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	<title>ValhallaLost - User contributions [en]</title>
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	<updated>2026-08-30T07:23:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Maps_of_the_Known_Worlds&amp;diff=900</id>
		<title>Maps of the Known Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Maps_of_the_Known_Worlds&amp;diff=900"/>
		<updated>2025-03-21T21:44:23Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maps are oriented to showing North at the top of the picture rather than the top-right corner of the picture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:valhalla_map.jpg|Map of Valhalla]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:lostrealms_map.jpg|Map of the Lost Realms]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:ilshenar.jpg|Map of Ilshenar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:malas.jpg|Map of Malas]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:tokuno.jpg|Map of Tokuno]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For information about what each map contains, check [[Areas and Races]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above-ground part of the maps are divided into time zones reflecting a day/night cycle.  Valhalla and Lost Realms both have 4 time zones whereas Ter Mur and Valley of Eodon both have 3 time zones.  The rest of the realms have 1 zone.  As the map moves from west to east, the area is 6 hours ahead of the previous zone.&lt;br /&gt;
&lt;br /&gt;
To check the time where you are, use .time.  All time is based on Asgard's time no matter which realm you are on.  Dungeons are also based on Asgard's time.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Anatomy&amp;diff=899</id>
		<title>Anatomy</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Anatomy&amp;diff=899"/>
		<updated>2025-03-21T21:38:53Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Title: Anatomist&amp;lt;br&amp;gt;&lt;br /&gt;
Trained By: Butcher, Provisioner&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Anatomy has two functions: a complimentary skill to healing and determining your critical chance to hit.&lt;br /&gt;
&lt;br /&gt;
The higher the anatomy skill is, the faster your healing takes effect.  For every 15 points of anatomy, you will reduce your healing time by 1 second.  This means at 60 skill, you reduce your time by 4 seconds and at 100 skill you reduce the healing time by 6 seconds.&lt;br /&gt;
&lt;br /&gt;
Anatomy allows you to attempt resurrecting when your healing skill is below 80. If the combined scores for healing and anatomy are greater than 80 then you can attempt to resurrect.&lt;br /&gt;
&lt;br /&gt;
In addition to complimenting healing, anatomy also determines your chance to critical hit your opponent.  For more on that, check the chance to hit under combat skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The vampire race uses anatomy to feed upon their victims.  You must still pass the initial anatomy check to assess your victim then pass the checks to feed upon them.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Races&amp;diff=898</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Races&amp;diff=898"/>
		<updated>2025-03-21T21:36:15Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The bonuses listed under each race are additions to your base skill caps.  So if you are a Fighter with tactics as a primary, you would normally have a tactics cap of 120.  However, if your Fighter was a Dwarf, who has a tactics bonus of 10, the cap would be 130.&lt;br /&gt;
&lt;br /&gt;
Races with their home towns also have extra bonuses.  They are able to sell their loot at an increased profit if they are in their home town.  In addition, they also get increased skill advancement training if they log off at their home town inn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Daevan ==&lt;br /&gt;
The Daevan are the offspring of a celestial being and an abyssal creature, resulting in a child that is neither inherently good or chaotic.  Due to their lineage, they are able to use either druidry or necromancy skills but not both at the same time.  Due to their fear of others learning about their heritage, they have no home town and wander the world.  Daevan have an innate ability to reduce druidry or necromancy skill points when casting the opposing class spell.  For example, when casting druidry spells, they have a 33% chance to not lose any necromancy skill points.&lt;br /&gt;
&lt;br /&gt;
Daevan have the innate ability of not losing the opposing skill on every cast if casting druidry or necromancer spells (normally, casting druid spells will reduce necromancy skill and vice versa).&lt;br /&gt;
&lt;br /&gt;
*Shapechange: horned beast&lt;br /&gt;
*Bonuses: +10 Animal Lore, +10 Necromancy, +5 Meditation&lt;br /&gt;
*Hometown: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dark ==&lt;br /&gt;
Known simple as 'Dark', not known is much about them.  They did not originally start as a race as no one is born into the Dark.  Instead, it is thought that a person is incorporated as Dark.  They suddenly disappear during the day and are not seen again for a short time.  When they are seen again, maybe in the same town or a town over, they are no longer what they were before.  But their knowledge, fighting skills and even magic have all increased as they are able to defend themselves very well when provoked into fighting.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: none&lt;br /&gt;
*Bonuses: +10 Anatomy, + 10 Tactics, +5 Magery&lt;br /&gt;
*Hometown: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Draugr ==&lt;br /&gt;
The Draugr are animated corpses who refuse to pass onto the next world.  They have the unmistakable stench of decay and the flesh hangs off their bones.  They exist solely to either guard their treasure, which is buried with them in their graves or to torment those who wronged them in life.  They tend to take the ghostly shape of an animal or else they resemble the human they once were.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: seal, bull, horse, cat, mummy, zombie, lich&lt;br /&gt;
*Bonuses: +10 Necromancy, +10 Magic Resistance, +5 Poisoning&lt;br /&gt;
*Hometown: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Draconian ==&lt;br /&gt;
Draconians are a race of beings with both humans and dragons in their blood.  While they look like humans most of the time, draconians have inherited an uncanny ability to master magic from their dragon ancestors.  They have also retained the ability to change their shape into the form of a smaller dragon (either a red or grey drake).&lt;br /&gt;
&lt;br /&gt;
Draconians also tend to feel inexplicably vulnerable without the thick protective scales of their ancestors.  To compensate for this, they have become very proficient in the use of shields.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: drake, small draconian on two legs&lt;br /&gt;
*Bonuses: +10 Magery, +10 Parrying, +5 Veterinary&lt;br /&gt;
*Hometown: Asterial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drow ==&lt;br /&gt;
The dark-skinned drow loathe life just as much as their elven cousins regard it.   There are few professions in the violent, matriarchal society of the drow that are as respected as the assassin.   Healers have their work cut out for them after an attack by a group of raiding drow, as nearly all drow warriors use poisoned blades.  &lt;br /&gt;
&lt;br /&gt;
Drow mages have also come to be feared throughout the lands, as they have learned to channel their hatred into the spells that they cast.  Drow mages have the potential to do more damage with offensive spells than any other race.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: no&lt;br /&gt;
*Extras: pure white hair [given at barber]&lt;br /&gt;
*Bonuses: +10 Invocation, +10 Poisoning, +5 Fencing&lt;br /&gt;
*Hometown: Darktown or Har'oloth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Duergar ==&lt;br /&gt;
The gaunt, emaciated duergar have always been insanely jealous of their dwarven cousins both for their strength and their skill with iron.  Despite being expert miners that are always digging deeper and deeper into the earth, the cunning duergar have never been able to match the dwarves' skill in shaping the metal that they find.  They do however take a childlike pleasure in picking the steel locks of dwarven chests and stealing what is inside.  &lt;br /&gt;
&lt;br /&gt;
In combat, duergar thrive on causing their enemies pain.  As a result, they have mastered the use of blunt weapons that shatter bones and cripple their opponents.&lt;br /&gt;
&lt;br /&gt;
Duergar get an internal +10 bonus when lockpicking treasure chests.  If you have 100 lockpicking, it will act as if you have 110 lockpicking.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: no&lt;br /&gt;
*Bonuses: +10 Macefighting, +10 Tactics, +5 Magic Resistance&lt;br /&gt;
*Hometown: Nildavellir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
The will of a dwarf is as hard to break as the iron that they love to shape.  Dwarves tend to be short (under 5 feet tall) and extremely muscular.  The males of this race are extremely proud of their beards and would sooner cut off their hand than shave it off.  They are distrustful of and often very blunt with strangers but are the most loyal of companions once you have earned their respect and friendship.&lt;br /&gt;
&lt;br /&gt;
Dwarves are ferocious fighters, capable of doing more damage with any given weapon than other races.  They also tread very carefully around magic because, unlike stone and iron, magic can not be shaped and molded with their hands and tools.  This caution gives them added defense against the effects of harmful spells but does not hinder their ability to use magic themselves.&lt;br /&gt;
&lt;br /&gt;
Because of their natural blacksmithing ability, dwarves get an internal +10 bonus when crafting blacksmithy items.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: no&lt;br /&gt;
*Bonuses: +10 Tactics, +10 Magic Resistance, +5 Healing&lt;br /&gt;
*Hometown: Corinth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
The slender, delicate-appearing elves of Valhalla are deceptively strong and extremely agile.  Their keen eyesight gives them unmatched skill with the bow, which makes elves very good rangers.  They love life, art, music and poetry, and with lives that span over centuries they have a great deal of time to spend mastering these things.  It costs a great deal to hire an elven bard for a banquet, but most nobles find the experience more than worth it.&lt;br /&gt;
&lt;br /&gt;
Elves revere life above all things, and will never take a life unless it is absolutely necessary.  This deep respect for life has made elves proficient in the use of druidry, second only to the fey when dealing with this type of magic.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: no &lt;br /&gt;
*Bonuses: +10 Archery, +10 Musicianship, +5 Animal Lore&lt;br /&gt;
*Hometown: Aylindril&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fey ==&lt;br /&gt;
Most of the playful and often mischievous fey care little for the other humanoid races of Valhalla.   The magical fey are extremely close to nature and the wild creatures that inhabit it.  As a result, fey make both excellent tamers and druids.  Each fey also tends to have a particular fondness for a specific type of animal, which the fey can actually alter its shape to look like.  The known 'shapechange' options for fey are as follows: &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;40%&amp;quot; style=&amp;quot;border: 1px solid lightgrey&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|alligator&amp;lt;br&amp;gt;cat&amp;lt;br&amp;gt;bullfrog&amp;lt;br&amp;gt;deer&amp;lt;br&amp;gt;dog&amp;lt;br&amp;gt;drider [terathan]&amp;lt;br&amp;gt;eagle&amp;lt;br&amp;gt;giant rat&amp;lt;br&amp;gt;giant scorpion&amp;lt;br&amp;gt;giant serpent&amp;lt;br&amp;gt;giant spider&amp;lt;br&amp;gt;gorilla&amp;lt;br&amp;gt;great hart&amp;lt;br&amp;gt;horse||llama&amp;lt;br&amp;gt;lizardman&amp;lt;br&amp;gt;mongbat&amp;lt;br&amp;gt;ogre&amp;lt;br&amp;gt;ostard, desert&amp;lt;br&amp;gt;ostard, forest&amp;lt;br&amp;gt;ostard, frenzied&amp;lt;br&amp;gt;panther&amp;lt;br&amp;gt;rabbit&amp;lt;br&amp;gt;ratman&amp;lt;br&amp;gt;squirrel&amp;lt;br&amp;gt;troll&amp;lt;br&amp;gt;walrus&amp;lt;br&amp;gt;wolf&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fey only have one shape that they can shift into which does not change throughout the life of that fey. &lt;br /&gt;
&lt;br /&gt;
The fey are by no means strictly 'kind' people.  As the animals that they are aligned have very different personalities, so do the fey.  Some take a great deal of pleasure in causing havoc among the other races.  If their trouble-making gets them into hot water, fey have mastered the art of hiding and can disappear in the blink of an eye.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: see above&lt;br /&gt;
*Bonuses: +10 Animal Lore, +10 Taming, +5 Hiding&lt;br /&gt;
*Hometown: Valles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes are distant relatives of the fey and at some point, left their fey cousins and the hidden fey valley.  Gnomes are small, usually standing less than 4 feet tall with beards, similar to dwarves but more magically-inclined rather than a heavy fighter.  They are a naturally-friendly, highly social and fun-loving people.  They are tolerant of other races and usually mingle among the human towns.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: no&lt;br /&gt;
*Bonuses: +10 Invocation, +10 Hiding, +5 Healing&lt;br /&gt;
*Hometown: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are by far the most prolific race on Valhalla, with a large number of cities where they make up the majority of the population.  Compared to most of the other races on Valhalla, a human's life is short but full with ambition.  Humans vary a great deal in their strengths and weaknesses as the humans of different regions have been forced to adapt to varying situations.  The ease with which they adapt has remained constant however. &lt;br /&gt;
&lt;br /&gt;
In an attempt to prolong their already short lives, human healers have become very skilled in the art.  Their driving ambition and their ability to make quick decisions also make humans better than average leaders when compared to the other races.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: no&lt;br /&gt;
*Bonuses: +10 Leadership, +10 Healing, +5 Armslore&lt;br /&gt;
*Hometown: Ashbenford&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lycanthrope ==&lt;br /&gt;
The lycanthrope are cursed beings who have been bitten or afflicted from another who has lycanthrope.  When there is a full moon, they are forced to turn into a blood-thirsty creature with an appetite for blood.  Other times, they are in their human form with a deep secret that no one must know.  Those who are able to control their Lycanthrope are able to turn into their animal forms on will.  Lycanthrope have no hometown as they are shunned and are often hunted by those who are afraid of them.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: wolf (3 choices), bear, rat, tiger, imp, swamp dragon&lt;br /&gt;
*Bonuses: +10 Magic Resistance, +10 Tracking, +5 Healing&lt;br /&gt;
*Hometown: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs have been becoming more and more seen through-out the lands. This race has kept themselves hidden for many years in the darkness of the caverns. It seems they have chosen to roam the above ground now.&lt;br /&gt;
&lt;br /&gt;
Their skill in Archery and Mace fighting is very well trained.  Deadly to many who thought them weak. If you have not came across an Orc hunting party then you have not seen their tactics at work.&lt;br /&gt;
&lt;br /&gt;
*Shapechange: orc, orc with club, orc captain, orc scout, orc bomber&lt;br /&gt;
*Extras: orc mask available [page for details]&lt;br /&gt;
*Bonuses: +10 Archery, +10 Macefighting, +5 Healing &lt;br /&gt;
*Hometown: Bogmoor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vampire ==&lt;br /&gt;
Vampirism is a curse that the people of Valhalla have been aware of for centuries, although lately it seems to have been spreading at an alarming rate.  Forced to avoid the sunlight and existing for an eternity with an insatiable thirst for the blood of mortals, most find the so-called life of a vampire to be both a curse and an abomination. &lt;br /&gt;
&lt;br /&gt;
The vampires however see their affliction as a blessing.  They have been given a gift of immortality and a great deal of both physical strength and strength in the dark arts of necromancy.  The taste of mortal blood fills them with an ecstasy that can not be experienced by the other races, and they have the ability to change their shape into that of a vampire bat or a wolf.&lt;br /&gt;
&lt;br /&gt;
Vampires are affected by the time of day within the above-ground map of each realm.  When it becomes morning, they will slowly begin to burn under the sun unless they are wearing the right protection: a death shroud or a hat with a brim on it.  To escape the sun, they can hide within buildings or under certain trees (usually not ones that have pick-able fruit nor lacking leaves).  Once they are in the shade, they will have a small amount of time before they start to burn again when exposed to the sun.  To check what time of day it is, use the dot command: .time.  Note: larger maps are broken into time zones so it may be night in one part of the map but morning in another and some locations are always in perpetual brightness (such as Asgard).&lt;br /&gt;
&lt;br /&gt;
To satisfy their appetite for blood, vampires may want to keep a small amount of bloodstock.  By using the anatomy skill (you still have to pass the anatomy check), they will have to option to feed upon this stock.  Humans are preferred but if they are thirsting, any creature will do if they are willing to take the chance that the blood may poison them.  By feeding on humans, they will reduce their hunger and gain a small bonus for an hour.  They are also able to eat normal foods to gain the skill bonuses.  Make sure you are standing behind your victim and facing them.  If a bloodstock is not available, vampires can do a small quest in Impalenth to gain a bloodflask.  This will allow you to bleed a victim into the flask for feeding later but there is no extra bonus.  Last, if neither of these options are available, vials of blood can be drunk but due to the impurity, they may poison or cause other violent reactions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Shapechange: bat, raven, wolf&lt;br /&gt;
*Bonuses: +10 Swordsmanship, +10 Necromancy, +5 Anatomy&lt;br /&gt;
*Hometown: Impalenth&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Ninja&amp;diff=897</id>
		<title>Ninja</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Ninja&amp;diff=897"/>
		<updated>2025-03-10T05:55:14Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ninja is geared towards the hardcore player - the abilities are limited towards having this class be able to use dual weaponry and be able to strike multiple targets with some skill buffing.  The Ninja has nearly no mage spells other than the basic ones for recalling, healing and travel.  This class falls in-between the assassin and monk for armor and skills.&lt;br /&gt;
&lt;br /&gt;
This class must be obtained by completing a small quest chain starting in Zento, Tokuno.  To start, visit the Ninja Trainer.  You will not change to the ninja class until you have completed all 4 quests.  It is advisable that you build up the basics of another class first before attempting the quests.&lt;br /&gt;
&lt;br /&gt;
The Ninja uses Wrestling to determine damage from abilities and the ninjitsu book.&lt;br /&gt;
&lt;br /&gt;
Ninja clothing can be found from the tailor located in Zento and from special drops from special ninjas around Tokuno.  The Elite Ninjas drop scrolls, the Black Dragon and Grandmaster Ninjas will drop clothing.  Elite Ninjas are found at the Bushido Dojo while the others are found around various camps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Special Skill'''||Anatomy&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Skills'''||Fencing&amp;lt;br&amp;gt;Ninjitsu&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Swordsmanship&amp;lt;br&amp;gt;Tactics&amp;lt;br&amp;gt;Tracking&amp;lt;br&amp;gt;Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|'''Secondary Skills'''||Archery&amp;lt;br&amp;gt;Armslore&amp;lt;br&amp;gt;Healing&amp;lt;br&amp;gt;Hiding&amp;lt;br&amp;gt;Magic Resistance&amp;lt;br&amp;gt;Parry&amp;lt;br&amp;gt;Poisoning&lt;br /&gt;
|-&lt;br /&gt;
|'''Max Base AR'''*||10&lt;br /&gt;
|-&lt;br /&gt;
|'''Spells Available'''||&lt;br /&gt;
|-&lt;br /&gt;
|''1st Circle''||Create Food&amp;lt;br&amp;gt;Heal&amp;lt;br&amp;gt;Night Sight&amp;lt;br&amp;gt;Reactive Armor&lt;br /&gt;
|-&lt;br /&gt;
|''2nd Circle''||Cure&lt;br /&gt;
|-&lt;br /&gt;
|''3rd Circle''||Teleport&lt;br /&gt;
|-&lt;br /&gt;
|''4th Circle''||Greater Heal&amp;lt;br&amp;gt;Recall&lt;br /&gt;
|-&lt;br /&gt;
|''5th Circle''||Incognito&amp;lt;br&amp;gt;Paralyze&lt;br /&gt;
|-&lt;br /&gt;
|''6th Circle''||Invisibility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The maximum base ar is determined from a base piece of armor with no additional bonuses.&lt;br /&gt;
* Spells available refers to spells cast from a spellbook.  All spells can be cast from scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
* You can drag the spell icons from the spellbook onto your desktop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Mana Cost&lt;br /&gt;
!Minimum Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Focus Attack||10||30||Increases your damage.&lt;br /&gt;
|-&lt;br /&gt;
|Death Strike||30||85||Your opponent will suffer great damage after moving several feet.&lt;br /&gt;
|-&lt;br /&gt;
|Animal Form||10||0||Transform into an animal.&lt;br /&gt;
|-&lt;br /&gt;
|Ki Attack||25||80||An attack that does greater damage the further you are from your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Surprise Attack||20||60||An attack from stealth that lowers your opponents defense.&lt;br /&gt;
|-&lt;br /&gt;
|Backstab||30||40||An attack from stealth with a damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Shadowjump||15||50||Teleport while maintaining stealth.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||10||20||Creates a mirror image of yourself.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Classes]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Character_Creation&amp;diff=896</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Character_Creation&amp;diff=896"/>
		<updated>2024-06-30T19:06:04Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating your first Character ==&lt;br /&gt;
Welcome to Valhalla Lost! On behalf of the staff, I would like to thank you for choosing our shard.  If you have not already, please read our [[Rules and Regulations]].&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you have never played on a private shard before or you are a veteran of Ultima Online, this version is likely to be a new experience for you.  This part of the guide will assist you in creating your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1: Customizing your Character===&lt;br /&gt;
After getting your username/password, log onto our server using our custom client and set up a new character by choosing your character looks, race and skills.  You can use preset skills but it's better to set them yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Race'''&lt;br /&gt;
&lt;br /&gt;
Humans, Elves and Gargoyles work with Valhalla Lost, however, we use our own race system so this is just for the paperdoll look.  Gargoyles are a separate race with their own backstory and starting area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Names'''&lt;br /&gt;
&lt;br /&gt;
Please do not choose a name containing a historical god/goddess nor can it have the word god, goddess, lord or lady preceding the name as these are titles.  We are a role-playing encouraged shard so please pick an appropriate name.  If the name size does not fit, you may page later and ask for a name change.  Family names are for those who have it first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
You can pick a preset set of skills or choose your own.  It is preferable to pick your own as we use a class-based system meaning you can only pick certain skills for your primary and secondary slots to gain the maximum values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2: The Hall of Heroes===&lt;br /&gt;
Select any city to start as you first travel to the Hall of the Dead then continue your journey to the Hall of Heroes.  Once the Greeter has finished talking, take the gateway to the Hall of Heroes to enter the character creation gate.  There are three basic parts to this process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Choose Your Race'''&lt;br /&gt;
&lt;br /&gt;
Valhalla Lost has several different races you can choose to be.  Each race gives you some special skill cap bonuses (which will be explained later).  For a list of available races on Valhalla, check out our Race Guide.  For more information go to '''[[Races]]''' page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Choose your Class'''&lt;br /&gt;
&lt;br /&gt;
Your class determines how much of each skill your character will be able to learn (Valhalla Lost uses a select system for skills meaning primary skills should have skills from the primary selection to get the maximum value), armor limits and special abilities to be learned.  For more information go to '''[[Classes]]''' page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Extras'''&lt;br /&gt;
&lt;br /&gt;
If your class permits it, set your alternate graphic and name.  For example, the fey, being the mischievous creatures they are, can take the form of forest animals.  Check it by using the dot command .shapechange.  If you are not satisfied, enter the change gate again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you finish this process, walk the Hall of Heroes to the boatswain and enter the world of Valhalla Lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting Up Your Character==&lt;br /&gt;
Now that you have arrived at Asgard, it is a good time to set up your character.  If you wish to look around first, check out the Starting Guide.  The most important thing to set up right away is your skill specializations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specializations===&lt;br /&gt;
This guide will take you step-by-step how to set your specializations for your character.  The system of skill caps on Valhalla can be a little bit complicated.  If you have further questions about skill caps after reading this, page for a GM and someone will gladly help you if a GM is available, or look .online for player volunteers.&lt;br /&gt;
&lt;br /&gt;
Your skills [as shown in your skills book by pressing ALT-K] is what makes your character you.  Mages will have skill sets towards magery while warriors will have fighting skills.  All skills have a skill cap, meaning they will only be able to advance so high.&lt;br /&gt;
&lt;br /&gt;
* You can see your skill maximums by clicking the ''Skill Caps'' at the top of the left page.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen your class, the next step is choosing which of your skills you want to specialize in.  Type .spec and a book will open up where you will choose the skills you want to specialize in.  If you don't remember which primary and secondary skills are available to your class, refer back to the class guide.  There are three skill caps: primary skills which can go to 120 points, secondary skills which can go to 80 points and other skills not in the list can go to 60.&lt;br /&gt;
&lt;br /&gt;
All your available primary skills are shown as a blue text.  Pick three skills from the primary list and place them in your primary slots.  Each of these skills will go to 120 points.  Any skills not picked from this list will go to 95 points.  Your special skill is shown as purple text.  See below for more information about special skills.&lt;br /&gt;
&lt;br /&gt;
All secondary skills are shown as an orange text.  Now pick three skills from the secondary list and place them in your secondary slots.  Each of these skills will go to 80 points.  Any skills not picked from this list will go to 75 points.&lt;br /&gt;
&lt;br /&gt;
* Even though you can put primary and secondary skills into each others slots, they will only raise to the [i]lesser[/i] of their skill cap or slot cap.  A primary skill in a secondary slot will only rise to 80 (being the secondary skill cap).  A secondary skill in a primary slot will only rise to 80 points (since a secondary skill will only rise to 80).&lt;br /&gt;
 &lt;br /&gt;
* Crafting skills, except for alchemy, is exempt from this restriction.  You can place a crafting skill in your primary or secondary slots and it will rise to 100 or 80, respectively. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn the page in the specialization book and pick your trade skill.  These skills are identified as a large green dot.  You cannot put any other skill other than a trade skill into that slot.&lt;br /&gt;
&lt;br /&gt;
Finally, remember to save your changes.  If you change your mind later, you can always type .spec again and change your specializations.&lt;br /&gt;
&lt;br /&gt;
Some notes about skill gain:&lt;br /&gt;
* You will get automatic gains in specialized skills for awhile as you explore the world.  Note: for some reason, alchemy in the first primary slot will not get these gains.  To get these gains, put it in your second or third primary slot. &lt;br /&gt;
&lt;br /&gt;
* Placing a trade skill in a primary slot will cause vendors to give you jobs for that skill instead of your trade skill slot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Skills ==&lt;br /&gt;
Each class also has a special skill as one of your primary specializations that will go to 135 points.  For example, a paladin's special skill is parry.  If you choose parry as a primary skill. you will get a special bonus to parry for a total of 135 points.  If you do not choose parry in your primary specialization, it will only go up to 95 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Guide to Class Special Skills ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTLgrn&amp;quot; |&lt;br /&gt;
!Class&lt;br /&gt;
!Special Skill&lt;br /&gt;
|-&lt;br /&gt;
|Assassin||Tactics&lt;br /&gt;
|-&lt;br /&gt;
|Bard||Musicianship&lt;br /&gt;
|-&lt;br /&gt;
|Cleric/Priest||Healing&lt;br /&gt;
|-&lt;br /&gt;
|Crusader||Armslore&lt;br /&gt;
|-&lt;br /&gt;
|Druid||Animal Lore (Druidry)&lt;br /&gt;
|-&lt;br /&gt;
|Fighter||Fencing, Macefighting, Swordsmanship&lt;br /&gt;
|-&lt;br /&gt;
|Knight||Leadership&lt;br /&gt;
|-&lt;br /&gt;
|Mage||Magery&lt;br /&gt;
|-&lt;br /&gt;
|Necromancer||Necromancy&lt;br /&gt;
|-&lt;br /&gt;
|Ninja||Ninjitsu&lt;br /&gt;
|-&lt;br /&gt;
|Paladin||Parry&lt;br /&gt;
|-&lt;br /&gt;
|Ranger||Archery&lt;br /&gt;
|-&lt;br /&gt;
|Revenant||Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Rogue||Lockpicking&lt;br /&gt;
|-&lt;br /&gt;
|Samurai||Ninjitsu&lt;br /&gt;
|-&lt;br /&gt;
|Spellweaver||Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Tamer||Animal Taming &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Race Bonuses===&lt;br /&gt;
In addition to the class special skill, your race can also give you skill bonuses.  Check the [[Races]] guide to which bonuses you get for your race.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
== Character Creation Example ==&lt;br /&gt;
Fernwood is a new character to Valhalla Lost.  After looking over the class and race guides, Fernwood decides to become a human cleric.&lt;br /&gt;
&lt;br /&gt;
As a cleric, he has these primary skills to choose from:&lt;br /&gt;
* Macefighting/Fencing/Swordsmanship &lt;br /&gt;
* Wrestling &lt;br /&gt;
* Anatomy &lt;br /&gt;
* Healing &lt;br /&gt;
* Magic Resistance &lt;br /&gt;
* Magery &lt;br /&gt;
* Meditation &lt;br /&gt;
* Tactics &lt;br /&gt;
&lt;br /&gt;
and these secondary skills to choose from:&lt;br /&gt;
* Parry &lt;br /&gt;
* Necromancy &lt;br /&gt;
* Leadership &lt;br /&gt;
* Alchemy &lt;br /&gt;
* Poisoning &lt;br /&gt;
&lt;br /&gt;
* Clerics have Healing as their special skill bonus.&lt;br /&gt;
&lt;br /&gt;
Fernwood decides to pick Macefighting, Tactics and Healing as his primary skills and Parry, Poisoning and Lumberjacking as his secondary skills.  His trade skill is Inscription.  His primary skill caps will look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;40%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTLgrn&amp;quot; |&lt;br /&gt;
!Skill&lt;br /&gt;
!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|Macefighting||120&lt;br /&gt;
|-&lt;br /&gt;
|Fencing||95&lt;br /&gt;
|-&lt;br /&gt;
|Swordsmanship||95&lt;br /&gt;
|-&lt;br /&gt;
|Wrestling||95&lt;br /&gt;
|-&lt;br /&gt;
|Anatomy||95&lt;br /&gt;
|-&lt;br /&gt;
|Healing||135&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance||95&lt;br /&gt;
|-&lt;br /&gt;
|Magery||95&lt;br /&gt;
|-&lt;br /&gt;
|Meditation||95&lt;br /&gt;
|-&lt;br /&gt;
|Tactics||120&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Because he picked Macefighting, Healing and Tactics, they will all go to 120.  All other primary skills will go to 95.  And since he also picked Healing, his special skill bonus, his Healing will go up another 10 points to 135.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His secondary skill caps will look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;40%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTLgrn&amp;quot; |&lt;br /&gt;
!Skill&lt;br /&gt;
!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|Parry||80&lt;br /&gt;
|-&lt;br /&gt;
|Necromancy||75&lt;br /&gt;
|-&lt;br /&gt;
|Leadership||75&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy||75&lt;br /&gt;
|-&lt;br /&gt;
|Poisoning||80&lt;br /&gt;
|-&lt;br /&gt;
|Lumberjacking||80&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And his trade skill cap will look like this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;40%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTLgrn&amp;quot; |&lt;br /&gt;
!Skill&lt;br /&gt;
!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|Inscription||100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All other skills not listed here will have a skill cap of 60.  The exception to this are the ''hardcore'' classes&amp;lt;nowiki&amp;gt;: &amp;lt;/nowiki&amp;gt;Crusader, Spellweaver and Revenant.  They have impaired skills that will only go to 40.&lt;br /&gt;
&lt;br /&gt;
As a human, Fernwood also gets race bonuses of +10 Leadership, +10 Healing and +5 Tracking.  His new skill caps for these skills will be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;40%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTLgrn&amp;quot; |&lt;br /&gt;
!Skill&lt;br /&gt;
!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|Leadership||85&lt;br /&gt;
|-&lt;br /&gt;
|Healing||145&lt;br /&gt;
|-&lt;br /&gt;
|Tracking||65&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His Leadership, being at 75 unspecialized, will now be 85.  His Healing, a primary specialization and his class bonus will go from 135 to 145.  And Tracking, being an 'other skill', will go from 60 to 65.&lt;br /&gt;
&lt;br /&gt;
It can be confusing at first but as you play the game and talk with others, the system will become clearer.  And remember... you can always respec your skills!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Change ==&lt;br /&gt;
If you want to change your class (or race), you can visit [[Specialized_NPCs#Registrar||The Registrar]].  For a nominal fee, they will send you back to the Character Creation Room in the Hall of Heroes.  New players just starting can page for a GM to return them to the Hall when one is available.&lt;br /&gt;
&lt;br /&gt;
After you make a class change and you are not a new character, you will be given a special skill stone.  This stone will store your previous primary and secondary skill ''points''.  When you have made any changes to your skill specs, you can then use the stone to reallocate points back to your primary and secondary skills.  This will restore most of your points that you have previously trained.  The stone is only good for up to one hour after the change and will disintegrate after the time period has elapsed.&lt;br /&gt;
* The skill stone does not reallocate stat points - they are reset given the base values shown in the .spec menu.&lt;br /&gt;
* The skill stone may not allocate all points back to you.  If there are extra points leftover, such as already maxing out your available room, they will be lost.&lt;br /&gt;
* There are three pools of points: special, primary and secondary skills.&lt;br /&gt;
* Your special skill points are allocated to your new special skill first.  Any leftover is added to the primary pool.&lt;br /&gt;
* Your primary skill points are allocated to your new primary skills based on weighted average.  Each skill is allocated 1 point, looping, until all points are gone.  There is the possibility it will not max out any one skill.&lt;br /&gt;
* Your secondary skill points are allocated to your new secondary skills.  The same weighted average described above is used her.&lt;br /&gt;
* There is no reallocation for the tradeskill.&lt;br /&gt;
* There is no guarantee all skill points will be used.&lt;br /&gt;
* Any skills not at cap will have to be practiced again.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Cooking&amp;diff=895</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Cooking&amp;diff=895"/>
		<updated>2024-06-30T19:00:51Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Title: Chef&amp;lt;br&amp;gt;&lt;br /&gt;
Trained By: Baker, Barkeep, Beekeeper, Cobbler, Decorator, Farmer, Fisherman, Provisioner, Shipwright&amp;lt;br&amp;gt;&lt;br /&gt;
* Tools needed: wooden bowl, frying pan, oven, fireplace, campfire, firepit&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Even the most stalwart of adventurers gets tired of eating stringy beef jerky.  The chef is able to make a variety of foods that will satisfy your hunger.&lt;br /&gt;
&lt;br /&gt;
Food is an important contributer to your regeneration rates.  When you are hungry, you will not regenerate as much compared to being full.  Different foods satisfy your hunger faster - a fried chicken leg may only take two to fill you up whereas plain old ribs may take several.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Supplies ===&lt;br /&gt;
Most ingredients can be found in gardens or by killing animals for their meat.  Here are a few tips to finding elusive ingredients.&lt;br /&gt;
&lt;br /&gt;
* Lard and most meats can be bought from NPC butchers.&lt;br /&gt;
* Meat can also be found on some monsters if you enable autocarving.&lt;br /&gt;
* Fruits and some veggies can be bought from NPC farmers.&lt;br /&gt;
* Some veggies can be collected/gathered from gardens and farms.&lt;br /&gt;
* Double-click an empty pitcher and target a cow to get milk.&lt;br /&gt;
* Double-click an empty pitcher and target a water barrel to get water.&lt;br /&gt;
* Honey can be purchased from a beekeeper or harvested from beehives.&lt;br /&gt;
* Double-click the flour mill to make bags of flour (from wheat), cornmeal (from corn) or sausages (from raw ribs).&lt;br /&gt;
* 5 Wheat makes 10 bags of flour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cookbook ===&lt;br /&gt;
You can buy cookbooks from baker vendors.  You will find all the recipes in the cookbook including those for magical foods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magic Foods ===&lt;br /&gt;
Magic foods provide a temporary skill gain and will last 30 minutes.  The gains from these foods may seem small but sometimes every little bit helps.  Many ingredients can be purchased from NPC Vendors but not all are in plentiful supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|width=&amp;quot;40%&amp;quot; style=&amp;quot;border: 1px solid lightgray&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Food&lt;br /&gt;
!Skill Gained&lt;br /&gt;
|-&lt;br /&gt;
|Apple Fritters||+2 Tinkering&lt;br /&gt;
|-&lt;br /&gt;
|Baked Catfish||+3 Swordsmanship&lt;br /&gt;
|-&lt;br /&gt;
|Baked Coelacanth||+3 Chivalry&lt;br /&gt;
|-&lt;br /&gt;
|Banana Creme Pie||+4 Fishing&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky||+3 Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|Boiled Lobster||+5 Tracking&lt;br /&gt;
|-&lt;br /&gt;
|Candied Eyeball||+4 Necromancy&lt;br /&gt;
|-&lt;br /&gt;
|Carrot Cake||+2 Alchemy&lt;br /&gt;
|-&lt;br /&gt;
|Chicken Pot Pie||+3 Leadership&lt;br /&gt;
|-&lt;br /&gt;
|Chub on a Stick||+4 Archery&lt;br /&gt;
|-&lt;br /&gt;
|Coconut Cake||+4 Macefighting&lt;br /&gt;
|-&lt;br /&gt;
|Coconut Creme Pie||+3 Taming&lt;br /&gt;
|-&lt;br /&gt;
|Coelacanth Dinner||+3 Mysticism&lt;br /&gt;
|-&lt;br /&gt;
|Coelacanth Snack||+2 Spirit Speak&lt;br /&gt;
|-&lt;br /&gt;
|Eel Sushi||+3 Mysticism&lt;br /&gt;
|-&lt;br /&gt;
|Eyeball||+3 Necromancy&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Salad||+3 Lumberjacking&lt;br /&gt;
|-&lt;br /&gt;
|Fruit Cake||+4 Druidry&lt;br /&gt;
|-&lt;br /&gt;
|Honey Baked Ham||+2 Tactics&lt;br /&gt;
|-&lt;br /&gt;
|Key Lime Pie||+3 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
|Lamb Tangine||+4 Inscription&lt;br /&gt;
|-&lt;br /&gt;
|Lemon Cake||+3 Hiding&lt;br /&gt;
|-&lt;br /&gt;
|Lemon Meringue Pie||+4 Poisoning&lt;br /&gt;
|-&lt;br /&gt;
|Lemon Tarts||+2 Provocation&lt;br /&gt;
|-&lt;br /&gt;
|Lime Cake||+3 Stealing&lt;br /&gt;
|-&lt;br /&gt;
|Marinated Chicken||+2 Mining&lt;br /&gt;
|-&lt;br /&gt;
|Mincemeat Pie||+3 Fencing&lt;br /&gt;
|-&lt;br /&gt;
|Onion Pizza||+2 Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Onion Rings||+2 Invocation&lt;br /&gt;
|-&lt;br /&gt;
|Peach Cobbler||+2 Parry&lt;br /&gt;
|-&lt;br /&gt;
|Porridge||+3 Blacksmithy&lt;br /&gt;
|-&lt;br /&gt;
