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Earth Eternal Survival 1O1

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Earth Eternal Survival 101

Earth Eternal is a Web Browser-Based MMORPG with a lot of potential. The story itself is a standard post-apocalyptic setting, only in a more optimistic atmosphere. The destruction of all humans is only glanced at, as it demonstrates the indifference of nature and the Earth, which moves on without us. Many millenia have passed, and various animal species have now evolved into a humanoid race, learning from the history of mankind and adapting a 15th Century lifestyle. That, and the system of magic is introduced.

We will be focusing on the gameplay aspects of EE. EE is, as I said, a rather standard MMORPG. What we'll be focusing on, however, is the combat aspect of EE. Monsters in this game are programmed with standard AI of most MMOs. For the most part, as long as you stick to the roads and don't attack them, they'll leave you alone. However, if you get close enough to a monster, you'll risk triggering some aggressive event I like to call "provoking", where the monster now seeks you as a target and will hunt you relentlessly. Running away from combat in the early parts of the game is completely useless, as you will not be able to avoid the attacks of the provoked enemy chasing you. So very often, it's much better to just fight them to leave you alone.

Problems will arise, however, if you fight the monster when there are other monsters wandering about. It's much easier to provoke a monster to attack you when you've already provoked one. As a result, monsters who would've just left you alone are now being drawn to the fight to aid their fellow companion. When this happens, the situation turns grim quickly, and you most likely get "Swarmed" and die. and if you don't learn quickly, you will die. A lot.

Now this may not sound like a big deal, as dying happens very often and with little consequence in most MMO's. There is something that makes EE very distinct, however. You have a special charm in the middle of your icon bar that measures Luck. Luck is a special bonus attribute that increases with every monster you kill, and will increase your performance in battle. The higher you luck, the greater chance of making critical hits, finding good items, etc. It also increases your attributes, including your Health, which is a godsend in the battling aspect of EE. I don't quite know the max amount of luck you can receive, but trust me when I say it's a very big number, and it will help very much in the late game. The catch is, however, is if you are killed, the luck you had worked so hard for will be depleted completely, making all that hard work go to waste.

Now, potentially, you can use an expensive means of ressurrecting yourself and not losing all of your luck, and I do like this idea. But unless I'm mistaken, the amount of luck you start with in the more expensive tiers of  reviving isn't really that much. So instead, I find it easier trying to save my money and staying alive. Which is what I'm going to teach you here: Earth Eternal Survival 101.

Now I admit when I first started this, I didn't really consider the fact I wasn't much of a veteran. Therefore, I'm going to announce this now: this is a work in progress. The guide will update regularly the more experience I get while playing the game. I'll even post my progress for you people just to let you know how far I've come on it.

Nearest Location: Fort Stonehenge(Anglorum)Level 11
Farthest Location: Camelot(Anglorum)Level 18

Classes –Updated 08/27/10—

There are four distinct classes, each with their own distinct abilities. The interesting thing with classes is that you can learn a limited amount of abilities from the others classes(Something I call cross-classing), but very rarely will they be of any use to you. You do, however, also have passive skills, transportation skills, and healing skills, three of the best skill trees in the game. I'll explain this much later.

Knight-Your standard tanking class. These warriors are built to take hits, as they are the only class in the game to use shields, which are ideal for completely blocking damage altogether. Now it is often tempting to take out a two handed weapon for knights, as they do a whole lot more of damage. However, I recommend that people using knights stick to a one handed weapon and a shield. Take full advantage of the shield, for it will save your life in the long run. Besides that, the Knight class is the only known class to have passive skills specifically for shielding, which makes them really good.  If you insist on using a melee class, I would recommend using this as it's much easier to stay alive than the rogue. The only problem is, you're not guaranteed to do a whole lot of damage with what's been given.

At one point, from what I heard, the Knight class was once insanely overpowered. With their heavy armor class and major constitution bonuses, they could easily take classes with relative ease in PvP. From what I've played since they made some new patches however, they're not quite the powerhouses they used to be. Thus what I have to say on the Knights still relatively stands.

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Ideas for builds</i>

Tanking Knights</i>-You use the weapon and shield style of fighting, taking tons of damage. focus on skills that focus around buffing your defenses, including blocking with your shield. Also invest in at least one taunting skill that will take the stress off your fragile party members such as mages and especially rogue. Equipment wise, you'll need to orient around armor and weapons that boost constitution as your primary stat and strength as your secondary. To be on the safe side, however, I recommend get the healing hand or healing tendril(depending on preference) to keep you or your party members alive.

