dictates which part of the World you're going to be adventuring in for awhile - it matters for travelling if you play an evil race, and it matter for your class. Why? Because in this era your base stats are unlikely to be modified by gear for some time, so your base stats are going to have an impact on the performance of the class you choose. If you doubt me, go to Allakhazam's and look at the loot tables of raid mobs of that era. Most gear will give you +1 or +2 to this or that, and maybe +5 to mana or a save, and AC is generally in single digits. Like I said, I know I'm going to get contradicted with arguments that it doesn't matter because later it won't. But, if XP gains - and thus leveling - are as slow as they were in the original Kunark era, and out-of-combat regen is as slow also, then your stats are going to matter, because you will be low level for some time. Now, if those old XP and regen rates don't apply, then my argument loses strength somewhat.
Anyway, I think it would be good advice to consider races that are very suited stat wise, to the class you want to play.
Race/class is also important because in the kunark era, there was no fast travel. People needed ports, and there was quite a demand for DRUs and WIZs back in yester-century due to being able to port and evac. People also made an industry out of porting people for money. Likewise, rezzing was a thing as well as corpse summing and corpse recovery, so playing a priest class or a NEC was also a means of being indispensable and making money from other players. Alchemy was important in this era because - again - regen rates were SLOW, priests went OOM a lot, so having potions was very important. Healing, gate, spirit of the wolf were like gold. So, a SHM is something to consider.
Another consideration is faction. If you want to play an evil race, and be able to travel to good cities without getting killed, then faction quests are something to consider right from level 1. As I recall, they were a surprisingly good way to get XP and money because you not only collected both from the faction-giving mobs you killed, but you got XP and cash from the faction quest giver. You will need SHM potions or DRU buffs that turn you into a wolf form in order to enter the city to get the quests, but well worth it if you want to be able to enter Old World good cities.
I would also advise you to get a trade skill up as quickly as possible. Alchemy (if you are a SHM), tailoring, and smithing were the big ones back in the day because you could make armors that were as good as what most mobs dropped and bags. Being able to make tailored bags will make you rich.
Well, I've rambled enough. I can't think of any "must do" quests right now, but Allakhazam's will provide all that and more. I sincerely hope this was helpful.