|Sausage Pizza||+3 Healing&lt;br /&gt;
|-&lt;br /&gt;
|Spicy Fish||+2 Meditation&lt;br /&gt;
|-&lt;br /&gt;
|Sushi||+4 Magery&lt;br /&gt;
|-&lt;br /&gt;
|Turkey Dinner||+3 Spellweaving&lt;br /&gt;
|-&lt;br /&gt;
|Turkey Leg||+3 Ninjitsu&lt;br /&gt;
|-&lt;br /&gt;
|Veggie Bread Bowl||+2 Camping&lt;br /&gt;
|-&lt;br /&gt;
|Vegetarian Pizza||+2 Anatomy&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
Experienced chefs are also brewmasters.  When you create your own liquor, you can also name the label.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cooking Items ==&lt;br /&gt;
For an explanation of the required skill, please read the tradeskill section.&lt;br /&gt;
&lt;br /&gt;
All cooking items may require a fireplace or an oven nearby and/or a frying pan, a wooden bowl and/or a rolling pin.  When water or milk is required, you will have to fill a glass or pitcher with water from a water barrel or milk a cow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Item&lt;br /&gt;
!Skill&lt;br /&gt;
!Ingredients&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Ingredients&lt;br /&gt;
|-&lt;br /&gt;
|Dough||10||1 flour, 1 water&lt;br /&gt;
|-&lt;br /&gt;
|Sweet Dough||20||1 flour, 1 honey&lt;br /&gt;
|-&lt;br /&gt;
|Cake Batter||20||1 flour, 1 egg, 1 honey&lt;br /&gt;
|-&lt;br /&gt;
|Pie Crust||20||1 flour, 1 honey&lt;br /&gt;
|-&lt;br /&gt;
|Pizza Crust||20||1 ball of dough&lt;br /&gt;
|-&lt;br /&gt;
|Homemade Cheese||95||1 milk, 1 lemon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Snacks&lt;br /&gt;
|-&lt;br /&gt;
|Beef Jerky||85||7 rawribs&lt;br /&gt;
|-&lt;br /&gt;
|Fried Chicken Leg||60||1 lard, 1 raw chicken leg&lt;br /&gt;
|-&lt;br /&gt;
|Onion Rings||75||1 onion, 1 flour, 1 lard&lt;br /&gt;
|-&lt;br /&gt;
|Plate of Scones||75||1 sweetdough, 6 grapes&lt;br /&gt;
|-&lt;br /&gt;
|Basbousa||85||5 balls of dough, 1 bottle liquor, 5 dates, 5 honey, 2 eggs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Rations&lt;br /&gt;
|-&lt;br /&gt;
|Chub on a Stick||75||10 sand, 1 egg, 1 lemon&lt;br /&gt;
|-&lt;br /&gt;
|Cooked Fishsteak||30||1 raw fishsteak&lt;br /&gt;
|-&lt;br /&gt;
|Cooked Rib||20||1 raw rib&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Pizza&lt;br /&gt;
|-&lt;br /&gt;
|Cheese Pizza||50||1 pizza crust, 1 cheese&lt;br /&gt;
|-&lt;br /&gt;
|Vegetarian Pizza||75||1 pizza crust, 1 cheese, 1 lettuce&lt;br /&gt;
|-&lt;br /&gt;
|Onion Pizza||75||1 pizza crust, 1 cheese, 1 onion&lt;br /&gt;
|-&lt;br /&gt;
|Sausage Pizza||50||1 pizza crust, 1 cheese, 1 raw sausage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Baking&lt;br /&gt;
|-&lt;br /&gt;
|Lemon-herb Fish||60||1 beige fish, 1 lemon&lt;br /&gt;
|-&lt;br /&gt;
|Smoked Salmon||85||1 purple fish&lt;br /&gt;
|-&lt;br /&gt;
|Sushi||90||1 gold fish&lt;br /&gt;
|-&lt;br /&gt;
|Cooked Bird||20||1 raw bird&lt;br /&gt;
|-&lt;br /&gt;
|Baked Ham||40||1 raw ham&lt;br /&gt;
|-&lt;br /&gt;
|Honey-baked Ham||75||1 raw ham, 1 honey&lt;br /&gt;
|-&lt;br /&gt;
|Plate of Cookies||50||1 sweet dough&lt;br /&gt;
|-&lt;br /&gt;
|Apple Fritters||75||1 sweet dough, 1 apple&lt;br /&gt;
|-&lt;br /&gt;
|Lemon Tarts||75||1 sweet dough, 1 lemon&lt;br /&gt;
|-&lt;br /&gt;
|Mutton||80||1 raw leg of lamb, 1 onion, 1 cabbage, 1 slab of bacon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Bread&lt;br /&gt;
|-&lt;br /&gt;
|Bread||30||1 ball of dough &lt;br /&gt;
|-&lt;br /&gt;
|French Bread||40||1 ball of dough&lt;br /&gt;
|-&lt;br /&gt;
|Garlic Bread||60||1 ball of dough, 1 garlic&lt;br /&gt;
|-&lt;br /&gt;
|Muffin||30||1 ball of dough&lt;br /&gt;
|-&lt;br /&gt;
|Corn Muffin||50||1 cornmeal, 1 milk&lt;br /&gt;
|-&lt;br /&gt;
|Herbed Loaf||70||1 ball of dough, 2 onion, 2 garlic&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Cakes&lt;br /&gt;
|-&lt;br /&gt;
|Cake||50||1 cake batter&lt;br /&gt;
|-&lt;br /&gt;
|Carrot Cake||75||1 cake batter, 1 carrot&lt;br /&gt;
|-&lt;br /&gt;
|Apple Cake||60||1 cake batter, 1 apple&lt;br /&gt;
|-&lt;br /&gt;
|Lemon Cake||85||1 cake batter, 1 lemon&lt;br /&gt;
|-&lt;br /&gt;
|Lime Cake||85||1 cake batter, 1 lime&lt;br /&gt;
|-&lt;br /&gt;
|Coconut Cake||90||1 cake batter, 1 coconut&lt;br /&gt;
|-&lt;br /&gt;
|Fruit Cake||90||1 cake batter, 1 apple, 1 pear, 1 bottle of liquor&lt;br /&gt;
|-&lt;br /&gt;
|Honey Cake||90||1 cake batter, 4 honey, 1 milk&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Pies&lt;br /&gt;
|-&lt;br /&gt;
|Apple Pie||75||1 pie crust, 2 apples&lt;br /&gt;
|-&lt;br /&gt;
|Peach Cobbler||75||1 pie crust, 2 peach&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin Pie||50||1 pie crust, 1 pumpkin&lt;br /&gt;
|-&lt;br /&gt;
|Coconut Cream Pie||85||1 pie crust, 1 coconut, 1 egg&lt;br /&gt;
|-&lt;br /&gt;
|Key Lime Pie||90||1 pie crust, 1 lime, 1 egg&lt;br /&gt;
|-&lt;br /&gt;
|Lemon Meringue Pie||90||1 pie crust, 1 lemon, 1 egg&lt;br /&gt;
|-&lt;br /&gt;
|Banana Cream Pie||90||1 pie crust, 1 banana, 1 egg&lt;br /&gt;
|-&lt;br /&gt;
|Mincemeat Pie||85||1 pie crust, 1 raw rib, 1 carrot, 1 turnip&lt;br /&gt;
|-&lt;br /&gt;
|Chicken Pot Pie||85||1 pie crust, 1 raw bird, 1 carrot, 1 turnip&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Drinks&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol||85||beer keg, 20 sheaves of wheat, 20 hops &amp;amp; cones, 1 pitcher of water&lt;br /&gt;
|-&lt;br /&gt;
|Bottle of Ale||75||1 empty bottle, 1 sheaf of wheat, 1 hops &amp;amp; cones&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher of Ale||75||1 empty bottle, 1 sheaf of wheat, 1 hops &amp;amp; cones&lt;br /&gt;
|-&lt;br /&gt;
|Jug of Cider||85||1 empty bottle, 1 apple, 1 water&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher of Cider||85||1 empty pitcher, 1 apple, 1 water&lt;br /&gt;
|-&lt;br /&gt;
|Bottle of Wine||90||1 empty bottle, 1 grapes, 1 water&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher of Wine||90||1 empty bottle, 1 grapes, 1 water&lt;br /&gt;
|-&lt;br /&gt;
|Bottle of Liquor||100||1 empty bottle, 1 corn, 1 water&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher of Liquor||100||1 empty bottle, 1 corn, 1 water&lt;br /&gt;
|-&lt;br /&gt;
|Watermelon Liquor||97||1 bottle of liquor, 1 watermelon&lt;br /&gt;
|-&lt;br /&gt;
|Peach Liquor||97||1 empty bottle, 8 peaches, 1 water&lt;br /&gt;
|-&lt;br /&gt;
|Brandy||110||1 bottle of wine, 1 bottle of liquor&lt;br /&gt;
|-&lt;br /&gt;
|Jug of Eggnog||97||1 empty bottle, 1 bottle of liquor, 1 milk, 1 egg, 1 honey&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher of Coffee||75||1 empty pitcher, 1 water, 1 satchel of coffee grounds&lt;br /&gt;
|-&lt;br /&gt;
|Ambrosia||100||1 bottle of wine, 2 apples, 2 bananas, 1 cantaloupe, 1 grapes, 2 pears, 2 peaches&lt;br /&gt;
|-&lt;br /&gt;
|Gahwa||80||1 satchel of coffee grounds, 1 water, 3 dates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Breakfast&lt;br /&gt;
|-&lt;br /&gt;
|Bacon||30||1 slab of bacon&lt;br /&gt;
|-&lt;br /&gt;
|Cooked Sausage||40||1 raw sausage&lt;br /&gt;
|-&lt;br /&gt;
|Fried Eggs||30||1 egg&lt;br /&gt;
|-&lt;br /&gt;
|Pancakes||50||1 flour, 1 milk&lt;br /&gt;
|-&lt;br /&gt;
|Porridge||75||1 ball of dough, 1 corn, 1 honey&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; color: darkblue; background: lightblue&amp;quot;|Gourmet&lt;br /&gt;
|-&lt;br /&gt;
|Baked Catfish||80||1 bottle of liquor, 2 eggs, 1 lemon&lt;br /&gt;
|-&lt;br /&gt;
|Leg of Lamb||50||1 raw leg of lamb&lt;br /&gt;
|-&lt;br /&gt;
|Spicy Fish||75||1 raw fish steak, 1 garlic, 10 onions&lt;br /&gt;
|-&lt;br /&gt;
|Lamb Tangine||90||1 raw leg of lamb, 1 slab of bacon, 1 apple, 1 coconut&lt;br /&gt;
|-&lt;br /&gt;
|Marinated Chicken||75||1 raw chicken leg, 1 onion, 1 garlic, 1 water, 1 grapes&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Salad||85||1 slab of bacon, 1 ball of dough, 1 lettuce, 1 cabbage&lt;br /&gt;
|-&lt;br /&gt;
|Bread Bowl||75||1 ball of dough, 1 corn, 1 onion, 1 carrot, 1 turnip&lt;br /&gt;
|-&lt;br /&gt;
|Spicy Roasted Vulo||85||10 raw birds, 10 onions, 1 garlic&lt;br /&gt;
|-&lt;br /&gt;
|Sweetmeats||90||4 apples, 4 pears, 4 peaches, 4 honey, 1 bottle of wine&lt;br /&gt;
|-&lt;br /&gt;
|Tur-pah Stew||95||1 ball of dough, 2 raw ribs, 2 corn, 2 carrots, 2 onions, 1 garlic, 1 cabbage&lt;br /&gt;
|-&lt;br /&gt;
|Stewed Capon||75||1 raw bird, 1 carrot, 1 onion, 1 pie crust&lt;br /&gt;
|-&lt;br /&gt;
|Venison Fricassee||95||2 raw ribs, 2 onions, 2 cornmeals, 1 milk, 1 bottle of wine&lt;br /&gt;
|-&lt;br /&gt;
|Fish Stew||95||1 raw fish steak, 2 onions, 2 carrots, 2 cabbage, 2 garlics&lt;br /&gt;
|-&lt;br /&gt;
|Spiced Ham||85||1 raw ham, 1 onion, 1 garlic, 1 honey&lt;br /&gt;
|-&lt;br /&gt;
|Herbed Goat Cheese||95||1 cheese, 2 onions, 1 garlic, 1 milk&lt;br /&gt;
|-&lt;br /&gt;
|Spicy Sausage||80||1 raw sausage, 1 onion, 1 garlic, 5 dates&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Enchanted_Items&amp;diff=894</id>
		<title>Enchanted Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Enchanted_Items&amp;diff=894"/>
		<updated>2024-06-30T18:43:12Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some items found around Valhalla are special items that, when used or held, do special things.  The very special items are usually unique from being handed out at GM-sponsored events as prizes.&lt;br /&gt;
&lt;br /&gt;
Due to the secrecy of these items, there is no list available.&lt;br /&gt;
&lt;br /&gt;
Please do not ask for these items - they will not be given out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Items===&lt;br /&gt;
&lt;br /&gt;
These items can be used to accomplish certain feats or avoid certain events.&lt;br /&gt;
&lt;br /&gt;
'''Order/Chaos Shield'''&lt;br /&gt;
&lt;br /&gt;
Obtained from stealing, these shields will absorb any acid attacks by slimes.  They can also be manastoned to be made magical.&lt;br /&gt;
&lt;br /&gt;
'''Guardian Staff'''&lt;br /&gt;
&lt;br /&gt;
Also obtained from stealing from certain guards, the staff will shield acid attacks by slimes and can be manastoned to be made magical.&lt;br /&gt;
&lt;br /&gt;
'''Gargish Order/Chaos Shield'''&lt;br /&gt;
&lt;br /&gt;
Obtained from stealing from the guards in Royal City.  A chaos guard can be found in Valencia.  These shields will absorb any acid attacks by slimes and can be manastoned.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Questgivers&amp;diff=893</id>
		<title>Questgivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Questgivers&amp;diff=893"/>
		<updated>2024-06-30T18:33:54Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Questgivers==&lt;br /&gt;
&lt;br /&gt;
[[Image:Questgiver.JPG|left|126x148px|alt=The Questgiver]]The questgiver offers you a specific quest in return for a reward.  Questgivers can be identified by several different ways.  If you have .tooltips turned on, they will display &amp;quot;Quest&amp;quot; under their name when you mouse over them. If you open their paperdoll, they will have &amp;quot;Questgiver&amp;quot; after their name. If you run by them, they will typically ask for help.  Finally, the majority of questgivers are dressed as in the picture but special RP questgivers can be dressed differently.&lt;br /&gt;
&lt;br /&gt;
Questgivers can be found anywhere.  Those who are in towns typically offer simpler quests than those that are found out in the wild and may require a difficult task.&lt;br /&gt;
&lt;br /&gt;
When you have found a questgiver, they will typically respond to &amp;quot;quest&amp;quot; (no need for their name).  If they do not respond to &amp;quot;quest&amp;quot;, then it may take another special trigger word to get them to respond.  These questgivers are typically harder than the others and require special thought on how to activate them, usually an item that is around them or a clue in their greeting.&lt;br /&gt;
&lt;br /&gt;
Once you have accepted the quest, you can access the quest information through your paperdoll by clicking the &amp;quot;Quest&amp;quot; button or by using the dot command ''.quest''.  You will be able to view up to 5 quests, see the rewards that are offered, the time left if the quest is a time-limited one and delete the quest if you no longer want to complete it.  There is also a limit of 5 quests you can have at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes about Questgivers&lt;br /&gt;
&lt;br /&gt;
* If you have a quest that requires returning an item, drop the item on the same questgiver.&lt;br /&gt;
* If you have a quest that requires you to observe an item, use your invocation skill then return to the questgiver and say the trigger word again to finish the quest.&lt;br /&gt;
* Some questgivers require their quest to be done within a certain time.&lt;br /&gt;
* If you can not finish the quest, you can remove the quest from your quest log by deleting it.&lt;br /&gt;
* Some questgivers may have a resting period after handing out a quest and this resting period may affect just you or everyone who attempts to do the quest.  If you say the trigger word and the NPC responds with a ''Everything is fine'', then someone else has recently done the quest and you will have to return another time. &lt;br /&gt;
* If the questgiver has a unique or rare item to give, it will often be placed near them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Questgivers===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;vTMgrn&amp;quot; width=&amp;quot;30%&amp;quot;|Name/Location&lt;br /&gt;
! id=&amp;quot;vTMgrn&amp;quot; width=&amp;quot;70%&amp;quot;|Quest/Reward&lt;br /&gt;
|-&lt;br /&gt;
|Daniel (Asgard Clearing, Valhalla)||Starts the Stargate quest to get your crystal and information where to find it.&lt;br /&gt;
|-&lt;br /&gt;
|Jonas (Shadowdale, Valhalla)||A mysterious non-functioning gate beside Shadowdale could possibly upset the balance of the universe.&lt;br /&gt;
|-&lt;br /&gt;
|Portsmouth (Valhalla)||Two different questgivers are buying up normal fish in exchange for the more worthless gold fish.&lt;br /&gt;
|-&lt;br /&gt;
|Magistrate Nori (Luna, Malas)||A daily quest that possibly rewards you with an elemental hammer.&lt;br /&gt;
|-&lt;br /&gt;
|Magistrate Asher (Umbra, Malas)||A daily quest that possibly rewards you with an elemental hammer.&lt;br /&gt;
|-&lt;br /&gt;
|Jael (Doom, Malas)||Remember to get this quest before entering Doom - the reward is an elemental hammer.&lt;br /&gt;
|-&lt;br /&gt;
|Joss the Warlord (Ragnarok, Ter Mur)||Collect 6 Marks of Honor for your Viking Sword of Fury.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
&lt;br /&gt;
[[Image:eventmaster.jpg|left|131x149px|alt=The Eventmaster]]Event NPCs (or Event Masters) are special NPCs that handle a timed scripted event.  They can be recognized by having &amp;quot;Event Master&amp;quot; in their name, such as ''Torgoth the Event Master'' or dressed all in red as in the picture.&lt;br /&gt;
&lt;br /&gt;
Events are not always free.  They can require a small fee and that is usually gold but can be other things.  You can ask the eventmaster for help to see what they will accept and how many of the item to go.  In most cases, you can simply drop the stack on them and they will return anything that is left over.  Once the fee has been collected, you can now start the event anytime.&lt;br /&gt;
&lt;br /&gt;
Start the event by saying 'event' or 'quest' to the event master.  Usually, they will give you enough time to decide if you want to participate in the event.  If you do not want to participate in the event, simply move away from the event master and you will not be included in the event.  Your fee will not be returned.&lt;br /&gt;
&lt;br /&gt;
Since these are scripted and timed events, you will have to perform some sort of task.  Some tasks can be completed by a group of people while others will only allow one person.  However, even though only one person can do the task, others usually are allowed to join in and help.  Most events have a time limit of 1 hour.&lt;br /&gt;
&lt;br /&gt;
Listen to them carefully to understand what to do.  &lt;br /&gt;
&lt;br /&gt;
Once the event is over and you are successful at completing it, each participating person will be awarded a prize.  These prizes are similar to what is given for guild events.  In addition, there is a 5% chance that you will be given one of the new mounts.  It is up to you to be able to tame it though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What is the difference between guild events and event masters?'''&lt;br /&gt;
&lt;br /&gt;
The main difference is the prizes.  Because guild events require points, they have double the loot tables that event masters have.  In addition, guild events offer a greater number of prizes, special prizes not found anywhere else and triple the chance of a rare mount (given in ticket form instead of spawned beside you to tame).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Events===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;vTMgrn&amp;quot; width=&amp;quot;30%&amp;quot;|Type/Location&lt;br /&gt;
! id=&amp;quot;vTMgrn&amp;quot; width=&amp;quot;70%&amp;quot;|Quest/Reward&lt;br /&gt;
|-&lt;br /&gt;
|Orc Shapechange (Valhalla)|| Gives orcs the armored orc graphic after they complete a raid on the orc fort.&lt;br /&gt;
|-&lt;br /&gt;
|Elf Paperdoll (Valhalla)||For older players, gives you the elf paperdoll graphic.  Only lasts until you die.  Newer players can simply select the elf race when making a new character.&lt;br /&gt;
|-&lt;br /&gt;
|Einherjar Bauble (Valhalla)||Having trouble finding the Godly Weapon parts?  Complete this global event and be rewarded with the Bauble that is attuned to determining whether a part is within proximity to you.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Housing&amp;diff=892</id>
		<title>Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Housing&amp;diff=892"/>
		<updated>2024-06-30T18:13:27Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The only houses currently available to players on Valhalla are static homes.  House deeds are not available to be placed by either GMs or players.  Static homes can be purchased from their house sign.  If a house is available, simply double-click the house sign with the gold in your pack and you will become the owner of the house if you have a free slot for that housing type.  If you decide later that you wish to sell the house back simply sell the home using the sign's menu and your gold will be returned minus a 10% processing fee.&lt;br /&gt;
&lt;br /&gt;
== Housing Types ==&lt;br /&gt;
There are five types of homes you can own on Valhalla: shops, rooms/apartments, town house, cottage and estate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shops''' [cost: 5,000 gold; maximum lockdowns: 50]: Shops are buildings with player vendors in or around them (an employee contract can be bought at any decorator vendor).  You may own the shop, decorate the shop and in all ways have ownership of the shop.  However, you may not have the NPC vendor removed and you may not lock the front doors.  And in most cases you will not have a lockdown area outside the home.  If the front door of a shop with a player vendor is found locked, the front doors will be removed and the lockdown area will be modified to restrict those doors from being locked again. Shops will be foreclosed if a vendor is not present and stocked.&lt;br /&gt;
&lt;br /&gt;
Many shops have an internal lockable area, either a gate-locked counter, an upstairs room or a gate at the top of the second floor.  If you purchase a shop and do not have a lockable area please page a gm and they will try and help you.&lt;br /&gt;
&lt;br /&gt;
* vendors will only work in areas where you are able to lockdown.  If you place a vendor outside this area, it will not work due to union regulations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rooms and Apartments''' [cost: 10,000 gold; maximum lockdowns: 50]: Some buildings and shops have a room available for purchase.  You can identify a room by the housing sign outside the room.  Apartments are the same except they are typically a whole housing space (some with an upstairs) arranged in a row of townhouses.  These rooms and apartments are meant for your second or third characters.  Rooms and apartments are your personal housing space and do not require (but is allowed) to have vendors.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the house sign lockdown area, you might be able to lock down things on the first floor if you have a room on the second floor or higher.  One or two things or a vendor is fine if you're not invading another person's space but don't clutter the place up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cottage''' [cost: above 10,000 gold but below 500,000 gold]: Usually a small house but can be of any size for that price.  Cottages have a maximum of 250 lockdowns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Town House''' [cost: above 10,000 gold]: A house within a specified town's limits.  Most town houses tend to cost up to 500,000 gold.&lt;br /&gt;
&lt;br /&gt;
Note: You may require a GM if you bought a house within a town when there were only 4 houses per account allowed.  The GM will move the house into the correct housing slot so you can buy another type of house.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Estate''' [cost: above 10,000 gold]: This is every other type of house.  A home is your personal house where you own the entire house and possibly an area around the home including docks, fenced in areas or open areas.  Not all houses have this extra area - please do not page to have this change.&lt;br /&gt;
&lt;br /&gt;
Some large houses may require a second sign.  These houses are typically referred to as split houses.  You must buy the prime sign before you can buy any additional signs linked to the house, such as a second half of the house or a dock sign.  Docks are typically limited to 50 lockdowns and split signs are limited to half the house price (many split houses will have a cheaper second sign which can not be increased any higher - for example, costing 15K and setting it to a maximum of 100 lock downs for that sign).  Both signs added together will never go above the maximum allowed.  When you sell the house, you are expected to sell all signs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guild halls''' [cost: varied]: Guild halls are available for guilds with more than 8 active members.  An active member must have logged in within the last 60 days.  Only the guild leader may purchase a guild hall.  Once you have enough members, simply page under ''housing'' that you wish to purchase a guild hall and a GM will allow you buy one.  If you go under 8 active members ( accounts ) you will be given 30 days, to recruit.&lt;br /&gt;
&lt;br /&gt;
== Rules for Owning ==&lt;br /&gt;
You may own ONE estate house.&amp;lt;br&amp;gt;&lt;br /&gt;
You may own ONE cottage.&amp;lt;br&amp;gt;&lt;br /&gt;
You may own ONE townhouse.&amp;lt;br&amp;gt;&lt;br /&gt;
You may own TWO houses 10,000 gold and under.  If you buy a designated vendor house for 5,000 gold, you must have a vendor there at all times.&lt;br /&gt;
&lt;br /&gt;
== Rules for Purchasing ==&lt;br /&gt;
Buying a house is a first-come, first-served basis.&lt;br /&gt;
&lt;br /&gt;
* Please do not purchase a home that has a reserved sign on it even if it has a for sale sign. These signs can often by found on the main doors.&lt;br /&gt;
&lt;br /&gt;
* Some homes may have an attached fence and gate around it. If the gate does not display as &amp;lt;nowiki&amp;gt;**LOCKED**&amp;lt;/nowiki&amp;gt; when you buy the home, the gate is not part of the house purchase and will not be lockable. Please do not page a GM to have this changed.&lt;br /&gt;
&lt;br /&gt;
* If your home does not already have a stable or farm area, it is by design. Not all homes have stables or attached farm land. Please do not page a gm and request this to be changed.&lt;br /&gt;
&lt;br /&gt;
* We will not add teleports to access the roof.&lt;br /&gt;
&lt;br /&gt;
* Some houses may have a separate dock that will have to be purchased separately. This is considered part of the main house and you may adjust the house values between the dock and the main house but you can not exceed the total allowed per account.&lt;br /&gt;
&lt;br /&gt;
* If you purchase a home and your vendor will not work on the front stoop then it is because your home does not have a lock down area outside the home. Please do not page a GM to have this changed.&lt;br /&gt;
&lt;br /&gt;
* If you click the sign but cannot buy a house due to &amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;having too many houses&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt; and you know you do not have that type of house, please page a GM to check your housing slots.&lt;br /&gt;
&lt;br /&gt;
== Reserving a House ==&lt;br /&gt;
&lt;br /&gt;
You can reserve a house for 2 weeks for a small fee of 1,000gp.  If the house is available, use the sign and say no to buying the house.  You will be given the option of reserving the house.  Any character on your account can buy the house after it is reserved for you.&lt;br /&gt;
&lt;br /&gt;
You can only reserve one house at a time.  If you find another house that you would like to reserve instead, use the sign, say no to buying it and then reserve it.  The reservation will switch to the new house.&lt;br /&gt;
&lt;br /&gt;
== House Lockdowns ==&lt;br /&gt;
Your house price determines how many lockdowns and secures you can have at that house.  All apartments, rooms and vendor houses are limited to 50 lockdowns and 5 secures.  The only exception to this is Impalenth where apartments are allowed 100 lockdowns and 10 secures.  A typical house will usually have around 350 lockdowns.  Expensive houses may have up to 600 lockdowns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Guide for Lockdowns''&amp;lt;br&amp;gt;&lt;br /&gt;
10,000 gold and under: 50 lockdowns, 5 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 65,000 gold: 150 lockdowns, 10 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 100,000 gold: 200 lockdowns, 15 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 300,000 gold: 250 lockdowns, 20 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 400,000 gold: 300 lockdowns, 25 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 500,000 gold: 350 lockdowns, 30 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 700,000 gold: 400 lockdowns, 35 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 800,000 gold: 450 lockdowns, 40 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 900,000 gold: 500 lockdowns, 45 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 1,000,000 gold: 550 lockdowns, 50 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 1,500,000 gold: 600 lockdowns, 55 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 2,000,000 gold: 650 lockdowns, 60 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 2,500,000 gold: 700 lockdowns and 65 secures.&lt;br /&gt;
under 3,000,000 gold: 750 lockdowns, 70 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
over 3,000,000 gold: 800 lockdowns, 75 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you buy a house, you may not get the full lockdown amount.  Houses that cost under 300,000 will receive the full lockdown amount right away.  Houses over this amount will get 50% of the lockdowns listed above (rounded down).  You may purchase a ''Add 50 Lockdowns Ticket'' (available from the Architect) to increase your lockdowns.&lt;br /&gt;
&lt;br /&gt;
If you have a roof and you can access it by stairs then it's available to decorate.  If you have purchased a house with no tele, one will not be added. House boundaries have been extended to cover house areas.  If your boundary extends to the road, walkway, water, etc.  Do not lock anything down on those areas or your boundaries will be changed.&lt;br /&gt;
&lt;br /&gt;
Asterial is home to dragons.  Some dragons will be on the roof as they use to be.&lt;br /&gt;
&lt;br /&gt;
== House Sign ==&lt;br /&gt;
The commmands below can be accessed through the house sign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
You may have up to 8 friends on a sign.  Friends may decorate the house using commands and/or the decoration tool and purchase items for you with the renovation tool.  Friends may not remove items purchased with the renovation tool.  To remove a friend, select the friend to be removed and use ESC when given the cursor or select another person to replace that friend slot.&lt;br /&gt;
&lt;br /&gt;
=== Rename this house ===&lt;br /&gt;
Renames the house as seen on the house sign.&lt;br /&gt;
&lt;br /&gt;
=== Change signs ===&lt;br /&gt;
Provides a personalized sign choice for your house.&lt;br /&gt;
&lt;br /&gt;
=== Change the locks ===&lt;br /&gt;
Changes all locks in your house to a blank key.  All doors are on the same key.  Separate doors/locks will not be provided.  If you have additional signs, each sign has its own key.&lt;br /&gt;
&lt;br /&gt;
=== Change owners ===&lt;br /&gt;
Transfers the house with all its contents to a new person if they have an empty slot.&lt;br /&gt;
&lt;br /&gt;
=== Remove trespassers ===&lt;br /&gt;
Looks through your house for players and monsters, hidden or not, and gives you a chance to remove them.  You will first be presented with a cursor and you may target a person or monster to have them thrown out of your house.  If you do not use the cursor (cancel by pressing ESC), you will cycle through a list of everyone in the house and be given a choice to eject them.  The second choice is good for finding hidden players.&lt;br /&gt;
&lt;br /&gt;
=== Emergency eject ===&lt;br /&gt;
This is a panic command that will throw everyone out (players, friends of the house, monsters and even pets) at once, no questions asked.&lt;br /&gt;
&lt;br /&gt;
=== Check all lockdowns ===&lt;br /&gt;
Checks all items if they are secured or locked down.  Due to item placement in the house, some items tend to get checked twice.  If they are not secured or locked down, a text bubble will appear above the item.&lt;br /&gt;
&lt;br /&gt;
=== Refresh this house ===&lt;br /&gt;
Refreshes your house for 90 days.  See Refreshing and Foreclosure below for more information.&lt;br /&gt;
&lt;br /&gt;
=== House Commands ===&lt;br /&gt;
You can speak these commands while inside your house.  House commands are not case sensitive.  All have an equivalent on the house sign or decorator's tool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;vTMgrn&amp;quot; | Command&lt;br /&gt;
! id=&amp;quot;vTMgrn&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|I wish to lock this down||Locks down OR releases the item&lt;br /&gt;
|-&lt;br /&gt;
|I wish to release this||Locks down OR releases the item&lt;br /&gt;
|-&lt;br /&gt;
|I wish to secure this||Secures OR unsecures the item&lt;br /&gt;
|-&lt;br /&gt;
|I wish to unsecure this||Secures OR unsecures the item&lt;br /&gt;
|-&lt;br /&gt;
|I wish to make this public||Makes a secured container available for all to access&lt;br /&gt;
|-&lt;br /&gt;
|I wish to raise this||Raises an item as high as the ceiling&lt;br /&gt;
|-&lt;br /&gt;
|I wish to lower this||Lowers an item as low as the floor&lt;br /&gt;
|-&lt;br /&gt;
|I wish to refresh this house||Refreshes the house for 90 days&lt;br /&gt;
|-&lt;br /&gt;
|I wish to refresh my house||Refreshes the house for 90 days&lt;br /&gt;
|-&lt;br /&gt;
|Everyone get out||Cycles through who is in the house and forcibly removes them&lt;br /&gt;
|-&lt;br /&gt;
|Get out now||Immediately throws everyone in the house outside&lt;br /&gt;
|-&lt;br /&gt;
|Check my lockdowns||Checks if any items are not locked down or secured&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreclosure ==&lt;br /&gt;
&lt;br /&gt;
All houses must be continually refreshed or they will enter foreclosure.  Only the house owner can refresh a house by using the speech command or the sign.  If a house has not been refreshed for 90 days, the house will enter foreclosure.  To see if a house has entered foreclosure, check the sign.  If it has been more than 90 days, a foreclosure button will appear under house status.  Any person may request the house enter foreclosure if the owner does not get back in time to reclaim it.  A mover will come into the house, clean it up and put the house back on the market again.  ''Because these movers tend to do a fast job cleaning the house, they tend to not want to move larger items such as deeds and will simply throw them out.''&lt;br /&gt;
&lt;br /&gt;
If the owner returns to find their house in foreclosure, they must pay a 5% of the house cost to remove it from foreclosure.  Failure to do this will allow others to request foreclosure.&lt;br /&gt;
&lt;br /&gt;
== Housing-specific Items ==&lt;br /&gt;
All items can be found for sale on the architect npc vendor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Decorator's Tool ===&lt;br /&gt;
This handy little tool will allow you and your friends to move, lock down, secure, release and rotate items around in your house.  Simply use the tool and target what you want to move.  The item must be in your house or in your backpack.  If it is in your backpack, it will drop to the ground ready to move.&lt;br /&gt;
&lt;br /&gt;
If an item can be locked down, secured or rotated, the button will appear on the decorator's tool.  If the button does not appear, the command is not available to that item.&lt;br /&gt;
&lt;br /&gt;
You may freely move any item around your house provided it is within the house boundaries and on the same floor.  You can not move it higher than the current floor it is on (ie, you can not move it onto the next floor).&lt;br /&gt;
&lt;br /&gt;
You can not move doors or the house sign around with the decorator's tool.&lt;br /&gt;
&lt;br /&gt;
Older deeded items (such as fireplaces, ovens, looms, etc) will not move.  Release the item back to its deed and place the item down again.&lt;br /&gt;
&lt;br /&gt;
=== Renovation Tool ===&lt;br /&gt;
A fun tool that will allow you to add in renovations to your house for a small fee such as additional walls, specific single items and large areascapes.  All renovations require lockdowns and a fee (viewing is free).  When you are ready to buy the item, the amount of lockdowns and the price is displayed.  Renovated items stay with the house for as long as you own it.  ''Once you sell the house or the house goes into foreclosure, all renovations will be removed.''  Renovated items are subject to the same rules when moving with the decorator's tool - they can only be raised up to the ceiling of the current floor so make sure it is on the flooring level that you want.&lt;br /&gt;
&lt;br /&gt;
You must use the renovation tool to destroy an item.  The decorator's tool will not unlock a renovated item due to accidental removal of the item.&lt;br /&gt;
&lt;br /&gt;
Friends of the house may add renovations but they are not allowed to destroy renovated items.&lt;br /&gt;
&lt;br /&gt;
=== Add 50 Lockdowns Ticket ===&lt;br /&gt;
When you are ready to add more lockdowns to your house, you may purchase this ticket from the architect.  One ticket will add 50 lockdowns and 5 secures to your house.  The house price determines the maximum lockdowns you can buy for your house.  This ticket will not work on houses priced at 10,000 gold and less.&lt;br /&gt;
&lt;br /&gt;
=== Housing Deregistration Ticket ===&lt;br /&gt;
'''NO LONGER SOLD'''&lt;br /&gt;
&lt;br /&gt;
If you require more lockdowns to your country house, you may deregister your apartment/vendor house(s).  Each deregistration will allow you to gain another 50 lockdowns and 5 secures to your country house.  This is the only time where you can go above the maximum allowed of 600 lockdowns.  This offer excludes any houses in towns, apartments and vendor houses.&lt;br /&gt;
&lt;br /&gt;
This is permanent deregistration.  You can not ask to have it reversed at a later date.&lt;br /&gt;
&lt;br /&gt;
If you sell your country house and buy another, the deregistration affects the new house.&lt;br /&gt;
&lt;br /&gt;
== Decorating Your House ==&lt;br /&gt;
Once you buy your house, you will want furniture and knick-knacks. You can buy all sorts of neat things to dress up your house from NPC Decorators, NPC Bakers and Player Carpenters.  The NPC Decorators have a lot of items that can not be crafted by players like decorative weapon racks, decorative shields, spider webs and more. There are many other places to find cool stuff for your house such as treasure chests, fishing up messages in a bottle, quest prizes and special event monsters. Player vendors are also a good source of items and decorations.&lt;br /&gt;
&lt;br /&gt;
You will want to limit how much stuff you keep at your house.  Limit &amp;quot;top level&amp;quot; items such as containers, furniture and decorations.  We have noticed that when we have a lot of stuff around (top level), we have trouble logging in at times.  It is a good idea to be about a screen away from a house when logging off or you may crash when logging in.&lt;br /&gt;
&lt;br /&gt;
We will not be providing GM special decoration items for a lot of reasons.&lt;br /&gt;
* It opens up the discussion of favoritism.&lt;br /&gt;
* It is a pain in the butt for the staff.&lt;br /&gt;
* We want to save some of this stuff for quest gifts.&lt;br /&gt;
&lt;br /&gt;
One request ... if you are planning on decorating your roof, please do it nicely.   Please don't use roofs for storage areas - it is just unattractive. This is for roofs that already have teleports.&lt;br /&gt;
&lt;br /&gt;
If you are planning a roof top garden, the roof must be flat, no surrounding ground area and the size will be limited.  If your roof is 20 x 20, you will have a plantable area 10 x 10, if it's 14 x 18, the plantable area will be 7 x 9.  You cannot have plantable areas on apartments or vendors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Decorating Tips ===&lt;br /&gt;
House signs specify who the owner is and only the owner or a friend of the house can lock or unlock items.  When you buy a house, change the house sign so others will know it has been bought.&lt;br /&gt;
&lt;br /&gt;
Be careful setting things down!  If you forget about it, it will decay and you will lose it forever.&lt;br /&gt;
&lt;br /&gt;
If you are dying furniture, dye it in your pack until you are happy with the color then go ahead and place it and lock or secure it.&lt;br /&gt;
&lt;br /&gt;
To change the facing of most items, simply double click the item.&lt;br /&gt;
&lt;br /&gt;
To make an area within your house property plantable, buy a scarecrow from the farmer and place it where you want to plant your seeds.  You may now plant seeds in a 10x10 area around the scarecrow.  You will have to keep the scarecrow there at all times unless you want to attract crows who will gobble up your plants.&lt;br /&gt;
&lt;br /&gt;
Farmers carry seeds that will create plants.  When you use a flower seed, you'll be able to choose from a few different types of flowers that you can plant.  Once you have chosen your flower, you will get a targeting cursor.  The cursor will only work if you aim at a proper container, plantable mud or yourself (which will appear at your feet).  Each flower takes 1 lockdown.&lt;br /&gt;
&lt;br /&gt;
To remove a flower, unlock it as any other item (I wish to lock this down or I wish to release this).  You will not receive a flower seed back - after all, you ripped the plant up by the roots and now it's dead.&lt;br /&gt;
&lt;br /&gt;
== Mailbox ==&lt;br /&gt;
Mailboxes are made by crafting a wooden chest in the color and size of your choice. You may make a metal chest but only the larger chests come out in the ore color as the strongbox is only one color.&lt;br /&gt;
&lt;br /&gt;
Drop the box on your vendor and he or she will prompt you how to advertise the box.  Type in: &amp;lt;your name&amp;gt;'s Mailbox.  He will ask you how much to charge for the item.  Either put in 0, cancel hit enter with nothing in the line and he will return the box to you, renamed!  Make sure it is locked then secure it outside of your house.  If you raise it and put a lit torch under it, it looks like a mailbox on a post (plus it will glow at night).&lt;br /&gt;
&lt;br /&gt;
* this method of naming an item can be used for most containers.&lt;br /&gt;
&lt;br /&gt;
Another option is to just rename the container: ''Mailbox'' and have the vendor return it to you.  Then own the mailbox.&lt;br /&gt;
&lt;br /&gt;
== Warnings ==&lt;br /&gt;
In order to protect your chests from being burgled, make sure you purchase/make a lockable container (it will have a key inside).  Secure them to the spot (see Decorating Commands), take the key out and lock the chest then place the key on a ring and keep it with you.  You can not lock the key inside the top-level of the chest.  A secured chest means that only the owner and friends of the house may take items outside.  If you want the chest to be accessible to all, you can make it public.&lt;br /&gt;
&lt;br /&gt;
== House Deeds ==&lt;br /&gt;
A house deed can be bought from the Architect.  This will allow you to place a UO-style house in select areas usually near the town as to not block hunting areas.  Select carefully as you only get one of these!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Places you can put a house deed:&lt;br /&gt;
&lt;br /&gt;
Malas: inside and near Luna; inside and near Umbra.&lt;br /&gt;
&lt;br /&gt;
Tokuno: near Zento.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Housing&amp;diff=891</id>
		<title>Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Housing&amp;diff=891"/>
		<updated>2024-06-30T18:09:10Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The only houses currently available to players on Valhalla are static homes.  House deeds are not available to be placed by either GMs or players.  Static homes can be purchased from their house sign.  If a house is available, simply double-click the house sign with the gold in your pack and you will become the owner of the house if you have a free slot for that housing type.  If you decide later that you wish to sell the house back simply sell the home using the sign's menu and your gold will be returned minus a 10% processing fee.&lt;br /&gt;
&lt;br /&gt;
== Housing Types ==&lt;br /&gt;