Raging Knights</i>-You utilize a full offensive mode, charging in with a two handed weapon and slicing entire hordes of enemies into oblivion. This doesn't become too effective a build until level 20 when you earn the blender skill, allowing you to take full advantage of the two hand weapon capabilities. Also invest skill points that increase your offensive tactics or damage, such as the overstrike skill in the rogue class.  Equipment wise, you need a decent two handed weapon and armor that boosts your strength. Strength is your primary stat for duking damage with constitution, still vitally important, as a secondary skill. This is the equivalent of a much more durable Rogue.

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Rogue-This is the second melee class, used purely for offense. These thieving vagabonds are incapable of wielding anything super heavy. However, they have the major advantage of striking with two lighter weapons in each hand. This is actually a really nice little feature for them, as it can really deal out the damage quickly. These are a really good class if you like going up close and finishing off foes very fast. The only problem is that Rogues aren't quite built to take hits like Knights, thus you are going to die. A lot. This class is not for the faint of heart.

Now I just recently played a rogue(Thus the updated survival guide...and it was cool!). Up until now, I haven't had any real significant clue on what good rogues were for. Rogues do a heck of a lotta damage with only melee weapons. Ranged weapons will save them some trouble, but it's so much more efficient to just have them charge against enemies, cause their weapons do a mean lot of damage. And when you get the running spell for combat, these things are going to end things quickly.

A lot of what I've said on this rogue stands, however. The rogue class is one I would like to consider a "Glass Cannon"--something that kicks a whole lot of tail, but it can't take much abuse itself. As it's built purely for offense, though, shields aren't recommended for Rogues. Otherwise, you're not taking advantage of the fact rogues can wield TWO WEAPONS AT ONCE! And not only two weapons, but individual weapons that can each have their own bonuses to attacks. Rogues are clearly made for up close melee attacks. But as I've mentioned earlier, Rogues won't last long charging solo, so try to take it easy, fellow bandits.

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Ideas for builds</i>

Crazy Vagabond</i>: This is much like the Raging Knight building, only using the touch of the Rogue. You'll need a weapon in each hand for this, and you'll need to invest points in the parrying skills used by the Knights. You won't have an efficient magic attack available as a rogue, but I'd recommend getting mystic missile and its counterpart charge attack to replace your useless ranged attack, leaving your throwing weapon to be used solely for stat boosting. Skills such as overstrike, buffs and passive skills that increase your offensive capabilities, and putting points into your one two punch attacks at tier one are highly recommended for pure offense, as well as the healing hand to keep yourself alive much longer. For the sake of making something durable, however, we'll focus on strength as their primary stat and constitution as their secondary. Constitution is vital as it determines your health, which, for a Rogue, is hardly measurable compared to the knights and Druids. As a glass cannon, having a durable Rogue guarantees survival, but it doesn't always work. As a Rogue, you'll be expected to die. A lot. Still.

Assassin</i>: This is a unique strategy I recently uncovered while playing as a rogue. When you get to level six, you have the options of getting two abilities that work rather interestingly: Walk in the Shadows and  something I think is called Sneak Attack. Walk in the Shadows makes you invisible and makes it less likely to get mobbed when moving through the middle of a horde of monsters...for two minutes. The drawback however, is that the more you move with it, the greater your stealth bar decreases. Once it reaches empty, even if you still have plenty of time to stay invisible, you reappear and in the wrong situation, you get fucked.

Apart from being semi-useless, however, there is a skill that will save you. Sneak attack works only while you're invisible, and will act as a surprise attack, resulting in three times the amount of damage your primary weapon normally gives. I do believe it also increases your critical hits, but if I'm wrong about this, could someone please correct me.  In either case, a buff that will increase your luck isn't a bad idea, as luck will improve your chances of a critical hit, and if your supercrit using this skill...you're looking at doing 12 times the amount of normal damage!

The idea behind this one is to make yourself the first one in and out of combat. So buffs in luck and offensive skills are highly recommended as well as stuff such as overstrike which can stack with sneak attack, so I believe.  Points into your physical one two punch are necessary, but you'll want to focus more on getting a decent close range spell as well in case your might runs out. As the assassins will be built for close range, a good suggestion is using the Wither and Malice spells in the Druid's skill tree. The Wither spell has a range of only three meters, and thus makes this very useful for a Rogue. Equipment wise, you'll want to focus on strength as your primary, psyche as your secondary, and dexterity as your tertiary. I put psyche much higher because your sacrificing defense for offense, and the assassin build, I hope, will show great potential.

