What's a recommended weapon path melee wise, with money considered? i.e. algae spear costs too much. The grass sword's a pretty nice weapon for lv 2.
A: Well, lvl. 10-12 weapons from T3 for example: 2-Handed weapons are between 1,800-2,270 while 1-Handed are at 1,120-1,390. 2-Handers enable you to do higher damage, 1-Handers do damage faster. Those are the weapons most use and always found in store and the prices are balanced. 2-Handers enable more damage and cost more, 1-Handers less damage and lower price would then you'd need a shield to make up for the damage so it all evens out.
Are drop rates based on your level. (equipment wise) If they are, couldn't you not kill any bosses and slaughter them at a higher level for better drops?
A: Killing bosses only yields drops once and it doesn't matter at what level you kill them, you always get a drop the first time. As for mobs, it seems that you get more XP and drops more frequently the lower level you are.
The best drops from bosses seem to be weapons, often times worth much more than pets and armour...(not really a question...)
A: That's because there more weapons for each levels then there is armor. There is 1 armor set for a specific level but there can be 1-2 weapons per weapon specialty [crushing/slashing/piercing/whips/staves/archery] for that level.
Do monsters have armour? For example, if i hit three times for 10 dmg VS if i hit one time for 30 dmg, (assuming no crits, 100% accuracy, etc..) which would do more?
A: Let's say you use slashing weapons. If your slashing skill is lower then the monsters level, you do less damage.
What's the scale between armour class and damage reduction. How much armour to reduce 1 dmg? Same for durability. I know durability increases more w/ each level, what should I keep it at though?
A: We don't know the match behind AC damage reduction, although Jeff probably does

. And dur is optional, just don't ignore it entirely.
Are the energy and mana increasing stats worth it?
A: MSt and PSt ? I'd say they do if you're a caster. I'm a melee and I would never consider wasting a stat point on this.
At higher levels, daze seems to become a nasty problem.(higher accuracy, dmg, speed, etc....not to mention increasing hp gap between monster and human) Any way to avoid this? Would increasing blue resistance help? Someone told me to play w/ gem positioning and it'd go away, but it seems to do that in 2 secs would be rather impossible, not to mention you'd need to have one ready to go.
A: Blue resistance, you must mean auras. It's pretty much work and time wasted since you can just keep your eyes on the screen to avoid daze.
What's the experience penalty for leveling stuff over your level? i.e. If i left a lv 1 character leveling petmanship w/ a passive, how long till lv 10? What about for trophies.
A: Raise your passive advancement to avoid passive penalties. As for skills, trophies yield more xp the higher level the mob who drops them is. So the trophies walk hand-in-hand with the skills.
Experience gains for mobs above level? yellow, orange, red, pink black. ?
A: Just kill what you can kill without too much trouble. If you go spending, say, 3 minutes killing a pink to get 15% xp more then from reds, when you can spend 1 minute killing reds, then that's pretty dumb.
Says you can get better trophy drops from higher level mobs. I don't really agree, that a lie?
A: The higher level the mob, the more xp it's trophies yield. So yes, you're wrong.
Any recommended gem pouch ideas? I have 5 slots, i like to keep 3 auras and cycle between the last two so i always have control. Constant healing, constant dot, etc... at higher pouch amounts it seems to lose strategy and become all about luck =/ (I can't escape either).
A: Every character level you gain 1 slot in the gem pouch so you can forget having control. Just fill your pouch with gems you use then use them when they pop up.
On another char, with 10ish slots; it's a lot harder, especially as a caster. You can sometimes draw multiple mana/energy replenishers at the beginning of a battle. (No use at all) It's hard to find a balance between attack, healing, replenishing, and escaping... currently just a flare up, two recastables DD's and the rest a bunch of DOT and cantrips.
A: If you're a caster you can speed up the draw rate, prioritize the gems, et cetera. Non-casters usually just fill up with white/green gems since they have less influence over their pouch.
Why is it possible to walk into multiple so called 50% greys in a row, multiple times. Kinda iffy "probability". Especially on trails which should already have 50%(?) guess they don't stack...-.-;
A: 50% doesn't mean every other square is mob-free. You can go tens of squares without hitting a mob, but you can also go tens of squares always hitting mobs.