There are five types of homes you can own on Valhalla: shops, rooms/apartments, town house, cottage and estate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shops''' [cost: 5,000 gold; maximum lockdowns: 50]: Shops are buildings with player vendors in or around them (an employee contract can be bought at any decorator vendor).  You may own the shop, decorate the shop and in all ways have ownership of the shop.  However, you may not have the NPC vendor removed and you may not lock the front doors.  And in most cases you will not have a lockdown area outside the home.  If the front door of a shop with a player vendor is found locked, the front doors will be removed and the lockdown area will be modified to restrict those doors from being locked again. Shops will be foreclosed if a vendor is not present and stocked.&lt;br /&gt;
&lt;br /&gt;
Many shops have an internal lockable area, either a gate-locked counter, an upstairs room or a gate at the top of the second floor.  If you purchase a shop and do not have a lockable area please page a gm and they will try and help you.&lt;br /&gt;
&lt;br /&gt;
* vendors will only work in areas where you are able to lockdown.  If you place a vendor outside this area, it will not work due to union regulations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rooms and Apartments''' [cost: 10,000 gold; maximum lockdowns: 50]: Some buildings and shops have a room available for purchase.  You can identify a room by the housing sign outside the room.  Apartments are the same except they are typically a whole housing space (some with an upstairs) arranged in a row of townhouses.  These rooms and apartments are meant for your second or third characters.  Rooms and apartments are your personal housing space and do not require (but is allowed) to have vendors.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the house sign lockdown area, you might be able to lock down things on the first floor if you have a room on the second floor or higher.  One or two things or a vendor is fine if you're not invading another person's space but don't clutter the place up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cottage''' [cost: above 10,000 gold but below 500,000 gold]: Usually a small house but can be of any size for that price.  Cottages have a maximum of 250 lockdowns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Town House''' [cost: above 10,000 gold]: A house within a specified town's limits.  Most town houses tend to cost up to 500,000 gold.&lt;br /&gt;
&lt;br /&gt;
Note: You may require a GM if you bought a house within a town when there were only 4 houses per account allowed.  The GM will move the house into the correct housing slot so you can buy another type of house.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Estate''' [cost: above 10,000 gold]: This is every other type of house.  A home is your personal house where you own the entire house and possibly an area around the home including docks, fenced in areas or open areas.  Not all houses have this extra area - please do not page to have this change.&lt;br /&gt;
&lt;br /&gt;
Some large houses may require a second sign.  These houses are typically referred to as split houses.  You must buy the prime sign before you can buy any additional signs linked to the house, such as a second half of the house or a dock sign.  Docks are typically limited to 50 lockdowns and split signs are limited to half the house price (many split houses will have a cheaper second sign which can not be increased any higher - for example, costing 15K and setting it to a maximum of 100 lock downs for that sign).  Both signs added together will never go above the maximum allowed.  When you sell the house, you are expected to sell all signs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guild halls''' [cost: varied]: Guild halls are available for guilds with more than 8 active members.  An active member must have logged in within the last 60 days.  Only the guild leader may purchase a guild hall.  Once you have enough members, simply page under ''housing'' that you wish to purchase a guild hall and a GM will allow you buy one.  If you go under 8 active members ( accounts ) you will be given 30 days, to recruit.&lt;br /&gt;
&lt;br /&gt;
== Rules for Owning ==&lt;br /&gt;
You may own ONE estate house.&amp;lt;br&amp;gt;&lt;br /&gt;
You may own ONE cottage.&amp;lt;br&amp;gt;&lt;br /&gt;
You may own ONE townhouse.&amp;lt;br&amp;gt;&lt;br /&gt;
You may own TWO houses 10,000 gold and under.  If you buy a designated vendor house for 5,000 gold, you must have a vendor there at all times.&lt;br /&gt;
&lt;br /&gt;
== Rules for Purchasing ==&lt;br /&gt;
Buying a house is a first-come, first-served basis.&lt;br /&gt;
&lt;br /&gt;
* Please do not purchase a home that has a reserved sign on it even if it has a for sale sign. These signs can often by found on the main doors.&lt;br /&gt;
&lt;br /&gt;
* Some homes may have an attached fence and gate around it. If the gate does not display as &amp;lt;nowiki&amp;gt;**LOCKED**&amp;lt;/nowiki&amp;gt; when you buy the home, the gate is not part of the house purchase and will not be lockable. Please do not page a GM to have this changed.&lt;br /&gt;
&lt;br /&gt;
* If your home does not already have a stable or farm area, it is by design. Not all homes have stables or attached farm land. Please do not page a gm and request this to be changed.&lt;br /&gt;
&lt;br /&gt;
* We will not add teleports to access the roof.&lt;br /&gt;
&lt;br /&gt;
* Some houses may have a separate dock that will have to be purchased separately. This is considered part of the main house and you may adjust the house values between the dock and the main house but you can not exceed the total allowed per account.&lt;br /&gt;
&lt;br /&gt;
* If you purchase a home and your vendor will not work on the front stoop then it is because your home does not have a lock down area outside the home. Please do not page a GM to have this changed.&lt;br /&gt;
&lt;br /&gt;
* If you click the sign but cannot buy a house due to &amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;having too many houses&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt; and you know you do not have that type of house, please page a GM to check your housing slots.&lt;br /&gt;
&lt;br /&gt;
== Reserving a House ==&lt;br /&gt;
&lt;br /&gt;
You can reserve a house for 2 weeks for a small fee of 1,000gp.  If the house is available, use the sign and say no to buying the house.  You will be given the option of reserving the house.  Any character on your account can buy the house after it is reserved for you.&lt;br /&gt;
&lt;br /&gt;
You can only reserve one house at a time.  If you find another house that you would like to reserve instead, use the sign, say no to buying it and then reserve it.  The reservation will switch to the new house.&lt;br /&gt;
&lt;br /&gt;
== House Lockdowns ==&lt;br /&gt;
Your house price determines how many lockdowns and secures you can have at that house.  All apartments, rooms and vendor houses are limited to 50 lockdowns and 5 secures.  The only exception to this is Impalenth where apartments are allowed 100 lockdowns and 10 secures.  A typical house will usually have around 350 lockdowns.  Expensive houses may have up to 600 lockdowns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Guide for Lockdowns''&amp;lt;br&amp;gt;&lt;br /&gt;
10,000 gold and under: 50 lockdowns, 5 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 65,000 gold: 150 lockdowns, 10 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 100,000 gold: 200 lockdowns, 15 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 300,000 gold: 250 lockdowns, 20 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 400,000 gold: 300 lockdowns, 25 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 500,000 gold: 350 lockdowns, 30 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 700,000 gold: 400 lockdowns, 35 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 800,000 gold: 450 lockdowns, 40 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 900,000 gold: 500 lockdowns, 45 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 1,000,000 gold: 550 lockdowns, 50 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 1,500,000 gold: 600 lockdowns, 55 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 2,000,000 gold: 650 lockdowns, 60 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
under 2,500,000 gold: 700 lockdowns and 65 secures.&lt;br /&gt;
under 3,000,000 gold: 750 lockdowns, 70 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
over 3,000,000 gold: 800 lockdowns, 75 secures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you buy a house, you may not get the full lockdown amount.  Houses that cost under 300,000 will receive the full lockdown amount right away.  Houses over this amount will get 50% of the lockdowns listed above (rounded down).  You may purchase a ''Add 50 Lockdowns Ticket'' (available from the Architect) to increase your lockdowns.&lt;br /&gt;
&lt;br /&gt;
If you have a roof and you can access it by stairs then it's available to decorate.  If you have purchased a house with no tele, one will not be added. House boundaries have been extended to cover house areas.  If your boundary extends to the road, walkway, water, etc.  Do not lock anything down on those areas or your boundaries will be changed.&lt;br /&gt;
&lt;br /&gt;
Asterial is home to dragons.  Some dragons will be on the roof as they use to be.&lt;br /&gt;
&lt;br /&gt;
== House Sign ==&lt;br /&gt;
The commmands below can be accessed through the house sign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
You may have up to 8 friends on a sign.  Friends may decorate the house using commands and/or the decoration tool and purchase items for you with the renovation tool.  Friends may not remove items purchased with the renovation tool.  To remove a friend, select the friend to be removed and use ESC when given the cursor or select another person to replace that friend slot.&lt;br /&gt;
&lt;br /&gt;
=== Rename this house ===&lt;br /&gt;
Renames the house as seen on the house sign.&lt;br /&gt;
&lt;br /&gt;
=== Change signs ===&lt;br /&gt;
Provides a personalized sign choice for your house.&lt;br /&gt;
&lt;br /&gt;
=== Change the locks ===&lt;br /&gt;
Changes all locks in your house to a blank key.  All doors are on the same key.  Separate doors/locks will not be provided.  If you have additional signs, each sign has its own key.&lt;br /&gt;
&lt;br /&gt;
=== Change owners ===&lt;br /&gt;
Transfers the house with all its contents to a new person if they have an empty slot.&lt;br /&gt;
&lt;br /&gt;
=== Remove trespassers ===&lt;br /&gt;
Looks through your house for players and monsters, hidden or not, and gives you a chance to remove them.  You will first be presented with a cursor and you may target a person or monster to have them thrown out of your house.  If you do not use the cursor (cancel by pressing ESC), you will cycle through a list of everyone in the house and be given a choice to eject them.  The second choice is good for finding hidden players.&lt;br /&gt;
&lt;br /&gt;
=== Emergency eject ===&lt;br /&gt;
This is a panic command that will throw everyone out (players, friends of the house, monsters and even pets) at once, no questions asked.&lt;br /&gt;
&lt;br /&gt;
=== Check all lockdowns ===&lt;br /&gt;
Checks all items if they are secured or locked down.  Due to item placement in the house, some items tend to get checked twice.  If they are not secured or locked down, a text bubble will appear above the item.&lt;br /&gt;
&lt;br /&gt;
=== Refresh this house ===&lt;br /&gt;
Refreshes your house for 90 days.  See Refreshing and Foreclosure below for more information.&lt;br /&gt;
&lt;br /&gt;
=== House Commands ===&lt;br /&gt;
You can speak these commands while inside your house.  House commands are not case sensitive.  All have an equivalent on the house sign or decorator's tool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;vTMgrn&amp;quot; | Command&lt;br /&gt;
! id=&amp;quot;vTMgrn&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|I wish to lock this down||Locks down OR releases the item&lt;br /&gt;
|-&lt;br /&gt;
|I wish to release this||Locks down OR releases the item&lt;br /&gt;
|-&lt;br /&gt;
|I wish to secure this||Secures OR unsecures the item&lt;br /&gt;
|-&lt;br /&gt;
|I wish to unsecure this||Secures OR unsecures the item&lt;br /&gt;
|-&lt;br /&gt;
|I wish to make this public||Makes a secured container available for all to access&lt;br /&gt;
|-&lt;br /&gt;
|I wish to raise this||Raises an item as high as the ceiling&lt;br /&gt;
|-&lt;br /&gt;
|I wish to lower this||Lowers an item as low as the floor&lt;br /&gt;
|-&lt;br /&gt;
|I wish to refresh this house||Refreshes the house for 90 days&lt;br /&gt;
|-&lt;br /&gt;
|I wish to refresh my house||Refreshes the house for 90 days&lt;br /&gt;
|-&lt;br /&gt;
|Everyone get out||Cycles through who is in the house and forcibly removes them&lt;br /&gt;
|-&lt;br /&gt;
|Get out now||Immediately throws everyone in the house outside&lt;br /&gt;
|-&lt;br /&gt;
|Check my lockdowns||Checks if any items are not locked down or secured&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreclosure ==&lt;br /&gt;
&lt;br /&gt;
All houses must be continually refreshed or they will enter foreclosure.  Only the house owner can refresh a house by using the speech command or the sign.  If a house has not been refreshed for 90 days, the house will enter foreclosure.  To see if a house has entered foreclosure, check the sign.  If it has been more than 90 days, a foreclosure button will appear under house status.  Any person may request the house enter foreclosure if the owner does not get back in time to reclaim it.  A mover will come into the house, clean it up and put the house back on the market again.  ''Because these movers tend to do a fast job cleaning the house, they tend to not want to move larger items such as deeds and will simply throw them out.''&lt;br /&gt;
&lt;br /&gt;
If the owner returns to find their house in foreclosure, they must pay a 5% of the house cost to remove it from foreclosure.  Failure to do this will allow others to request foreclosure.&lt;br /&gt;
&lt;br /&gt;
== Housing-specific Items ==&lt;br /&gt;
All items can be found for sale on the architect npc vendor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Decorator's Tool ===&lt;br /&gt;
This handy little tool will allow you and your friends to move, lock down, secure, release and rotate items around in your house.  Simply use the tool and target what you want to move.  The item must be in your house or in your backpack.  If it is in your backpack, it will drop to the ground ready to move.&lt;br /&gt;
&lt;br /&gt;
If an item can be locked down, secured or rotated, the button will appear on the decorator's tool.  If the button does not appear, the command is not available to that item.&lt;br /&gt;
&lt;br /&gt;
You may freely move any item around your house provided it is within the house boundaries and on the same floor.  You can not move it higher than the current floor it is on (ie, you can not move it onto the next floor).&lt;br /&gt;
&lt;br /&gt;
You can not move doors or the house sign around with the decorator's tool.&lt;br /&gt;
&lt;br /&gt;
Older deeded items (such as fireplaces, ovens, looms, etc) will not move.  Release the item back to its deed and place the item down again.&lt;br /&gt;
&lt;br /&gt;
=== Renovation Tool ===&lt;br /&gt;
A fun tool that will allow you to add in renovations to your house for a small fee such as additional walls, specific single items and large areascapes.  All renovations require lockdowns and a fee (viewing is free).  When you are ready to buy the item, the amount of lockdowns and the price is displayed.  Renovated items stay with the house for as long as you own it.  ''Once you sell the house or the house goes into foreclosure, all renovations will be removed.''  Renovated items are subject to the same rules when moving with the decorator's tool - they can only be raised up to the ceiling of the current floor so make sure it is on the flooring level that you want.&lt;br /&gt;
&lt;br /&gt;
You must use the renovation tool to destroy an item.  The decorator's tool will not unlock a renovated item due to accidental removal of the item.&lt;br /&gt;
&lt;br /&gt;
Friends of the house may add renovations but they are not allowed to destroy renovated items.&lt;br /&gt;
&lt;br /&gt;
=== Add 50 Lockdowns Ticket ===&lt;br /&gt;
When you are ready to add more lockdowns to your house, you may purchase this ticket from the architect.  One ticket will add 50 lockdowns and 5 secures to your house.  The house price determines the maximum lockdowns you can buy for your house.  This ticket will not work on houses priced at 10,000 gold and less.&lt;br /&gt;
&lt;br /&gt;
=== Housing Deregistration Ticket ===&lt;br /&gt;
'''NO LONGER SOLD'''&lt;br /&gt;
&lt;br /&gt;
If you require more lockdowns to your country house, you may deregister your apartment/vendor house(s).  Each deregistration will allow you to gain another 50 lockdowns and 5 secures to your country house.  This is the only time where you can go above the maximum allowed of 600 lockdowns.  This offer excludes any houses in towns, apartments and vendor houses.&lt;br /&gt;
&lt;br /&gt;
This is permanent deregistration.  You can not ask to have it reversed at a later date.&lt;br /&gt;
&lt;br /&gt;
If you sell your country house and buy another, the deregistration affects the new house.&lt;br /&gt;
&lt;br /&gt;
== Decorating Your House ==&lt;br /&gt;
Once you buy your house, you will want furniture and knick-knacks. You can buy all sorts of neat things to dress up your house from NPC Decorators, NPC Bakers and Player Carpenters.  The NPC Decorators have a lot of items that can not be crafted by players like decorative weapon racks, decorative shields, spider webs and more. There are many other places to find cool stuff for your house such as treasure chests, fishing up messages in a bottle, quest prizes and special event monsters. Player vendors are also a good source of items and decorations.&lt;br /&gt;
&lt;br /&gt;
You will want to limit how much stuff you keep at your house.  Limit &amp;quot;top level&amp;quot; items such as containers, furniture and decorations.  We have noticed that when we have a lot of stuff around (top level), we have trouble logging in at times.  It is a good idea to be about a screen away from a house when logging off or you may crash when logging in.&lt;br /&gt;
&lt;br /&gt;
We will not be providing GM special decoration items for a lot of reasons.&lt;br /&gt;
* It opens up the discussion of favoritism.&lt;br /&gt;
* It is a pain in the butt for the staff.&lt;br /&gt;
* We want to save some of this stuff for quest gifts.&lt;br /&gt;
&lt;br /&gt;
One request ... if you are planning on decorating your roof, please do it nicely.   Please don't use roofs for storage areas - it is just unattractive. This is for roofs that already have teleports.&lt;br /&gt;
&lt;br /&gt;
If you are planning a roof top garden, the roof must be flat, no surrounding ground area and the size will be limited.  If your roof is 20 x 20, you will have a plantable area 10 x 10, if it's 14 x 18, the plantable area will be 7 x 9.  You cannot have plantable areas on apartments or vendors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Decorating Tips ===&lt;br /&gt;
House signs specify who the owner is and only the owner or a friend of the house can lock or unlock items.  When you buy a house, change the house sign so others will know it has been bought.&lt;br /&gt;
&lt;br /&gt;
Be careful setting things down!  If you forget about it, it will decay and you will lose it forever.&lt;br /&gt;
&lt;br /&gt;
If you are dying furniture, dye it in your pack until you are happy with the color then go ahead and place it and lock or secure it.&lt;br /&gt;
&lt;br /&gt;
To change the facing of most items, simply double click the item.&lt;br /&gt;
&lt;br /&gt;
To make an area within your house property plantable, buy a scarecrow from the farmer and place it where you want to plant your seeds.  You may now plant seeds in a 10x10 area around the scarecrow.  You will have to keep the scarecrow there at all times unless you want to attract crows who will gobble up your plants.&lt;br /&gt;
&lt;br /&gt;
Farmers carry seeds that will create plants.  When you use a flower seed, you'll be able to choose from a few different types of flowers that you can plant.  Once you have chosen your flower, you will get a targeting cursor.  The cursor will only work if you aim at a proper container, plantable mud or yourself (which will appear at your feet).  Each flower takes 1 lockdown.&lt;br /&gt;
&lt;br /&gt;
To remove a flower, unlock it as any other item (I wish to lock this down or I wish to release this).  You will not receive a flower seed back - after all, you ripped the plant up by the roots and now it's dead.&lt;br /&gt;
&lt;br /&gt;
== Mailbox ==&lt;br /&gt;
Mailboxes are made by crafting a wooden chest in the color and size of your choice. You may make a metal chest but only the larger chests come out in the ore color as the strongbox is only one color.&lt;br /&gt;
&lt;br /&gt;
Drop the box on your vendor and he or she will prompt you how to advertise the box.  Type in: &amp;lt;your name&amp;gt;'s Mailbox.  He will ask you how much to charge for the item.  Either put in 0, cancel hit enter with nothing in the line and he will return the box to you, renamed!  Make sure it is locked then secure it outside of your house.  If you raise it and put a lit torch under it, it looks like a mailbox on a post (plus it will glow at night).&lt;br /&gt;
&lt;br /&gt;
* this method of naming an item can be used for most containers.&lt;br /&gt;
&lt;br /&gt;
Another option is to just rename the container: ''Mailbox'' and have the vendor return it to you.  Then own the mailbox.&lt;br /&gt;
&lt;br /&gt;
== Warnings ==&lt;br /&gt;
In order to protect your chests from being burgled, make sure you purchase/make a lockable container (it will have a key inside).  Secure them to the spot (see Decorating Commands), take the key out and lock the chest then place the key on a ring and keep it with you.  You can not lock the key inside the top-level of the chest.  A secured chest means that only the owner and friends of the house may take items outside.  If you want the chest to be accessible to all, you can make it public.&lt;br /&gt;
&lt;br /&gt;
== House Deeds ==&lt;br /&gt;
A house deed can be bought from the Architect.  This will allow you to place a UO-style house in select areas usually near the town as to not block hunting areas.  Select carefully as you only get one of these!&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Crafting_Overview&amp;diff=890</id>
		<title>Crafting Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Crafting_Overview&amp;diff=890"/>
		<updated>2024-06-30T18:04:57Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Every character has the chance to specialize in one trade skill.  You may also use some or all of your primary and/or secondary slots for other trade skills but the trade specialization will be recognized as your primary skill slot.&lt;br /&gt;
&lt;br /&gt;
Having a skill in your tradeskill slot will allow you to access more menu options while crafting.  For example, as a tradeskill blacksmith, you will be able to laminate armor.  Some of these special trade skills also require at least 90 skill or else it will not show up in the menu.  If it is not in your trade skill slot, you will not get access to these special features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Required Skill ===&lt;br /&gt;
On all the tradeskill pages, there is a required skill to make the item.  This is the average needed to be 50% successful at making the item.  To attempt making an item, you must have at least -19 of the required skill.  To always be successful, you must have +20 of the required skill.  If you fail at making the item, you will receive a message that you have used up some of the materials.  There is also a small chance you will become frustrated having failed so many times and destroy the item thus will automatically start over.&lt;br /&gt;
&lt;br /&gt;
''example''&lt;br /&gt;
If a war mace takes 85 backsmithy skill to make and you have exactly 85 skill, you have a 50% chance of making it else you may damage it a bit and thus lose a small amount of ingots in the process.  You continue trying to make the item until three things happen: you destroy the item thus starting over again, you run out of ingots or you are successful at making the item.  Likewise, if you have 105 blacksmithy skill, you will always be successful at making the item.&lt;br /&gt;
&lt;br /&gt;
* In alchemy, you do not destroy the bottle you are working on - you merely just use up regs until you are successful.&lt;br /&gt;
&lt;br /&gt;
If you do not possess enough skill, the item will not show the make button in the crafting menu.  You will only see the picture and the description.  Likewise, in the crafting menu, you will only see the line but no button if you do not have either the required skill and/or the required tradeskill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Automatic Material Finding and Stacking ===&lt;br /&gt;
When you begin crafting, you must have all the required materials and tools somewhere in your backpack.  Materials can be in storehouses or stacked in any bag.  Tools must be available somewhere in your backpack.  If you do not have them, you will be notified of a missing material or tool.  You must also have the correct amount in the stack.  If you have multiple stacks of materials that add up to the required amount, you will not be able to make the item so make sure you keep all the materials in one stack.&lt;br /&gt;
&lt;br /&gt;
* Tip: To clean up a messy bag, use .dump from one bag to another.  This will put all stackable items into one pile.&lt;br /&gt;
&lt;br /&gt;
* Tip: It is recommended that you keep three bags in your crafting bag: one for crafted items, one for materials and one for tools.  This makes it easier to sort and is easily shareable by putting it in your bank for all your characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Using a tool will bring up a menu of craftable items within your skill range.  Any tool for that craft will bring up the menu.  The menu shows what you are able to do given your skill and tradeskill.  If you do not have the required skill or the selection requires you to have the crafting skill in your tradeskill slot, you will not be able to see the selection.  Everything that you are able to do is shown in the menu.&lt;br /&gt;
&lt;br /&gt;
Additional tools may be required to make a particular item.  For example, cooking has three different tools: frying pan, wooden mixing bowl and rolling pin.  Using any of these items will bring up the cooking menu but to make the item, you may require a particular tool.  This tool must be somewhere in your backpack for you to make the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tool Durability ===&lt;br /&gt;
As you use your crafting tools, they will gradually decrease in durability until they break.  The amount of usage you get depends on your skill.  Those who have very high skill are better at handling the tools effectively and will not damage them as much as they work their craft.  Those with lower skill may work clumsily and damage the item more than usual.&lt;br /&gt;
&lt;br /&gt;
If a tool has no durability tag, it is brand new.  As it gets worn, the tool will crack and the tag will show how much it has been damaged.  Tools can not be repaired.  Some items, such as the dye tub, will show how many uses are left after each use.  You can see how many uses a tool has by inspecting it with your magery skill.&lt;br /&gt;
&lt;br /&gt;
* Highly-experienced crafters can get better mileage out of their tools.  Those with higher skill are able to use tools efficiently to avoid wear-and-tear than those with low skill who will likely damage the tool faster.  Tradeskill masters (100 skill) will get a 50% tool wear reduction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crafting Speed ===&lt;br /&gt;
Making things can take time.  All items have a certain time required to make them and are adjusted for materials and skill.  If an item requires a lot of materials, it will take longer to make.  If you are currently using a crafting skill that is your tradeskill, you will have a large time deduction based on your skill.&lt;br /&gt;
&lt;br /&gt;
* Blacksmithy items take an additional 3 seconds above the base time.&lt;br /&gt;
* Carpentry items take an additional 2 seconds above the base time.&lt;br /&gt;
* Grandmaster (110 skill) crafters get 25% speed increase.&lt;br /&gt;
* Tradeskill crafters get a 100ms per 10 skill speed reduction.&lt;br /&gt;
* Kegs get a 200ms per item speed reduction.&lt;br /&gt;
* The maximum time to make an item is 8 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Experience Gains ===&lt;br /&gt;
As you craft, you will have a small chance to gain a small amount of experience through insight or ponderings.  As you craft one item, you may notice that this one is particularly better than the others you have made.  Other times, your mind may wander and you will come to a realization about something important or worldly.  The amount of experience you gain is based on your skill.&lt;br /&gt;
&lt;br /&gt;
This experience is not included in the daily hunting limit.  Only while you are crafting using your tradeskill craft can you gain insight or come to a realization.  Some masterpiece items give a larger amount of crafting experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Masterpieces ===&lt;br /&gt;
Crafters have a chance at crafting a Masterpiece [when you have .masterpiece turned on].  The chance at making one is based on the difficulty of the item and will happen fairly rarely, even for the easier-to-make items.  There is nothing special that must be done, the check is made during normal crafting or as you upgrade an item.  If you pass the check, you will be presented with a gump stating you have created a Masterpiece and asking you to name it.  Masterpieces can be named by their creator.  You may give it any name you wish and [Masterpiece] will be put on the end of the name.  For example, you make some katanas and one comes up a Masterpiece.  You can enter a name like SwiftSlayer and you will now have a katana named SwiftSlayer [Masterpiece].&lt;br /&gt;
&lt;br /&gt;
If you are also a grandmaster (100 skill) and your tradeskill is the crafting skill used to create that item, you will have the chance to add your signature line to the masterpiece [when you have .craftedby turned on].  The end result with be, if using the example above, SwiftSlayer [Masterpiece by Volund].&lt;br /&gt;
&lt;br /&gt;
Not everything can be made into a masterpiece.  If the item can be made into a masterpiece, it will be mentioned in the crafting menu as [mp].&lt;br /&gt;
&lt;br /&gt;
* Tradeskill crafters get a +2% bonus chance when attempting to make a masterpiece.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Masterpiece Bonuses ====&lt;br /&gt;
Weapons and/or armor masterpieces receive a random bonus.  If it is a weapon, it will receive either a random durability bonus or a random damage bonus while armor will receive either a random durability bonus or a random armor rating.  It does not tell you which nor the level of the bonus which is random as well.  To find out what the bonus is, simply use your blacksmithy skill on the item (blacksmithy covers both blacksmithy and tailored items).&lt;br /&gt;
&lt;br /&gt;
Alchemy masterpieces are special potions that have special properties once consumed.  Like all masterpieces, you can name the potion whatever you want.  When a masterpiece potion is drunk, it does a random sparkly effect to the person who drinks it and plays a random magic sound.&lt;br /&gt;
&lt;br /&gt;
Cooking Masterpieces are a special food bowl that are extremely delicious in nature.  Like other masterpieces, you can name this culinary delight.  When a person eats a cooked masterpiece, they gulp it down quickly and an emote will appear over the person's head.&lt;br /&gt;
&lt;br /&gt;
Masterpiece scrolls are similar again.  The reader will spout some power words and a random sparkly effect will appear on whoever you target.&lt;br /&gt;
&lt;br /&gt;
If you accidentally misspell your masterpiece but spent hours making it, fear not!  For 5000gp, you can drop your masterpiece on a merchant for renaming.  This also allows for longer names.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Fishing&amp;diff=889</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Fishing&amp;diff=889"/>
		<updated>2024-06-29T21:07:47Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Title: Fisher&amp;lt;br&amp;gt;&lt;br /&gt;
Trained By: Decorator, Farmer, Fisherman, Provisioner, Ranger, Shipwright&amp;lt;br&amp;gt;&lt;br /&gt;
* Tools needed: a fishing pole, a fishing net&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The life of a fisherman is a hard one - braving storms, balmy weather and sitting for hours along a shoreline in hopes of catching their elusive prey in the murky waters below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fishing Pole===&lt;br /&gt;
The main tool for a fisherman is the fishing pole which can be made or bought from the fishermen vendor.&lt;br /&gt;
&lt;br /&gt;
To fish, you need to be close to water; water barrels and water troughs do not count.  You can be standing on dry land or on a boat to fish.  It is possible to fish on a boat that is moving.  Equip the fishing pole and double-click on it.  A targeting cursor will appear and than click on the water.  You will see a splash in the water if it is done correctly.&lt;br /&gt;
&lt;br /&gt;
There is a lot you can fish up and some things are useful for other trades: different types of fish, sandals, backpacks and other garbage, treasure maps and if your fishing is high enough, a message in a bottle.  You can also fish up an annoying walrus who will come over and start scaring the fish or a seagull who will attack you to get at the fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bait====&lt;br /&gt;
You may use bait when fishing with a pole.  After using the fishing pole, you have the option to target some bait in your backpack or cast the line into the water.  Once you have placed some bait onto your pole, you can target the casting location.  You do not have to keep baiting the hook - as long as you have enough of the bait in your pack, it will continue to find more of the same bait and bait the hook automatically.  To change the bait or cancel using bait, cast from the pole, target the pole itself and then you can cast without using bait.&lt;br /&gt;
* One cast is when you target the location and continue fishing until you stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using bait increases the chance of getting certain types of fish.&lt;br /&gt;
&lt;br /&gt;
* Raw cooking fruits and vegetables, such as carrots, apples or lemons, increase the chances of fishing up normal fish.&lt;br /&gt;
* Reagents, such as garlic or volcanic ash, increase the chances of fishing up beige fish.&lt;br /&gt;
* Raw reagents, such as raw mandrake, increase the chances of fishing up purple fish.&lt;br /&gt;
* Gems, such as tourmalines, increase the chances of fishing up gold fish.&lt;br /&gt;
* Cooked goods, such as yummy onions rings or fruitcake, increase the chances of fishing up any of the fancy fishes and even a small chance of getting a special deco fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Be careful when using bait as you may find something you had in your backpack suddenly gone due to it being used as bait.  Put all valuable items in the bank before going fishing.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lures====&lt;br /&gt;
Lures can be found mainly as rewards from the fishing quests.  Lures are different from bait as they function to do something specifically while bait is meant to attract a better fish.  All lures have a limited life and will break based on your fishing skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Lure&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Junk Proof Hook||You will not fish up any shoes or backpacks.&lt;br /&gt;
|-&lt;br /&gt;
|Dredging Hook||Increases the chance of pulling up magical or random-hued items.  Also used for swamp fishing.&lt;br /&gt;
|-&lt;br /&gt;
|Lava Hook||Enables fishing in lava for geodes and stone pavers.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Water Fishing====&lt;br /&gt;
Fish are divided into places they can be found: ocean, river and dungeon.  The type of fish that can be caught increases with skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Ocean&lt;br /&gt;
!River&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Lost Realms&lt;br /&gt;
!Tokuno&lt;br /&gt;
!Ter Mur&lt;br /&gt;
|-&lt;br /&gt;
|normal fish&amp;lt;br&amp;gt;purple fish&amp;lt;br&amp;gt;odd fish&amp;lt;br&amp;gt;peculiar fish&amp;lt;br&amp;gt;strange fish&amp;lt;br&amp;gt;eccentric fish&amp;lt;br&amp;gt;crab&amp;lt;br&amp;gt;lobster&lt;br /&gt;
||mahi-mahi&amp;lt;br&amp;gt;red grouper&amp;lt;br&amp;gt;kokanee salmon&amp;lt;br&amp;gt;bonito&amp;lt;br&amp;gt;green catfish&lt;br /&gt;
||drake fish&amp;lt;br&amp;gt;red grouper&amp;lt;br&amp;gt;demon trout&amp;lt;br&amp;gt;dungeon chub&amp;lt;br&amp;gt;infernal tuna&amp;lt;br&amp;gt;demon tuna&amp;lt;br&amp;gt;WITH BAIT&amp;lt;br&amp;gt;zombie drake&amp;lt;br&amp;gt;zombie salmon&lt;br /&gt;
||tigerfish&amp;lt;br&amp;gt;blue-fin tuna&amp;lt;br&amp;gt;scorpion fish&amp;lt;br&amp;gt;blue-coral fish&amp;lt;br&amp;gt;cut-throat tuna&amp;lt;br&amp;gt;seal&amp;lt;br&amp;gt;deep water&amp;lt;br&amp;gt;saltwater crocodile&amp;lt;br&amp;gt;barracuda&amp;lt;br&amp;gt;dogtooth tuna&amp;lt;br&amp;gt;&lt;br /&gt;
||koi&amp;lt;br&amp;gt;yellow fin&amp;lt;br&amp;gt;goldfish&amp;lt;br&amp;gt;angel fish&amp;lt;br&amp;gt;sea horse&amp;lt;br&amp;gt;with bait&amp;lt;br&amp;gt;angel fish&amp;lt;br&amp;gt;rainbow trout&amp;lt;br&amp;gt;steelhead tuna&amp;lt;br&amp;gt;puffer fish&lt;br /&gt;
||coelacanth&amp;lt;br&amp;gt;mud puppy&amp;lt;br&amp;gt;piranha&amp;lt;br&amp;gt;eel&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Swamp Fishing====&lt;br /&gt;
Swamp fishing requires the dredging hook.  The type of fish that can be caught increases with skill.&lt;br /&gt;
&lt;br /&gt;
Swamp fishing is dependent on the time of day.  Use &amp;lt;I&amp;gt;.time&amp;lt;/I&amp;gt; to see the current time.  You will have a better chance of catching something when it is evening and the best chance when it is night-time.&lt;br /&gt;
&lt;br /&gt;
While fishing in the swamp, you will have a chance to drag up a treasure item in different colors than the normal treasure items found through MIBs.&lt;br /&gt;
&lt;br /&gt;
By using a blood-based bait, leeches will be attracted to it.  Leeches are used to fish for sharks in various waters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Without Bait&lt;br /&gt;
!With Bait &amp;amp; Night&lt;br /&gt;
!With Blood&lt;br /&gt;
|-&lt;br /&gt;
|largemouth bass&amp;lt;br&amp;gt;minnow&amp;lt;br&amp;gt;bowfin&amp;lt;br&amp;gt;mosquito fish&lt;br /&gt;
||bowfin&amp;lt;br&amp;gt;mosquito fish&amp;lt;br&amp;gt;zombie fish&lt;br /&gt;
||leech&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lava Fishing====&lt;br /&gt;
Lava fishing requires a special lava hook.  It's a special type of fish that can survive in lava pools.  You can also pull up a variety of different items or disturb a lava monster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;35%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Fish&lt;br /&gt;
!Items&lt;br /&gt;
|-&lt;br /&gt;
|lava fish&amp;lt;br&amp;gt;lava shark&amp;lt;br&amp;gt;molten fish&amp;lt;br&amp;gt;rock lobster&amp;lt;br&amp;gt;flaming skeleton fish||paverstone&amp;lt;br&amp;gt;geode&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sharks &amp;amp; Crustaceans====&lt;br /&gt;
Sharks can be found in a variety of places including dungeons and deep water fishing.  They are often required for quests.&lt;br /&gt;
&lt;br /&gt;
To attract a shark to your line, you must bait it with a leech.  It's a known fact sharks think leeches are like big gummy candies.  Leeches only last for one cast so make sure you have enough in your pack to continue auto-casting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Deep Water&lt;br /&gt;
!Lost Realms&lt;br /&gt;
!Ilshenar&lt;br /&gt;
!Tokuno&lt;br /&gt;
|-&lt;br /&gt;
|goliath grouper&amp;lt;br&amp;gt;blood shark&amp;lt;br&amp;gt;goblin shark&lt;br /&gt;
||wolf fish&amp;lt;br&amp;gt;great white shark&amp;lt;br&amp;gt;shark&amp;lt;br&amp;gt;sand shark&amp;lt;br&amp;gt;basking shark&lt;br /&gt;
||blue-coral shark&amp;lt;br&amp;gt;blue crab&amp;lt;br&amp;gt;blue lobster&lt;br /&gt;
||blob fish&lt;br /&gt;
||sun shark&amp;lt;br&amp;gt;moon shark&amp;lt;br&amp;gt;rainbow shark&amp;lt;br&amp;gt;baby turtle&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nets===&lt;br /&gt;
To use a fishing net, you must have a fishing skill of at least 70.  Fishing nets can be found on various monsters.  To use a fishing net, double-click the net and cast it into the water.  You must be in deep water to use them.  Deep water is considered to be at least 20-25 tiles away from any coastland.&lt;br /&gt;
&lt;br /&gt;
The benefit of using fishing nets compared to fishing poles is time.  With one use of a fishing net, you will be able to haul out multiple fishes as well as trash, maps and message in a bottles.  However, fishing with nets has a downside as well.  You can easily disturb a sea creature living at the bottom of the ocean and they will come up to attack you.  You might get lucky and not haul a single monster or you can be really unlucky and haul out several wave elementals and several tentacle beasts at the same time.&lt;br /&gt;
&lt;br /&gt;
