'A' is attack, as you know, and 'S' is spell; what you may not know is that 'B' is skip turn, i.e. this person doesn't want to do anything right now, move on to the next person. Useful, especially in turn-based mode, when approaching goblins are outside melee range, so the archer can shoot, paladin and cleric (before they get bows) can only wait, and sorcerer might as well wait too, preserving his blue goo for when really needed.
Have you read the "first quest walk-through" at the end of the manual? If not, don't; if you have, ignore most of it. The game starts us off at 9 am on a Monday. I spend the first morning-into-afternoon going round the houses, afternoon-into-evening rescuing the lost child (the lowest level quest in the game), the night in the inn, and the next morning hunting goblins off into the distance, in the opposite direction to the goblinwatch fort. Then when I do go towards the fort, the second afternoon, I am conveniently placed to pop into the gym (training center) just before it closes, to train up two levels in one go.
Horseshoes - something we know, which neither the manual nor talkative NPCs explain - do not bring luck; rather, each time one of our characters eats one - how is that supposed to work?! - the character gains 2 skill points.
Train up two levels in one go, get 10 skill points (each character), allocate 9 into bringing one skill to level 4, pay a teacher to be made an expert. Train two more levels, 10 more points, become an expert in a second skill, have 2 points left over. Train for one level, 2+5 = 7 skill points, add 2 from a horseshoe, low-and-behold can get third expertise (I'll have moved on from New Sorpigal by then; the accessible experience there is enough for four levels of training, not five).
Guild membership costs are non-negotiable, so are teachers' charges for expert skill. Merchant skill helps with everything else, including starting a new skill at level 1 by buying it from a guild, so buy merchant skill first, from the "night" guild.
Do not expect to do everything in an area first time there. At New Sorpigal, the quick-start party, training up as they go, can do everything they can reach without getting their feet wet, including two dungeons, but not everything on the outlying islands.
As the narrator says in the introduction, "choose wisely". Early on, the game is about learning the gameplay, learning about the game-world (keep talking to everybody you can, whether in houses or peasants in the streets, and see if they have different things to say on different days), and about choosing what to spend money and skill-points on first. Don't splash out too much on armor skills, by the way, but get your protection from helmets, gloves and boots, cloaks even, which need no skill.
Post edited June 24, 2020 by RSimpkinuk57