Guides
Beginning Game Strategy (Levels 1-30)
How to leverage Crushbone's custom rules from character creation through mid-20s. Class choice, race fit, faction setup, tradeskill start.
Crushbone's Custom Rules — any class × any race × any deity, with AA-driven specialization emphasized because race and deity are flexible — reshape the first 30 levels in specific ways. This guide is what to do early to set up a strong mid-game and endgame.
Note: spell mechanics are canonical on Crushbone. Classes cast their canonical spell lists, and memorization is capped at the standard 8 slots. The custom rules affect who you can roll and who you can worship, not what spells you get.
Before you create a character
Spend 10 minutes thinking about class, not race. Because race-class locks are off, the question "what race best supports this class" is gameplay-flexible. The question "what class role do I want to play for 200 hours" is the one that matters.
Decision order
- What role do I want? Tank / healer / DPS / CC / hybrid. Pick one you'll still enjoy at level 60.
- Group-first or solo-first? Clerics, Warriors, Enchanters almost never solo. Necros, Druids, Shamans almost never wait for groups.
- Then pick race. Race affects starting city, innate stats, and faction web — not what class you can roll.
Starting city tradeoffs
Because all class trainers exist in PoK, you could technically avoid your racial starting city entirely. Don't. The first 1-15 levels in your racial newbie yard give you:
- Racial quest armor set (free no-drop gear).
- Starting faction that shapes the next 50 levels of quest access.
- Neighbors who group with you all the way to endgame.
Recommended combinations
Not because others are bad — because these ramp fastest:
| Class | Best starting city | Why |
|---|---|---|
| Warrior | Halas (Barbarian) or Kaladim (Dwarf) | Stat curve + guild density. |
| Cleric | Qeynos (Human of Rodcet Nife) | Temple of Life + paladin buddies. |
| Paladin | Kaladim (Dwarf of Brell) | Entire city is your faction. |
| Druid | Surefall Glade / Kelethin | Grove bind + Forage synergy. |
| Necromancer | Paineel (Erudite) or Cabilis (Iksar) | Faction-aligned Epic starts. |
| Wizard | Ak'Anon (Gnome) | Library + travel network. |
| Monk | Cabilis (Iksar) or Freeport (Human) | Dojo access + race-appropriate. |
| Ranger | Kelethin (Wood Elf) | Forest from day one. |
If you want an off-combo (Dark Elf Paladin, Ogre Cleric, etc.), read Faction for Custom Combos before rolling.
First 10 levels — the setup phase
- Level 1-5: your newbie yard. Kill anything green. Complete the racial newbie armor quest.
- Level 5-8: extend to yard-adjacent. Try a newbie armor quest if available.
- Level 8-10: one of Blackburrow, Crushbone Keep, or Befallen. Learn how pulls and trains work.
Bind at level 5
Visit a Cleric or equivalent binder. Bind in your starting city. Never bind in a dungeon. Corpse runs back to your gear are already long enough.
Faction start (even if you don't know you need it yet)
Every mob you kill shifts faction with 2-8 factions. Early kills compound. A few practical tips:
- If you think you might do your Epic 1.0 in a city you don't start in, start grinding that faction now. Killing Crushbone orcs raises Knights of Truth. Killing Bloodsabers raises Knights of Thunder.
- Don't accidentally destroy faction. Killing Freeport guards because you took one hit will wreck weeks of later access.
Levels 10-20 — dungeon practice
Pick one dungeon and camp it. Don't bounce. The goal is to learn pull mechanics, camp-holding, and group etiquette — not to see the most content.
Best early dungeons
- Crushbone Keep (8-20) — high ZEM, good loot, teaches you to pull patrols.
- Blackburrow (8-20) — tight tunnels, teaches train avoidance.
- Befallen (12-30) — undead, five floors of scaling difficulty.
- Paludal Caverns (15-25) — if Luclin-reachable, best ZEM in band.
Casters: mem discipline matters from day one
By level 20, a Wizard has 5-7 useful spells (Firestrike, Bonds of Force, Gate, Fade, Fear, Ice Comet, etc.). The canonical 8-slot mem cap applies on Crushbone — you do have to pick. Standard loadouts:
- Group DPS loadout: main nuke + backup nuke + stun + Evac + Gate + port + Fade + utility.
- Solo kite loadout: snare + DoT + nuke + heal + root + Gate + Fade + emergency-utility.
Learn to swap mem in downtime. Gemming takes time; don't try to swap mid-fight. Plan your pull, mem for it, execute.
A strong discipline to build early: keep Gate and one emergency-utility spell always memmed. Everything else flexes with your current activity.
Levels 20-30 — first real progression
- Graduate to Paludal, Sol A, Mistmoore outer, Upper Guk.
- Start a tradeskill at 25+. Baking or Blacksmithing if you don't know which.
- Scout your class's Epic 1.0 starting NPC. Confirm you can walk to them without getting killed by guards.
- Toggle AA XP at 51, but know that AA doesn't start until 51. Plan for it.
AA pre-planning (even at level 20)
Because AA is where your build specializes, at level 20 you should already know:
- What role you'll play at 51+.
- Which AA tree you'll prioritize (see AA Specializations by Class).
- The general direction of your Epic 1.0 (see Epic Weapons).
Grouping habits
- Use
/lfgand/ooc. - Say "thanks" when you leave a group. Say when you're leaving.
- Don't ninja loot.
- See Grouping Etiquette.
What custom rules mean for level 1-30
The two custom rules (any race × any class × any deity) mostly shape later-game play, because AA specialization doesn't kick in until 51. Early game is almost entirely canonical EQ:
- Spell lists are canonical per class. Plan your 8-slot mem bar.
- Faction works canonically — a custom-combo character (Troll Paladin, Gnome Necromancer, etc.) will face the usual hostility at any race-mismatched city. Start the faction grind early.
- The payoff of rolling an off-combo (race innates + class AA stacking) comes at 51+. Early game is a faction grind and a level grind.
Common early-game mistakes
- Rolling race for racial looks, ignoring faction. A Dark Elf Paladin who rolled for the aesthetic faces 80-200 hours of faction grind before Epic is accessible.
- Skipping newbie armor. Free no-drop gear is worth the 1-hour quest.
- Binding in a dungeon. The first dungeon death makes this obvious.
- Attacking city guards to "test DPS." Faction loss is hard to recover.
- Skipping the Plane of Knowledge books. At level 5-10, visit PoK. Learn the layout. Bank coin.
Next
Move to Mid-Game Strategy (Levels 30-55).