* The smart ones who go net fishing make a party out of it by taking along some henchmen or even better, some friends who can help attack!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messages in a Bottle (MIB)===&lt;br /&gt;
A message in a bottle (MIB) is similar to a treasure map - just more wet.  You require 100 fishing to have a chance to fish one up.  Once you have fished up an MIB, use it to reveal the SOS note showing you the coordinates of where a ship had gone down and its sunken treasure.  ''The treasure will be located in the realm where you found the MIB.  If you fished it up in Tokuno, you will have to search the waters of Tokuno.''  You will need to sail out there on a boat.  Once you reach your approximate destination, use a fishing pole (not a net) to start fishing up your treasure chest.  You must be within your (fishing skill / 10) tiles to be successful but the closer you are to the center, the better chance you have.  Make sure the note is in your main pack or you will only fish up the normal items using a fish pole.  You can tell when you have the spot when you start fishing up rare deco items such as goblets or barrel staves.  Once you have the chest on board your boat, the note will disappear.&lt;br /&gt;
&lt;br /&gt;
You can use a fishing pole or trawling to get MIBs.  Fishing poles have a lower chance to find one.  Trawling may fish up several at once along with other debris and fish.&lt;br /&gt;
&lt;br /&gt;
Once you open the treasure chest you may find some very unique items you can not find anywhere else.  There is also a slight chance these treasure chests will have magical items in them and special deco.&lt;br /&gt;
&lt;br /&gt;
MIBs are realm-specific.  If you fished up an MIB in Valhalla, you will have to retrieve it from Valhalla.  Other realms have a chance to find special deco items not found anywhere else.  For example, Tokuno has special Samurai Empire items.  If you do not fish up a realm-specific chest, there are four different types of treasure chests that you can fish up: the warrior chest, the magic chest and two different trades chests.  You do not know which you have until you open the chest which reflects the chances of getting magic items and special deco.&lt;br /&gt;
&lt;br /&gt;
If you do not want to sail out to retrieve the MIB, you can take the message to any fisherman in any realm.  They will send a party out to get the MIB for you (if it is in another realm, it may take longer to get).  In return, they will keep the gold in the chest.  There is a possibility they are not as honest and may keep up to several items within the chest as well, however, you will not know if they kept anything extra.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Even though you can use a sextant to navigate coordinates for a boat, MIBs are set up to use UOAM - find it in our download section.  If you have 100 fishing skill, the Map of the Realms will show the approximate location of the MIB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trawling===&lt;br /&gt;
Trawling is the utmost in fishing by using bait on board your boat to catch sea monsters.  You can now specifically use a boat to try to find evil sea creature things.  While on your boat out in deep water away from land (at least 10 tiles away from land) and relatively motionless (not sailing at full speed, basically) say either 'sail troll' or 'sail trawl'.&lt;br /&gt;
&lt;br /&gt;
The tiller man will ask you to pick a fish to use as bait to attract the sea creatures.  The better the fish you use (in terms of how much that fish will sell for), the better the creature that'll tend to show up.  Order of the fish quality is: Fish, Beige fish, Purple fish, Gold fish, Odd fish, Peculiar fish, Strange fish, and Eccentric fish.  Your fishing skill helps to determine how long it takes for something to show up but doesn't affect what type of creature shows up.  Some of the monsters are kind of nasty, so it won't hurt to take a friend or two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lobster Traps===&lt;br /&gt;
Lobster traps are used in the fishing quest to catch lobsters and crabs.  They can be crafted by a carpenter or bought from the fisherman merchant.&lt;br /&gt;
&lt;br /&gt;
Catching a lobster isn't easy.  You need a minimum 20 fishing skill to place the trap and minimum 30 fishing skill to correctly place it.  Then it is all about timing.  The longer the trap is in the water, the better chances of catching lobsters and crabs.  Lobsters have a lower chance to be caught versus crabs.  However, the longer you keep the trap in the water, the higher chance it may get destroyed by a wave.  Each *bob* signals that there is a chance to lose the trap and a greater chance of catching something.  Use the trap again to pull it in.  You can place as many traps as you can handle around the boat as long as they are at least 2 tiles away from each other.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Fishing&amp;diff=888</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Fishing&amp;diff=888"/>
		<updated>2024-06-29T21:05:52Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Title: Fisher&amp;lt;br&amp;gt;&lt;br /&gt;
Trained By: Decorator, Farmer, Fisherman, Provisioner, Ranger, Shipwright&amp;lt;br&amp;gt;&lt;br /&gt;
* Tools needed: a fishing pole, a fishing net&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The life of a fisherman is a hard one - braving storms, balmy weather and sitting for hours along a shoreline in hopes of catching their elusive prey in the murky waters below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fishing Pole===&lt;br /&gt;
The main tool for a fisherman is the fishing pole which can be made or bought from the fishermen vendor.&lt;br /&gt;
&lt;br /&gt;
To fish, you need to be close to water; water barrels and water troughs do not count.  You can be standing on dry land or on a boat to fish.  It is possible to fish on a boat that is moving.  Equip the fishing pole and double-click on it.  A targeting cursor will appear and than click on the water.  You will see a splash in the water if it is done correctly.&lt;br /&gt;
&lt;br /&gt;
There is a lot you can fish up and some things are useful for other trades: different types of fish, sandals, backpacks and other garbage, treasure maps and if your fishing is high enough, a message in a bottle.  You can also fish up an annoying walrus who will come over and start scaring the fish or a seagull who will attack you to get at the fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bait====&lt;br /&gt;
You may use bait when fishing with a pole.  After using the fishing pole, you have the option to target some bait in your backpack or cast the line into the water.  Once you have placed some bait onto your pole, you can target the casting location.  You do not have to keep baiting the hook - as long as you have enough of the bait in your pack, it will continue to find more of the same bait and bait the hook automatically.  To change the bait or cancel using bait, cast from the pole, target the pole itself and then you can cast without using bait.&lt;br /&gt;
* One cast is when you target the location and continue fishing until you stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using bait increases the chance of getting certain types of fish.&lt;br /&gt;
&lt;br /&gt;
* Raw cooking fruits and vegetables, such as carrots, apples or lemons, increase the chances of fishing up normal fish.&lt;br /&gt;
* Reagents, such as garlic or volcanic ash, increase the chances of fishing up beige fish.&lt;br /&gt;
* Raw reagents, such as raw mandrake, increase the chances of fishing up purple fish.&lt;br /&gt;
* Gems, such as tourmalines, increase the chances of fishing up gold fish.&lt;br /&gt;
* Cooked goods, such as yummy onions rings or fruitcake, increase the chances of fishing up any of the fancy fishes and even a small chance of getting a special deco fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Be careful when using bait as you may find something you had in your backpack suddenly gone due to it being used as bait.  Put all valuable items in the bank before going fishing.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lures====&lt;br /&gt;
Lures can be found mainly as rewards from the fishing quests.  Lures are different from bait as they function to do something specifically while bait is meant to attract a better fish.  All lures have a limited life and will break based on your fishing skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Lure&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Junk Proof Hook||You will not fish up any shoes or backpacks.&lt;br /&gt;
|-&lt;br /&gt;
|Dredging Hook||Increases the chance of pulling up magical or random-hued items.  Also used for swamp fishing.&lt;br /&gt;
|-&lt;br /&gt;
|Lava Hook||Enables fishing in lava for geodes and stone pavers.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Water Fishing====&lt;br /&gt;
Fish are divided into places they can be found: ocean, river and dungeon.  The type of fish that can be caught increases with skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Ocean&lt;br /&gt;
!River&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Lost Realms&lt;br /&gt;
!Tokuno&lt;br /&gt;
!Ter Mur&lt;br /&gt;
|-&lt;br /&gt;
|normal fish&amp;lt;br&amp;gt;purple fish&amp;lt;br&amp;gt;odd fish&amp;lt;br&amp;gt;peculiar fish&amp;lt;br&amp;gt;strange fish&amp;lt;br&amp;gt;eccentric fish&amp;lt;br&amp;gt;crab&amp;lt;br&amp;gt;lobster&lt;br /&gt;
||mahi-mahi&amp;lt;br&amp;gt;red grouper&amp;lt;br&amp;gt;kokanee salmon&amp;lt;br&amp;gt;bonito&amp;lt;br&amp;gt;green catfish&lt;br /&gt;
||drake fish&amp;lt;br&amp;gt;red grouper&amp;lt;br&amp;gt;demon trout&amp;lt;br&amp;gt;dungeon chub&amp;lt;br&amp;gt;infernal tuna&amp;lt;br&amp;gt;demon tuna&amp;lt;br&amp;gt;WITH BAIT&amp;lt;br&amp;gt;zombie drake&amp;lt;br&amp;gt;zombie salmon&lt;br /&gt;
||tigerfish&amp;lt;br&amp;gt;blue-fin tuna&amp;lt;br&amp;gt;scorpion fish&amp;lt;br&amp;gt;blue-coral fish&amp;lt;br&amp;gt;cut-throat tuna&amp;lt;br&amp;gt;seal&amp;lt;br&amp;gt;deep water&amp;lt;br&amp;gt;saltwater crocodile&amp;lt;br&amp;gt;barracuda&amp;lt;br&amp;gt;dogtooth tuna&amp;lt;br&amp;gt;&lt;br /&gt;
||koi&amp;lt;br&amp;gt;yellow fin&amp;lt;br&amp;gt;goldfish&amp;lt;br&amp;gt;angel fish&amp;lt;br&amp;gt;sea horse&amp;lt;br&amp;gt;with bait&amp;lt;br&amp;gt;angel fish&amp;lt;br&amp;gt;rainbow trout&amp;lt;br&amp;gt;steelhead tuna&amp;lt;br&amp;gt;puffer fish&lt;br /&gt;
||coelacanth&amp;lt;br&amp;gt;mud puppy&amp;lt;br&amp;gt;piranha&amp;lt;br&amp;gt;eel&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Swamp Fishing====&lt;br /&gt;
Swamp fishing requires the dredging hook.  The type of fish that can be caught increases with skill.&lt;br /&gt;
&lt;br /&gt;
Swamp fishing is dependent on the time of day.  Use &amp;lt;I&amp;gt;.time&amp;lt;/I&amp;gt; to see the current time.  You will have a better chance of catching something when it is evening and the best chance when it is night-time.&lt;br /&gt;
&lt;br /&gt;
While fishing in the swamp, you will have a chance to drag up a treasure item in different colors than the normal treasure items found through MIBs.&lt;br /&gt;
&lt;br /&gt;
By using a blood-based bait, leeches will be attracted to it.  Leeches are used to fish for sharks in various waters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Without Bait&lt;br /&gt;
!With Bait &amp;amp; Night&lt;br /&gt;
!With Blood&lt;br /&gt;
|-&lt;br /&gt;
|largemouth bass&amp;lt;br&amp;gt;minnow&amp;lt;br&amp;gt;bowfin&amp;lt;br&amp;gt;mosquito fish&lt;br /&gt;
||bowfin&amp;lt;br&amp;gt;mosquito fish&amp;lt;br&amp;gt;zombie fish&lt;br /&gt;
||leech&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lava Fishing====&lt;br /&gt;
Lava fishing requires a special lava hook.  It's a special type of fish that can survive in lava pools.  You can also pull up a variety of different items or disturb a lava monster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;35%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Fish&lt;br /&gt;
!Items&lt;br /&gt;
|-&lt;br /&gt;
|lava fish&amp;lt;br&amp;gt;lava shark&amp;lt;br&amp;gt;molten fish&amp;lt;br&amp;gt;rock lobster||paverstone&amp;lt;br&amp;gt;geode&amp;lt;br&amp;gt;flaming skeleton fish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sharks &amp;amp; Crustaceans====&lt;br /&gt;
Sharks can be found in a variety of places including dungeons and deep water fishing.  They are often required for quests.&lt;br /&gt;
&lt;br /&gt;
To attract a shark to your line, you must bait it with a leech.  It's a known fact sharks think leeches are like big gummy candies.  Leeches only last for one cast so make sure you have enough in your pack to continue auto-casting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Deep Water&lt;br /&gt;
!Lost Realms&lt;br /&gt;
!Ilshenar&lt;br /&gt;
!Tokuno&lt;br /&gt;
|-&lt;br /&gt;
|goliath grouper&amp;lt;br&amp;gt;blood shark&amp;lt;br&amp;gt;goblin shark&lt;br /&gt;
||wolf fish&amp;lt;br&amp;gt;great white shark&amp;lt;br&amp;gt;shark&amp;lt;br&amp;gt;sand shark&amp;lt;br&amp;gt;basking shark&lt;br /&gt;
||blue-coral shark&amp;lt;br&amp;gt;blue crab&amp;lt;br&amp;gt;blue lobster&lt;br /&gt;
||blob fish&lt;br /&gt;
||sun shark&amp;lt;br&amp;gt;moon shark&amp;lt;br&amp;gt;rainbow shark&amp;lt;br&amp;gt;baby turtle&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nets===&lt;br /&gt;
To use a fishing net, you must have a fishing skill of at least 70.  Fishing nets can be found on various monsters.  To use a fishing net, double-click the net and cast it into the water.  You must be in deep water to use them.  Deep water is considered to be at least 20-25 tiles away from any coastland.&lt;br /&gt;
&lt;br /&gt;
The benefit of using fishing nets compared to fishing poles is time.  With one use of a fishing net, you will be able to haul out multiple fishes as well as trash, maps and message in a bottles.  However, fishing with nets has a downside as well.  You can easily disturb a sea creature living at the bottom of the ocean and they will come up to attack you.  You might get lucky and not haul a single monster or you can be really unlucky and haul out several wave elementals and several tentacle beasts at the same time.&lt;br /&gt;
&lt;br /&gt;
* The smart ones who go net fishing make a party out of it by taking along some henchmen or even better, some friends who can help attack!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messages in a Bottle (MIB)===&lt;br /&gt;
A message in a bottle (MIB) is similar to a treasure map - just more wet.  You require 100 fishing to have a chance to fish one up.  Once you have fished up an MIB, use it to reveal the SOS note showing you the coordinates of where a ship had gone down and its sunken treasure.  ''The treasure will be located in the realm where you found the MIB.  If you fished it up in Tokuno, you will have to search the waters of Tokuno.''  You will need to sail out there on a boat.  Once you reach your approximate destination, use a fishing pole (not a net) to start fishing up your treasure chest.  You must be within your (fishing skill / 10) tiles to be successful but the closer you are to the center, the better chance you have.  Make sure the note is in your main pack or you will only fish up the normal items using a fish pole.  You can tell when you have the spot when you start fishing up rare deco items such as goblets or barrel staves.  Once you have the chest on board your boat, the note will disappear.&lt;br /&gt;
&lt;br /&gt;
You can use a fishing pole or trawling to get MIBs.  Fishing poles have a lower chance to find one.  Trawling may fish up several at once along with other debris and fish.&lt;br /&gt;
&lt;br /&gt;
Once you open the treasure chest you may find some very unique items you can not find anywhere else.  There is also a slight chance these treasure chests will have magical items in them and special deco.&lt;br /&gt;
&lt;br /&gt;
MIBs are realm-specific.  If you fished up an MIB in Valhalla, you will have to retrieve it from Valhalla.  Other realms have a chance to find special deco items not found anywhere else.  For example, Tokuno has special Samurai Empire items.  If you do not fish up a realm-specific chest, there are four different types of treasure chests that you can fish up: the warrior chest, the magic chest and two different trades chests.  You do not know which you have until you open the chest which reflects the chances of getting magic items and special deco.&lt;br /&gt;
&lt;br /&gt;
If you do not want to sail out to retrieve the MIB, you can take the message to any fisherman in any realm.  They will send a party out to get the MIB for you (if it is in another realm, it may take longer to get).  In return, they will keep the gold in the chest.  There is a possibility they are not as honest and may keep up to several items within the chest as well, however, you will not know if they kept anything extra.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Even though you can use a sextant to navigate coordinates for a boat, MIBs are set up to use UOAM - find it in our download section.  If you have 100 fishing skill, the Map of the Realms will show the approximate location of the MIB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trawling===&lt;br /&gt;
Trawling is the utmost in fishing by using bait on board your boat to catch sea monsters.  You can now specifically use a boat to try to find evil sea creature things.  While on your boat out in deep water away from land (at least 10 tiles away from land) and relatively motionless (not sailing at full speed, basically) say either 'sail troll' or 'sail trawl'.&lt;br /&gt;
&lt;br /&gt;
The tiller man will ask you to pick a fish to use as bait to attract the sea creatures.  The better the fish you use (in terms of how much that fish will sell for), the better the creature that'll tend to show up.  Order of the fish quality is: Fish, Beige fish, Purple fish, Gold fish, Odd fish, Peculiar fish, Strange fish, and Eccentric fish.  Your fishing skill helps to determine how long it takes for something to show up but doesn't affect what type of creature shows up.  Some of the monsters are kind of nasty, so it won't hurt to take a friend or two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lobster Traps===&lt;br /&gt;
Lobster traps are used in the fishing quest to catch lobsters and crabs.  They can be crafted by a carpenter or bought from the fisherman merchant.&lt;br /&gt;
&lt;br /&gt;
Catching a lobster isn't easy.  You need a minimum 20 fishing skill to place the trap and minimum 30 fishing skill to correctly place it.  Then it is all about timing.  The longer the trap is in the water, the better chances of catching lobsters and crabs.  Lobsters have a lower chance to be caught versus crabs.  However, the longer you keep the trap in the water, the higher chance it may get destroyed by a wave.  Each *bob* signals that there is a chance to lose the trap and a greater chance of catching something.  Use the trap again to pull it in.  You can place as many traps as you can handle around the boat as long as they are at least 2 tiles away from each other.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Fishing&amp;diff=887</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Fishing&amp;diff=887"/>
		<updated>2024-06-29T20:42:55Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Title: Fisher&amp;lt;br&amp;gt;&lt;br /&gt;
Trained By: Decorator, Farmer, Fisherman, Provisioner, Ranger, Shipwright&amp;lt;br&amp;gt;&lt;br /&gt;
* Tools needed: a fishing pole, a fishing net&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The life of a fisherman is a hard one - braving storms, balmy weather and sitting for hours along a shoreline in hopes of catching their elusive prey in the murky waters below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fishing Pole===&lt;br /&gt;
The main tool for a fisherman is the fishing pole which can be made or bought from the fishermen vendor.&lt;br /&gt;
&lt;br /&gt;
To fish, you need to be close to water; water barrels and water troughs do not count.  You can be standing on dry land or on a boat to fish.  It is possible to fish on a boat that is moving.  Equip the fishing pole and double-click on it.  A targeting cursor will appear and than click on the water.  You will see a splash in the water if it is done correctly.&lt;br /&gt;
&lt;br /&gt;
There is a lot you can fish up and some things are useful for other trades: different types of fish, sandals, backpacks and other garbage, treasure maps and if your fishing is high enough, a message in a bottle.  You can also fish up an annoying walrus who will come over and start scaring the fish or a seagull who will attack you to get at the fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bait====&lt;br /&gt;
You may use bait when fishing with a pole.  After using the fishing pole, you have the option to target some bait in your backpack or cast the line into the water.  Once you have placed some bait onto your pole, you can target the casting location.  You do not have to keep baiting the hook - as long as you have enough of the bait in your pack, it will continue to find more of the same bait and bait the hook automatically.  To change the bait or cancel using bait, cast from the pole, target the pole itself and then you can cast without using bait.&lt;br /&gt;
* One cast is when you target the location and continue fishing until you stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using bait increases the chance of getting certain types of fish.&lt;br /&gt;
&lt;br /&gt;
* Raw cooking fruits and vegetables, such as carrots, apples or lemons, increase the chances of fishing up normal fish.&lt;br /&gt;
* Reagents, such as garlic or volcanic ash, increase the chances of fishing up beige fish.&lt;br /&gt;
* Raw reagents, such as raw mandrake, increase the chances of fishing up purple fish.&lt;br /&gt;
* Gems, such as tourmalines, increase the chances of fishing up gold fish.&lt;br /&gt;
* Cooked goods, such as yummy onions rings or fruitcake, increase the chances of fishing up any of the fancy fishes and even a small chance of getting a special deco fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Be careful when using bait as you may find something you had in your backpack suddenly gone due to it being used as bait.  Put all valuable items in the bank before going fishing.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lures====&lt;br /&gt;
Lures can be found mainly as rewards from the fishing quests.  Lures are different from bait as they function to do something specifically while bait is meant to attract a better fish.  All lures have a limited life and will break based on your fishing skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Lure&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Junk Proof Hook||You will not fish up any shoes or backpacks.&lt;br /&gt;
|-&lt;br /&gt;
|Dredging Hook||Increases the chance of pulling up magical or random-hued items.  Also used for swamp fishing.&lt;br /&gt;
|-&lt;br /&gt;
|Lava Hook||Enables fishing in lava for geodes and stone pavers.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Water Fishing====&lt;br /&gt;
Fish are divided into places they can be found: ocean, river and dungeon.  The type of fish that can be caught increases with skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Ocean&lt;br /&gt;
!River&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Lost Realms&lt;br /&gt;
!Tokuno&lt;br /&gt;
!Ter Mur&lt;br /&gt;
|-&lt;br /&gt;
|normal fish&amp;lt;br&amp;gt;purple fish&amp;lt;br&amp;gt;odd fish&amp;lt;br&amp;gt;peculiar fish&amp;lt;br&amp;gt;strange fish&amp;lt;br&amp;gt;eccentric fish&amp;lt;br&amp;gt;crab&amp;lt;br&amp;gt;lobster&lt;br /&gt;
||mahi-mahi&amp;lt;br&amp;gt;red grouper&amp;lt;br&amp;gt;kokanee salmon&amp;lt;br&amp;gt;bonito&amp;lt;br&amp;gt;green catfish&lt;br /&gt;
||drake fish&amp;lt;br&amp;gt;red grouper&amp;lt;br&amp;gt;demon trout&amp;lt;br&amp;gt;dungeon chub&amp;lt;br&amp;gt;infernal tuna&amp;lt;br&amp;gt;demon tuna&amp;lt;br&amp;gt;WITH BAIT&amp;lt;br&amp;gt;zombie drake&amp;lt;br&amp;gt;zombie salmon&lt;br /&gt;
||tigerfish&amp;lt;br&amp;gt;blue-fin tuna&amp;lt;br&amp;gt;scorpion fish&amp;lt;br&amp;gt;blue-coral fish&amp;lt;br&amp;gt;cut-throat tuna&amp;lt;br&amp;gt;seal&amp;lt;br&amp;gt;deep water&amp;lt;br&amp;gt;saltwater crocodile&amp;lt;br&amp;gt;barracuda&amp;lt;br&amp;gt;dogtooth tuna&amp;lt;br&amp;gt;&lt;br /&gt;
||koi&amp;lt;br&amp;gt;yellow fin&amp;lt;br&amp;gt;goldfish&amp;lt;br&amp;gt;angel fish&amp;lt;br&amp;gt;sea horse&amp;lt;br&amp;gt;with bait&amp;lt;br&amp;gt;angel fish&amp;lt;br&amp;gt;rainbow trout&amp;lt;br&amp;gt;steelhead tuna&amp;lt;br&amp;gt;puffer fish&lt;br /&gt;
||coelacanth&amp;lt;br&amp;gt;mud puppy&amp;lt;br&amp;gt;piranha&amp;lt;br&amp;gt;eel&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Swamp Fishing====&lt;br /&gt;
Swamp fishing requires the dredging hook.  The type of fish that can be caught increases with skill.&lt;br /&gt;
&lt;br /&gt;
Swamp fishing is dependent on the time of day.  Use &amp;lt;I&amp;gt;.time&amp;lt;/I&amp;gt; to see the current time.  You will have a better chance of catching something when it is evening and the best chance when it is night-time.&lt;br /&gt;
&lt;br /&gt;
While fishing in the swamp, you will have a chance to drag up a treasure item in different colors than the normal treasure items found through MIBs.&lt;br /&gt;
&lt;br /&gt;
By using a blood-based bait, leeches will be attracted to it.  Leeches are used to fish for sharks in various waters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Without Bait&lt;br /&gt;
!With Bait &amp;amp; Night&lt;br /&gt;
!With Blood&lt;br /&gt;
|-&lt;br /&gt;
|largemouth bass&amp;lt;br&amp;gt;minnow&amp;lt;br&amp;gt;bowfin&amp;lt;br&amp;gt;mosquito fish&lt;br /&gt;
||bowfin&amp;lt;br&amp;gt;mosquito fish&amp;lt;br&amp;gt;zombie fish&lt;br /&gt;
||leech&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lava Fishing====&lt;br /&gt;
Lava fishing requires a special lava hook.  Although there are rarely any fish in lava pools, you can pull up a variety of different items or disturb a lava monster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;20%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Items&lt;br /&gt;
|-&lt;br /&gt;
|paverstone&amp;lt;br&amp;gt;geode&amp;lt;br&amp;gt;flaming skeleton fish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sharks &amp;amp; Crustaceans====&lt;br /&gt;
Sharks can be found in a variety of places including dungeons and deep water fishing.  They are often required for quests.&lt;br /&gt;
&lt;br /&gt;
To attract a shark to your line, you must bait it with a leech.  It's a known fact sharks think leeches are like big gummy candies.  Leeches only last for one cast so make sure you have enough in your pack to continue auto-casting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Deep Water&lt;br /&gt;
!Lost Realms&lt;br /&gt;
!Ilshenar&lt;br /&gt;
!Tokuno&lt;br /&gt;
|-&lt;br /&gt;
|goliath grouper&amp;lt;br&amp;gt;blood shark&amp;lt;br&amp;gt;goblin shark&lt;br /&gt;
||wolf fish&amp;lt;br&amp;gt;great white shark&amp;lt;br&amp;gt;shark&amp;lt;br&amp;gt;sand shark&amp;lt;br&amp;gt;basking shark&lt;br /&gt;
||blue-coral shark&amp;lt;br&amp;gt;blue crab&amp;lt;br&amp;gt;blue lobster&lt;br /&gt;
||blob fish&lt;br /&gt;
||sun shark&amp;lt;br&amp;gt;moon shark&amp;lt;br&amp;gt;rainbow shark&amp;lt;br&amp;gt;baby turtle&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nets===&lt;br /&gt;
To use a fishing net, you must have a fishing skill of at least 70.  Fishing nets can be found on various monsters.  To use a fishing net, double-click the net and cast it into the water.  You must be in deep water to use them.  Deep water is considered to be at least 20-25 tiles away from any coastland.&lt;br /&gt;
&lt;br /&gt;
The benefit of using fishing nets compared to fishing poles is time.  With one use of a fishing net, you will be able to haul out multiple fishes as well as trash, maps and message in a bottles.  However, fishing with nets has a downside as well.  You can easily disturb a sea creature living at the bottom of the ocean and they will come up to attack you.  You might get lucky and not haul a single monster or you can be really unlucky and haul out several wave elementals and several tentacle beasts at the same time.&lt;br /&gt;
&lt;br /&gt;
* The smart ones who go net fishing make a party out of it by taking along some henchmen or even better, some friends who can help attack!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messages in a Bottle (MIB)===&lt;br /&gt;
A message in a bottle (MIB) is similar to a treasure map - just more wet.  You require 100 fishing to have a chance to fish one up.  Once you have fished up an MIB, use it to reveal the SOS note showing you the coordinates of where a ship had gone down and its sunken treasure.  ''The treasure will be located in the realm where you found the MIB.  If you fished it up in Tokuno, you will have to search the waters of Tokuno.''  You will need to sail out there on a boat.  Once you reach your approximate destination, use a fishing pole (not a net) to start fishing up your treasure chest.  You must be within your (fishing skill / 10) tiles to be successful but the closer you are to the center, the better chance you have.  Make sure the note is in your main pack or you will only fish up the normal items using a fish pole.  You can tell when you have the spot when you start fishing up rare deco items such as goblets or barrel staves.  Once you have the chest on board your boat, the note will disappear.&lt;br /&gt;
&lt;br /&gt;
You can use a fishing pole or trawling to get MIBs.  Fishing poles have a lower chance to find one.  Trawling may fish up several at once along with other debris and fish.&lt;br /&gt;
&lt;br /&gt;
Once you open the treasure chest you may find some very unique items you can not find anywhere else.  There is also a slight chance these treasure chests will have magical items in them and special deco.&lt;br /&gt;
&lt;br /&gt;
MIBs are realm-specific.  If you fished up an MIB in Valhalla, you will have to retrieve it from Valhalla.  Other realms have a chance to find special deco items not found anywhere else.  For example, Tokuno has special Samurai Empire items.  If you do not fish up a realm-specific chest, there are four different types of treasure chests that you can fish up: the warrior chest, the magic chest and two different trades chests.  You do not know which you have until you open the chest which reflects the chances of getting magic items and special deco.&lt;br /&gt;
&lt;br /&gt;
If you do not want to sail out to retrieve the MIB, you can take the message to any fisherman in any realm.  They will send a party out to get the MIB for you (if it is in another realm, it may take longer to get).  In return, they will keep the gold in the chest.  There is a possibility they are not as honest and may keep up to several items within the chest as well, however, you will not know if they kept anything extra.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Even though you can use a sextant to navigate coordinates for a boat, MIBs are set up to use UOAM - find it in our download section.  If you have 100 fishing skill, the Map of the Realms will show the approximate location of the MIB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trawling===&lt;br /&gt;
Trawling is the utmost in fishing by using bait on board your boat to catch sea monsters.  You can now specifically use a boat to try to find evil sea creature things.  While on your boat out in deep water away from land (at least 10 tiles away from land) and relatively motionless (not sailing at full speed, basically) say either 'sail troll' or 'sail trawl'.&lt;br /&gt;
&lt;br /&gt;
The tiller man will ask you to pick a fish to use as bait to attract the sea creatures.  The better the fish you use (in terms of how much that fish will sell for), the better the creature that'll tend to show up.  Order of the fish quality is: Fish, Beige fish, Purple fish, Gold fish, Odd fish, Peculiar fish, Strange fish, and Eccentric fish.  Your fishing skill helps to determine how long it takes for something to show up but doesn't affect what type of creature shows up.  Some of the monsters are kind of nasty, so it won't hurt to take a friend or two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lobster Traps===&lt;br /&gt;
Lobster traps are used in the fishing quest to catch lobsters and crabs.  They can be crafted by a carpenter or bought from the fisherman merchant.&lt;br /&gt;
&lt;br /&gt;
Catching a lobster isn't easy.  You need a minimum 20 fishing skill to place the trap and minimum 30 fishing skill to correctly place it.  Then it is all about timing.  The longer the trap is in the water, the better chances of catching lobsters and crabs.  Lobsters have a lower chance to be caught versus crabs.  However, the longer you keep the trap in the water, the higher chance it may get destroyed by a wave.  Each *bob* signals that there is a chance to lose the trap and a greater chance of catching something.  Use the trap again to pull it in.  You can place as many traps as you can handle around the boat as long as they are at least 2 tiles away from each other.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Fishing&amp;diff=886</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Fishing&amp;diff=886"/>
		<updated>2024-06-29T20:41:07Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Title: Fisher&amp;lt;br&amp;gt;&lt;br /&gt;
Trained By: Decorator, Farmer, Fisherman, Provisioner, Ranger, Shipwright&amp;lt;br&amp;gt;&lt;br /&gt;
* Tools needed: a fishing pole, a fishing net&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The life of a fisherman is a hard one - braving storms, balmy weather and sitting for hours along a shoreline in hopes of catching their elusive prey in the murky waters below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fishing Pole===&lt;br /&gt;
The main tool for a fisherman is the fishing pole which can be made or bought from the fishermen vendor.&lt;br /&gt;
&lt;br /&gt;
To fish, you need to be close to water; water barrels and water troughs do not count.  You can be standing on dry land or on a boat to fish.  It is possible to fish on a boat that is moving.  Equip the fishing pole and double-click on it.  A targeting cursor will appear and than click on the water.  You will see a splash in the water if it is done correctly.&lt;br /&gt;
&lt;br /&gt;
There is a lot you can fish up and some things are useful for other trades: different types of fish, sandals, backpacks and other garbage, treasure maps and if your fishing is high enough, a message in a bottle.  You can also fish up an annoying walrus who will come over and start scaring the fish or a seagull who will attack you to get at the fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bait====&lt;br /&gt;
You may use bait when fishing with a pole.  After using the fishing pole, you have the option to target some bait in your backpack or cast the line into the water.  Once you have placed some bait onto your pole, you can target the casting location.  You do not have to keep baiting the hook - as long as you have enough of the bait in your pack, it will continue to find more of the same bait and bait the hook automatically.  To change the bait or cancel using bait, cast from the pole, target the pole itself and then you can cast without using bait.&lt;br /&gt;
* One cast is when you target the location and continue fishing until you stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using bait increases the chance of getting certain types of fish.&lt;br /&gt;
&lt;br /&gt;
* Raw cooking fruits and vegetables, such as carrots, apples or lemons, increase the chances of fishing up normal fish.&lt;br /&gt;
* Reagents, such as garlic or volcanic ash, increase the chances of fishing up beige fish.&lt;br /&gt;
* Raw reagents, such as raw mandrake, increase the chances of fishing up purple fish.&lt;br /&gt;
* Gems, such as tourmalines, increase the chances of fishing up gold fish.&lt;br /&gt;
* Cooked goods, such as yummy onions rings or fruitcake, increase the chances of fishing up any of the fancy fishes and even a small chance of getting a special deco fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Be careful when using bait as you may find something you had in your backpack suddenly gone due to it being used as bait.  Put all valuable items in the bank before going fishing.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lures====&lt;br /&gt;
Lures can be found mainly as rewards from the fishing quests.  Lures are different from bait as they function to do something specifically while bait is meant to attract a better fish.  All lures have a limited life and will break based on your fishing skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Lure&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Junk Proof Hook||You will not fish up any shoes or backpacks.&lt;br /&gt;
|-&lt;br /&gt;
|Dredging Hook||Increases the chance of pulling up magical or random-hued items.  Also used for swamp fishing.&lt;br /&gt;
|-&lt;br /&gt;
|Lava Hook||Enables fishing in lava for geodes and stone pavers.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Water Fishing====&lt;br /&gt;
Fish are divided into places they can be found: ocean, river and dungeon.  The type of fish that can be caught increases with skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Ocean&lt;br /&gt;
!River&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Lost Realms&lt;br /&gt;
!Tokuno&lt;br /&gt;
!Ter Mur&lt;br /&gt;
|-&lt;br /&gt;
|normal fish&amp;lt;br&amp;gt;purple fish&amp;lt;br&amp;gt;odd fish&amp;lt;br&amp;gt;peculiar fish&amp;lt;br&amp;gt;strange fish&amp;lt;br&amp;gt;eccentric fish&amp;lt;br&amp;gt;crab&amp;lt;br&amp;gt;lobster&lt;br /&gt;
||mahi-mahi&amp;lt;br&amp;gt;red grouper&amp;lt;br&amp;gt;kokanee salmon&amp;lt;br&amp;gt;bonito&amp;lt;br&amp;gt;green catfish&lt;br /&gt;
||drake fish&amp;lt;br&amp;gt;red grouper&amp;lt;br&amp;gt;demon trout&amp;lt;br&amp;gt;dungeon chub&amp;lt;br&amp;gt;infernal tuna&amp;lt;br&amp;gt;demon tuna&amp;lt;br&amp;gt;WITH BAIT&amp;lt;br&amp;gt;zombie drake&amp;lt;br&amp;gt;zombie salmon&lt;br /&gt;
||tigerfish&amp;lt;br&amp;gt;blue-fin tuna&amp;lt;br&amp;gt;scorpion fish&amp;lt;br&amp;gt;blue-coral fish&amp;lt;br&amp;gt;cut-throat tuna&amp;lt;br&amp;gt;seal&amp;lt;br&amp;gt;deep water&amp;lt;br&amp;gt;saltwater crocodile&amp;lt;br&amp;gt;barracuda&amp;lt;br&amp;gt;dogtooth tuna&amp;lt;br&amp;gt;&lt;br /&gt;
||koi&amp;lt;br&amp;gt;yellow fin&amp;lt;br&amp;gt;goldfish&amp;lt;br&amp;gt;angel fish&amp;lt;br&amp;gt;sea horse&amp;lt;br&amp;gt;with bait&amp;lt;br&amp;gt;angel fish&amp;lt;br&amp;gt;rainbow trout&amp;lt;br&amp;gt;steelhead tuna&amp;lt;br&amp;gt;puffer fish&lt;br /&gt;
||coelacanth&amp;lt;br&amp;gt;mud puppy&amp;lt;br&amp;gt;piranha&amp;lt;br&amp;gt;eel&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Swamp Fishing====&lt;br /&gt;
Swamp fishing requires the dredging hook.  The type of fish that can be caught increases with skill.&lt;br /&gt;
&lt;br /&gt;
Swamp fishing is dependent on the time of day.  Use &amp;lt;I&amp;gt;.time&amp;lt;/I&amp;gt; to see the current time.  You will have a better chance of catching something when it is evening and the best chance when it is night-time.&lt;br /&gt;
&lt;br /&gt;
While fishing in the swamp, you will have a chance to drag up a treasure item in different colors than the normal treasure items found through MIBs.&lt;br /&gt;
&lt;br /&gt;
By using a blood-based bait, leeches will be attracted to it.  Leeches are used to fish for sharks in various waters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Without Bait&lt;br /&gt;
!With Bait &amp;amp; Night&lt;br /&gt;
!With Blood&lt;br /&gt;
|-&lt;br /&gt;
|largemouth bass&amp;lt;br&amp;gt;minnow&amp;lt;br&amp;gt;bowfin&amp;lt;br&amp;gt;mosquito fish&lt;br /&gt;
||bowfin&amp;lt;br&amp;gt;mosquito fish&amp;lt;br&amp;gt;zombie fish&lt;br /&gt;
||leech&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lava Fishing====&lt;br /&gt;
Lava fishing requires a special lava hook.  Although there are rarely any fish in lava pools, you can pull up a variety of different items or disturb a lava monster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;20%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Items&lt;br /&gt;
|-&lt;br /&gt;
|paverstone&amp;lt;br&amp;gt;geode&amp;lt;br&amp;gt;flaming skeleton fish&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sharks &amp;amp; Crustaceans====&lt;br /&gt;
Sharks can be found in a variety of places including dungeons and deep water fishing.  They are often required for quests.&lt;br /&gt;
&lt;br /&gt;
To attract a shark to your line, you must bait it with a leech.  It's a known fact sharks think leeches are like big gummy candies.  Leeches only last for one cast so make sure you have enough in your pack to continue auto-casting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Deep Water&lt;br /&gt;
!Lost Realms&lt;br /&gt;
!Ilshenar&lt;br /&gt;
!Tokuno&lt;br /&gt;
|-&lt;br /&gt;
|goliath grouper&amp;lt;br&amp;gt;blood shark&amp;lt;br&amp;gt;goblin shark&lt;br /&gt;
||wolf fish&amp;lt;br&amp;gt;great white shark&amp;lt;br&amp;gt;shark&amp;lt;br&amp;gt;sand shark&amp;lt;br&amp;gt;basking shark&lt;br /&gt;
||blue-coral shark&amp;lt;br&amp;gt;blue crab&amp;lt;br&amp;gt;blue lobster&lt;br /&gt;
||blob fish&lt;br /&gt;
||sun shark&amp;lt;br&amp;gt;moon shark&amp;lt;br&amp;gt;rainbow shark&amp;lt;br&amp;gt;baby turtle&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nets===&lt;br /&gt;
To use a fishing net, you must have a fishing skill of at least 70.  Fishing nets can be found on various monsters.  To use a fishing net, double-click the net and cast it into the water.  You must be in deep water to use them.  Deep water is considered to be at least 20-25 tiles away from any coastland.&lt;br /&gt;
&lt;br /&gt;