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Mage-Quite possibly the best class in the game. This is one of two ranged classes that use wands and lighter weapons. Though from what I've heard, the armor class has been been thrown completely out the window, they're still rather vulnerable without a melee class to use as a shield. If you try to take too many risks with the mage, you're going to die. A lot. However, they have two primary advantages.

First, monsters in EE are programmed to provoke only against melee units. They will respond to players using ranged weapons, but they are often very close ranged and have to charge at you, not to mention they're often slow. This allows you to get quite a few shots at them before they can manage to even lay a finger on you.

Secondly, Mages are the only real class where their standard abilities(including the One-Two Punch or the One-Two-Three Punch) do not require wielding a weapon to use. I'll explain the One-Two Punch idea later on in the tips section. That and the One-Two Punch of the Mage is very powerful, the base damage being oriented directly off of your magic stats. You will find that weapons for the mage are rarely used as you will spend most of the time in the game using the One-Two Punch or the One-Two-Three Punch.  

This is the overall best class for those who want to have some good clean fun.

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Ideas for builds</i>

There's a lot you can do with the mage class, build wise. A lot of their spells have low will costs and fast recharge rates, and they can buff really fast. It's not so chaotic, however, as the Druid that I can just tell you to do whatever you like. So I've got a couple builds in mind.

One-Two Puncher</i>: This is your basic mage build, made entirely for speed.  With this, you'll take out most enemies in three-four hits, on average.

To start, I'd suggest getting to C-Gen attacks that expend Will, ideally firebolt and frostbolt. As your primary charge attack,  you can choose to stick with pyro blast or go with the slightly slower cryo blast, which also does more damage. Reflective ward is something that will save your life against piercing attacks, so keep this as a protection spell. Your last two attack slots should be reserved for a C-Gen and Charge Attack that relies on Might. Fortunately for the Mage, at level 6, you get the Forcebolt and Forceblast, a combination that doesn't quite do so much damage as firebolt-frostblost-charge attack combination, but it certainly makes a good secondary weapon as well as a decent replacement for a standard melee attack with your knives, staves, or polearms.

With this build, you'll barely be using your melee weapons or your shields aside from stat boosting. Equipment-wise, you should focus on boosting spirit and psyche, your primary stats for this character. Constitution should come in barely as a secondary skill, as your health is still vitally important. Hopefully however, the speed of these attacks will take down most enemies before you have to worry over taking damage, especially if you have a Tanking Knight drawing the attention away from you.

Pyro/Cryo Sniper</i>: This is a build inspired by Starshadow, another player of EE. The sniper build of the mage is an interesting idea where you utilize the power of either two long ranged C-Gen spells, Fire Spear or Frost Spear. Either spell has a range twice of its earlier counterpart(About 50 Meters) and also decreases the armor rating of the associated element, which I'm assuming is resistance, by 105 points. That is why I've divided these two into different sub genres of snipers. If you're going for the Pyro Sniper build, you'll need to focus entirely on fire spells, and vice versa, so you should have spells like firebolt, fire spear, and pyroblasts along with forcebolt and forceblast. If you're going for a Cryo Sniper build, you should stick with frostbolt, frostspear and cryoblast. The only downsides are that this spell actually does require a wand, costs four Will and takes two seconds to cast. It's arguable, however, that with a range of 50 meters, you will be taking out enemies long before they even have time to react to you.

So besides what I've already recommended to you, the stat focus on the Sniper remains unchanged. Focus on Spirit and Psyche, as well as focusing on Constitution to build up your Health.   Even though the theme here is to attack the enemy as far away as possible, you'll want to have a good health bar. Cause you never when an enemy will spawn next to you and try to take you out. If there is a way to improve this build, I'll let you know.

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Druid-This is actually a rather deceiving name for the class. The more appropriate name for this class is a Ranger, which specializes in a little magic, but mostly in powering up your bow attacks. This is your second ranged class in the game. It has many of the same advantages of the mage, such as attacking from a distance as well as having some One-Two Punch spells. However, your base One-Two-Punch for the Druid is based entirely off your bow, and as you only have seven open slots for spells in the game, you will want to conserve your ability points for maxing out the Ranger's One-Two Punch or One-Two-Three Punch for the bow instead.

