Hah, awesome. You're also free to 2 box. Can't 3box, etc... But 2 boxing is totally fine.
This is also your friend:
http://wiki.shardsofdalaya.com/index.php/Main_PageThis is totally important. This is gameplay of Live, but THIS IS NOT LIVE. That wiki is the best source for you
Specifically read this:
http://wiki.shardsofdalaya.com/index.php/Differences_between_SoD What's different
General
- Faction, Zones, Quests, Mobs NPC are different
- Mana regen rate and XP gaining rate is a different. On Live you get OOC (Out of Combat) regeneration which will restore you to full life and mana after 3 minutes max of downtime. In SoD you get higher mana regen when medding out of combat, and will receive a message saying so but your health doesn't receive a regen benefit. XP rate is different solo than in a group, and there are XP zone modifiers which can grant extra or less than average XP.
- Pristine and Bind on Equip items, which were not originally in Live. Live has Attuneable items that are similar to Bind on Equip but Bind of Equip items can be made dropable again for a price.
- There is no Plane of Knowledge portals. You travel between different cities (e.g. Newport) via the Mansion of Portals, it is a gate that exist in most cities.
- Your corpse contains only your Experience Debt, which you will get it back when you are rezzed. While corpse runs are now a thing of the past in Live, they weren't originally.
- You get 10 points in Specialization at every level (/cm specialize) [This system replaced the specialize system for casters in the original game]
- You can bind yourself in any zone, apart from dungeons (/cm bind).
- There is no Bazaar; list system for buying and selling of item Listing System or Listing System
- OOC and auction channels are global channels, all zones will hear you. You start in a guild, Dalaya's Beginners, and it's highly advised that you ask all "newbie" questions there.
- Shout channel is communication for your current zone only
- Adepts, which are raid npc's with restrictions similar to Lord Nagafen and Lady Vox.
- Max number of member in a raiding group is 18 - Raid Tiers
- There is a limit of 3 of any given class that can engage a single mob. If you have 4 mages, the 4th one will not be able to help at all.
- Treasure Map
- You can only level up to 65
- Auxiliary Tanking: anybody in melee and in front the mob now contribute to reducing its damage
- Alignment system, similar to the classic D&D one; your alignment is attributed based on your actions in-game - Alignment and Religion
- Enemies will not run at low health. No need to snare every mob for fear of ridiculous training.
- Mobs are much, much more resistant to spells right off the start, making Charisma THE prime stat for any offensive caster.
- You get a 10% bonus to all heals during the day time while undead and Lifetap are both stronger at night. Date and Time based changes
- Weather affects the damage on your elemental spells.
Class and Abilities
- Classes are essentially the same, with adjustments. Please see the individual class pages for questions about differences.
- You can change your fighting style Melee Styles
- Necromancers no longer have the ability to give others classes their mana.
- Enchanters can control their Pet like a necro or mage Pet, which was not originally implemented in Live.
- Archery is worth something even before you put 100 AAs in it!
- Different AAs with different timers - Alternate Advancement
- There are no class specific epic quests. There are quests for every level though, including very nice gear upgrades. Quest timeline
- Rogues poison crafting is different and very useful, similar to pre-PoP poison making.
- Feign Death follows slightly different mechanics.
- Charisma lowers the resist rate on your spells. Read this again. Charisma lowers the resist rate on your spells.
Tradeskills
- Very different tradeskilling recipes - Tradeskills
- A new tradeskill: Mining
- Alchemy can be done by everyone
- You gain experience along with the skill up. XP varies by tradeskill, and skill level.
Grouping and Experience
- Assistance Penalty for help received outside of group while fighting a creature
- Group XP bonuses... 2 players in a group get the same XP as having 3 to 6 players
- There are no Grouping level limits; as long as the highest level in the group gets exp from the mob (i.e. it doesn't con green to him/her), then everybody in the group gets exp.
- Adventuring Band- You can form a band with other people, so that all of you will share the XP gained, even if not in a group or online. Max level gap between adventuring band members is 10 levels.
- You do not lose exp when you die. Instead Experience Debt is acquired in percentages (maximum of 100%); you will get same amount of debt no matter how many times you die in a row.
- You can buy off your Experience Debt from the cleric npc for a small price according to your level (Capped at 50 platinum)
Things to keep in mind
Freeport = dead and full of skeletons that will kill you
Rivervale = dead and full of death touching mobs in the water the zone outside (not Kithicor, the other way) is full of death touching mobs if you go off the path
There are death touching tendrils in Nagthilian, the dark elf city.
Commonlands (known as Plaguelands, East, West, etc.) ARE NOT for newbies they are 50+ level zones)
The zones around what use to be Commonlands are also NOT newbie zones (Neriak forest, Freeport, Kithicor Forest, North Ro, etc).
Basically many of the once upon a time newbie/low level zones are now high level zones. Some of the old zones that were higher level are now lower level. Don't try to use your knowledge of the "games" zones here. Other than some connection (which isn't totally mirrored) they're very different.
Don't kill Aviaks unless you want to screw yourself out of the Main Quest (there are some you can kill but until you know which ones don't kill any).
Don't kill the dark skinned orcs in Oasis (the ones that look like Crushbone Orcs) unless you don't want to complete the Main Quest.
Don't kill Centaurs unless you don't want to do the Main Quest(unless they're Corrupted Centaurs)
Keep those books you get at the start. They have information about the Main Quest that you cannot get the answers from in /ooc!