The benefit of using fishing nets compared to fishing poles is time.  With one use of a fishing net, you will be able to haul out multiple fishes as well as trash, maps and message in a bottles.  However, fishing with nets has a downside as well.  You can easily disturb a sea creature living at the bottom of the ocean and they will come up to attack you.  You might get lucky and not haul a single monster or you can be really unlucky and haul out several wave elementals and several tentacle beasts at the same time.&lt;br /&gt;
&lt;br /&gt;
* The smart ones who go net fishing make a party out of it by taking along some henchmen or even better, some friends who can help attack!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messages in a Bottle (MIB)===&lt;br /&gt;
A message in a bottle (MIB) is similar to a treasure map - just more wet.  You require 100 fishing to have a chance to fish one up.  Once you have fished up an MIB, use it to reveal the SOS note showing you the coordinates of where a ship had gone down and its sunken treasure.  ''The treasure will be located in the realm where you found the MIB.  If you fished it up in Tokuno, you will have to search the waters of Tokuno.''  You will need to sail out there on a boat.  Once you reach your approximate destination, use a fishing pole (not a net) to start fishing up your treasure chest.  You must be within your (fishing skill / 10) tiles to be successful but the closer you are to the center, the better chance you have.  Make sure the note is in your main pack or you will only fish up the normal items using a fish pole.  You can tell when you have the spot when you start fishing up rare deco items such as goblets or barrel staves.  Once you have the chest on board your boat, the note will disappear.&lt;br /&gt;
&lt;br /&gt;
You can use a fishing pole or trawling to get MIBs.  Fishing poles have a lower chance to find one.  Trawling may fish up several at once along with other debris and fish.&lt;br /&gt;
&lt;br /&gt;
Once you open the treasure chest you may find some very unique items you can not find anywhere else.  There is also a slight chance these treasure chests will have magical items in them and special deco.&lt;br /&gt;
&lt;br /&gt;
MIBs are realm-specific.  If you fished up an MIB in Valhalla, you will have to retrieve it from Valhalla.  Other realms have a chance to find special deco items not found anywhere else.  For example, Tokuno has special Samurai Empire items.  If you do not fish up a realm-specific chest, there are four different types of treasure chests that you can fish up: the warrior chest, the magic chest and two different trades chests.  You do not know which you have until you open the chest which reflects the chances of getting magic items and special deco.&lt;br /&gt;
&lt;br /&gt;
If you do not want to sail out to retrieve the MIB, you can take the message to any fisherman in any realm.  They will send a party out to get the MIB for you (if it is in another realm, it may take longer to get).  In return, they will keep the gold in the chest.  There is a possibility they are not as honest and may keep up to several items within the chest as well, however, you will not know if they kept anything extra.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Even though you can use a sextant to navigate coordinates for a boat, MIBs are set up to use UOAM - find it in our download section.  If you have 100 fishing skill, the Map of the Realms will show the approximate location of the MIB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trawling===&lt;br /&gt;
Trawling is the utmost in fishing by using bait on board your boat to catch sea monsters.  You can now specifically use a boat to try to find evil sea creature things.  While on your boat out in deep water away from land (at least 10 tiles away from land) and relatively motionless (not sailing at full speed, basically) say either 'sail troll' or 'sail trawl'.&lt;br /&gt;
&lt;br /&gt;
The tiller man will ask you to pick a fish to use as bait to attract the sea creatures.  The better the fish you use (in terms of how much that fish will sell for), the better the creature that'll tend to show up.  Order of the fish quality is: Fish, Beige fish, Purple fish, Gold fish, Odd fish, Peculiar fish, Strange fish, and Eccentric fish.  Your fishing skill helps to determine how long it takes for something to show up but doesn't affect what type of creature shows up.  Some of the monsters are kind of nasty, so it won't hurt to take a friend or two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lobster Traps===&lt;br /&gt;
Lobster traps are used in the fishing quest to catch lobsters and crabs.  They can be crafted by a carpenter or bought from the fisherman merchant.&lt;br /&gt;
&lt;br /&gt;
Catching a lobster isn't easy.  You need a minimum 20 fishing skill to place the trap and minimum 30 fishing skill to correctly place it.  Then it is all about timing.  The longer the trap is in the water, the better chances of catching lobsters and crabs.  Lobsters have a lower chance to be caught versus crabs.  However, the longer you keep the trap in the water, the higher chance it may get destroyed by a wave.  Each *bob* signals that there is a chance to lose the trap and a greater chance of catching something.  Use the trap again to pull it in.  You can place as many traps as you can handle around the boat as long as they are at least 2 tiles away from each other.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Character_Changes&amp;diff=885</id>
		<title>Character Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Character_Changes&amp;diff=885"/>
		<updated>2023-10-30T20:57:14Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: /* Class or Race Change */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All character changes are handled by [[Specialized_NPCs#Registrar||The Registrar]], located in the Hall of Administration, City of Asgard.  For a nominal fee, they will send you back to the Character Creation Room in the Hall of Heroes.  ''New players under 5 hours receive free services''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Name change:'' 25,000 gold.&lt;br /&gt;
&lt;br /&gt;
''Class change:'' 50,000 gold.&lt;br /&gt;
&lt;br /&gt;
''Race change:'' 50,000 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class or Race Change==&lt;br /&gt;
The skill stone is no longer used as increasing skill points have been exponentially increased.  You no longer have to be online for skills to increase through practicing; instead, you can log out at an Inn for offline skill gain (at a slower rate versus being online).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;After you make a class change and you are not a new character, you will be given a special skill stone.  This stone will store your previous primary and secondary skill ''points''.  When you have made any changes to your skill specs, you can then use the stone to reallocate points back to your primary and secondary skills.  This will restore most of your points that you have previously trained.  The stone is only good for up to one hour after the change and will disintegrate after the time period has elapsed.&lt;br /&gt;
* The skill stone does not reallocate stat points - they are reset given the base values shown in the .spec menu.&lt;br /&gt;
* The skill stone may not allocate all points back to you.  If there are extra points leftover, such as already maxing out your available room, they will be lost.&lt;br /&gt;
* There are three pools of points: special, primary and secondary skills.&lt;br /&gt;
* Your special skill points are allocated to your new special skill first.  Any leftover is added to the primary pool.&lt;br /&gt;
* Your primary skill points are allocated to your new primary skills based on weighted average.  Each skill is allocated 1 point, looping, until all points are gone.  There is the possibility it will not max out any one skill.&lt;br /&gt;
* Your secondary skill points are allocated to your new secondary skills.  The same weighted average described above is used her.&lt;br /&gt;
* There is no reallocation for the tradeskill.&lt;br /&gt;
* There is no guarantee all skill points will be used.&lt;br /&gt;
* Any skills not at cap will have to be practiced again.&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Mystic&amp;diff=884</id>
		<title>Mystic</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Mystic&amp;diff=884"/>
		<updated>2023-08-22T07:30:45Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mystic is a special spellcasting class with their own set of spells that only Mystics can cast.  They have decent fighting skills and can imbue their weapon with extra damage.  Their real strength comes from calling upon the elements to cast a wide variety of spells to help them fight.  They require a combination of Focus and Mysticism for their strength of their spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Special Skill'''||Mysticism&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Skills'''||Focus&amp;lt;br&amp;gt;Invocation&amp;lt;br&amp;gt;Imbuing&amp;lt;br&amp;gt;Magery&amp;lt;br&amp;gt;Magic Resistance&amp;lt;br&amp;gt;Meditation&lt;br /&gt;
|-&lt;br /&gt;
|'''Secondary Skills'''||Armslore&amp;lt;br&amp;gt;Anatomy&amp;lt;br&amp;gt;Fencing&amp;lt;br&amp;gt;Healing&amp;lt;br&amp;gt;Macefighting&amp;lt;br&amp;gt;Throwing&amp;lt;br&amp;gt;Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|'''Max Base AR'''*||14&lt;br /&gt;
|-&lt;br /&gt;
|'''Spells Available'''||&lt;br /&gt;
|-&lt;br /&gt;
|''1st Circle''||Feeblemind&amp;lt;br&amp;gt;Heal&amp;lt;br&amp;gt;Nightsight&amp;lt;br&amp;gt;Reactive Armor&amp;lt;br&amp;gt;Weaken&lt;br /&gt;
|-&lt;br /&gt;
|''2nd Circle''||Agility&amp;lt;br&amp;gt;Cunning&amp;lt;br&amp;gt;Cure&amp;lt;br&amp;gt;Magic Trap&amp;lt;br&amp;gt;Magic Untrap&lt;br /&gt;
|-&lt;br /&gt;
|''3rd Circle''||Bless&amp;lt;br&amp;gt;Fireball&amp;lt;br&amp;gt;Magic Lock&amp;lt;br&amp;gt;Telekinesis&amp;lt;br&amp;gt;Teleport&amp;lt;br&amp;gt;Unlock&amp;lt;br&amp;gt;Wall of Stone&lt;br /&gt;
|-&lt;br /&gt;
|''4th Circle''||Arch Cure&amp;lt;br&amp;gt;Arch Protection&amp;lt;br&amp;gt;Fire Field&amp;lt;br&amp;gt;Greater Heal&amp;lt;br&amp;gt;Recall&lt;br /&gt;
|-&lt;br /&gt;
|''5th Circle''||Blade Spirits&amp;lt;br&amp;gt;Dispel Field&amp;lt;br&amp;gt;Incognito&amp;lt;br&amp;gt;Spell Reflection&amp;lt;br&amp;gt;Mind Blast&amp;lt;br&amp;gt;Paralyze&amp;lt;br&amp;gt;Poison Field&lt;br /&gt;
|-&lt;br /&gt;
|''6th Circle''||Dispel&amp;lt;br&amp;gt;Invisibility&amp;lt;br&amp;gt;Paralyze Field&amp;lt;br&amp;gt;Reveal&lt;br /&gt;
|-&lt;br /&gt;
|''7th Circle''||Energy Field&amp;lt;br&amp;gt;Gate&amp;lt;br&amp;gt;Mass Dispel&amp;lt;br&amp;gt;Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|''8th Circle''||Earthquake&amp;lt;br&amp;gt;Energy Vortex&amp;lt;br&amp;gt;Resurrection&amp;lt;br&amp;gt;Summon Daemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The maximum base ar is determined from a base piece of armor with no additional bonuses.&lt;br /&gt;
* Spells available refers to spells cast from a spellbook.  All spells can be cast from scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
Mysticism spells may be cast directly from the scroll or from a mysticism spellbook.  The mysticism spellbook and two scrolls can be found on the mysticism vendor.  The rest must be found on various enemies around Ter Mur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can drag the spell icons from the spellbook onto your desktop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Word of Power&lt;br /&gt;
!Mana Cost&lt;br /&gt;
!Minimum Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Healing Stone||||Kal In Mani||4||0||Creates a healing stone that stores healing energy based on your mysticism skill.  When used, the stone will heal and cure poison and can be used until the energy is depleted.  The stone can be used at full power every 15 seconds but if it is used before then, the amount of healing energy is reduced based on the time last used.&lt;br /&gt;
|-&lt;br /&gt;
|Nether Bolt||||In Corp Ylem||4||0||Conjures a bolt of nether energy to attack a target.&lt;br /&gt;
|-&lt;br /&gt;
|Enchant||||In Ort Ylem||6||8||Temporarily enchants the weapon in your hand with additional damage and a hit spell of the caster's choice.&lt;br /&gt;
|-&lt;br /&gt;
|Purge Magic||||An Ort Sanct||6||8||Removes one beneficial buff from the target.&lt;br /&gt;
|-&lt;br /&gt;
|Eagle Strike||Physical||Kal Por Xen||9||20||Conjures a magical eagle to strike the target with its talons.&lt;br /&gt;
|-&lt;br /&gt;
|Sleep||Energy||In Zu||8||20||Puts the target to sleep for a short amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|Animated Weapon||||In Jux Por Ylem||11||33||An animated weapon is summoned and under the caster's control.  The length of time is based on the caster's mysticism skill.&lt;br /&gt;
|-&lt;br /&gt;
|Stone Form||||In Rel Ylem||11||33||Turns the caster to stone, making them hardier against attacks and slowly healing them over time.&lt;br /&gt;
|-&lt;br /&gt;
|Mass Sleep||||Vas Zu||14||45||Same as sleep but an area is effected.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Trigger||||In Vas Ort Ex||14||45||Stores one Mysticism spell in a spell stone.  The stone can be activated to cast the spell if it is used within the next 5 minutes.  The spell must be present in the caster's spellbook.&lt;br /&gt;
|-&lt;br /&gt;
|Bombard||Physical||Corp Por Ylem||20||58||Conjures a magical boulder to be hurled at the target.  There is a chance the target will be stunned for up to 2 seconds or knocked off their mount.&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing Winds||||In Vas Mani Hur||20||58||A refreshing wind placed on the target that cures, heals and attempts to reduce any harmful effects.  Those around the target get reduced healing.&lt;br /&gt;
|-&lt;br /&gt;
|Hail Storm||Cold||Kal Des Ylem||50||70||Large hail storms down in the surrounding area.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Plague||Poison||Vas Rel Jux Ort||40||70||Places a curse on the target that poisons them over time.&lt;br /&gt;
|-&lt;br /&gt;
|Nether Cyclone||Energy||Grav Hur||50||83||Summons a cyclone on top of a target which consumes the mana and damages all the targets around the cyclone.  The duration is based on the caster's mysticism skill.&lt;br /&gt;
|-&lt;br /&gt;
|Rising Colossus||Physical||Kal Vas Xen Corp Ylem||50||83||Summons a colossal stone that selects a target to attack.  This summon cannot be controlled.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Classes]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Mystic&amp;diff=883</id>
		<title>Mystic</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Mystic&amp;diff=883"/>
		<updated>2023-08-16T23:56:53Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mystic is a special spellcasting class with their own set of spells that only Mystics can cast.  They have decent fighting skills and can imbue their weapon with extra damage.  Their real strength comes from calling upon the elements to cast a wide variety of spells to help them fight.  They require a combination of Focus and Mysticism for their strength of their spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Special Skill'''||Mysticism&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Skills'''||Focus&amp;lt;br&amp;gt;Invocation&amp;lt;br&amp;gt;Imbuing&amp;lt;br&amp;gt;Magery&amp;lt;br&amp;gt;Magic Resistance&amp;lt;br&amp;gt;Meditation&lt;br /&gt;
|-&lt;br /&gt;
|'''Secondary Skills'''||Armslore&amp;lt;br&amp;gt;Anatomy&amp;lt;br&amp;gt;Fencing&amp;lt;br&amp;gt;Healing&amp;lt;br&amp;gt;Macefighting&amp;lt;br&amp;gt;Throwing&amp;lt;br&amp;gt;Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|'''Max Base AR'''*||14&lt;br /&gt;
|-&lt;br /&gt;
|'''Spells Available'''||&lt;br /&gt;
|-&lt;br /&gt;
|''1st Circle''||Feeblemind&amp;lt;br&amp;gt;Heal&amp;lt;br&amp;gt;Nightsight&amp;lt;br&amp;gt;Reactive Armor&amp;lt;br&amp;gt;Weaken&lt;br /&gt;
|-&lt;br /&gt;
|''2nd Circle''||Agility&amp;lt;br&amp;gt;Cunning&amp;lt;br&amp;gt;Cure&lt;br /&gt;
|-&lt;br /&gt;
|''3rd Circle''||Bless&amp;lt;br&amp;gt;Fireball&amp;lt;br&amp;gt;Telekinesis&amp;lt;br&amp;gt;Teleport&lt;br /&gt;
|-&lt;br /&gt;
|''4th Circle''||Arch Cure&amp;lt;br&amp;gt;Arch Protection&amp;lt;br&amp;gt;Greater Heal&amp;lt;br&amp;gt;Recall&lt;br /&gt;
|-&lt;br /&gt;
|''5th Circle''||Incognito&amp;lt;br&amp;gt;Magic Reflection&amp;lt;br&amp;gt;Paralyze&lt;br /&gt;
|-&lt;br /&gt;
|''6th Circle''||Invisibility&amp;lt;br&amp;gt;Reveal&lt;br /&gt;
|-&lt;br /&gt;
|''7th Circle''||Gate&lt;br /&gt;
|-&lt;br /&gt;
|''8th Circle''||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The maximum base ar is determined from a base piece of armor with no additional bonuses.&lt;br /&gt;
* Spells available refers to spells cast from a spellbook.  All spells can be cast from scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
Mysticism spells may be cast directly from the scroll or from a mysticism spellbook.  The mysticism spellbook and two scrolls can be found on the mysticism vendor.  The rest must be found on various enemies around Ter Mur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can drag the spell icons from the spellbook onto your desktop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Word of Power&lt;br /&gt;
!Mana Cost&lt;br /&gt;
!Minimum Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Healing Stone||||Kal In Mani||4||0||Creates a healing stone that stores healing energy based on your mysticism skill.  When used, the stone will heal and cure poison and can be used until the energy is depleted.  The stone can be used at full power every 15 seconds but if it is used before then, the amount of healing energy is reduced based on the time last used.&lt;br /&gt;
|-&lt;br /&gt;
|Nether Bolt||||In Corp Ylem||4||0||Conjures a bolt of nether energy to attack a target.&lt;br /&gt;
|-&lt;br /&gt;
|Enchant||||In Ort Ylem||6||8||Temporarily enchants the weapon in your hand with additional damage and a hit spell of the caster's choice.&lt;br /&gt;
|-&lt;br /&gt;
|Purge Magic||||An Ort Sanct||6||8||Removes one beneficial buff from the target.&lt;br /&gt;
|-&lt;br /&gt;
|Eagle Strike||Physical||Kal Por Xen||9||20||Conjures a magical eagle to strike the target with its talons.&lt;br /&gt;
|-&lt;br /&gt;
|Sleep||Energy||In Zu||8||20||Puts the target to sleep for a short amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|Animated Weapon||||In Jux Por Ylem||11||33||An animated weapon is summoned and under the caster's control.  The length of time is based on the caster's mysticism skill.&lt;br /&gt;
|-&lt;br /&gt;
|Stone Form||||In Rel Ylem||11||33||Turns the caster to stone, making them hardier against attacks and slowly healing them over time.&lt;br /&gt;
|-&lt;br /&gt;
|Mass Sleep||||Vas Zu||14||45||Same as sleep but an area is effected.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Trigger||||In Vas Ort Ex||14||45||Stores one Mysticism spell in a spell stone.  The stone can be activated to cast the spell if it is used within the next 5 minutes.  The spell must be present in the caster's spellbook.&lt;br /&gt;
|-&lt;br /&gt;
|Bombard||Physical||Corp Por Ylem||20||58||Conjures a magical boulder to be hurled at the target.  There is a chance the target will be stunned for up to 2 seconds or knocked off their mount.&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing Winds||||In Vas Mani Hur||20||58||A refreshing wind placed on the target that cures, heals and attempts to reduce any harmful effects.  Those around the target get reduced healing.&lt;br /&gt;
|-&lt;br /&gt;
|Hail Storm||Cold||Kal Des Ylem||50||70||Large hail storms down in the surrounding area.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Plague||Poison||Vas Rel Jux Ort||40||70||Places a curse on the target that poisons them over time.&lt;br /&gt;
|-&lt;br /&gt;
|Nether Cyclone||Energy||Grav Hur||50||83||Summons a cyclone on top of a target which consumes the mana and damages all the targets around the cyclone.  The duration is based on the caster's mysticism skill.&lt;br /&gt;
|-&lt;br /&gt;
|Rising Colossus||Physical||Kal Vas Xen Corp Ylem||50||83||Summons a colossal stone that selects a target to attack.  This summon cannot be controlled.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Classes]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Mystic&amp;diff=882</id>
		<title>Mystic</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Mystic&amp;diff=882"/>
		<updated>2023-08-16T23:53:17Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: Created page with &amp;quot;The Mystic is a special spellcasting class with their own set of spells that only Mystics can cast.  They have decent fighting skills and can imbue their weapon with extra dam...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mystic is a special spellcasting class with their own set of spells that only Mystics can cast.  They have decent fighting skills and can imbue their weapon with extra damage.  Their real strength comes from calling upon the elements to cast a wide variety of spells to help them fight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Special Skill'''||Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Skills'''||Anatomy&amp;lt;br&amp;gt;Camping&amp;lt;br&amp;gt;Healing&amp;lt;br&amp;gt;Magic Resistance&amp;lt;br&amp;gt;Tactics&lt;br /&gt;
|-&lt;br /&gt;
|'''Secondary Skills'''||Archery&amp;lt;br&amp;gt;Fencing/Macefighting/Swordsmanship&amp;lt;br&amp;gt;Magery&amp;lt;br&amp;gt;Meditation&amp;lt;br&amp;gt;Tracking&lt;br /&gt;
|-&lt;br /&gt;
|'''Max Base AR'''*||14&lt;br /&gt;
|-&lt;br /&gt;
|'''Spells Available'''||&lt;br /&gt;
|-&lt;br /&gt;
|''1st Circle''||Feeblemind&amp;lt;br&amp;gt;Heal&amp;lt;br&amp;gt;Nightsight&amp;lt;br&amp;gt;Reactive Armor&amp;lt;br&amp;gt;Weaken&lt;br /&gt;
|-&lt;br /&gt;
|''2nd Circle''||Agility&amp;lt;br&amp;gt;Cunning&amp;lt;br&amp;gt;Cure&lt;br /&gt;
|-&lt;br /&gt;
|''3rd Circle''||Bless&amp;lt;br&amp;gt;Fireball&amp;lt;br&amp;gt;Telekinesis&amp;lt;br&amp;gt;Teleport&lt;br /&gt;
|-&lt;br /&gt;
|''4th Circle''||Arch Cure&amp;lt;br&amp;gt;Arch Protection&amp;lt;br&amp;gt;Greater Heal&amp;lt;br&amp;gt;Recall&lt;br /&gt;
|-&lt;br /&gt;
|''5th Circle''||Incognito&amp;lt;br&amp;gt;Magic Reflection&amp;lt;br&amp;gt;Paralyze&lt;br /&gt;
|-&lt;br /&gt;
|''6th Circle''||Invisibility&amp;lt;br&amp;gt;Reveal&lt;br /&gt;
|-&lt;br /&gt;
|''7th Circle''||Gate&lt;br /&gt;
|-&lt;br /&gt;
|''8th Circle''||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The maximum base ar is determined from a base piece of armor with no additional bonuses.&lt;br /&gt;
* Spells available refers to spells cast from a spellbook.  All spells can be cast from scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
Mysticism spells may be cast directly from the scroll or from a mysticism spellbook.  The mysticism spellbook and two scrolls can be found on the mysticism vendor.  The rest must be found on various enemies around Ter Mur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can drag the spell icons from the spellbook onto your desktop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Word of Power&lt;br /&gt;
!Mana Cost&lt;br /&gt;
!Minimum Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Healing Stone||||Kal In Mani||4||0||Creates a healing stone that stores healing energy based on your mysticism skill.  When used, the stone will heal and cure poison and can be used until the energy is depleted.  The stone can be used at full power every 15 seconds but if it is used before then, the amount of healing energy is reduced based on the time last used.&lt;br /&gt;
|-&lt;br /&gt;
|Nether Bolt||||In Corp Ylem||4||0||Conjures a bolt of nether energy to attack a target.&lt;br /&gt;
|-&lt;br /&gt;
|Enchant||||In Ort Ylem||6||8||Temporarily enchants the weapon in your hand with additional damage and a hit spell of the caster's choice.&lt;br /&gt;
|-&lt;br /&gt;
|Purge Magic||||An Ort Sanct||6||8||Removes one beneficial buff from the target.&lt;br /&gt;
|-&lt;br /&gt;
|Eagle Strike||Physical||Kal Por Xen||9||20||Conjures a magical eagle to strike the target with its talons.&lt;br /&gt;
|-&lt;br /&gt;
|Sleep||Energy||In Zu||8||20||Puts the target to sleep for a short amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|Animated Weapon||||In Jux Por Ylem||11||33||An animated weapon is summoned and under the caster's control.  The length of time is based on the caster's mysticism skill.&lt;br /&gt;
|-&lt;br /&gt;
|Stone Form||||In Rel Ylem||11||33||Turns the caster to stone, making them hardier against attacks and slowly healing them over time.&lt;br /&gt;
|-&lt;br /&gt;
|Mass Sleep||||Vas Zu||14||45||Same as sleep but an area is effected.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Trigger||||In Vas Ort Ex||14||45||Stores one Mysticism spell in a spell stone.  The stone can be activated to cast the spell if it is used within the next 5 minutes.  The spell must be present in the caster's spellbook.&lt;br /&gt;
|-&lt;br /&gt;
|Bombard||Physical||Corp Por Ylem||20||58||Conjures a magical boulder to be hurled at the target.  There is a chance the target will be stunned for up to 2 seconds or knocked off their mount.&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing Winds||||In Vas Mani Hur||20||58||A refreshing wind placed on the target that cures, heals and attempts to reduce any harmful effects.  Those around the target get reduced healing.&lt;br /&gt;
|-&lt;br /&gt;
|Hail Storm||Cold||Kal Des Ylem||50||70||Large hail storms down in the surrounding area.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Plague||Poison||Vas Rel Jux Ort||40||70||Places a curse on the target that poisons them over time.&lt;br /&gt;
|-&lt;br /&gt;
|Nether Cyclone||Energy||Grav Hur||50||83||Summons a cyclone on top of a target which consumes the mana and damages all the targets around the cyclone.  The duration is based on the caster's mysticism skill.&lt;br /&gt;
|-&lt;br /&gt;
|Rising Colossus||Physical||Kal Vas Xen Corp Ylem||50||83||Summons a colossal stone that selects a target to attack.  This summon cannot be controlled.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Classes]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Classes&amp;diff=881</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Classes&amp;diff=881"/>
		<updated>2023-08-16T16:56:53Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your class determines how much of each skill your character will be able to learn.  In addition to the short description provided for each class, clicking on the class's name will provide a list of primary skills, secondary skills and weapon/armor limitations for the class.  Your special skill is the skill that your character excels at and can go to 135 is it is specialized in a primary slot.  Primary skills are skills that your character will be able to earn 95 (not specialized) or 120 (specialized) skill.  Secondary skills are able to earn up to 75 (not specialized) or 80 (specialized).  All other skills not mentioned can go up to 60 points.  All skills classified as a tradeskill can be placed in any slot but they will only go to 100 points if placed in primary.&lt;br /&gt;
 &lt;br /&gt;
Some classes get an extra bonus while in combat.  Fighters, Knights, Paladins, Clerics and Priests that are wearing mostly chain or plate will get a bonus damage reduction.&lt;br /&gt;
&lt;br /&gt;
When changing classes, you cannot change to the Crusader, Revenant or Spellweaver from another class.  You must restart as the Disciple to change to this class.  However, if you are already a Crusader, Revenant or Spellweaver, you can change to another one of those classes (for example, if you are a Crusader, you can change to a Spellweaver).  This can be done through the character creation gate or visiting the appropriate trainer and asking to defect (which is free).&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
'''[[Assassin]]'''&lt;br /&gt;
 &lt;br /&gt;
Assassins are masters of hiding and using stealth with also a little skill in stealing.  They have high damage and the ability to use deadly poison but they are unable to wear a lot of armor.  They have lower end magery, but will be able to cast from scrolls with a bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Bard]]'''&lt;br /&gt;
 &lt;br /&gt;
The bard on Valhalla is a well-blended adventuring class.  While a bard can only truly master the art of music (and breaking into things), he is well above average in all of the combat skills and magery as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric/Priest]]'''&lt;br /&gt;
 &lt;br /&gt;
In combat, clerics and priests could be compared to a tank mage.  They can wear strong armor and are masters of both the mace and the spell book.  Furthermore, they are unparalleled in the healing arts.  The primary difference between priests and clerics is the way that they are role-played.  The Cleric is a virtue follower while the Priest tends to focus more on a divinity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Crusader]]'''&lt;br /&gt;
&lt;br /&gt;
The Crusader is a fighter who excels at combat wielding either a 2H weapon or weapon and shield.  In addition, they have their own spellbook with spells that can be cast while holding a weapon.  To become a Crusader, you start as a Disciple and complete your training through a Crusader Trainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Disciple]]'''&lt;br /&gt;
&lt;br /&gt;
The Disciple is the precursor to having a Crusader, Revenant or Spellweaver.  When you first start as a disciple in the Hall of Heroes and you exit through the gate, instead of going to Valhalla, you are taken to the mysterious island of Nazireth.  You will learn about why you were not welcome in Valhalla.  But not all is lost as the Masters on the island have found a possible way to Valhalla.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Druid/Necromancer]]'''&lt;br /&gt;
 &lt;br /&gt;
The nukers of the game, designed for massive spell damage but quite fragile.  These classes need to learn to stay out of the way, letting their skill in magery do the trick while letting better suited warriors hold off their targets. &lt;br /&gt;
&lt;br /&gt;
Druidry and Necromancy are directly-opposing schools of magic. The use of one will always detract from the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Fighter]]'''&lt;br /&gt;
 &lt;br /&gt;
The fighter is a master of all forms of physical combat.   Fighters can do everything - Archery, Fencing, Macefighting, Swordsmanship and Wrestling.  They are also above average healers and tamers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Knight]]'''&lt;br /&gt;
 &lt;br /&gt;
Second in combat skills only to the fighter, a knight is a warrior to be reckoned with. In addition to superb hand-to-hand skills, knights are the most respected leaders in the land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mage]]'''&lt;br /&gt;
 &lt;br /&gt;
Mages understand their art better than anyone else, including necromancers and druids.  In addition to being only class that can use every spell in the regular spellbook, they can also reach a higher skill level in magery than anyone else.  Mages may also master a weapon, are one of only two classes that can grandmaster alchemy and are above average healers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Monk]]'''&lt;br /&gt;
&lt;br /&gt;
The Monk has a full understand of using only their hands as weapons and where to strike which will do the most damage.  Although they can use a 1-handed weapon, they do their bests when they are fighting with their fists.  They are the class that deals the most damage but they also have the lowest armor rating They are unable to wear even a full set of the lowest type of armor but they have high evades allowing them to dodge many attacks.  They have good healing and some magery knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mystic]]'''&lt;br /&gt;
&lt;br /&gt;
Once the domain of the gargoyles, mysticism can be learned by any race.  The Mystic uses a variety of powerful spells to take down their opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Ninja]]'''&lt;br /&gt;
&lt;br /&gt;
The Ninja is a master of the dual weaponry and have their own ninjitsu book.  They are a cross between the assassin and the monk with their hiding techniques and crowd damaging abilities.  However, they have nearly no mage spells and a small amount of abilities.  A hardcore character class, you must undergo special ninjitsu training from a specialized ninjitsu trainer at Zento to become a ninja.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Paladin]]'''&lt;br /&gt;
 &lt;br /&gt;
The paladin is the premiere religious fighter with strong healing in addition to some magery and meditation (may have a limited spell book but is able to cast from all scrolls).  The Paladin's focus is first on battle then on healing.  They don’t get as high a skill in leadership as the knight or as much healing as the cleric but are a very strong class all around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Ranger]]'''&lt;br /&gt;
 &lt;br /&gt;
A ranger is the premiere archer, supported by taming, magery and either necromancy or druidry.  In addition, the ranger has some unique abilities to track, point and restore a weary group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Revenant]]'''&lt;br /&gt;
&lt;br /&gt;
The Revenant uses their knowledge of death and decay to achieve great power in their spells.  They are able to cast from their spellbook with weapons.  A hardcore character class, you start as a Disciple and complete your training through a Revenant Trainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Rogue]]'''&lt;br /&gt;
 &lt;br /&gt;
The thief is not a great group player but between their locking picking skills and limited bard songs, they should be welcome in a group.  Give a thief mining and cartography and you will have an awesome treasure hunter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spellweaver]]'''&lt;br /&gt;
&lt;br /&gt;
The Spellweaver uses their knowledge of the natural order of things to achieve great power in their spells.  They are able to cast from their spellbook with weapons and gain more power with more Spellweavers around.  A hardcore character class, you start as a Disciple and complete your training through a Spellweaver Trainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Tamer]]'''&lt;br /&gt;
 &lt;br /&gt;
The traditional tamer of UO but with decent magery and excellent healing for both people and pets.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Main_Page&amp;diff=880</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Main_Page&amp;diff=880"/>
		<updated>2023-07-21T05:14:11Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: not happy with the images and don't have login&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Welcome to Valhalla Wiki'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...the lands were ruled by Gods. There were Nine Worlds upon which many great battles were fought.  These monumental battles were fought between realms, races, guilds, tribes and gods alike; there was one battle yet to be...&lt;br /&gt;
this battle to end all battles would come to be known as: Ragnarok.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|width=&amp;quot;80%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|Download the [https://drive.google.com/open?id=1RDJGgzdV3gJlbbZ8KDuZXiudFWJsup3f Valhalla Lost Client] and the [https://drive.google.com/open?id=1Si2W2nr3s9wc3RgkEzYeKGZ2W68TywYz Map Files]&amp;lt;br&amp;gt;Please check the [[Required Files]] for additional file types.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Welcome to Valhalla Lost ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Shard Information&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; colspan=&amp;quot;2&amp;quot; | Staff&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width:1px 1px 0px 1px;&amp;quot; | [[Rules and Regulations]] || style=&amp;quot;border-width:1px 0px 0px 1px; text-align:right;&amp;quot; | '''Gods of Gods: ''' || style=&amp;quot;border-width:1px 1px 0px 0px; word-spacing:3px;&amp;quot; | Odin Freya Tack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:0; border-bottom:0;&amp;quot; | [[Applying For An Account]] || rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-width:0px 0px 0px 1px; text-align:right;&amp;quot; | '''Admin: ''' || rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-width:0px 1px 0px 0px; word-spacing:3px;&amp;quot; | Skadi Buri Mani Sol Volund&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:0; border-bottom:0;&amp;quot; | [[Required Files]] &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;border-top:0;&amp;quot; | [[Frequently Asked Questions]]  || style=&amp;quot;border-width:0px 0px 1px 1px; text-align:right;&amp;quot; | '''Support: ''' || style=&amp;quot;border-width:0px 1px 1px 0px; word-spacing:3px;&amp;quot; | Bear &amp;amp;nbsp;[http://www.0z.com.au 0z]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Guide ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;50%&amp;quot;|New Character&lt;br /&gt;
!width=&amp;quot;50%&amp;quot;|Character Information&lt;br /&gt;
|-&lt;br /&gt;
|[[Character Creation]]&amp;lt;br&amp;gt;[[Classes]]&amp;lt;br&amp;gt;[[Races]]&amp;lt;br&amp;gt;[[Special Abilities]]&amp;lt;br&amp;gt;[[Starting Guide]]&lt;br /&gt;
||[[Experience Points]]&amp;lt;br&amp;gt;[[Roleplaying]]&amp;lt;br&amp;gt;[[Skill Trainers]]&amp;lt;br&amp;gt;[[Stat Caps]]&amp;lt;br&amp;gt;[[Virtue Points and Titles]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valhalla's World ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Game Basics&lt;br /&gt;
!width=&amp;quot;34%&amp;quot;|World Information&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Ongoing Quests&lt;br /&gt;
|-&lt;br /&gt;
|''[[How To...]]''&amp;lt;br&amp;gt;[[Death System]]&amp;lt;br&amp;gt;[[Dot Commands]]&amp;lt;br&amp;gt;[[Help]]&amp;lt;br&amp;gt;[[Hunger]]&amp;lt;br&amp;gt;[[Logging Out]]&amp;lt;br&amp;gt;[[Lost and Found]]&amp;lt;br&amp;gt;[[Ownership]]&amp;lt;br&amp;gt;[[Recalling]]&lt;br /&gt;
||[[Areas and Races]]&amp;lt;br&amp;gt;[[Beastiary]]&amp;lt;br&amp;gt;[[Dungeons]]&amp;lt;br&amp;gt;[[Maps of the Known Worlds]]&amp;lt;br&amp;gt;[[Realm Bosses]]&amp;lt;br&amp;gt;[[Special Stores]]&amp;lt;br&amp;gt;[[Specialized NPCs]]&amp;lt;br&amp;gt;[[Towns]]&amp;lt;br&amp;gt;[[Town Guards]]&amp;lt;br&amp;gt;[[Town Loyalty]]&amp;lt;br&amp;gt;[[Travel System]]&amp;lt;br&amp;gt;[[Vendors]]&lt;br /&gt;
||[[Adventurer's Guild]]&amp;lt;br&amp;gt;[[Armor of the Einherjar]]&amp;lt;br&amp;gt;[[Bounty Hunter]]&amp;lt;br&amp;gt;[[Champion Spawns]]&amp;lt;br&amp;gt;[[Classic Quests]]&amp;lt;br&amp;gt;[[Fairy Tales]]&amp;lt;br&amp;gt;[[Headhunters]]&amp;lt;br&amp;gt;[[Librarian Quest]]&amp;lt;br&amp;gt;[[Odin's Vault]]&amp;lt;br&amp;gt;[[Questgivers]]&amp;lt;br&amp;gt;[[Ragnarok]]&amp;lt;br&amp;gt;[[The Seven Sins]]&amp;lt;br&amp;gt;[[The Unforgiven]]&amp;lt;br&amp;gt;[[Treasures of Tokuno]]&amp;lt;br&amp;gt;[[Virtue Quests]]&amp;lt;br&amp;gt;[[Weapon of the Einherjar]]&amp;lt;br&amp;gt;[[World Events]]&lt;br /&gt;
|-&lt;br /&gt;
!Player Information&lt;br /&gt;
!Guides&lt;br /&gt;
!Items &amp;amp; Equipment&lt;br /&gt;
|-&lt;br /&gt;
|[[Alignment]]&amp;lt;br&amp;gt;[[Character Changes]]&amp;lt;br&amp;gt;[[Player Guilds]]&amp;lt;br&amp;gt;[[Player Vendors]]&amp;lt;br&amp;gt;[[Regeneration]]&amp;lt;br&amp;gt;[[Resurrection]]&amp;lt;br&amp;gt;[[Weddings]]&lt;br /&gt;
||[[Dancing]]&amp;lt;br&amp;gt;[[Guild Events]]&amp;lt;br&amp;gt;[[Housing]]&amp;lt;br&amp;gt;[[Henchmen]]&amp;lt;br&amp;gt;[[Mail]]&amp;lt;br&amp;gt;[[Player vs Player]]&amp;lt;br&amp;gt;[[Roleplaying]]&amp;lt;br&amp;gt;[[Roleplaying Order Guilds]]&amp;lt;br&amp;gt;[[Taming]]&amp;lt;br&amp;gt;[[UO-AutoMap]]&lt;br /&gt;
||[[Armor]]&amp;lt;br&amp;gt;[[Armor Sets]]&amp;lt;br&amp;gt;[[Boats]]&amp;lt;br&amp;gt;[[Enchanted Items]]&amp;lt;br&amp;gt;[[Identifying Magics]]&amp;lt;br&amp;gt;[[Keys]]&amp;lt;br&amp;gt;[[Items]]&amp;lt;br&amp;gt;[[Magic Wands]]&amp;lt;br&amp;gt;[[Relics]]&amp;lt;br&amp;gt;[[Tickets]]&amp;lt;br&amp;gt;[[Weapons]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Skills ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combat Skills&lt;br /&gt;
!Crafting Skills&lt;br /&gt;
!Magic Skills&lt;br /&gt;
!Bard/Rogue Skills&lt;br /&gt;
!Other Skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat]]&amp;lt;br&amp;gt;[[Elemental Combat]]&amp;lt;br&amp;gt;[[Archery]]&amp;lt;br&amp;gt;[[Arms Lore]]&amp;lt;br&amp;gt;[[Fencing]]&amp;lt;br&amp;gt;[[Focus]]&amp;lt;br&amp;gt;[[Macefighting]]&amp;lt;br&amp;gt;[[Swordsmanship]]&amp;lt;br&amp;gt;[[Parry]]&amp;lt;br&amp;gt;[[Wrestling]]&lt;br /&gt;
|'''[[Crafting Overview]]'''&amp;lt;br&amp;gt;[[Blacksmithy]]&amp;lt;br&amp;gt;[[Cartography]]&amp;lt;br&amp;gt;[[Cooking]]&amp;lt;br&amp;gt;[[Fishing]]&amp;lt;br&amp;gt;[[Imbuing]]&amp;lt;br&amp;gt;[[Inscription]]&amp;lt;br&amp;gt;[[Leatherworking]]&amp;lt;br&amp;gt;[[Lumberjacking]]&amp;lt;br&amp;gt;[[Masonry]]&amp;lt;br&amp;gt;[[Mining]]&amp;lt;br&amp;gt;[[Tailoring]]&amp;lt;br&amp;gt;[[Tinkering]]&amp;lt;br&amp;gt;[[Woodworking]]&lt;br /&gt;
|[[Alchemy]]&amp;lt;br&amp;gt;[[Animal Lore]]&amp;lt;br&amp;gt;[[Chivalry]]&amp;lt;br&amp;gt;[[Invocation]]&amp;lt;br&amp;gt;[[Magery]]&amp;lt;br&amp;gt;[[Magic Resistance]]&amp;lt;br&amp;gt;[[Meditation]]&amp;lt;br&amp;gt;[[Necromancy]]&lt;br /&gt;
|[[Begging]]&amp;lt;br&amp;gt;[[Detect Hidden]]&amp;lt;br&amp;gt;[[Hiding]]&amp;lt;br&amp;gt;[[Lockpicking]]&amp;lt;br&amp;gt;[[Musicianship]]&amp;lt;br&amp;gt;[[Peacemaking]]&amp;lt;br&amp;gt;[[Provocation]]&amp;lt;br&amp;gt;[[Stealing]]&amp;lt;br&amp;gt;[[Stealth]]&lt;br /&gt;
|[[Anatomy]]&amp;lt;br&amp;gt;[[Camping]]&amp;lt;br&amp;gt;[[Discordance]]&amp;lt;br&amp;gt;[[Healing]]&amp;lt;br&amp;gt;[[Leadership]]&amp;lt;br&amp;gt;[[Poisoning]]&amp;lt;br&amp;gt;[[Tactics]]&amp;lt;br&amp;gt;[[Taming]]&amp;lt;br&amp;gt;[[Tracking]]&amp;lt;br&amp;gt;[[Veterinary]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Events ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Seasonal&lt;br /&gt;