Apart from that disadvantage, however, the Druid is an effective Cross Classer. They can become pretty good melee classes with the right weapon or decent spell casters like the mage if you decide to trade your Druid's standard One-Two Punch with the Mage's One-Two Punch. Its versatility and advantages as a default ranged class make the Druid a the second best class to use in the game. Just keep in mind the Druid character is only as good as how the player configures them.

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Ideas for Builds</i>

I actually have nothing to say about builds for Druids. Druids are really too well balanced and mix-matched to come up with an actual straightforward balance. All I can really say about this build is good luck. I hope that it all works out for you. But I guess I could give you what I've done with my build for my Druid.

My personal build</i>: I have Sting Shot and the primary charge attack you earned at level for his primary physical C-Gen Attacks. There aren't exactly many melee based ranged attacks that generate physical charges for druids, meaning that will you will rely on Might to get through, you will also rely on Will to beat opponents. Druids aren't the worst melee characters you can play as, but they're certainly not the best. Thus a good magic attack that won't completely replace your melee weapon entirely is Wither and Malice blast, which is what I did. Overstrike is also another ideal choice to boost your bow attacks. Other than that, the build is still really experimental so I can't say much else except Good Luck.

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Ability Slots –Updated 08/12/10—

In the game, you will have a lot of abilties to choose from. Quite a lot of choices, indeed. At level 3 you will start with 6 Ability points and gain an extra 2 every next level. With a max level of 50, that comes to about 100 ability points. Abilties have a cost in intervals of two, commonly 2, though some can get very expensive.

Now originally, I thought that you could only use up to seven of these abilities you have chosen on the skill tree. Apparently, there is a primary tool bar slot you can use to have skill points, with a total of eight secondary tool bars for using skills. Now this makes it sound like unnecessary to worry about, except that when you got 64 different spells active, it gets a little hard to manage everything. Thus, what I did is  only focus on 2 different toolbars, as it'll save your brain from getting fried.

In the first toolbar, there are a total of eight slots, in actuality, but the first two are instantly taken by your weapons as basic melee and ranged attacks, leaving you with six available slots. This should be your primary combat toolbar. I won't tell you which abilities you should put points in, for that is a matter of preference and is completely up to you. However, this is a format of what you ought to have for your character by my recommendations.

First Toolbar

[Slot 1]Basic Melee Attack
[Slot 2]Basic Ranged Attack
[Slot 3]Phys/Magic C-Gen Attack A
[slot 4]Phys/Magic C-Gen Attack B
[Slot 5]Phys/Magic C-Gen Attack C
[Slot 6]Charge Attack A
[Slot 7]Charge Attack B
[Slot 8]Running Spell(Note: This is a life saver, especially in combat. You get this at Level 30, so for the time you can use this for whatever you feel like at earlier levels. I would suggest getting the Transport to Stonehenge Spell or, if you like being a party goer, use this as a second healing spell like ressurect, which will make party members love you to pieces.)

Making this first tool bar, I would suggest having at least two C-Gen moves that generate one type of charge and a third generating the other. You should then have a defensive charge attack, and then a charge attack using magic charges and a charge attack using physical charges.

Now that I know you have a second toolbar, this will make things much easier. You should use this second toolbar to place all your secondary skills, such as buffers, healing and teleportation skills. It should look something like this:

Second Toolbar

[Slot 1]Healing Hand or HealingTendril
[Slot 2]Resurrect
[Slot 3]Bind
[Slot 4]Transport
[Slot 5]Stonehenge
[Slot 6]Buffer A
[Slot 7]Buffer B
[Slot 8]Buffer C

Any other ability points you have left should be put into passive skills, as these skills will stay with you forever and quite possibly save your life in the long run.


Tips for staying Alive –Updated 08/06/10—

As I said, your luck is everything. The better your luck, the greater your performance in combat will be. And as I said, this guide is meant to teach you how to avoid dying as often as possible in the game.

A lone Rogue is a dead Rogue--I haven't actually tried out the Rogue yet, so you don't have to take my word on this. But the Rogue doesn't look built for going solo very effectively, as they might need a Mage or Druid at the very least to back them up when they take out baddies. Knights will also help to take the flak from provoked enemies. For the most part, however, don't try to go solo too much or you will die. A lot.

