Cebrious Arcane-hybrid
Wanderer
I've thought up a template you may like. I'll list the skills and stats and detail why and we can work from there. It's best, when creating a character, to choose Advanced Setup as you can customize every setting of your beginning character.
Dexer!
Starting Stats: 50 STR, 20 DEX, 10 INT (50 Strength is a good starting point, the Dexterity will let you run around without tiring. 10 Intelligence is the lowest possible and that's a good starting point for a Dexer.)
Starting Skills: 50 Healing, 50 Magic Resist (Magic Resistance is the hardest skill in the game to raise so you want that to be as high as possible to start. Healing is difficult to raise, but it will benefit you to have the skill at 50 so you can heal yourself from day one, and raising healing also raises Anatomy which we'll talk about more, below.)
Finished Stats: 100 STR, 100 DEX, 25 INT (High Strength and Dexterity are what define the Dexer and can be adjusted for emphasis on one or the other. 25 Intelligence will allow you to recite Recall Scrolls and will also help to ease the damage received from Mind Blast, which is a Dexer's worst enemy.)
Finished Skills:
100 (Weapon of Choice)
100 Tactics (Tactics aids in your accuracy with your weapon as well as increasing the amount of damage done.)
100 Anatomy (Anatomy helps Healing, by allowing you to heal more life, and cure stronger poison. Anatomy also helps your weapon skill and increases the amount of damage done with it.)
100 Healing (Healing is a skill that uses bandages. This is the cheapest and easiest route to keeping yourself alive. At higher levels you can cure poison and at Master you can begin to ressurect ghosts. A Grandmaster of Healing can do quite well with just some bits of cloth.)
100 Magic Resistance (Spells hurt, a lot. Grandmastering Magic Resistance is imperative for a Dexer and will lower the damage received from spells and allow you to negate some of the low level effects of some spells.)
The five skills above are imperative for a Dexer. However the template allows for a total of seven Grandmastered skills. This is where your personal choice and preference can come into play. There are a wealth of options but I will lay out a few for your convenience.
Poisoning: Poisoning allows you to poison your single-handed bladed weapons. Having it Grandmastered gives a 50/50 chance to poison your opponent with every hit and there five degrees of poison and a Grandmaster Assassin (poisoner) can apply Lesser Poison, Normal Poison, Greater Poison, and Deadly Poison, the fifth poison is only received from certain monsters. Think of each degree of poison as more potent than it's previous. The higher the poison the less "uses" will be applied to the blade, but the more severe and damaging it will be. You can use weapons poisoned by others but they will decay your blade faster than if you had GM Poisoning and applied the poison yourself.
Hiding: Many who travel alone enjoy this skill. You become invisible to all when you are hidden, and appear greyed out on your own screen. You can round a corner and quickly hide from an enemy or monster, or you can hide and wait for your prey to approach.
Archery: Range! Wanna pop off some damage before they get too close? Or stand back and launch arrows while your guildmates engage in hand to hand? Archery is a great addition to a Dexer's template, it gives you versatility in the combat situation and surprises are what win battles.
Another Weapon Skill: This is a rare option. Choosing two forms of weaponry allows for more diversity in combat. You can mix and match the special abilities to see which works best for you and have the option of using more magic weaponry than just one choice.
Parry: Another rare option but one that will soon become more often utilized. Parry allows you to parry the strikes from another Dexer. It also adds a tremendous boost to your armor rating which lowers the amount of damage received from a Dexer significantly.
There are a plethora of other choices, and more hybrid templates are also an option. I didn't include Magery because that's what I would refer to as a "more hybrid template" and if you're interested in that we can take a look at some other options. Also, if you've seen some skills used you can option those ideas and I'll point you in the right direction.
For help with raising skills, check out Sunfire's guide: Sunfire's Skill Guide
Dexer!
Starting Stats: 50 STR, 20 DEX, 10 INT (50 Strength is a good starting point, the Dexterity will let you run around without tiring. 10 Intelligence is the lowest possible and that's a good starting point for a Dexer.)
Starting Skills: 50 Healing, 50 Magic Resist (Magic Resistance is the hardest skill in the game to raise so you want that to be as high as possible to start. Healing is difficult to raise, but it will benefit you to have the skill at 50 so you can heal yourself from day one, and raising healing also raises Anatomy which we'll talk about more, below.)
Finished Stats: 100 STR, 100 DEX, 25 INT (High Strength and Dexterity are what define the Dexer and can be adjusted for emphasis on one or the other. 25 Intelligence will allow you to recite Recall Scrolls and will also help to ease the damage received from Mind Blast, which is a Dexer's worst enemy.)
Finished Skills:
100 (Weapon of Choice)
100 Tactics (Tactics aids in your accuracy with your weapon as well as increasing the amount of damage done.)
100 Anatomy (Anatomy helps Healing, by allowing you to heal more life, and cure stronger poison. Anatomy also helps your weapon skill and increases the amount of damage done with it.)
100 Healing (Healing is a skill that uses bandages. This is the cheapest and easiest route to keeping yourself alive. At higher levels you can cure poison and at Master you can begin to ressurect ghosts. A Grandmaster of Healing can do quite well with just some bits of cloth.)
100 Magic Resistance (Spells hurt, a lot. Grandmastering Magic Resistance is imperative for a Dexer and will lower the damage received from spells and allow you to negate some of the low level effects of some spells.)
The five skills above are imperative for a Dexer. However the template allows for a total of seven Grandmastered skills. This is where your personal choice and preference can come into play. There are a wealth of options but I will lay out a few for your convenience.
Poisoning: Poisoning allows you to poison your single-handed bladed weapons. Having it Grandmastered gives a 50/50 chance to poison your opponent with every hit and there five degrees of poison and a Grandmaster Assassin (poisoner) can apply Lesser Poison, Normal Poison, Greater Poison, and Deadly Poison, the fifth poison is only received from certain monsters. Think of each degree of poison as more potent than it's previous. The higher the poison the less "uses" will be applied to the blade, but the more severe and damaging it will be. You can use weapons poisoned by others but they will decay your blade faster than if you had GM Poisoning and applied the poison yourself.
Hiding: Many who travel alone enjoy this skill. You become invisible to all when you are hidden, and appear greyed out on your own screen. You can round a corner and quickly hide from an enemy or monster, or you can hide and wait for your prey to approach.
Archery: Range! Wanna pop off some damage before they get too close? Or stand back and launch arrows while your guildmates engage in hand to hand? Archery is a great addition to a Dexer's template, it gives you versatility in the combat situation and surprises are what win battles.
Another Weapon Skill: This is a rare option. Choosing two forms of weaponry allows for more diversity in combat. You can mix and match the special abilities to see which works best for you and have the option of using more magic weaponry than just one choice.
Parry: Another rare option but one that will soon become more often utilized. Parry allows you to parry the strikes from another Dexer. It also adds a tremendous boost to your armor rating which lowers the amount of damage received from a Dexer significantly.
There are a plethora of other choices, and more hybrid templates are also an option. I didn't include Magery because that's what I would refer to as a "more hybrid template" and if you're interested in that we can take a look at some other options. Also, if you've seen some skills used you can option those ideas and I'll point you in the right direction.
For help with raising skills, check out Sunfire's guide: Sunfire's Skill Guide