!width=&amp;quot;34%&amp;quot;|Competition&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|PVP&lt;br /&gt;
|-&lt;br /&gt;
|[[Alligator Hunting]]&amp;lt;br&amp;gt;[[Bear Hunting]]&amp;lt;br&amp;gt;[[Deer Hunting]]&amp;lt;br&amp;gt;[[Holiday Hunting]]&amp;lt;br&amp;gt;[[Odinfest]]&amp;lt;br&amp;gt;[[Rabbit Hunting]]&lt;br /&gt;
|[[Crafting Quest]]&amp;lt;br&amp;gt;[[Delling's Tarot Game]]&amp;lt;br&amp;gt;[[Gold Strike Game]]&amp;lt;br&amp;gt;[[Odyssey]]&amp;lt;br&amp;gt;[[Scavenger Hunt]]&amp;lt;br&amp;gt;[[Sol's Treasure Map]]&amp;lt;br&amp;gt;[[Tasks of the Gods]]&lt;br /&gt;
|[[Cage of Death]]&amp;lt;br&amp;gt;[[Teams vs Monsters]]&amp;lt;br&amp;gt;[[Serpent Pit PvP]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Support Our Shard ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Valhalla_vote.jpg|center|link=http://www.xtremetop100.com/in.php?site=1132208175|UO Top 100]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=The_Seven_Sins_Walk-through&amp;diff=878</id>
		<title>The Seven Sins Walk-through</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=The_Seven_Sins_Walk-through&amp;diff=878"/>
		<updated>2023-04-14T07:58:41Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Meeting Zandra==&lt;br /&gt;
After you ask Zandra for a quest, she will explain her plight then inform you in order to access the Hall of Sins, you will have to defeat the Wizard of Eternity who is guarding the magical entrance to the place.  The entrance is located in a small gap in the mountains and you must sail there.  A dock is available just north of the city.  Leave the city and travel through the valley to the North-east until you reach the dock.  Sail west from the dock until you find a small passage into the mountains.  No boat will fit into the passage so you will have to get as close as you can or just wedge the boat into the opening.  Teleport off the boat onto the beach.&lt;br /&gt;
&lt;br /&gt;
There is a colored skull in the middle of the pentagram.  Use it and a fireworks show will light up the area followed by the appearance of the Wizard.  The Wizard of Eternity is blue-named but immediately attacks you for trying to access the Hall.  There is no time to determine why he is good yet hostile to you so kill him.  If you happen to death cry here, the portal will take you back to Mistas.  Once he is dead, you have access to the sparkling portal.&lt;br /&gt;
&lt;br /&gt;
* Remember to mark this place (and retrieve your boat) before entering the portal.  This is the only portal to access the Hall and you cannot gate from or to the Hall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sin of Envy==&lt;br /&gt;
Siggeir wants you to find a special sword for him and it was thrown into the bogs of Nox Te Reg.  The bogs are located at the bottom left of Ilshenar.  If you've entered the passage between the mountains, you're in the wrong bogs.  One of the swamp boglings has the sword so slay them all until you find it.  If you cannot find it, go back to the Hall of Sins and walk over the Envy epitaph again.  Once you have found it, return to the Hall and walk over the Envy epitaph to hand it in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sin of Gluttony==&lt;br /&gt;
You will have to return the Captain's peg leg which unfortunately is still attached to the captain.  Travel to the Tokuno realm and to the Homare island (the western island).  You will have to sail along the island's east coast to find the island.  Once you have found it, kill the captain and retrieve his leg.  Return to the Hall and walk over the Gluttony epitaph to hand it in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sin of Greed==&lt;br /&gt;
Urse requires you to go to the Pass of Kavanaugh and wipe out everyone in the large mansion.  The Pass is located at the top of Ilshenar right at the center between the mountains.  You can get to it from either side of Mistas.  Once you have killed everyone, return to the Hall and walk over the Wrath epitaph to finish the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sin of Wrath==&lt;br /&gt;
Styrbjorn the Strong was winning his battle against Eric the Victorious until a pact was made and Styrbjorn lost.  Travel to the forests West of Valor Forest.  There is a small mountain ridge in the middle of the forest - use this as the center of the forest.  You will have to wipe out as much of the forest as you can before the forest respawns again.  There is a monster tracker available when you start the quest.  You do not have to kill every monster and can leave about 10 monsters left.  There are two difficult monsters you will have to defeat as part of this quest.  The first is in the middle of the ridge and is the Stygian Dragon.  The other is Eric the Victorious himself.  Eric is a near immortal meaning he has the possibility to rise again after being slayed.  Whenever he is slayed, there is a chance he can resurrect but after every resurrection, he loses 5% chance (the first is 100% then 95%, etc).  Once you have killed enough monsters, return to the epitaph for your reward.&lt;br /&gt;
&lt;br /&gt;
* You do not have to kill the Stygian Dragon nor Eric the Victorious for this quest.  However, you will be missing out on great treasure if you decide to skip them.  The Stygian Dragon is one of a few monsters that drops crusader items and Eric the Victorious has a high drop chance for high-end magics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sin of Sloth==&lt;br /&gt;
Otr requires you to return his pelt to him which was stolen by Loki.  You will have to find the ratman mines which are located South-west of Lakeshire against the mountain.  There are two levels to the ratman mines and the pelt can be on either level.  If you are unable to find it and have kill everything on both levels, return to the Hall and walk over the epitaph again to ensure that it has spawned.  Once you have found it, return to the Hall and walk over the Sloth epitaph to hand it in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sin of Pride==&lt;br /&gt;
Heidrek, the Sin of Pride, once left a village starving in lieu of waging war across the lands.  Find the Eastern Gypsy Camp on the opposite side of Wyrm's Mountains and talk to the starving townperson.  They will give you a list of food needed to save the camp.  All the food can either be picked from gardens or cooked with 60 skill (or bought from player vendors).  Return each food to the townperson and they will give you another Sin when finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sin of Lust==&lt;br /&gt;
Hjalmar had to fight for the Princess Ingeborg but fell upon the 12th brother.  Go South and West out of the city then loop South then East through a hidden valley within the mountain.  If you pass by a healer, you are on the right track.  Here, you will find Tox, the youngest brother.  Be prepared for battle because once you engage Tox, the area turns into a fighting pit complete with cheering spectators.  If you leave the pits or Tox decides to cheat, the spectators will attack you.  You will have to fight all 12 brothers here and they will appear as soon as the last brother has been defeated.  Fortunately, the fighting pits are only for the first few brothers and you will end up fighting the brothers solo.  Once you kill the final brother, cut off his head and return to the Hall.&lt;br /&gt;
&lt;br /&gt;
* The brothers are quite strong and can be considered high-end levels.  It is advisable to take another person if you are not feeling that strong.&lt;br /&gt;
&lt;br /&gt;
* The fighting pits last the first 5 rounds - the 5 weakest brothers.  On either side of the valley is a row of vikings cheering on their champion.  You will have to run through them if you want to escape.  If you leave the pits, they will start to chase you.  The brother may also decide to cheat and use the pits to attack you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Final Confrontation==&lt;br /&gt;
The final battle is a long one so make sure you give yourself plenty of time.  Once Zandra has given her master all 7 sin body parts, she finds out that he is a necromancer wanting to resurrect the 7 dead warriors... these warriors were named after the 7 sins for things they did during their lifetime.  When you arrive at the Hall of Sins, Zarovich will already be there waiting for you.  You will not be able to attack him as he performs the resurrection ceremony.  Each sin will be resurrected and you have 60 seconds to kill the sin before Zarovich can capture its essence.  Once all 7 have been resurrected, you will have to face off against the ultimate sin.  Each sin that you did not kill will increase the ultimate sin's strength.  Finally, you will face off against Zarovich himself.  Once he is dead, return to Zandra for your reward.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Main_Page&amp;diff=875</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Main_Page&amp;diff=875"/>
		<updated>2021-08-13T22:30:02Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Welcome to Valhalla Wiki'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...the lands were ruled by Gods. There were Nine Worlds upon which many great battles were fought.  These monumental battles were fought between realms, races, guilds, tribes and gods alike; there was one battle yet to be...&lt;br /&gt;
this battle to end all battles would come to be known as: Ragnarok.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|width=&amp;quot;80%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|Download the [https://drive.google.com/open?id=1RDJGgzdV3gJlbbZ8KDuZXiudFWJsup3f Valhalla Lost Client] and the [https://drive.google.com/open?id=1Si2W2nr3s9wc3RgkEzYeKGZ2W68TywYz Map Files]&amp;lt;br&amp;gt;Please check the [[Required Files]] for additional file types.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Welcome to Valhalla Lost ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Shard Information&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; colspan=&amp;quot;2&amp;quot; | Staff&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width:1px 1px 0px 1px;&amp;quot; | [[Rules and Regulations]] || style=&amp;quot;border-width:1px 0px 0px 1px; text-align:right;&amp;quot; | '''Admins: ''' || style=&amp;quot;border-width:1px 1px 0px 0px; word-spacing:3px;&amp;quot; | Odin Freya&lt;br /&gt;
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| style=&amp;quot;border-top:0; border-bottom:0;&amp;quot; | [[Applying For An Account]] || rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-width:0px 0px 0px 1px; text-align:right;&amp;quot; | '''Staff: ''' || rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-width:0px 1px 0px 0px; word-spacing:3px;&amp;quot; | Skadi Hugin Buri Mani Sol Volund Magni Mimir Eir&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:0; border-bottom:0;&amp;quot; | [[Required Files]] &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;border-top:0;&amp;quot; | [[Frequently Asked Questions]]  || style=&amp;quot;border-width:0px 0px 1px 1px; text-align:right;&amp;quot; | '''Support: ''' || style=&amp;quot;border-width:0px 1px 1px 0px; word-spacing:3px;&amp;quot; | Bear &amp;amp;nbsp;[http://www.0z.com.au 0z]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Guide ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;50%&amp;quot;|New Character&lt;br /&gt;
!width=&amp;quot;50%&amp;quot;|Character Information&lt;br /&gt;
|-&lt;br /&gt;
|[[Character Creation]]&amp;lt;br&amp;gt;[[Classes]]&amp;lt;br&amp;gt;[[Races]]&amp;lt;br&amp;gt;[[Special Abilities]]&amp;lt;br&amp;gt;[[Starting Guide]]&lt;br /&gt;
||[[Experience Points]]&amp;lt;br&amp;gt;[[Roleplaying]]&amp;lt;br&amp;gt;[[Skill Trainers]]&amp;lt;br&amp;gt;[[Stat Caps]]&amp;lt;br&amp;gt;[[Virtue Points and Titles]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valhalla's World ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Game Basics&lt;br /&gt;
!width=&amp;quot;34%&amp;quot;|World Information&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Ongoing Quests&lt;br /&gt;
|-&lt;br /&gt;
|''[[How To...]]''&amp;lt;br&amp;gt;[[Death System]]&amp;lt;br&amp;gt;[[Dot Commands]]&amp;lt;br&amp;gt;[[Help]]&amp;lt;br&amp;gt;[[Hunger]]&amp;lt;br&amp;gt;[[Logging Out]]&amp;lt;br&amp;gt;[[Lost and Found]]&amp;lt;br&amp;gt;[[Ownership]]&amp;lt;br&amp;gt;[[Recalling]]&lt;br /&gt;
||[[Areas and Races]]&amp;lt;br&amp;gt;[[Beastiary]]&amp;lt;br&amp;gt;[[Dungeons]]&amp;lt;br&amp;gt;[[Maps of the Known Worlds]]&amp;lt;br&amp;gt;[[Realm Bosses]]&amp;lt;br&amp;gt;[[Special Stores]]&amp;lt;br&amp;gt;[[Specialized NPCs]]&amp;lt;br&amp;gt;[[Towns]]&amp;lt;br&amp;gt;[[Town Guards]]&amp;lt;br&amp;gt;[[Town Loyalty]]&amp;lt;br&amp;gt;[[Travel System]]&amp;lt;br&amp;gt;[[Vendors]]&lt;br /&gt;
||[[Adventurer's Guild]]&amp;lt;br&amp;gt;[[Armor of the Einherjar]]&amp;lt;br&amp;gt;[[Bounty Hunter]]&amp;lt;br&amp;gt;[[Champion Spawns]]&amp;lt;br&amp;gt;[[Classic Quests]]&amp;lt;br&amp;gt;[[Fairy Tales]]&amp;lt;br&amp;gt;[[Headhunters]]&amp;lt;br&amp;gt;[[Librarian Quest]]&amp;lt;br&amp;gt;[[Odin's Vault]]&amp;lt;br&amp;gt;[[Questgivers]]&amp;lt;br&amp;gt;[[Ragnarok]]&amp;lt;br&amp;gt;[[The Seven Sins]]&amp;lt;br&amp;gt;[[The Unforgiven]]&amp;lt;br&amp;gt;[[Treasures of Tokuno]]&amp;lt;br&amp;gt;[[Virtue Quests]]&amp;lt;br&amp;gt;[[Weapon of the Einherjar]]&amp;lt;br&amp;gt;[[World Events]]&lt;br /&gt;
|-&lt;br /&gt;
!Player Information&lt;br /&gt;
!Guides&lt;br /&gt;
!Items &amp;amp; Equipment&lt;br /&gt;
|-&lt;br /&gt;
|[[Alignment]]&amp;lt;br&amp;gt;[[Character Changes]]&amp;lt;br&amp;gt;[[Player Guilds]]&amp;lt;br&amp;gt;[[Player Vendors]]&amp;lt;br&amp;gt;[[Regeneration]]&amp;lt;br&amp;gt;[[Resurrection]]&amp;lt;br&amp;gt;[[Weddings]]&lt;br /&gt;
||[[Dancing]]&amp;lt;br&amp;gt;[[Guild Events]]&amp;lt;br&amp;gt;[[Housing]]&amp;lt;br&amp;gt;[[Henchmen]]&amp;lt;br&amp;gt;[[Mail]]&amp;lt;br&amp;gt;[[Player vs Player]]&amp;lt;br&amp;gt;[[Roleplaying]]&amp;lt;br&amp;gt;[[Roleplaying Order Guilds]]&amp;lt;br&amp;gt;[[Taming]]&amp;lt;br&amp;gt;[[UO-AutoMap]]&lt;br /&gt;
||[[Armor]]&amp;lt;br&amp;gt;[[Armor Sets]]&amp;lt;br&amp;gt;[[Boats]]&amp;lt;br&amp;gt;[[Enchanted Items]]&amp;lt;br&amp;gt;[[Identifying Magics]]&amp;lt;br&amp;gt;[[Keys]]&amp;lt;br&amp;gt;[[Items]]&amp;lt;br&amp;gt;[[Magic Wands]]&amp;lt;br&amp;gt;[[Relics]]&amp;lt;br&amp;gt;[[Tickets]]&amp;lt;br&amp;gt;[[Weapons]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Skills ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combat Skills&lt;br /&gt;
!Crafting Skills&lt;br /&gt;
!Magic Skills&lt;br /&gt;
!Bard/Rogue Skills&lt;br /&gt;
!Other Skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat]]&amp;lt;br&amp;gt;[[Elemental Combat]]&amp;lt;br&amp;gt;[[Archery]]&amp;lt;br&amp;gt;[[Arms Lore]]&amp;lt;br&amp;gt;[[Fencing]]&amp;lt;br&amp;gt;[[Focus]]&amp;lt;br&amp;gt;[[Macefighting]]&amp;lt;br&amp;gt;[[Swordsmanship]]&amp;lt;br&amp;gt;[[Parry]]&amp;lt;br&amp;gt;[[Wrestling]]&lt;br /&gt;
|'''[[Crafting Overview]]'''&amp;lt;br&amp;gt;[[Blacksmithy]]&amp;lt;br&amp;gt;[[Cartography]]&amp;lt;br&amp;gt;[[Cooking]]&amp;lt;br&amp;gt;[[Fishing]]&amp;lt;br&amp;gt;[[Imbuing]]&amp;lt;br&amp;gt;[[Inscription]]&amp;lt;br&amp;gt;[[Leatherworking]]&amp;lt;br&amp;gt;[[Lumberjacking]]&amp;lt;br&amp;gt;[[Masonry]]&amp;lt;br&amp;gt;[[Mining]]&amp;lt;br&amp;gt;[[Tailoring]]&amp;lt;br&amp;gt;[[Tinkering]]&amp;lt;br&amp;gt;[[Woodworking]]&lt;br /&gt;
|[[Alchemy]]&amp;lt;br&amp;gt;[[Animal Lore]]&amp;lt;br&amp;gt;[[Chivalry]]&amp;lt;br&amp;gt;[[Invocation]]&amp;lt;br&amp;gt;[[Magery]]&amp;lt;br&amp;gt;[[Magic Resistance]]&amp;lt;br&amp;gt;[[Meditation]]&amp;lt;br&amp;gt;[[Necromancy]]&lt;br /&gt;
|[[Begging]]&amp;lt;br&amp;gt;[[Detect Hidden]]&amp;lt;br&amp;gt;[[Hiding]]&amp;lt;br&amp;gt;[[Lockpicking]]&amp;lt;br&amp;gt;[[Musicianship]]&amp;lt;br&amp;gt;[[Peacemaking]]&amp;lt;br&amp;gt;[[Provocation]]&amp;lt;br&amp;gt;[[Stealing]]&amp;lt;br&amp;gt;[[Stealth]]&lt;br /&gt;
|[[Anatomy]]&amp;lt;br&amp;gt;[[Camping]]&amp;lt;br&amp;gt;[[Discordance]]&amp;lt;br&amp;gt;[[Healing]]&amp;lt;br&amp;gt;[[Leadership]]&amp;lt;br&amp;gt;[[Poisoning]]&amp;lt;br&amp;gt;[[Tactics]]&amp;lt;br&amp;gt;[[Taming]]&amp;lt;br&amp;gt;[[Tracking]]&amp;lt;br&amp;gt;[[Veterinary]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Events ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Seasonal&lt;br /&gt;
!width=&amp;quot;34%&amp;quot;|Competition&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|PVP&lt;br /&gt;
|-&lt;br /&gt;
|[[Alligator Hunting]]&amp;lt;br&amp;gt;[[Bear Hunting]]&amp;lt;br&amp;gt;[[Deer Hunting]]&amp;lt;br&amp;gt;[[Holiday Hunting]]&amp;lt;br&amp;gt;[[Odinfest]]&amp;lt;br&amp;gt;[[Rabbit Hunting]]&lt;br /&gt;
|[[Crafting Quest]]&amp;lt;br&amp;gt;[[Delling's Tarot Game]]&amp;lt;br&amp;gt;[[Gold Strike Game]]&amp;lt;br&amp;gt;[[Odyssey]]&amp;lt;br&amp;gt;[[Scavenger Hunt]]&amp;lt;br&amp;gt;[[Sol's Treasure Map]]&amp;lt;br&amp;gt;[[Tasks of the Gods]]&lt;br /&gt;
|[[Cage of Death]]&amp;lt;br&amp;gt;[[Teams vs Monsters]]&amp;lt;br&amp;gt;[[Serpent Pit PvP]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Support Our Shard ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Valhalla_cafepress.gif|center|link=http://www.cafepress.com/Valhallalost/|Cafe Press]]&lt;br /&gt;
|[[Image:Valhalla_vote.jpg|center|link=http://www.xtremetop100.com/in.php?site=1132208175|UO Top 100]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Taming&amp;diff=874</id>
		<title>Taming</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Taming&amp;diff=874"/>
		<updated>2021-07-27T17:27:49Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
To tame a creature, try to get close to it (some are shy and will run away from you) and use your Taming skill on the creature.  Not all creatures can be tamed and some are easier to tame than others.&lt;br /&gt;
&lt;br /&gt;
Once you have your new pet, you will have to follow some rules if you want it to stay loyal to you.  First, it needs to be fed.  If you don't routinely feed it (it will warn you in advance it is getting hungry), it will go wild again.  This may not be a big deal for a pet cat or pig but if your dragon goes wild, you do not want to be doing something else and not notice as it stomps all over the place.&lt;br /&gt;
&lt;br /&gt;
When you tame a new pet, a portion of your experience and virtue is transferred to the pet.  Though the use of the [[Veterinary]] skill, you can spend these points on upgrading your pet.  Additional experience and virtue is gained by taking your pet hunting.&lt;br /&gt;
&lt;br /&gt;
Pets are like henchman - you can only have so many.  Because some pets are more powerful than others, you can have less of the more powerful ones or more of the less powerful ones.  For example, dragons are quite strong and harder to control thus you can only have 1 at a time.  On the other hand, cows and horses are easier so you can have a few.  The maximum you can have is based on your taming skill.  Summoned creatures do not count towards your allowed maximum.&lt;br /&gt;
&lt;br /&gt;
When you are not around, it is common practice to stable your pets.  When you stable them at an authorized stablemaster, they will keep your pet safe and well fed for a nominal fee, depending on the type of pet.  If you log out without stabling your pet, they go into hiding and will wait for you to return.  While they are hidden, they can still be attacked with area of effect spells or items, such as an exploding potion.  If you log out with your pet near the Asgard Gardens, your pet will be moved behind the gardens near the water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using Veterinary ===&lt;br /&gt;
The Veterinary skill is the primary offset to Animal Taming.  Veterinary skill gives you a greater understanding of the creature you are trying to tame.  While it does not improve your chances to actually tame the creature, it will decrease your chances of angering the creature.  The last thing you want to do is anger a dragon you are trying to tame.&lt;br /&gt;
&lt;br /&gt;
The higher your veterinary skill is, the faster your healing on your pets takes effect. For every 15 points of veterinary you will reduce your healing time by 1 second.  This means 60 veterinary skill will reduce your time by 4 seconds and at 100 skill you reduce the healing time by 6 seconds.&lt;br /&gt;
&lt;br /&gt;
The Veterinary skill also allows you to determine a pet's hunger.  When they get hungry, it is a good idea to feed them (see the chart below what they like to eat).  If it is not listed, pets eat either raw meat or vegetables/fruits which are readily available from hunting, the butcher or farming.&lt;br /&gt;
&lt;br /&gt;
The Veterinary skill is also used in Pet Bonding.  For more information, please see Pet Bonding under [[Veterinary]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pet Bonuses ===&lt;br /&gt;
Non-rideable pets will automatically feed if they are carrying an edible item.  Use the '''fetch''' command to store an item on your pet.  When you stable them, they will automatically drop the item.  Rideable pets will automatically feed from your backpack if you are riding them.&lt;br /&gt;
&lt;br /&gt;
Pets have their elemental damage/resist bonuses updated to yours automatically when the server restarts.  They will also automatically update when taken out of the stables.&lt;br /&gt;
&lt;br /&gt;
In combat, pets have a base 5% evade chance based with a bonus based on their experience and their tame skill (pets requiring a higher tame skill get a higher evade chance).  This is an internal combat calculation.  In addition, their minimum daily combat experience is 60% - they will gain at least 60% experience for killing a monster that gives experience.&lt;br /&gt;
&lt;br /&gt;
Pets get a regeneration and bandage bonus.  They will get 3 times the regeneration from campfires based on their master's camping skill.  For bandaging your pet, they will get twice the heal based on their master's healing skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Provocation and Musicianship ===&lt;br /&gt;
Trying to tame an angered creature takes time to calm the creature and get it to listen.  If you are a bard and can pacify the creature with music, you can get it to listen to you faster.  This can also be effective if your animal lore doesn't prevent you from angering the creature.&lt;br /&gt;
&lt;br /&gt;
Provocation can also be used against the bigger creatures.  For example, provoke a dragon defender on a dragon and then tame away.  If you anger the dragon, run, heal and try again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stabling Your Pet ===&lt;br /&gt;
To keep your pet safe, you can take them to any stablemaster.  For a small fee, they will stable them for you and give you a stable deed to retrieve your pet.  Stabling your pet will return them to their original specifications with the following exceptions:&lt;br /&gt;
* Pets keep any stats they have gained for everyone.&lt;br /&gt;
* Rangers and Tamers keep their pet's virtue, experience, armor rating and skill increases.  A Ranger or Tamer is required to take the pet out of the stables in order to keep these bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pack Animals ===&lt;br /&gt;
Tailors can make the bridles for packhorses and pack llamas.  To get a pack animal, use the bridle on a tamed horse or llama.  Other animals will refuse to wear it.  The command &amp;quot;fetch&amp;quot; will drop what he is carrying and if you say &amp;quot;fetch&amp;quot; and open his pack, he will put the fetched item in his pack.  Pack animals are not used on Valhalla Lost as we have allowed the maximum weight/item count for backpacks.  However, they are great for those that like to roleplay while harvesting their materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pet Commands ===&lt;br /&gt;
Add ALL to the front of the command and all of your pets with you will do that command.&amp;lt;br&amp;gt;&lt;br /&gt;
Add the NAME of your pet to the front of the command and only the named pet will do the command.&amp;lt;br&amp;gt;&lt;br /&gt;
Add ME to the end of the command to follow yourself or it will give a targeting cursor.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: all follow me, all guard me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Command&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Kill||Attack Tells the pet to attack the target that you select.&lt;br /&gt;
|-&lt;br /&gt;
|Stop||Your pet will stop all other commands.  If in combat, you may have to repeat this command several times.&lt;br /&gt;
|-&lt;br /&gt;
|Follow||Your pet will follow you or the target that you select.&lt;br /&gt;
|-&lt;br /&gt;
|Transfer||Changes ownership of the pet.  The new owner must have sufficient skill to tame the creature themselves.  You can't transfer ownership of a totem animal while it is in animal form.  You have to shrink it to totem form and hand it to the new owner.&lt;br /&gt;
|-&lt;br /&gt;
|Release||Allows a tamed creature to go wild.  This command can not be a part of a sentence.  If you release a high level creature, you will be prompted to make sure you really want to release it.&lt;br /&gt;
|-&lt;br /&gt;
|Guard||Your pet will guard the target and attack anyone aggressive towards that target.&lt;br /&gt;
|-&lt;br /&gt;
|Fetch / Get||Tells your pet to go and get an item and then come back.&lt;br /&gt;
|-&lt;br /&gt;
|Drop||Tells your pet to drop any items that they are carrying.&lt;br /&gt;
|-&lt;br /&gt;
|Speak||Your pet will say something if capable or make noise if they can't talk.&lt;br /&gt;
|-&lt;br /&gt;
|Stop||Tells your pet to stop at that location.&lt;br /&gt;
|-&lt;br /&gt;
|Stay||Useful only after the stop command is issued, stay prevents your pet from wandering around.  Should be used as [all] stop and [all] stay to be effective.&lt;br /&gt;
|-&lt;br /&gt;
|Battle Orders [creature's name]||Sets the automatic combat decisions for the pet while they are fighting.  For fire-breathing pets (such as male dragons), you will have the option to turn on or off their fire breath.  Fire breath is an area of effect spell.  Note: there is no way of knowing which dragon is male or female until you have tamed and set their battle orders.  For all other pets, sets their aggro attempt: pets will attempt to pull aggro from their opponent every 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Special Attacks||A one-time only special attack using the pet's experience points.  See the table below for a full list of attacks.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Orders ===&lt;br /&gt;
All pets have the choice of extra abilities they can use in battle.  The choices depend on the type of pet you have and your taming skill.  In-game help is available in the menu.&lt;br /&gt;
&lt;br /&gt;
Note: Attack Damage is amount of raw damage the pet does during one attack cycle.  Raw damage is before any damage reduction items are calculated such as Armor Rating.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Firebreather||Mostly limited to dragons. Sets firebreathing on, off or check area for other players first.&lt;br /&gt;
|-&lt;br /&gt;
|Spellcaster||Mostly limited to dragons. Sets spellcasting on, off or check area for other players first.&lt;br /&gt;
|-&lt;br /&gt;
|Aggravate Options||The pet will attempt to hold aggro on a single target or pull all hostiles within an area.  They will attempt to pull aggro every 5-15 seconds.  Pets are not always successful at holding aggro.&lt;br /&gt;
|-&lt;br /&gt;
|Bite||Bites the current opponent for up to 50% attack damage.&lt;br /&gt;
|-&lt;br /&gt;
|Swipe||Swipes at all opponents 2 tiles around pet for up to 25% attack damage.&lt;br /&gt;
|-&lt;br /&gt;
|Lunge||Lunges at current opponent for up to 75% attack damage, slow timer&lt;br /&gt;
|-&lt;br /&gt;
|Swing||Swings at all opponents 3 tiles around pet for up to 50% attack damage per target hit, slow timer.&lt;br /&gt;
|-&lt;br /&gt;
|Rancid Bite||Poisons target with a normal or greater poison bite.&lt;br /&gt;
|-&lt;br /&gt;
|Lick Wounds||Requires 100 Taming.  Licks wounds on self and heals based on attack damage.&lt;br /&gt;
|-&lt;br /&gt;
|Double Bite||Requires 110 Taming.  Attacks twice, both up to 50% attack damage.&lt;br /&gt;
|-&lt;br /&gt;
|Fearless Roar||Requires 120 Taming.  Heals you for up to 65% attack damage.&lt;br /&gt;
|-&lt;br /&gt;
|Monstrous Bite||Requires 130 Taming.  Opponent bleeds for 15 seconds for up to full attack damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Attacks ===&lt;br /&gt;
Special attacks are a mixture of silly to powerful attacks your pet can do.  Not all attacks are useful and some are meant to be silly but there are some attacks that can do a bit of damage.  Each use costs 100 experience points.  All attacks are based on the pet's taming skill... yes... those that require high taming skill can do some serious damage with special attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Attack&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|kamekaze||Runs towards the target and blows up, doing 5% of the pet's life in damage to all around the target.&lt;br /&gt;
|-&lt;br /&gt;
|flirt||Attempts to flirt with all hostile monsters and calming them from attacking.&lt;br /&gt;
|-&lt;br /&gt;
|super saiyan||Powers up over and over, healing itself in the process and stunning all hostile monsters.&lt;br /&gt;
|-&lt;br /&gt;
|kamehameha||Casts a powerful flaming ball at an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|chimichanga||Casts 3 flaming balls to all hostiles around the pet.&lt;br /&gt;
|-&lt;br /&gt;
|dismount||Attempts to headbutt its opponent and throw them off their mount.&lt;br /&gt;
|-&lt;br /&gt;
|toxic||Breaks wind and grosses out everyone around it.&lt;br /&gt;
|-&lt;br /&gt;
|rend||A powerful attack that attempts to rip the guts from all around it with each attack gaining in power up to 5x.&lt;br /&gt;
|-&lt;br /&gt;
|hammertime||Attempts to hammer down those around it up to 5x.&lt;br /&gt;
|-&lt;br /&gt;
|barf||Upchucks on its opponent up to 3x.&lt;br /&gt;
|-&lt;br /&gt;
|dookie||Just gross and even worse if someone steps in it.&lt;br /&gt;
|-&lt;br /&gt;
|tantrum||Throws a major tantrum, stomping the ground and causing a violent earthquake.&lt;br /&gt;
|-&lt;br /&gt;
|nutcracker||What it says... also makes the target run slower.&lt;br /&gt;
|-&lt;br /&gt;
|evasive||Attempts to evade attacks while healing.&lt;br /&gt;
|-&lt;br /&gt;
|spit||Attempts to pull aggro on the target by, well, you read the attack name.&lt;br /&gt;
|-&lt;br /&gt;
|bond||Bonds the master to the pet - as the pet takes damage, it heals based on the master's life while reducing the master's life.&lt;br /&gt;
|-&lt;br /&gt;
|psycho||Attacks the target up to 5x with reckless abandon.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Taming List ===&lt;br /&gt;
This is a general guide only and not all tameable animals are listed.&lt;br /&gt;
&lt;br /&gt;
There is a variance of about 10 skill points on most creatures.  This means that at lower levels of taming you may get the chance to tame.  However you will find it much more difficult and your chance of &amp;quot;enraging&amp;quot; the creature is much higher.  For example, if you have 60 taming skill and the animal requires 70 skill, you will fail a lot, possibly angering him.  Keeping your animal well-fed is important and if you are going to ride dangerous animals, you should ensure you have the appropriate food in your main backpack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Creature&lt;br /&gt;
!Avg. Difficulty&lt;br /&gt;
!Food&lt;br /&gt;
|-&lt;br /&gt;
|Abyss Minion||135||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Alligator||55||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Amazon War Horse||75||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Bird||5||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Black Ant Devastator||120||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Black Bear||55||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Blood Llama||60||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Blood Ostard||60||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Blood Steed||60||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Brown Bear||50||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Brute Minion||135||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Bull||70||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Bullfrog||10||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Cat||20||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Chicken||10||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Cloud Giant||105||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Cow||25||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Cranky Minion||135||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Dark Minion||135||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Dark Ostard||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Daemon Steed||95||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Deer||33||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Desert Llama||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Desert Ostard||55||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Desert Steed||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Dire Wolf||80||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Dog||1||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Dragon||95||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Drake||80||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Drow Steed||88||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Pony||88||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Eagle||33||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Elven Steed||88||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Emerald Steed||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Fey Steed||88||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Fire Giant||105||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Fire Lizard||75||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Fire Ostard||55||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Fire Steed||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Forest Ostard||55||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Frost Drake||90||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Frost Giant||105||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Frost Wolf||70||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Gaman||75||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Giant Flaming Spider||75||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Giant Frost Spider||80||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Giant Rat||45||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Giant Rock Scorpion||80||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Giant Rock Spider||80||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Giant Scorpion||63||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Giant Serpent||80||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Giant Spider||60||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Goat||25||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Golden Phoenix||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Gorilla||40||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Great Dragon||110||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Great Hart||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Gremlin||55||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Grizzly Bear||57||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Grotty Minion||135||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Grumpy Minion||135||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Hellhound||77||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|High Elf Steed||88||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Hildisvini||62||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Hill Giant||105||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Horse||45||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Howling Minion||135||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Ibn'Najm||88||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Imp||75||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Indigo Llama||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Indigo Ostard||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Indigo Steed||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wyrm||80||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Llama||47||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Mongbat||47||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||95||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Panther||62||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Phase Spider||77||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Pig||20||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Polar Bear||57||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Praetorian War Ostard||65||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Purple Haze Ostard||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Purple Haze Steed||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Rabbit||5||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Rat||17||any&lt;br /&gt;
|-&lt;br /&gt;
|Rock Lizard||75||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Royal Dragon||120||meat&lt;br /&gt;
|-&lt;br /&gt;
|Royal Fey Steed||88||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Rune Beetle||130||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Shabooli War Horse||70||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Scourge Minion||135||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Sheep||20||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Snake||15||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Snow Leopard||55||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Snow Pony||88||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Storm Giant||105||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Sun Ostard||70||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Steed||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Tarn||60||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Timber Wolf||60||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Toad Dragon||119||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Underdark Ostard||55||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Vorpal Bunny||118||veggie&lt;br /&gt;
|-&lt;br /&gt;
|Walrus||50||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|War Tarn||90||raw meat&lt;br /&gt;
|-&lt;br /&gt;
|Wolf||55||raw meat&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A note on minions'''&lt;br /&gt;
&lt;br /&gt;
There are 8 different types of minions and are differentiated by what they can cast.  Their melee skills are roughly the same.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Minion&lt;br /&gt;
!Abilities&lt;br /&gt;
|-&lt;br /&gt;
|Abyss Minion||Less damage but faster attack speed.  Casts magic arrow and earthquake.&lt;br /&gt;
|-&lt;br /&gt;
|Brute Minion||Casts lightning and stinging swarm.&lt;br /&gt;
|-&lt;br /&gt;
|Cranky Minion||Casts energy bolt and flame strike.&lt;br /&gt;
|-&lt;br /&gt;
|Dark Minion||Casts kill.&lt;br /&gt;
|-&lt;br /&gt;
|Grotty Minion||An area of effect minion casting firefield, paralyzing field, energy field, poison field and frost field.&lt;br /&gt;
|-&lt;br /&gt;
|Grumpy Minion||Casts fireball, fire strike, explosion and meteor storm.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Minion||Casts mindblast.&lt;br /&gt;
|-&lt;br /&gt;
|Scourge Minion||Casts tidal wave and snowstorm.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A note on dragons'''&lt;br /&gt;
Dragons come in two genders: male and female.  Male dragons are firebreathers.  Their fire breath is an area of effect attack and will attack all those around the dragon.  Female dragons are spellcasters.  They can cast a limited amount of spells depending on their spell list.  &lt;br /&gt;
You cannot tell the difference until the dragon is tamed and you set its battle orders.&lt;br /&gt;
Options are available to turn on or off these attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New Rideable Mounts ===&lt;br /&gt;
These mounts are not obtained by finding them in the wild.  All are available through events, crafting or questing.  The Unicorn and Kirin are only obtainable by special events or festival tokens.  The Ethereals are available through festival prizes.  The Warhorse is obtainable through crafting.  The rest can be found during a guild event or while doing an event master.  They will either spawn during the event or at the beginning of the event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Creature&lt;br /&gt;
!Avg. Difficulty&lt;br /&gt;
!Food&lt;br /&gt;
!Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|Ridgeback||75||raw meat||&lt;br /&gt;
|-&lt;br /&gt;
|Savage Ridgeback||95||raw meat||&lt;br /&gt;
|-&lt;br /&gt;
|Unicorn||80||veggie||Only ridden by females and elves&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Ostard||70||raw meat||&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Horse||45||veggie||&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Llama||50||veggie||&lt;br /&gt;
|-&lt;br /&gt;
|Giant Beetle||80||veggie||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeletal Horse]]||80||raw meat||Only ridden by Necromancers or 100 Necromancy skill&lt;br /&gt;
|-&lt;br /&gt;
|Kirin||80||veggie||Only ridden by males&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Dragon||80||veggie||&lt;br /&gt;
|-&lt;br /&gt;
|Armored Swamp Dragon||80||veggie||Place horse barding on a swamp dragon.  Only ridden by Crusaders, Fighters, Knights or Paladins&lt;br /&gt;
|-&lt;br /&gt;
|[[Warhorse]]||80||veggie||Armored horse which has more health than a normal horse&lt;br /&gt;
|-&lt;br /&gt;
|Chimera||80||veggie||&lt;br /&gt;
|-&lt;br /&gt;
|Cu-Sidhe||80||veggie||&lt;br /&gt;
|-&lt;br /&gt;
|Mondain's Steed||80||veggie||&lt;br /&gt;
|-&lt;br /&gt;
|Hiryu||80||veggie||&lt;br /&gt;
|-&lt;br /&gt;