Appearance is purely cosmetic--I may be wrong about this so I will make corrections if I need to. From what I understand however, the species you select as well as their appearance does not effect the character's performance whatsoever. It is purely for looks. So I have no strategy to give on which species make good Rogues, Knights, Mages, or Druids. Just have fun with it! :)

Beam me Up, Scotty--teleportation skills are extremely underrated in the game are hardly ever used. You start with a special combination transportation spell that can very well be a matter of life or death. In the middle of a battle where you will need attention or want to complete quests more quickly, trying to run all the way over there gets tedious very, very quickly. Binding to a town or sanctuary sets up the next spell, which will send you instantly towards the location you used the Bind spell with. This spell will save a lot of walking as well as keep you alive a whole lot longer. I've learned this the hard way. Don't try to repeat my same mistakes.

Choose abilities wisely--I cannot emphasize this enough. You have a limited amount of points to use and you won't be able to spend it on everything, and neither will you want to. Use only what you find is the most useful and stick with it. Spreading you out to thin is going to hurt you, especially on the higher levels when the enemies will start pounding at you.

Conserve your ability points--As you level up and overview the skill trees available to you, you will find that some abilities that are dire to getting through the game won't be available for some time. Also, you will be tempted to spend all your points right away. Don't do this. Save your points for some of the more useful abilties or passive abilities you'll get later as well as upgrading the skills you currently have. This will save you a lot of frustration in the long run when you realize you just wasted your points on a whole lot of nothing.

Don't be a Hero(Rushing)--Again, I cannot emphasize this enough. This especially goes for Mages and Rogues, who are the most fragile classes in the game. Rushing into a horde of monsters with the way its programmed will get you killed very quickly. Melee classes should take their time slowly making their way through the hordes, trying to focus on taking the monsters one at a time instead of a whole group. Ranged classes should stick to their guns and fire from a distance, safe from harm.

Don't get too Monster Hunting Happy--The monsters in EE do not give you that much experience, and trying to kill everything just to find a good item is going to become something that will drive you insane. A recent patch in the game has made it so monsters drop rare items much more uncommonly, but this will vary depending on your amount of luck. Instead, most of your experience comes from questing and bounty hunting, and you will be spending most of your time going through the story of the game questing and levelling up through this manner.

Get the right Equipment--This is actually a lot more important than it sounds. Yes, EE is a free Browser-based MMO, but that doesn't mean you won't need anything super special to run it. Computers with low amounts of RAM will find the game is extremely slow and often frustrating to play through, especially when it begins to rubberband your characters. This has been fixed with the recent patches given by the team, but the game still has issues for those with poorer graphics cards or dated CPUs, or with insufficient RAM to make it run smoothly. Just trust me when I say this makes the  sensation of playing the Game that much easier to get into as well making it much more breathtaking. I'd say about 4-5 gigs of Ram, a 1 GB, 128-bit Graphics card and a dual-core processor should be enough to make it run smoothly.

Keep track of your Might, Will, and Charges—You only ever have a might and will bar of 10 at maximum. I've never seen it go any higher, and this creates a problem. In the more intense fights, when you're used to spamming the One-Two-Punch, you'll quickly find yourself running out of either Might or Will quickly. Always keep track of this, whichever you use more. When you run out of Will, expend your Might for a little until it recharges. Trust me when I say you don't want to be a sitting duck if you're surrounded by dozens of enemies at once.

An interesting note about your charges is you won't always get to use all of your charges when you finish off an enemy. However, these charges don't instantaneously disappear when you leave combat, meaning that you can easily stack these old charges with a whole set of new ones, allowing you to max out the damage/performance for charge attacks, giving you the opportunity to perform instant kills on some of the weaker big bad bosses.

Learn how to communicate--Learn how to use the command lists on EE to talk to other players and learn it quickly. This is how you form parties and get to know them individually. Doing this will help you not only be able to roleplay characters better, but it will also be a means to cry out for help if you need it. There should be a list of the commands you can do on the website. I'll post a link to this guide at the end of it.

Raise the Shields!--A recent patch in the game has now removed the restriction on shields. Now every class can use them as needed. Having said that, here are my thoughts.

As I've said earlier on this guide, shields are what makes the knight an ideal tanking class, as it will save a whole lot of damage. Two handed weapons can make the knight compete with the levels of a Rogue, but you are going to have to follow their strategy or die. A lot. And unless you cross-class, you're going to find knights equipped with two handed weapons are much slower rogues. For those who insist on using a faster knight build, I'd recommend the overstrike skill from the rogue and the reflection ward from druid.

Shields for mages are almost never used, as you'll be attacking for the most part with spells instead of weapons. Shields for rogues are completely useless, as they handicap the rogue from doing what they do best: raising some heck with their incredible speed! Druids have some use for shields, but only if you want to go for a melee druid build.

