Pruned these from the forums:
1) Use the mariners bells! They will take you to all outlaying neighboorhoods of Freeport, East Freeport and the newbie fighting areas without you having to run through several zones.
2) Buy as many bags as you can as soon as you can. The only way to make some decent money is to sell to players. There's a very few items that are just merchant fodder, but everything else people will buy.
3) Once you sell to a merchant it's gone. Besides specialized merchants, generally the only thing a merchant has for sale is a bag or a torch. They pay about 10% what you could get from a player if that. Never sell any spell/ability upgrades or tradeskill volumes to merchants. Sell to players.
4) To sell to players buy a merchant board from the furniture merchant in EFP (? this is the only place that we can find that sells these) and hang it on the wall of your house. To find other players that are selling go to neighborhood, find innkeeper, and click on visit when you click on door.
5) guards can find NPC's (well they are supposed to be able to, none of them do yet, buy maybe by release)
6) Get all the quests you can but don't stress about finishing them. Chances are that you will no matter what and if you don't you can always go back and do em really easy when they are green or gray.
7) Do everything on the isle of refuge!! You'll get newbie armor to start with and one quest - found as a drop in the graveyard - will get you a better weapon than you get w/ your citizenship quest. Plus a couple other quests get you some fairly decent items. Also, practice tradeskills, you get a neverending coal and liquid while you're there. (althogh the orc cave quest you have to finish before you level to 6)
8.)To add on to quests taking. Yes, there are tons of quest givers....and no, you're not going to remember exactly where you bumped into the NPC who gave ya the quest (especially the ones in the middle of nowhere in the Commons). If you can....just write down the name of the Quest giver on a notepad and write down a short description of where he/she is located.....either by /loc (if it was outside the city) or even by saying "Fibble Rottongut was by the WFP gate." This alone will save you tons of time later on.
I know im not the only one who forgot where a quest giver was, and ended up running through the whole zone (and opening every door) to find them. (the track skill for Scouts takes care of this problem very well but it's still buggy and incomplete. As of this writing asking guards for where an NPC is is bugged as well)
9.Quests. There are several of them worth doing and a few you can ignore In rambling no particular order
Do your trainers quests upto the orc cave (last one). This last one can be done for fun, but the item, a weapon or shield, is no better then what yah can buy or find elsewhere.
War wolves, in the goblin brute camp, drop a nice set of sleeves.
The Siege Planner and the Warmonger both drop a 6 slot bag. Also the siegeplanner drops a set of plans. If you do that quest (kill a bunch of goblin sabotuers by the shore) you get a nice little helmet.
Gnome on the beach: do his quest for a nice bracer, just go click on a few parts lying about
in the water, read the mermaid statute and kill razortooth sharks for a nice belt. I would wait and do this at lvl 6 as you somtime get ganged up on by the sharks (or take a group)
ALSO in the water, shark named bladefin, drops a quest which gives mages a nice mage item (think its a bracers) tough fight. for the most part you can skip this one.
Goblin Guards drop a nice melee axe (+2 str) (also can sell for 1s plus if yah need some pocket change) goblin brutes and above, and I think sharks, drop a nice mace/scepter. (fishbone)
Do the darek trader quest for a nice bracelet.
The shell quest gives an ok necklace, not worth the time IMHO.
Oh biggest tip. Get the goblin mastery book as soon as possible (need to get 35c) all goblins from the guard/laboroers on up drop parts (maybe the smaller ones too) so it helps to start collecting early. BUT do NOT complete the quest save the very last item for later. You can go to 220% exp on the isle. IMHO you will probably reach it workin on gob mastery. If you do not it is so easy to exp up on the isle I strongly recomend it. Then when you hit the city complete the cictizen ship quest and your now lvl 8....NOW complete that gob mastery quest for a nice exp bonus
quests you may want to skip, skeleton bones....just gives coin a few coppers....also skels drop a note that spawns a big ghost....killing him gives you two weapons which are no better then the axe and sceptre (or the ones for sale) which are common drops. So I would skip him. the feather and shell quests (you gather shells on beaches and feathers from the ground) give only ok items and waste a lo of time IMHO so yah can skip these if you like.
also refuge is a great place to practice tradeskills. if you want to work on the trader side resources are easy to go out and find, and are relatively close to the crafting stations, so yah may want to hang here and craft a bit if your interested in crafting.
10)My plan after leaving isle of refuge is to hail EVERY npc in all 4 freeport city zones and in all the surrounding suburbs. Maybe it's overkill but I don't care! I can then go out and kill things in the newb areas and many times get 2 or more quests done at a time because many times npcs ask you to kill the same mobs. Nothing worse than killing 10 relatively hard mobs then having to do it again. I figure if I do that once it might take me all the way to lvl 10 or more, and give me a fair amount of armor, coin, drink and food
Finally I found the answer... the merchant in the Scale Yard tradeskilling instance is the only one with all the low level books
Another bit of helpful questy info: After you're done with a quest hail the npc again immediately. Half the time they want your help again. If it's the same exact quest then you might not want to do it (this only happens very rarely), but most of the time it's a new, higher level quest that gets much better loot.
11)
Being invited to a group: you can /invite <name> without having to target the person. Pros: you can waypoint a group member and find your way to them. Cons: you still share exp debt no matter how far from them you are, but not exp.
This happened the other day. A group invited me that was way out in the commonlands. They died twice in the time I was running to them and then when I got there they all decided to log. So I spent that time running way out there to have them leave me w/ over a bub of exp debt.