|Tiger||100||raw meat||Found during the Circus Event, &amp;quot;A Tiger Has Escaped The Pens&amp;quot; (circus events repeat while players are within the circus area)&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Hell Hound||100||raw meat||A reward from the [[Ragnarok]] Shard Quest&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information about where to get these mounts, check the [[Mounts Guide]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Ragnarok&amp;diff=873</id>
		<title>Ragnarok</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Ragnarok&amp;diff=873"/>
		<updated>2021-07-26T23:51:20Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All great things must come with an end (no, the shard is not ending, this is the quest synopsis).  Loki, knowing that a great battle will eventually consume the gods, has attempted to speed up this event by convincing the gods that removing branches from Ygrigsill will be their salvation.  If they give the branches to him, Loki hopes to be the sole survivor of the gods and rule of the remaining world.  However, it has not gone unnoticed by Odin and he has tasked you personally to retrieve the branches back again so things can continue normally.  Odin has enlisted the aid of Bear to be your guide through this quest.  Bear is located at his bear cave in the Lost Valley (go to Valles and head South East towards the mountains/coast until you see a bridge heading into the mountain).  Bear will inform you of what is going on and the Gods need your assistance in their preparations for Ragnarok.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Completion'''&lt;br /&gt;
&lt;br /&gt;
There are 9 gods available but only 6 need to be completed.  Find each of the gods within the valley and complete their quest line.  Branches rewarded by the gods will only last a month (real time).  If you lose a branch due to decay, you can complete another quest line, have a friend complete a quest and give you their branch or quit the quest and start over (say quit to any quest NPC).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teleporters'''&lt;br /&gt;
&lt;br /&gt;
Teleporters to the Land of the Gods can only be accessed while on the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dangers'''&lt;br /&gt;
&lt;br /&gt;
The map is fraught with danger.  If you stand too close to a cliff, you could fall off!  Always watch your step when approaching an edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Scenario Completions'''&lt;br /&gt;
&lt;br /&gt;
Some quests are scenarios where you have a limited time to do a task.  If you are doing this with another person, some quests will complete if everyone is near the questgivers when the quest is given out and they are on the same quest.  Some scenarios are solo meaning if it is currently active, you will have to wait until that person has finished the scenario.  All scenarios have a 1 hour limit and will automatically end with a failure if not completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rewards'''&lt;br /&gt;
&lt;br /&gt;
Go back to Odin (go to Bear's cave, take the teleporter to the tree then head up the tree to Odin's heavenly palace).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Weapon Enhancements''&lt;br /&gt;
&lt;br /&gt;
Place this on the weapon of your choice for extra special abilities.  Like the norse weapons that were activated once they were unsheathed, you may have to re-equip the weapon for it to activate.  You will receive a message when it is activated.  Once activated, it will stay activated until you resheath (unequip) the weapon or log off.&lt;br /&gt;
&lt;br /&gt;
''Deco Packs''&lt;br /&gt;
&lt;br /&gt;
Special never-before-seen items for your house including a functional lamp.&lt;br /&gt;
&lt;br /&gt;
''Mounts''&lt;br /&gt;
&lt;br /&gt;
One of Hel's ancient hell hounds in a shrink form.&lt;br /&gt;
&lt;br /&gt;
''Spirit of the Gods''&lt;br /&gt;
&lt;br /&gt;
Keep this in your backpack and activate it and the little God will help you in a task.  For those that help you in combat, you must be in warmode for it to activate.  Each Spirit has 25 uses and will last until that character is logged off (or disconnected).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Walk-through]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Ragnarok&amp;diff=872</id>
		<title>Ragnarok</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Ragnarok&amp;diff=872"/>
		<updated>2021-07-26T23:40:17Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All great things must come with an end (no, the shard is not ending, this is the quest synopsis).  Loki, knowing that a great battle will eventually consume the gods, has attempted to speed up this event by convincing the gods that removing branches from Ygrigsill will be their salvation.  If they give the branches to him, Loki hopes to be the sole survivor of the gods and rule of the remaining world.  However, it has not gone unnoticed by Odin and he has tasked you personally to retrieve the branches back again so things can continue normally.  Odin has enlisted the aid of Bear to be your guide through this quest.  Bear is located at his bear cave in the Lost Valley (go to Valles and head South East towards the mountains/coast until you see a bridge heading into the mountain).  Bear will inform you of what is going on and the Gods need your assistance in their preparations for Ragnarok.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Completion'''&lt;br /&gt;
&lt;br /&gt;
There are 9 gods available but only 6 need to be completed.  Find each of the gods within the valley and complete their quest line.  Branches rewarded by the gods will only last a month (real time).  If you lose a branch due to decay, you can complete another quest line, have a friend complete a quest and give you their branch or quit the quest and start over (say quit to any quest NPC).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teleporters'''&lt;br /&gt;
&lt;br /&gt;
Teleporters to the Land of the Gods can only be accessed while on the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dangers'''&lt;br /&gt;
&lt;br /&gt;
The map is fraught with danger.  If you stand too close to a cliff, you could fall off!  Always watch your step when approaching an edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Scenario Completions'''&lt;br /&gt;
&lt;br /&gt;
Some quests are scenarios where you have a limited time to do a task.  If you are doing this with another person, some quests will complete if everyone is near the questgivers when the quest is given out and they are on the same quest.  Some scenarios are solo meaning if it is currently active, you will have to wait until that person has finished the scenario.  All scenarios have a 1 hour limit and will automatically end with a failure if not completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rewards'''&lt;br /&gt;
&lt;br /&gt;
Go back to Odin (go to Bear's cave, take the teleporter to the tree then head up the tree to Odin's heavenly palace).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Weapon Enchancements''&lt;br /&gt;
&lt;br /&gt;
Place this on the weapon of your choice for extra special abilities.  Like the norse weapons that were activated once they were unsheathed, you may have to re-equip the weapon for it to activate.  You will receive a message when it is activated.  Once activated, it will stay activated until you resheath (unequip) the weapon or log off.&lt;br /&gt;
&lt;br /&gt;
''Deco Packs''&lt;br /&gt;
&lt;br /&gt;
Special never-before-seen items for your house including a functional lamp.&lt;br /&gt;
&lt;br /&gt;
''Mounts''&lt;br /&gt;
&lt;br /&gt;
One of Hel's ancient hell hounds in a shrink form.&lt;br /&gt;
&lt;br /&gt;
''Spirit of the Gods''&lt;br /&gt;
&lt;br /&gt;
Keep this in your backpack and activate it and the little God will help you in a task.  For those that help you in combat, you must be in warmode for it to activate.  Each Spirit has 25 uses and will last until that character is logged off (or disconnected).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Walk-through]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Walk-through&amp;diff=871</id>
		<title>Walk-through</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Walk-through&amp;diff=871"/>
		<updated>2021-07-26T18:13:58Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: Created page with &amp;quot;Bear, in his bear cave in the Hidden Valley (go to Valles and head East then South towards the mountains/coast until you see a bridge heading into the mountain).  Bear will in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bear, in his bear cave in the Hidden Valley (go to Valles and head East then South towards the mountains/coast until you see a bridge heading into the mountain).  Bear will inform you of what is going on and the Gods need your assistance in their preparations for Ragnarok.  The teleporter to the Land of the Gods is just outside of Bear's Cave.&lt;br /&gt;
&lt;br /&gt;
Find and complete the tasks of 6 gods.  See the map for their locations.  The Map of the Realms works here.  If using a third-party map, set your realm to Ter Mur.  Most of the quests are contained with-in the realm, except for crafting quests which you may have to return to Valhalla.&lt;br /&gt;
&lt;br /&gt;
Once you have completed 6 quests, return to Bear and go through the teleporter.  Go South-east to the teleporter that will take you to Ygrigsill.  Talk to the squirrel in the tree and he will look inside your pack for the branches (do not drop the branches onto him, he will not accept them).&lt;br /&gt;
&lt;br /&gt;
Proceed up the tree to Odin's Heavenly Palace (bonus points if you can identify the design of the area).  Odin will give you a final task to ensure the survival of humanity.  The teleporter to the island can be found near Odin.  Place the items into the chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ragnarok.jpg|center|895x896px|alt=Valley of the Gods and their quest locations]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Ragnarok&amp;diff=870</id>
		<title>Ragnarok</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Ragnarok&amp;diff=870"/>
		<updated>2021-07-26T18:11:47Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: Created page with &amp;quot;With all great things must come with an end (no, the shard is not ending, this is the quest synopsis).  Loki, knowing that a great battle will eventually consume the gods batt...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With all great things must come with an end (no, the shard is not ending, this is the quest synopsis).  Loki, knowing that a great battle will eventually consume the gods battling each other has attempted to speed up this event by convincing the gods that removing branches from Ygrigsill will be their salvation.  If they give the branches to him, Loki hopes to be the sole survivor of the gods and rule of the remaining world.  However, it has not gone unnoticed by Odin and he has tasked you personally to retrieve the branches back again so things can continue normally.  Odin has enlisted the aid of Bear to be your guide through this quest.  Bear is located at his bear cave in the Lost Valley (go to Valles and head South East towards the mountains/coast until you see a bridge heading into the mountain).  Bear will inform you of what is going on and the Gods need your assistance in their preparations for Ragnarok.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Completion'''&lt;br /&gt;
&lt;br /&gt;
There are 9 gods available but only 6 need to be completed.  Find each of the gods within the valley and complete their quest line.  Branches rewarded by the gods will only last a month (real time).  If you lose a branch due to decay, you can complete another quest line, have a friend complete a quest and give you their branch or quit the quest and start over (say quit to any quest NPC).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teleporters'''&lt;br /&gt;
&lt;br /&gt;
Teleporters to the Land of the Gods can only be accessed while on the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Scenario Completions'''&lt;br /&gt;
&lt;br /&gt;
Some quests are scenarios where you have a limited time to do a task.  If you are doing this with another person, some quests will complete if everyone is near the questgivers when the quest is given out and they are on the same quest.  Some scenarios are solo meaning if it is currently active, you will have to wait until that person has finished the scenario.  All scenarios have a 1 hour limit and will automatically end with a failure if not completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rewards'''&lt;br /&gt;
&lt;br /&gt;
Go back to Odin (go to Bear's cave, take the teleporter to the tree then head up the tree to Odin's heavenly palace).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Weapon Enchancements''&lt;br /&gt;
&lt;br /&gt;
Place this on the weapon of your choice for extra special abilities.  Like the norse weapons that were activated once they were unsheathed, you may have to re-equip the weapon for it to activate.  You will receive a message when it is activated.  Once activated, it will stay activated until you resheath (unequip) the weapon or log off.&lt;br /&gt;
&lt;br /&gt;
''Deco Packs''&lt;br /&gt;
&lt;br /&gt;
Special never-before-seen items for your house including a functional lamp.&lt;br /&gt;
&lt;br /&gt;
''Mounts''&lt;br /&gt;
&lt;br /&gt;
One of Hel's ancient hell hounds in a shrink form.&lt;br /&gt;
&lt;br /&gt;
''Spirit of the Gods''&lt;br /&gt;
&lt;br /&gt;
Keep this in your backpack and activate it and the little God will help you in a task.  For those that help you in combat, you must be in warmode for it to activate.  Each Spirit has 25 uses and will last until that character is logged off (or disconnected).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Walk-through]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=File:Ragnarok.jpg&amp;diff=869</id>
		<title>File:Ragnarok.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=File:Ragnarok.jpg&amp;diff=869"/>
		<updated>2021-07-26T18:10:52Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: Layout of the Valley of the Gods showing their quest locations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Layout of the Valley of the Gods showing their quest locations.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Main_Page&amp;diff=868</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Main_Page&amp;diff=868"/>
		<updated>2021-07-26T18:08:33Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Welcome to Valhalla Wiki'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...the lands were ruled by Gods. There were Nine Worlds upon which many great battles were fought.  These monumental battles were fought between realms, races, guilds, tribes and gods alike; there was one battle yet to be...&lt;br /&gt;
this battle to end all battles would come to be known as: Ragnarok.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|width=&amp;quot;80%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|Download the [https://drive.google.com/open?id=1RDJGgzdV3gJlbbZ8KDuZXiudFWJsup3f Valhalla Lost Client] and the [https://drive.google.com/open?id=1Si2W2nr3s9wc3RgkEzYeKGZ2W68TywYz Map Files]&amp;lt;br&amp;gt;Please check the [[Required Files]] for additional file types.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Welcome to Valhalla Lost ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Shard Information&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; colspan=&amp;quot;2&amp;quot; | Staff&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width:1px 1px 0px 1px;&amp;quot; | [[Rules and Regulations]] || style=&amp;quot;border-width:1px 0px 0px 1px; text-align:right;&amp;quot; | '''Admins: ''' || style=&amp;quot;border-width:1px 1px 0px 0px; word-spacing:3px;&amp;quot; | Odin Freya&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:0; border-bottom:0;&amp;quot; | [[Applying For An Account]] || rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-width:0px 0px 0px 1px; text-align:right;&amp;quot; | '''Staff: ''' || rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-width:0px 1px 0px 0px; word-spacing:3px;&amp;quot; | Skadi Hugin Buri Mani Sol Volund Magni Mimir Eir&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:0; border-bottom:0;&amp;quot; | [[Required Files]] &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;border-top:0;&amp;quot; | [[Frequently Asked Questions]]  || style=&amp;quot;border-width:0px 0px 1px 1px; text-align:right;&amp;quot; | '''Support: ''' || style=&amp;quot;border-width:0px 1px 1px 0px; word-spacing:3px;&amp;quot; | Bear &amp;amp;nbsp;[http://www.0z.com.au 0z]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Guide ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;50%&amp;quot;|New Character&lt;br /&gt;
!width=&amp;quot;50%&amp;quot;|Character Information&lt;br /&gt;
|-&lt;br /&gt;
|[[Character Creation]]&amp;lt;br&amp;gt;[[Classes]]&amp;lt;br&amp;gt;[[Races]]&amp;lt;br&amp;gt;[[Special Abilities]]&amp;lt;br&amp;gt;[[Starting Guide]]&lt;br /&gt;
||[[Experience Points]]&amp;lt;br&amp;gt;[[Roleplaying]]&amp;lt;br&amp;gt;[[Skill Trainers]]&amp;lt;br&amp;gt;[[Stat Caps]]&amp;lt;br&amp;gt;[[Virtue Points and Titles]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valhalla's World ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Game Basics&lt;br /&gt;
!width=&amp;quot;34%&amp;quot;|World Information&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Ongoing Quests&lt;br /&gt;
|-&lt;br /&gt;
|''[[How To...]]''&amp;lt;br&amp;gt;[[Death System]]&amp;lt;br&amp;gt;[[Dot Commands]]&amp;lt;br&amp;gt;[[Help]]&amp;lt;br&amp;gt;[[Hunger]]&amp;lt;br&amp;gt;[[Logging Out]]&amp;lt;br&amp;gt;[[Lost and Found]]&amp;lt;br&amp;gt;[[Ownership]]&amp;lt;br&amp;gt;[[Recalling]]&lt;br /&gt;
||[[Areas and Races]]&amp;lt;br&amp;gt;[[Beastiary]]&amp;lt;br&amp;gt;[[Dungeons]]&amp;lt;br&amp;gt;[[Maps of the Known Worlds]]&amp;lt;br&amp;gt;[[Realm Bosses]]&amp;lt;br&amp;gt;[[Special Stores]]&amp;lt;br&amp;gt;[[Specialized NPCs]]&amp;lt;br&amp;gt;[[Towns]]&amp;lt;br&amp;gt;[[Town Guards]]&amp;lt;br&amp;gt;[[Town Loyalty]]&amp;lt;br&amp;gt;[[Travel System]]&amp;lt;br&amp;gt;[[Vendors]]&lt;br /&gt;
||[[Adventurer's Guild]]&amp;lt;br&amp;gt;[[Armor of the Einherjar]]&amp;lt;br&amp;gt;[[Bounty Hunter]]&amp;lt;br&amp;gt;[[Champion Spawns]]&amp;lt;br&amp;gt;[[Classic Quests]]&amp;lt;br&amp;gt;[[Fairy Tales]]&amp;lt;br&amp;gt;[[Headhunters]]&amp;lt;br&amp;gt;[[Librarian Quest]]&amp;lt;br&amp;gt;[[Odin's Vault]]&amp;lt;br&amp;gt;[[Questgivers]]&amp;lt;br&amp;gt;[[Ragnarok]]&amp;lt;br&amp;gt;[[The Seven Sins]]&amp;lt;br&amp;gt;[[The Unforgiven]]&amp;lt;br&amp;gt;[[Treasures of Tokuno]]&amp;lt;br&amp;gt;[[Virtue Quests]]&amp;lt;br&amp;gt;[[Weapon of the Einherjar]]&amp;lt;br&amp;gt;[[World Events]]&lt;br /&gt;
|-&lt;br /&gt;
!Player Information&lt;br /&gt;
!Guides&lt;br /&gt;
!Items &amp;amp; Equipment&lt;br /&gt;
|-&lt;br /&gt;
|[[Alignment]]&amp;lt;br&amp;gt;[[Character Changes]]&amp;lt;br&amp;gt;[[Player Guilds]]&amp;lt;br&amp;gt;[[Player Vendors]]&amp;lt;br&amp;gt;[[Regeneration]]&amp;lt;br&amp;gt;[[Resurrection]]&amp;lt;br&amp;gt;[[Weddings]]&lt;br /&gt;
||[[Dancing]]&amp;lt;br&amp;gt;[[Guild Events]]&amp;lt;br&amp;gt;[[Housing]]&amp;lt;br&amp;gt;[[Henchmen]]&amp;lt;br&amp;gt;[[Mail]]&amp;lt;br&amp;gt;[[Player vs Player]]&amp;lt;br&amp;gt;[[Roleplaying]]&amp;lt;br&amp;gt;[[Roleplaying Order Guilds]]&amp;lt;br&amp;gt;[[Taming]]&amp;lt;br&amp;gt;[[UO-AutoMap]]&lt;br /&gt;
||[[Armor]]&amp;lt;br&amp;gt;[[Armor Sets]]&amp;lt;br&amp;gt;[[Boats]]&amp;lt;br&amp;gt;[[Enchanted Items]]&amp;lt;br&amp;gt;[[Identifying Magics]]&amp;lt;br&amp;gt;[[Keys]]&amp;lt;br&amp;gt;[[Items]]&amp;lt;br&amp;gt;[[Magic Wands]]&amp;lt;br&amp;gt;[[Relics]]&amp;lt;br&amp;gt;[[Tickets]]&amp;lt;br&amp;gt;[[Weapons]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Skills ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combat Skills&lt;br /&gt;
!Crafting Skills&lt;br /&gt;
!Magic Skills&lt;br /&gt;
!Bard/Rogue Skills&lt;br /&gt;
!Other Skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat]]&amp;lt;br&amp;gt;[[Elemental Combat]]&amp;lt;br&amp;gt;[[Archery]]&amp;lt;br&amp;gt;[[Arms Lore]]&amp;lt;br&amp;gt;[[Fencing]]&amp;lt;br&amp;gt;[[Focus]]&amp;lt;br&amp;gt;[[Macefighting]]&amp;lt;br&amp;gt;[[Swordsmanship]]&amp;lt;br&amp;gt;[[Parry]]&amp;lt;br&amp;gt;[[Wrestling]]&lt;br /&gt;
|'''[[Crafting Overview]]'''&amp;lt;br&amp;gt;[[Blacksmithy]]&amp;lt;br&amp;gt;[[Cartography]]&amp;lt;br&amp;gt;[[Cooking]]&amp;lt;br&amp;gt;[[Fishing]]&amp;lt;br&amp;gt;[[Imbuing]]&amp;lt;br&amp;gt;[[Inscription]]&amp;lt;br&amp;gt;[[Leatherworking]]&amp;lt;br&amp;gt;[[Lumberjacking]]&amp;lt;br&amp;gt;[[Masonry]]&amp;lt;br&amp;gt;[[Mining]]&amp;lt;br&amp;gt;[[Tailoring]]&amp;lt;br&amp;gt;[[Tinkering]]&amp;lt;br&amp;gt;[[Woodworking]]&lt;br /&gt;
|[[Alchemy]]&amp;lt;br&amp;gt;[[Animal Lore]]&amp;lt;br&amp;gt;[[Chivalry]]&amp;lt;br&amp;gt;[[Invocation]]&amp;lt;br&amp;gt;[[Magery]]&amp;lt;br&amp;gt;[[Magic Resistance]]&amp;lt;br&amp;gt;[[Meditation]]&amp;lt;br&amp;gt;[[Necromancy]]&lt;br /&gt;
|[[Begging]]&amp;lt;br&amp;gt;[[Detect Hidden]]&amp;lt;br&amp;gt;[[Hiding]]&amp;lt;br&amp;gt;[[Lockpicking]]&amp;lt;br&amp;gt;[[Musicianship]]&amp;lt;br&amp;gt;[[Peacemaking]]&amp;lt;br&amp;gt;[[Provocation]]&amp;lt;br&amp;gt;[[Stealing]]&amp;lt;br&amp;gt;[[Stealth]]&lt;br /&gt;
|[[Anatomy]]&amp;lt;br&amp;gt;[[Camping]]&amp;lt;br&amp;gt;[[Discordance]]&amp;lt;br&amp;gt;[[Healing]]&amp;lt;br&amp;gt;[[Leadership]]&amp;lt;br&amp;gt;[[Poisoning]]&amp;lt;br&amp;gt;[[Tactics]]&amp;lt;br&amp;gt;[[Taming]]&amp;lt;br&amp;gt;[[Tracking]]&amp;lt;br&amp;gt;[[Veterinary]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Events ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Seasonal&lt;br /&gt;
!width=&amp;quot;34%&amp;quot;|Competition&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|PVP&lt;br /&gt;
|-&lt;br /&gt;
|[[Alligator Hunting]]&amp;lt;br&amp;gt;[[Bear Hunting]]&amp;lt;br&amp;gt;[[Deer Hunting]]&amp;lt;br&amp;gt;[[Holiday Hunting]]&amp;lt;br&amp;gt;[[Odinfest]]&amp;lt;br&amp;gt;[[Rabbit Hunting]]&lt;br /&gt;
|[[Crafting Quest]]&amp;lt;br&amp;gt;[[Delling's Tarot Game]]&amp;lt;br&amp;gt;[[Gold Strike Game]]&amp;lt;br&amp;gt;[[Odyssey]]&amp;lt;br&amp;gt;[[Scavenger Hunt]]&amp;lt;br&amp;gt;[[Sol's Treasure Map]]&amp;lt;br&amp;gt;[[Tasks of the Gods]]&lt;br /&gt;
|[[Cage of Death]]&amp;lt;br&amp;gt;[[Teams vs Monsters]]&amp;lt;br&amp;gt;[[Serpent Pit PvP]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Support Our Shard ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Valhalla_cafepress.gif|center|link=http://www.cafepress.ca/Valhallalost/|Cafe Press]]&lt;br /&gt;
|[[Image:Valhalla_vote.jpg|center|link=http://www.xtremetop100.com/in.php?site=1132208175|UO Top 100]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Required_Files&amp;diff=867</id>
		<title>Required Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Required_Files&amp;diff=867"/>
		<updated>2021-04-27T06:13:20Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play on Valhalla Lost, you will need a version of Ultima Online (preferably [https://uo.com/client-download/ Ultima Online Classic]) and our special client and custom files.  Periodically, we may require you to update your files due to map updates.  Please check the forums when an update is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
* Go to Ultima Online and download the [https://uo.com/client-download/ Classic Client].  We do not support the Enhanced Client (3D play).&lt;br /&gt;
* Download (or run) their installer (this is a small file).&lt;br /&gt;
* The installer will install the entire game.  The install is typically around 1G to download with a final install of 2.4G disc space.&lt;br /&gt;
* Download our [https://drive.google.com/open?id=1RDJGgzdV3gJlbbZ8KDuZXiudFWJsup3f custom client] and [https://drive.google.com/open?id=13PlrrfpmnJRi4lZcoHXbhEfvjbeW94um map files] (split into two files to allow for easier updating).&lt;br /&gt;
* Extract the files into the Ultima Online: Classic folder overwriting any existing files.&lt;br /&gt;
* Right-click and drag the ValhallaLost_Classic.exe to your start menu or desktop to create a shortcut.&lt;br /&gt;
* Run the client and if you already have an account, you will connect to our server.&lt;br /&gt;
&lt;br /&gt;
If you already are playing on another shard or on Ultima Online but want to try out our custom shard, you can simply copy your Ultima Online Classic folder to a new location, download our custom files and install it into the new folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Required Files ==&lt;br /&gt;
&lt;br /&gt;
Download both the Client and Map files of your choice in RAR or ZIP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; style=&amp;quot;border: 1px solid lightgray&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;40%&amp;quot;|[https://drive.google.com/open?id=1RDJGgzdV3gJlbbZ8KDuZXiudFWJsup3f Valhalla Lost Custom Client]&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Feb 9, 2019. RAR from Google Drive.&lt;br /&gt;
|-&lt;br /&gt;
|[https://drive.google.com/open?id=1Si2W2nr3s9wc3RgkEzYeKGZ2W68TywYz Map Files]&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Jan 26, 2019. RAR from Google Drive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;i&amp;gt;OR&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[https://drive.google.com/open?id=1f1UbTU6nKREGiWhBcLcw48QYfgiiNgMp Custom Client]&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Feb 9, 2019. ZIP from Google Drive.&lt;br /&gt;
|-&lt;br /&gt;
|[https://drive.google.com/open?id=1On4ZhoWZ6ifm9koKppAwjGueykqwqqrv Map Files]&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Jan 26, 2019. ZIP from Google Drive.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optional Files ==&lt;br /&gt;
&lt;br /&gt;
'''Music Files'''&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; style=&amp;quot;border: 1px solid lightgray&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;40%&amp;quot;|[https://drive.google.com/file/d/1ZxUVntjneVA6z73Pf4YpDm--uiCnPqlm/view?usp=sharing Circus Music]&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Enjoy the Circus even more with this themed music file.  Place into your ''Ultima Online Classic\Music\Digital'' folder.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''UO Steam'''&lt;br /&gt;
&lt;br /&gt;
1) Download the UOSteam overlay at http://www.uosteam.com&lt;br /&gt;
&lt;br /&gt;
2) When running UOSteam, use ValhallaLost_Classic.exe, uncheck 'Remove encryption' and get the rest of the information from the login.cfg file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This is the recommended add-on for mapping.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Warning: UO Steam will not work properly with our knock-out system and will go straight to a deathcry.  It is adviseable to not use UO Steam while in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''UO Razor'''&lt;br /&gt;
&lt;br /&gt;
- You must use the original client.exe, check 'Patch client encryption', uncheck 'Use OSI Encryption. Rest of information can be taken from login.cfg.&lt;br /&gt;
&lt;br /&gt;
* Warning: UO Razor will not work properly with our knock-out system and will go straight to a deathcry.  It is adviseable to not use UO Steam while in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
- Note: You may end up with an &amp;quot;out of memory&amp;quot; error, on any OS. This is due to UO's 32-bit client unable to access memory above 2GB and can happen when the files are modified. There are two ways around this:&lt;br /&gt;
&lt;br /&gt;
A) Reboot your computer and start the client right away.&lt;br /&gt;
&lt;br /&gt;
B) Remove the 2GB limit using a program called Large Address Aware which can be found [[https://drive.google.com/open?id=15ROrgFu8n1VfJDAKJfBqSLnPDadSUIlY LAA]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''UO Auto Map'''&lt;br /&gt;
&lt;br /&gt;
Due to Valhalla Lost having two custom maps for Felluca and Trammel, you will need two different UOAMs to see these maps.&lt;br /&gt;
&lt;br /&gt;
1) Download [[https://drive.google.com/open?id=1HeIxfKt2VarF067l31552VabKb5D40QY UOAMVAL]] and/or [[https://drive.google.com/open?id=1csbjFiBpFUj4l9Zkn8MdI6alolbGaFf7 UOAMLOST]] and unzip to your choice folder.&lt;br /&gt;
&lt;br /&gt;
To have UOAM properly track you, you must run it in ADMIN mode.  To set it up so it runs every time, do the following:&lt;br /&gt;
&lt;br /&gt;
2) Right-click on UOAM.EXE and select 'Create shortcut'.&lt;br /&gt;
&lt;br /&gt;
3) Right-click on UOAM - Shortcut and select 'Properties'.&lt;br /&gt;
[[Image:Uoam1.jpg|center|344x520px|alt=Select the Shortcut Link, right-click and choose Properties]]&lt;br /&gt;
&lt;br /&gt;
4) At the end of the line in the Target field, add a -q (for example: &amp;quot;C:\Games\Ultima Online Classic\UOAMVAL\uoam.exe&amp;quot; -q).  This will stop UOAM from checking the update server.&lt;br /&gt;
[[Image:Uoam2.jpg|center|364x529px|alt=Add a -q at the end of the TARGET field]]&lt;br /&gt;
&lt;br /&gt;
5) Click the Advanced Button and check 'Run as administrator'.&lt;br /&gt;
[[Image:Uoam3.jpg|center|381x294px|alt=Click the Advanced button and check RUN AS ADMINISTRATOR]]&lt;br /&gt;
&lt;br /&gt;
6) Run the shortcut link from now on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Calibrating UOAM''&lt;br /&gt;
&lt;br /&gt;
The downloaded file above should already be calibrated.  Run around and see if it is tracking your position correctly.  If it is not, go to the gardens and stand at the calibration point (even if it shows water on Lost Realms).&lt;br /&gt;
&lt;br /&gt;
- I am in The Lost Lands&lt;br /&gt;
&lt;br /&gt;
- Latitude 9 degrees 8 minutes N&lt;br /&gt;
&lt;br /&gt;
- Longitude 15 degrees 40 minutes W&lt;br /&gt;
&lt;br /&gt;
Wait for the calibration to finish.  Walk around, the map should track you.  If it is not tracking you, make sure you are standing on the exact calibration tile and you are running admin mode.&lt;br /&gt;
&lt;br /&gt;
''If you are seeing the wrong map...''&lt;br /&gt;
&lt;br /&gt;
For example, if you start up UOAMVAL and it shows the Lost Realms map, you need to make sure UOAM is pointing to the right folder.  Go to the Map menu and select 'UO client data files location...' then make sure it is checked (do not fill in the field as it will default to the current UOAM folder).&lt;br /&gt;
[[Image:Uoam4.jpg|center|409x143px|alt=Make sure the box is checked]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Locations''&lt;br /&gt;
&lt;br /&gt;
Locations have been split among several files as to not clutter the map too much.  To set which ones you want to see, go to the Map menu and choose 'Additional Settings'.  Click on the Files tab.  Select which ones you want seen on the map.  Some locations may require you to set zoom at 1x to see them (such as points within a town).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Saving Locations''&lt;br /&gt;
&lt;br /&gt;
It is recommended you save your new locations to the Personal map file in case the map files ever get updated.&lt;br /&gt;
&lt;br /&gt;
* Note: npcs/places/quests get added/changed/lost so locations are not guaranteed!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Connect to server'' (optional)&lt;br /&gt;
To see others on the map, you may connect to the Valhalla Lost UOAM server.&lt;br /&gt;
&lt;br /&gt;
1) Go to 'Link' menu and select 'Link Controls'&lt;br /&gt;
&lt;br /&gt;
2) Type in your character name.&lt;br /&gt;
&lt;br /&gt;
3) Type in the following into the IP and Port fields.  There is no password.&lt;br /&gt;
[[Image:Uoam5.jpg|center|376x391px|alt=Server Settings]]&lt;br /&gt;
&lt;br /&gt;
4) Link to Server!&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Disciple&amp;diff=866</id>
		<title>Disciple</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Disciple&amp;diff=866"/>
		<updated>2021-03-09T02:50:47Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Disciple is the start of a new class quest.  When you choose Disciple from the character creation gate and leave the Hall of Heroes, you will find that you have been rejected from Valhalla.  Now, you must prove yourself to one of the Masters and plot to gain entry back into Valhalla.  It is a hard life for the Disciple.  Your skills are nearly non-existent and all will only raise to 60 except wrestling which can go to 80.&lt;br /&gt;
&lt;br /&gt;
Once you have gained one of the Master's trust by helping out with the settlement, you can choose one of three disciplines: The Crusader which uses Chivalry, the Revenant which uses Spirit Speak or the Spellweaver which uses Spellweaving.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Special Skill'''||NONE&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Skills'''||NONE&lt;br /&gt;
|-&lt;br /&gt;
|'''Secondary Skills'''||Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|'''Max Base AR'''*||6&lt;br /&gt;
|-&lt;br /&gt;
|'''Spells Available'''||&lt;br /&gt;
|-&lt;br /&gt;
|''1st Circle''||Create Food&amp;lt;br&amp;gt;Heal&amp;lt;br&amp;gt;Magic Arrow&amp;lt;br&amp;gt;Nightsight&amp;lt;br&amp;gt;Reactive Armor&lt;br /&gt;
|-&lt;br /&gt;
|''2nd Circle''||Agility&amp;lt;br&amp;gt;Cunning&amp;lt;br&amp;gt;Cure&amp;lt;br&amp;gt;Strength&lt;br /&gt;
|-&lt;br /&gt;
|''3rd Circle''||Teleport&lt;br /&gt;
|-&lt;br /&gt;
|''4th Circle''||Recall&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The maximum base ar is determined from a base piece of armor with no additional bonuses.&lt;br /&gt;
* Spells available refers to spells cast from a spellbook.  All spells can be cast from scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Starting Tips====&lt;br /&gt;
&lt;br /&gt;
* When creating your character, choose at least one fighting skill.  You will be doing a lot of melee combat.  There are practice dummies to train your skills.  Other good skills to choose are a weapon skill, tactics, healing and camping.&lt;br /&gt;
* Don't stray too far from the Outpost.  The further you go, the harder it becomes.&lt;br /&gt;
* Learn where the healer is located.&lt;br /&gt;
* Take time to earn gold and raise some skills before venturing out.&lt;br /&gt;
* If you want to change your class/race later, you can do so at the character creation gate or return to the Outpost to one of the Masters (returning is a free change).  If you choose Disciple at the character gate, you will start over again!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Classes]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Armor&amp;diff=865</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Armor&amp;diff=865"/>
		<updated>2020-11-14T04:48:31Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Armor consists of two values: the base value and a possible bonus (on Valhalla, the bonus can go up to +10 points as identified below).  Your armor rating [AR] is the amount of armor wearing including bonuses.  This value can be found on your status bar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Identifier&lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Defense/Quality||2&lt;br /&gt;
|-&lt;br /&gt;
|Guarding, Exceptional||4&lt;br /&gt;
|-&lt;br /&gt;
|Protection||6&lt;br /&gt;
|-&lt;br /&gt;
|Fortification||8&lt;br /&gt;
|-&lt;br /&gt;
|Invulnerability||10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Prefix&lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Fine||2&lt;br /&gt;
|-&lt;br /&gt;
|Durable||4&lt;br /&gt;
|-&lt;br /&gt;
|Rugged||6&lt;br /&gt;
|-&lt;br /&gt;
|Tempered||8&lt;br /&gt;
|-&lt;br /&gt;
|Indestructible||10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prefix bonuses relate to two things: item durability and magic bonus.  The armor with a higher durability prefix will last longer in combat.  For example, an indestructible tunic will last longer than a tempered tunic.  If the armor has a skill bonus on it, the prefix refers to how much of the bonus you get.  For example, a rugged leather tunic of macefighting gives a +6 bonus to macefighting.&lt;br /&gt;
* Note: an indestructible armor does not mean it is indestructible.  It is just a description.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor Coverage ===&lt;br /&gt;
Each piece covers a certain amount of your body.  It also determines the likelihood of taking armor damage in that area.  Note: your armor rating is determined by ''all'' the armor you are wearing and when you are struck, your armor rating is used to determine damage reduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Body Area&lt;br /&gt;
!Coverage&lt;br /&gt;
|-&lt;br /&gt;
|Chest||44%&lt;br /&gt;
|-&lt;br /&gt;
|Head||14%&lt;br /&gt;
|-&lt;br /&gt;
|Legs||14%&lt;br /&gt;
|-&lt;br /&gt;
|Arms||14%&lt;br /&gt;
|-&lt;br /&gt;
|Neck||7%&lt;br /&gt;
|-&lt;br /&gt;
|Hands||7%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Armor Ratings ===&lt;br /&gt;
The maximum armor rating for each type of armor.  This does not include magical bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Armor Type&lt;br /&gt;
!Rating&lt;br /&gt;
!Dexterity Loss (1)&lt;br /&gt;
|-&lt;br /&gt;
|Leather||12||No&lt;br /&gt;
|-&lt;br /&gt;
|Bone||15||No&lt;br /&gt;
|-&lt;br /&gt;
|Studded Leather||17||No&lt;br /&gt;
|-&lt;br /&gt;
|Ringmail||20||No&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail||21||1 - 5&lt;br /&gt;
|-&lt;br /&gt;
|Plate||25||2 - 6&lt;br /&gt;
|-&lt;br /&gt;
|Elven Hide||20||No&lt;br /&gt;
|-&lt;br /&gt;
|Elven Light Hide||14||No&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Plate (2)||32||4 - 12&lt;br /&gt;
|-&lt;br /&gt;
|Daedric||30||4 - 12&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Dexterity loss is per item with the gloves/gorget giving the lowest loss and the chest giving the highest loss.&lt;br /&gt;
(2) Dragon Plate is available only during special events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor Caps ===&lt;br /&gt;
Each class has armor caps.  They can only equip up to a base level cap.  This cap does not include armor rating bonuses.  The cap does not stop you from wearing any different types of armor thus a mage can wear plate but since plate has a high base AR, they will likely not be able to wear much else in armor.&lt;br /&gt;
&lt;br /&gt;
For example, your character has an armor cap of 8.&lt;br /&gt;
&lt;br /&gt;
A base ringmail tunic is calculated as 17 and the coverage is 44% (see charts above).  Your armor rating will be 17 x 0.44 = 7 AR (values are rounded to the nearest whole value).  If you wear this, you will only be able to wear some gloves or a gorget.  The lowest is leather gloves/gorget which is 12 x 0.07 = 1 AR.  Anything else will put you over.&lt;br /&gt;
&lt;br /&gt;
A ringmail tunic of invulnerability has a +10 bonus.  The new calculation will be (17+10) x 0.44 = 12 AR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crafted Armor ===&lt;br /&gt;
Crafted armor is made by tailors and blacksmiths.  These are good, durable armor that can last a long time but often gives lower bonuses.  If the crafter upgrades the armor, they can receive a +2 (quality) or +4 (exceptional) bonus.  Crafters also have a chance to make [[Crafting_Overview#Masterpieces|masterpiece]] armor.  These armor are much hardier than normal, can be named by the crafter and can give a bonus all the way to +10.  Use your magery skill to identify the bonus on the armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magic Armor ===&lt;br /&gt;
Magic armor can only be found as loot.  Before it is useable, it must be identified (by using your magery skill).  Magic armor can have a bonus all the way up to +10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magic Restrictions ===&lt;br /&gt;
Mages and bards are not penalized for using metal armor.&lt;br /&gt;
&lt;br /&gt;
Shields will block casting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor Sets ===&lt;br /&gt;
&lt;br /&gt;
'''Armor of the Einherjar'''&lt;br /&gt;
&lt;br /&gt;
Gathered from the various Einherjar bosses and colored a special GM color from Valerie, the AE Artist.  This set is non-magical but the weapon is lightning-enchanted after coloring.&lt;br /&gt;
&lt;br /&gt;
Leather set: tunic, pants, sleeves, gloves, coif, gorget, dagger, boots&lt;br /&gt;
&lt;br /&gt;
Bone set: tunic, legs, helm, arms, gloves, flail, shield, sandals&lt;br /&gt;
&lt;br /&gt;
Ringmail set: tunic, legs, coif, arms, gloves, stave, boots&lt;br /&gt;
&lt;br /&gt;
Chainmail set: tunic, legs, coif, gloves, bow, boots&lt;br /&gt;
&lt;br /&gt;
Platemail set: chest, legs, helm, gorget, arms, gloves, sword, shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dark Father Set'''&lt;br /&gt;
&lt;br /&gt;
A magic platemail set found in the Gauntlet of Doom: Mask of the Dark Father, Shield of the Dark Father, chest, legs, gorget, arms, gloves.  There is no weapon associated with this set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Majestic Set'''&lt;br /&gt;
&lt;br /&gt;
A magic clothing set found in the Gauntlet of Doom: robe, cloak, bustier (for females), jodhpurs, arms, boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Orc Set'''&lt;br /&gt;
&lt;br /&gt;
A special leather set to compliment your orc.  Can only be bought from the boutique vendor or given out as prizes during special events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Daedric Set'''&lt;br /&gt;
&lt;br /&gt;
Can only be made from the blacksmithy crafting scrolls.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Armor_Sets&amp;diff=864</id>
		<title>Armor Sets</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Armor_Sets&amp;diff=864"/>
		<updated>2020-10-10T04:50:52Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armor Sets are special pieces that, when worn all at the same time, unlock their special abilities and skills.  When you equip a full armor set, you will receive a special message letting you know the entire set has been completed.  All armor sets are restricted to the same rules:&lt;br /&gt;
* Set pieces are not repairable but boost twice the amount of durability.&lt;br /&gt;