Ranged Weapons are your friends--Regardless of what class you are, if you're especially going to try and play the game solo, you're going to need a ranged weapon. Knights get to utilize most of the same bows that druids can wield, with Rogues being able to use thrown weapons like knives and throwing stars. Mages use wands for ranged weapons, but I would recommend you sticking to the One-Two Punch spells. This will spare you a lot of the agonizing pain EE can throw at you.

Save your money--Money is good for buying some equipment as well as saving some of the Luck you'll use when you die. But try to conserve as much as possible. You'll never know when you'll need it. Also from what I understand, Gold is much, much harder to come by in the game now. So try and conserve your money.

Take your Time--If you try and rush things in EE, you're going to Die. A lot. Show some patience as you carve a path through the hordes and progress through the game. Also the progression of levelling up in the game is extremely slow(Comes with having only a max level of 50.) so don't think you'll become a superman tomorrow.

The more, the merrier—Let me make one thing clear with you: the gameplay from Bastian Islands through Earthrise is a joke compared to the rest of the game. The moment you enter Anglorum, the difficulty spike of this game turns stupidly difficult. You'll find yourself getting completely swarmed by even common monsters that you'd never think would present a problem in the past. Earth Eternal does this to promote the concept that forming parties is a lot more essential in the real game and that everything before was warming you up for what the game was really about. This is a Rogue's nightmare.

My word of advise to you: find a reliable group of party members, even try recruiting some RL friends, to help you get through this. I'm a Tanking Knight at level 18, and I can't even get past King Wilheim's crypt without a mage to help take off some of the stress. Going solo beyond Earthrise is only going to say one thing: You're going to die. A lot.


Use the One-Two Punch--You will have abilities in the game that center around charges, magical or physical. You start with a move that generates a charge for every time you use it. When you have enough charges, you can use a Charge attack that expends all of these charges to do a whole lot more of damage. So, C-Gen Attack, then Charge Attack (Thus you have the One-Two Punch). This is a very effective way to attack, especially when you're going solo. You will often have a multitude of new C-Gen attacks to choose from, but as you have a limited amount of space, I would recommend just focusing on one additional C-Gen Attack, as it will help build up your charges faster. By doing the One-Two-Three Punch, you become a much faster attacker and will tear through enemies quickly.

You feeling lucky, Punk?(Raise your Luck)--Once again, I cannot emphasize this enough. How lucky you are will determine how well the character performs. Try to stay alive as much as possible and you'll see that the Luck you earn is extremely rewarding. Your Health Regenerates--Yes, surprisingly, your health actually regenerates, but it's not efficient enough for you to depend on entirely, as you can suddenly get surrounded by monsters in the middle of combat due to their respawn rate. As such, it's wise for you to keep hold of a healing spell, as they can really help in a pinch. If you made the mistake of not investing in a healing spell, I would suggest trying to find a good spot away from combat until your health regenerates. And if that doesn't work

well...good luck to you. But most important of all...

STAY ALIVE!!!!!

...and have fun.

Well, that's all I've got to say on this survival guide. Thank you for reading Earth Eternal Survival 101 and I hope you find this very useful.

EE Home Page(To download the game.): www.eartheternal.com/
EE Game Guide: www.eartheternal.com/game_guid…
For those of you who have played it and got frustrated or want to play it, here's a guide to answer some of the questions on how to survive in Earth Eternal! :3 Hope this helps a lot!

-Updates 08/06/10- After speaking to The Great B Man and Fendras on some of the mechanics of the game, I've made the appropriate adjustments to the guide as well as made some notes on the patches that had been updated.

-Updates 08/12/10- Recently made a new update to the guide based on the recent patch that came on along with my experience as a rogue(See Classes: Knights and Rogues and Tips for Survival: Raise the Shields!).

Now just keep in mind, this guide is a work in progress. Keep on checking in here regularly for later information on the game. I'm not really a veteran and much of what I'm writing on is based on intuition.

-Updates 08/27/10-Recently played through all four character and got to Fort Stonehenge at a bare minimum, meaning I've got a basic idea for the gameplay of EE now. As such, I've updated the classes with ideas for builds as well as updated tips on Will, Might, and Charges and the concept of party forming in the game
© 2010 - 2024 Wrathofautumn
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Crosknight's avatar
i started playing again now that te new one is out, im making my knight an arcane knight (some points spent into some ice spells). i can stay on the defensive with my armor and shield and wittle down enemies with spells such as cryo blast (my most powerful offensive attack).