* Armor pieces do not go above +8 armor for each piece.  The only exception to this is Odin's Golden Armor set which can go to +12 armor.&lt;br /&gt;
* Set pieces can only be colored by a [[Laminating Kit]].  The three kits (laminate, staining, leather) can color any piece of the set whether it is cloth, jewelry or armor.  Color deeds are bought from [[Specialized_NPCs#Myrrdin.2C_the_Magic_Dealer|Myrrdin, the Magic Dealer]], by turning in your unwanted magics.&lt;br /&gt;
* Once equipped, skill bonuses on the armor set pieces will break the +10 skill cap.  For example, if you have a +6 cloak of tactics and +8 robe of tactics and you equip an 4 piece armor set that gives +2 tactics to each piece, your total will be 6+8=10 tactics (cannot go above the cap with non-armor set pieces) plus 2x4=8 tactics bonus for a total of +18 tactics.&lt;br /&gt;
&lt;br /&gt;
If the location is not mentioned with the drop rate, it is found on Valhalla, the main realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLblu&amp;quot;|Name||Armor of Einherjar&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Pieces||Various depending on the AE set&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Bonus||+1 tactics per piece&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Found||[[Armor of the Einherjar]] Quest&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Description||Your weapon strikes as if it is in perfect condition.&lt;br /&gt;
|- id=&amp;quot;vTLred&amp;quot;&lt;br /&gt;
| ||&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLblu&amp;quot;|Name||Brace of D'Odwyn&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Pieces||1&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Bonus||None&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Found||New player bonus when leaving the Hall of Heroes into Asgard&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Description||First deathcry is free.&lt;br /&gt;
|- id=&amp;quot;vTLred&amp;quot;&lt;br /&gt;
| ||&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLblu&amp;quot;|Name||Thief's Gambit&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Pieces||5&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Bonus||+3 stealth per piece&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Found||Stealing from guards&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Description||Lowers the hardness of picking treasure chests by 1 level.&lt;br /&gt;
|- id=&amp;quot;vTLred&amp;quot;&lt;br /&gt;
| ||&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLblu&amp;quot;|Name||Elemental Facade&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Pieces||5&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Bonus||+2 archery per piece except +5 hiding for cloak&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Found||3-5% chance on Wild Elves (lost realms), 2-4% Amazons (valhalla)&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Description||Elemental ammo has a chance to do an elemental blast doing 3x your elemental damage bonus to a target.&lt;br /&gt;
|- id=&amp;quot;vTLred&amp;quot;&lt;br /&gt;
| ||&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLblu&amp;quot;|Name||Mastercrafter&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Pieces||4&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Bonus||+4-6 carpentry, +4-6 blacksmithy, +4-6 tinkering, +4-6 masonry&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Found||Merchant jobs (1% chance per job completed), bulk order deed reward (5% chance)&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Description||100% to craft a masterpiece item but 1/3 chance one of the set pieces will be destroyed.&lt;br /&gt;
|- id=&amp;quot;vTLred&amp;quot;&lt;br /&gt;
| ||&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLblu&amp;quot;|Name||Arcana&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Pieces||2&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Bonus||+5 invocation&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Found||Cult of the Eight (3-4% chance, ilshenar), Frey's forest spirits (3-5% chance)&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Description||Increased mana regeneration.&lt;br /&gt;
|- id=&amp;quot;vTLred&amp;quot;&lt;br /&gt;
| ||&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLblu&amp;quot;|Name||Scrollcaster&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Pieces||3&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Bonus||+5 meditation (gloves, boots), +5 camping (hat)&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Found||Lost tribes (4-6% chance, lost realms), Shabooli (3-4% chance)&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Description||50% bonus damage using scrolls, stacks with holding a mage spellbook in your hand.&lt;br /&gt;
|- id=&amp;quot;vTLred&amp;quot;&lt;br /&gt;
| ||&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLblu&amp;quot;|Name||Odin's Golden Armor&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Pieces||6&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Bonus||+2 parry per piece&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Found||Bought with Odin Bucks at Manesteen (Lost Realms)&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Description||your death causes the armor pieces to take spiritual form and to attack all hostiles around you for 120 seconds.  A healer appears after 30 seconds and leaves after 90 seconds.&lt;br /&gt;
|- id=&amp;quot;vTLred&amp;quot;&lt;br /&gt;
| ||&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLblu&amp;quot;|Name||Inspired Leader&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Pieces||5&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Bonus||+3 taming on clothing, +5 leadership on plate&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Found||Praetorians (3-4% chance), Town Guard bounty (6% chance per finished quest)&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Description||When you get knocked-out or deathcry, your pets or henchmen are inspired to fight for you. During this time, your followers will heal constantly as they attack all hostiles around them. When KOed, It will take 20 seconds before inspiration sets in.  When you deathcry, it will last either 5 minutes or you resurrect.&lt;br /&gt;
|- id=&amp;quot;vTLred&amp;quot;&lt;br /&gt;
| ||&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLblu&amp;quot;|Name||Fighter's Resolve&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Pieces||3&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Bonus||+2 armslore&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Found||8% per bag (minimum 20 heads) from the [[Headhunters]] Quest, 6% per completed bounty from Bounty Hunters&lt;br /&gt;
|-&lt;br /&gt;
|id=&amp;quot;vTLgry&amp;quot;|Description||Your fighting spirit allows a second roll if you fail putting on a bandage during combat and if you fail the skill check, 3x the base healing.  Set works on henchmen.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=863</id>
		<title>Imbuing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=863"/>
		<updated>2020-09-29T02:21:38Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Imbuing is a tradeskill allowing to add and adjust wearable item properties.  These properties include having faster cast speeds, better parrying or increased mana regeneration.  Items can have multiple imbued properties.  Those that practice the art of imbuing are called Artificers.&lt;br /&gt;
&lt;br /&gt;
To imbue an item, there are three main ingredients that are needed&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a magical ingredient, a common gem, and a high intensity ingredient.  Once you have collected all these materials, you must use the special soul forge.  Once standing beside the soul forge, you can use your imbuing skill to imbue an item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Unlike other skills, there is no merchant for practicing imbuing.  To increase Imbuing, you must use the skill by unraveling magic items for their magical ingredients or imbuing items with magical properties.  At lower levels, there is a 25% gain if you pass the skill check but at higher levels, there is only a 10% gain and a lower chance to  pass the skill check.&lt;br /&gt;
&lt;br /&gt;
Imbuing has a hard cap of 100, whether it is in the primary slot or tradeskill slot.  There are no magic items that temporarily or permanently increase imbuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
To imbue an item, you require three specific resources and a soul forge.  The soul forge is currently located at Uppsala, Lost Realms (note&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; when Ter Mur is ready, the soul forge will be moved to its proper location at the Royal City).&lt;br /&gt;
&lt;br /&gt;
The amounts of each material goes up with each level.  For example, an item requiring a level 1 imbuement may only require 1 of each item whereas an item that is 14/15 may require 10 of each item.&lt;br /&gt;
&lt;br /&gt;
Imbuing requires having three specific resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unraveled Magic====&lt;br /&gt;
Magical ingredients only come from one source - magical items.  To gain the magical ingredient, you must unravel the item and collect the magical residue left over.  Magically unraveling items always destroys the item in the process.  The magical residue collected depends on the quality of the magic item unraveled.&lt;br /&gt;
&lt;br /&gt;
The higher your skill, the higher chance of a better magical ingredient.  There are three kinds of magical residue (highest listed first)&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Magical Residue&lt;br /&gt;
* Enchanted Essence&lt;br /&gt;
* Relic Fragment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Magic Weapons, Armor&lt;br /&gt;
&lt;br /&gt;
Magic Shovels&lt;br /&gt;
&lt;br /&gt;
Magic Wands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Not Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Crafted items&lt;br /&gt;
&lt;br /&gt;
Masterpiece items&lt;br /&gt;
&lt;br /&gt;
Chipped Rocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Item Value''&lt;br /&gt;
&lt;br /&gt;
Items with Silver, Hit Spells, Skills Advancements have a +1 value.&lt;br /&gt;
&lt;br /&gt;
Items that are higher than Rugged and Power have a +2 value.&lt;br /&gt;
&lt;br /&gt;
These values are added up and determined which magical ingredient will be extracted from the item.&lt;br /&gt;
&lt;br /&gt;
* an entire container can be unraveled... we are not responsible for lost items as it will unravel every magic item it finds in that container.&lt;br /&gt;
* owned items will not be unraveled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Common Gem====&lt;br /&gt;
Common gems collected from loot and other sources, such as tourmalines, emeralds, sapphires or diamonds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====High Intensity Ingredient====&lt;br /&gt;
These ingredients come from special bosses or rare monsters, special areas or are harvested from special plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Property Weight==&lt;br /&gt;
All items have a imbued maximum property weight.  This means you are unable to imbue items all their way to their maximum values if you have other imbued properties on them.  Each item has a maximum value and a imbuing weight.  The maximum property intensity limit is 300%.&lt;br /&gt;
&lt;br /&gt;
For example&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a ring has a lower mana cost with 7 levels out of 15.  The total weight for lower mana cost is 110.  It also has a hit chance increase of 5 out of 12.  The total weight for hit chance increase is 130.&lt;br /&gt;
&lt;br /&gt;
lower mana cost weight&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 7/15 x 110 = 51 (rounded)&lt;br /&gt;
&lt;br /&gt;
high chance increase&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 5/12 x 130 = 54 (rounded)&lt;br /&gt;
&lt;br /&gt;
the total imbuing weight is 51 + 54 = 105%.&lt;br /&gt;
&lt;br /&gt;
All values are rounded for each line.  They are not calculated with any decimals.&lt;br /&gt;
&lt;br /&gt;
You may continue imbuing the item with various properties until you reach the limit of 300%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similar to Blacksmithy requiring a forge, you must stand next to a Soul Forge to imbue or unravel items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Cap==&lt;br /&gt;
Although you can maximize the value on every item that allows the imbued property, there is a useful cap for many properties.  There is no benefit to going over the cap.&lt;br /&gt;
&lt;br /&gt;
For example, hit chance increase has a maximum value of 12 points on each item.  You can imbue hit chance increase on jewelry and weapons meaning you can put it on 4 pieces of jewelry (ring, earrings, bracelet, necklace) and your weapon for a total of 60 points.  However, there is a useful cap of 45 points.  Any points above 45 will not increase your hit chance thus is wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items that can be imbued==&lt;br /&gt;
&lt;br /&gt;
Most items can be imbued.  However, special items, such as Treasures of Tokuno, cannot be imbued as they already contain special properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Jewelry&lt;br /&gt;
!Armor&lt;br /&gt;
!Weapon&lt;br /&gt;
!Mage Spellbook&amp;lt;br&amp;gt;Staves&lt;br /&gt;
!Shield&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Dodge||||x||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||||||x||||x&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||x||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Durability||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||x||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||x||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||||||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||x||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Luck||x||x||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||x||||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||||||x||||x&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||x||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||||x||x||||x&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||||x||||||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regeants Required==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Max Item&lt;br /&gt;
!Total&lt;br /&gt;
!Weight&lt;br /&gt;
!Type&lt;br /&gt;
!Unraveled Magic&lt;br /&gt;
!Common Gem&lt;br /&gt;
!High Intensity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Evade||5||15||110||Percent||Enchanted Essence||Ruby||Blue Diamond||Each point adds 1% to your evade chance&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||5||15||110||Percent||Enchanted Essence||Tourmaline||Spider Carapace||Each point adds 1% to your chance to parry&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||25||100||100||Percent||Enchanted Essence||Citrine||Crystal Shards||Each point adds 1% bonus combat damage before elemental damage is determined&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||12||45||110||Percent||Relic Fragment||Tourmaline||Essence of |Singularity||Each point increases armor by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Durability||5||-||100||Point||Enchanted Essence||Tourmaline||Teardrop of Winter||Each point increases chance your weapons and armor will not take any damage while in combat&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||2||-||120||Point||Relic Fragment||Amethyst||Essence of Diligence||Each point gives 1/4 faster recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||1||-||140||Point||Relic Fragment||Ruby||Essence of Achievement||Each point shortens casting time by 1/4 of a second.  Chivalry is capped at 2 points.  Revenant and Spellweavers are capped at 4 points.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||12||45||130||Percent||Relic Fragment||Amber||Essence of Precision||Each point increases your chance to hit by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||45||45||130||Percent||Magical Residue||Diamond||Parasitic Plant||Each point reduces your opponent's defenses by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||2||-||110||Point||Magical Residue||Sapphire||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||2||18||100||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||2||-||110||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||2||-||100||Point||Magical Residue||Diamond||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||5||5||100||Percent||Magical Residue||Citrine||Powdered Iron||Increases chance of raising armor rating of the shield&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||15||40||110||Percent||Relic Fragment||Tourmaline||Essence of Order||Each point deducts 1% mana from the spell cost&lt;br /&gt;
|-&lt;br /&gt;
|Luck||100||100||100||Point||Magical Residue||Citrine||Deathcap Mushroom||Adds to luck&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||6||20||100||Point||Enchanted Essence||Sapphire||Seed of Renewal||Increases regeneration by 75 points.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||15||25||100||Point||Magical Residue||Citrine||Boura Pelt||Each point gives a chance to completely resist a combat poison hit (poison attacks only)&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||5||-||150||Point||Relic Fragment||Tourmaline||Slith Tongue||While in combat, your weapon will have a chance to repair itself by 1 point&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||12||-||100||Percent||Enchanted Essence||Emerald||Crystal Shards||Adds 1% bonus damage per point directly to spell damage before elemental damage is calculated.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||3||24||110||Point||Enchanted Essence||Diamond||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||10||15||110||Point||Relic Fragment||Tourmaline||Essence of Control||Each point increases swing speed by 1/10 second - minimum speed of 1 second&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location of High Intensity Reagents==&lt;br /&gt;
The Mini-Champ area on Valhalla Lost is not the same place as on Ter Mur.  Instead, it is located off an abandoned mansion with exits leading to separate areas with our custom interpretations of the themes.  This is due to not having access to Ter Mur when Imbuing was put in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Reagent&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Blue Diamond||Found while mining, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Boura Pelt||Skinned from High Plains (found around the large plains near Gateway City)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Shards||Cavern of the Discarded loot, found while lumberjacking in Lost Realms&lt;br /&gt;
|-&lt;br /&gt;
|Deathcap Mushroom||Growing in the Mushroom Caverns on Ilshenar&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Achievement||Abyssal Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Control||Enslaved Goblins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Diligence||Stygian Dragon Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Order||Fire Temple Ruins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Precision||Crimson Veins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Singularity||Passage of Tears Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Parasitic Plant||Found while lumberjacking, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Powdered Iron||Leftover from Smelting (requires tradeskill) and Prospecting, iron golem loot&lt;br /&gt;
|-&lt;br /&gt;
|Seed of Renewal||Cavern of the Discarded Mini-Champ creatures, grown with a chance to pick&lt;br /&gt;
|-&lt;br /&gt;
|Slith Tongue||Slith loot&lt;br /&gt;
|-&lt;br /&gt;
|Spider Carapace||Temple of the Spider loot&lt;br /&gt;
|-&lt;br /&gt;
|Teardrop of Winter||Ice caverns through-out Valhalla&lt;br /&gt;
|-&lt;br /&gt;
|Void Orb||Void Creatures under the Ankh Dungeon on Ilshenar&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Outyards==&lt;br /&gt;
The Outyards (or in norse mythology, Utgardar), is an ancient temple hidden away under a mountain located on Lost Realms.  Inside, there are doorways (and some hidden entries) leading to areas where competitions are held.  Enter the area, face the challenge and you may be rewarded with imbuing materials dropped from the monsters inside.  There are a total of 8 challenges.&lt;br /&gt;
&lt;br /&gt;
The mini-boss challenge is similar to the champion spawns but on a smaller scale.  When you enter an area, the challenge will begin.  Kill the rounds of monsters until the boss appears.  Once the boss has been killed, the area goes on a cooldown for 30 minutes.  If you leave the area before the boss is killed, the next person to enter will resume where the rounds left off.  Imbuing materials can drop from a variety of the monsters during the round.  The essences have a chance to drop from the main boss.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Treasures_of_Tokuno&amp;diff=862</id>
		<title>Treasures of Tokuno</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Treasures_of_Tokuno&amp;diff=862"/>
		<updated>2020-09-29T02:20:02Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Treasures of Tokuno is a quest where artifacts are found in the loot from the Black Bushido Clan located in the Field of Echoes on the island of Homare.  These artifacts, known as minor artifacts, can be useable or just deco.  If you collect enough of them, you can trade them in with Ihara Soko, the Imperial Minister of Trade located in Zento.  It takes 10 minor artifacts to obtain a major artifacts.  Major Artifacts are special deco, dye tubs and useable items.&lt;br /&gt;
&lt;br /&gt;
All Treasures of Tokuno items are considered special items and require an [[Item Repair Kit]] to fix any damage to the item.  They also cannot be imbued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minor Artifacts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Item&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Farmer's Kasa||helm||+2 animal lore, +5 strength, +19 cold resist&lt;br /&gt;
|-&lt;br /&gt;
|Black Lotus Hood||helm||+15 cold resist&lt;br /&gt;
|-&lt;br /&gt;
|The Destroyer||swordsmanship||+10 fire/poison resist, +100 physical damage&lt;br /&gt;
|-&lt;br /&gt;
|Gloves of the Sun||gloves||+24 fire resist&lt;br /&gt;
|-&lt;br /&gt;
|Leurocian's Mempo of Fortune||helm||+10 fire/cold/poison resist, +15 energy/physical resist&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Samurai Do||chest armor||+10 parry&lt;br /&gt;
|-&lt;br /&gt;
|Chest of Heirlooms||container||&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Nunchaku||macefighting||+20 dex, 1000 fireball charges&lt;br /&gt;
|-&lt;br /&gt;
|Hanzo's Bow||bow||+150 physical damage, vampiric&lt;br /&gt;
|-&lt;br /&gt;
|Peasant's Bokuto||fencing||+135 physical damage&lt;br /&gt;
|-&lt;br /&gt;
|Pilfered Dancer Fans||macefighting||+120 physical damage&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Urn||deco||&lt;br /&gt;
|-&lt;br /&gt;
|Daimyo's Helm||helm||+10 cold resist&lt;br /&gt;
|-&lt;br /&gt;
|Exiler||macefighting||+100 energy damage, demon slayer&lt;br /&gt;
|-&lt;br /&gt;
|Honorable Swords||deco||&lt;br /&gt;
|-&lt;br /&gt;
|Pigments of Tokuno||dyes||clothing dyes&lt;br /&gt;
|-&lt;br /&gt;
|Tome of Enlightenment||spellbook||+15 int&lt;br /&gt;
|-&lt;br /&gt;
|Arms of Tactical Excellence||arms||+10 tactics&lt;br /&gt;
|-&lt;br /&gt;
|Demon Forks||fencing||+135 physical damage&lt;br /&gt;
|-&lt;br /&gt;
|Legs of Stability||leg armor||+15 dex, +18 poison resist&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Artifacts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Item&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Darkened Sky||swordsmanship||+40 dex, lightning spell, +100 cold damage&lt;br /&gt;
|-&lt;br /&gt;
|Rune Beetle Carapace||chest armor||+14 cold/energy resist&lt;br /&gt;
|-&lt;br /&gt;
|The Horselord||archery||+20 dex, +150 physical damage, +125 luck, lizardman slayer&lt;br /&gt;
|-&lt;br /&gt;
|Kasa of the Raj-In||helm||+17 fire/poison/energy resist, +21 cold resist&lt;br /&gt;
|-&lt;br /&gt;
|Stormgrip||gloves||+8 int, +18 cold/energy resist&lt;br /&gt;
|-&lt;br /&gt;
|Tome of Lost Knowledge||spellbook||+15 int, +10 magery&lt;br /&gt;
|-&lt;br /&gt;
|Sword of the Stampede||swordsmanship||+160 cold damage&lt;br /&gt;
|-&lt;br /&gt;
|Wind's Edge||macefighting||+150 energy damage&lt;br /&gt;
|-&lt;br /&gt;
|Swords of Prosperity||swordsmanship||+100 fire damage, +200 luck&lt;br /&gt;
|-&lt;br /&gt;
|Pigments of Tokuno||dyes||clothing dyes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=861</id>
		<title>Imbuing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=861"/>
		<updated>2020-09-23T05:24:14Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Imbuing is a tradeskill allowing to add and adjust wearable item properties.  These properties include having faster cast speeds, better parrying or increased mana regeneration.  Items can have multiple imbued properties.  Those that practice the art of imbuing are called Artificers.&lt;br /&gt;
&lt;br /&gt;
To imbue an item, there are three main ingredients that are needed&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a magical ingredient, a common gem, and a high intensity ingredient.  Once you have collected all these materials, you must use the special soul forge.  Once standing beside the soul forge, you can use your imbuing skill to imbue an item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Unlike other skills, there is no merchant for practicing imbuing.  To increase Imbuing, you must use the skill by unraveling magic items for their magical ingredients or imbuing items with magical properties.  At lower levels, there is a 25% gain if you pass the skill check but at higher levels, there is only a 10% gain and a lower chance to  pass the skill check.&lt;br /&gt;
&lt;br /&gt;
Imbuing has a hard cap of 100, whether it is in the primary slot or tradeskill slot.  There are no magic items that temporarily or permanently increase imbuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
To imbue an item, you require three specific resources and a soul forge.  The soul forge is currently located at Uppsala, Lost Realms (note&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; when Ter Mur is ready, the soul forge will be moved to its proper location at the Royal City).&lt;br /&gt;
&lt;br /&gt;
The amounts of each material goes up with each level.  For example, an item requiring a level 1 imbuement may only require 1 of each item whereas an item that is 14/15 may require 10 of each item.&lt;br /&gt;
&lt;br /&gt;
Imbuing requires having three specific resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unraveled Magic====&lt;br /&gt;
Magical ingredients only come from one source - magical items.  To gain the magical ingredient, you must unravel the item and collect the magical residue left over.  Magically unraveling items always destroys the item in the process.  The magical residue collected depends on the quality of the magic item unraveled.&lt;br /&gt;
&lt;br /&gt;
The higher your skill, the higher chance of a better magical ingredient.  There are three kinds of magical residue (highest listed first)&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Magical Residue&lt;br /&gt;
* Enchanted Essence&lt;br /&gt;
* Relic Fragment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Magic Weapons, Armor&lt;br /&gt;
&lt;br /&gt;
Magic Shovels&lt;br /&gt;
&lt;br /&gt;
Magic Wands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Not Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Crafted items&lt;br /&gt;
&lt;br /&gt;
Masterpiece items&lt;br /&gt;
&lt;br /&gt;
Chipped Rocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Item Value''&lt;br /&gt;
&lt;br /&gt;
Items with Silver, Hit Spells, Skills Advancements have a +1 value.&lt;br /&gt;
&lt;br /&gt;
Items that are higher than Rugged and Power have a +2 value.&lt;br /&gt;
&lt;br /&gt;
These values are added up and determined which magical ingredient will be extracted from the item.&lt;br /&gt;
&lt;br /&gt;
* an entire container can be unraveled... we are not responsible for lost items as it will unravel every magic item it finds in that container.&lt;br /&gt;
* owned items will not be unraveled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Common Gem====&lt;br /&gt;
Common gems collected from loot and other sources, such as tourmalines, emeralds, sapphires or diamonds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====High Intensity Ingredient====&lt;br /&gt;
These ingredients come from special bosses or rare monsters, special areas or are harvested from special plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Property Weight==&lt;br /&gt;
All items have a imbued maximum property weight.  This means you are unable to imbue items all their way to their maximum values if you have other imbued properties on them.  Each item has a maximum value and a imbuing weight.  The maximum property intensity limit is 300%.&lt;br /&gt;
&lt;br /&gt;
For example&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a ring has a lower mana cost with 7 levels out of 15.  The total weight for lower mana cost is 110.  It also has a hit chance increase of 5 out of 12.  The total weight for hit chance increase is 130.&lt;br /&gt;
&lt;br /&gt;
lower mana cost weight&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 7/15 x 110 = 51 (rounded)&lt;br /&gt;
&lt;br /&gt;
high chance increase&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 5/12 x 130 = 54 (rounded)&lt;br /&gt;
&lt;br /&gt;
the total imbuing weight is 51 + 54 = 105%.&lt;br /&gt;
&lt;br /&gt;
All values are rounded for each line.  They are not calculated with any decimals.&lt;br /&gt;
&lt;br /&gt;
You may continue imbuing the item with various properties until you reach the limit of 300%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similar to Blacksmithy requiring a forge, you must stand next to a Soul Forge to imbue or unravel items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Cap==&lt;br /&gt;
Although you can maximize the value on every item that allows the imbued property, there is a useful cap for many properties.  There is no benefit to going over the cap.&lt;br /&gt;
&lt;br /&gt;
For example, hit chance increase has a maximum value of 12 points on each item.  You can imbue hit chance increase on jewelry and weapons meaning you can put it on 4 pieces of jewelry (ring, earrings, bracelet, necklace) and your weapon for a total of 60 points.  However, there is a useful cap of 45 points.  Any points above 45 will not increase your hit chance thus is wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items that can be imbued==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Jewelry&lt;br /&gt;
!Armor&lt;br /&gt;
!Weapon&lt;br /&gt;
!Mage Spellbook&amp;lt;br&amp;gt;Staves&lt;br /&gt;
!Shield&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Dodge||||x||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||||||x||||x&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||x||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Durability||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||x||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||x||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||||||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||x||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Luck||x||x||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||x||||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||||||x||||x&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||x||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||||x||x||||x&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||||x||||||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regeants Required==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Max Item&lt;br /&gt;
!Total&lt;br /&gt;
!Weight&lt;br /&gt;
!Type&lt;br /&gt;
!Unraveled Magic&lt;br /&gt;
!Common Gem&lt;br /&gt;
!High Intensity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Evade||5||15||110||Percent||Enchanted Essence||Ruby||Blue Diamond||Each point adds 1% to your evade chance&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||5||15||110||Percent||Enchanted Essence||Tourmaline||Spider Carapace||Each point adds 1% to your chance to parry&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||25||100||100||Percent||Enchanted Essence||Citrine||Crystal Shards||Each point adds 1% bonus combat damage before elemental damage is determined&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||12||45||110||Percent||Relic Fragment||Tourmaline||Essence of |Singularity||Each point increases armor by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Durability||5||-||100||Point||Enchanted Essence||Tourmaline||Teardrop of Winter||Each point increases chance your weapons and armor will not take any damage while in combat&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||2||-||120||Point||Relic Fragment||Amethyst||Essence of Diligence||Each point gives 1/4 faster recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||1||-||140||Point||Relic Fragment||Ruby||Essence of Achievement||Each point shortens casting time by 1/4 of a second.  Chivalry is capped at 2 points.  Revenant and Spellweavers are capped at 4 points.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||12||45||130||Percent||Relic Fragment||Amber||Essence of Precision||Each point increases your chance to hit by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||45||45||130||Percent||Magical Residue||Diamond||Parasitic Plant||Each point reduces your opponent's defenses by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||2||-||110||Point||Magical Residue||Sapphire||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||2||18||100||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||2||-||110||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||2||-||100||Point||Magical Residue||Diamond||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||5||5||100||Percent||Magical Residue||Citrine||Powdered Iron||Increases chance of raising armor rating of the shield&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||15||40||110||Percent||Relic Fragment||Tourmaline||Essence of Order||Each point deducts 1% mana from the spell cost&lt;br /&gt;
|-&lt;br /&gt;
|Luck||100||100||100||Point||Magical Residue||Citrine||Deathcap Mushroom||Adds to luck&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||6||20||100||Point||Enchanted Essence||Sapphire||Seed of Renewal||Increases regeneration by 75 points.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||15||25||100||Point||Magical Residue||Citrine||Boura Pelt||Each point gives a chance to completely resist a combat poison hit (poison attacks only)&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||5||-||150||Point||Relic Fragment||Tourmaline||Slith Tongue||While in combat, your weapon will have a chance to repair itself by 1 point&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||12||-||100||Percent||Enchanted Essence||Emerald||Crystal Shards||Adds 1% bonus damage per point directly to spell damage before elemental damage is calculated.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||3||24||110||Point||Enchanted Essence||Diamond||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||10||15||110||Point||Relic Fragment||Tourmaline||Essence of Control||Each point increases swing speed by 1/10 second - minimum speed of 1 second&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location of High Intensity Reagents==&lt;br /&gt;
The Mini-Champ area on Valhalla Lost is not the same place as on Ter Mur.  Instead, it is located off an abandoned mansion with exits leading to separate areas with our custom interpretations of the themes.  This is due to not having access to Ter Mur when Imbuing was put in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Reagent&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Blue Diamond||Found while mining, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Boura Pelt||Skinned from High Plains (found around the large plains near Gateway City)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Shards||Cavern of the Discarded loot, found while lumberjacking in Lost Realms&lt;br /&gt;
|-&lt;br /&gt;
|Deathcap Mushroom||Growing in the Mushroom Caverns on Ilshenar&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Achievement||Abyssal Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Control||Enslaved Goblins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Diligence||Stygian Dragon Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Order||Fire Temple Ruins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Precision||Crimson Veins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Singularity||Passage of Tears Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Parasitic Plant||Found while lumberjacking, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Powdered Iron||Leftover from Smelting (requires tradeskill) and Prospecting, iron golem loot&lt;br /&gt;
|-&lt;br /&gt;
|Seed of Renewal||Cavern of the Discarded Mini-Champ creatures, grown with a chance to pick&lt;br /&gt;
|-&lt;br /&gt;
|Slith Tongue||Slith loot&lt;br /&gt;
|-&lt;br /&gt;
|Spider Carapace||Temple of the Spider loot&lt;br /&gt;
|-&lt;br /&gt;
|Teardrop of Winter||Ice caverns through-out Valhalla&lt;br /&gt;
|-&lt;br /&gt;
|Void Orb||Void Creatures under the Ankh Dungeon on Ilshenar&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Outyards==&lt;br /&gt;
The Outyards (or in norse mythology, Utgardar), is an ancient temple hidden away under a mountain located on Lost Realms.  Inside, there are doorways (and some hidden entries) leading to areas where competitions are held.  Enter the area, face the challenge and you may be rewarded with imbuing materials dropped from the monsters inside.  There are a total of 8 challenges.&lt;br /&gt;
&lt;br /&gt;
The mini-boss challenge is similar to the champion spawns but on a smaller scale.  When you enter an area, the challenge will begin.  Kill the rounds of monsters until the boss appears.  Once the boss has been killed, the area goes on a cooldown for 30 minutes.  If you leave the area before the boss is killed, the next person to enter will resume where the rounds left off.  Imbuing materials can drop from a variety of the monsters during the round.  The essences have a chance to drop from the main boss.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Town_Loyalty&amp;diff=860</id>
		<title>Town Loyalty</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Town_Loyalty&amp;diff=860"/>
		<updated>2020-09-12T00:11:33Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Due to the continuous running of towns, town loyalty is a work in progress and may be taken down to fix any errors.  Only select towns are available but more towns may be added in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Town Loyalty==&lt;br /&gt;
&lt;br /&gt;
Take pride in becoming a loyal citizen to a town!  Help your town grow* by donating resources and in return, the town will offer you bonuses such as trade contracts with guilds for character bonuses and extra bonuses for performing tasks around the town.&lt;br /&gt;
&lt;br /&gt;
Participating towns have a town throne that displays their town information.&lt;br /&gt;
&lt;br /&gt;
*Disclaimer: towns do not actually physically 'grow' and 'change' but are represented by values but you already knew that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Becoming a Citizen==&lt;br /&gt;
&lt;br /&gt;
You may choose to become a citizen of any available town by using your dropdown menu and selecting Town Loyalty.&lt;br /&gt;
&lt;br /&gt;
Due to hostilities between certains towns and races, you may start at a disadvantage if you choose to join a town that is hostile to your race.  Other than the initial loyalty points disadvantage, there are no other penalties.&lt;br /&gt;
&lt;br /&gt;
Once you are a citizen of a town, you will accumulate loyalty points as you donate items to the town.  Any other loyalty points you have for other towns will begin to decrease.  You must also log on every 40 hours or else your loyalty points will begin to decrease.  You cannot go below 0 points.&lt;br /&gt;
&lt;br /&gt;
As your loyalty goes up, you get extra bonuses around the town&lt;br /&gt;
&lt;br /&gt;
- Up to an extra 10% gold when selling your loot in town.&lt;br /&gt;
&lt;br /&gt;
- Increased reward level when completing guard quests.&lt;br /&gt;
&lt;br /&gt;
- Up to an extra 20% bonus gold when jobbing.&lt;br /&gt;
&lt;br /&gt;
- The guards acknowledge your greatness as you pass them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may repledge your loyalty to another town after 72 hours.  Loyalty points do not transfer over to the new town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Governor==&lt;br /&gt;
&lt;br /&gt;
To run the town, you must be a citizen of the town and be nominated to run for governor.  Another citizen must provide the nomination.  There is a limit of 5 nominations per election.&lt;br /&gt;
&lt;br /&gt;
Only citizens of that town may vote.  Only one vote per account even if you have multiple citizens of that town.  You cannot change your vote once it has been cast.&lt;br /&gt;
&lt;br /&gt;
An election cycle runs for 7 [real-time] days.  At the end of this time, the one with the most votes is declared the governor.  If there is a tie, the timer is extended another day until a winner is declared.&lt;br /&gt;
&lt;br /&gt;
One governor per account per town.&lt;br /&gt;
&lt;br /&gt;
The governor must log on at least every 30 days to continue being governor or the town will re-enter nominations and elections again.  During this time, the town will mostly stop running.&lt;br /&gt;
&lt;br /&gt;
As governor, you will have to make the tough choices in how the town is run and decide what to do when certain opportunities or problems arise as well how to embellish the town in your greatness.  Although most bonuses are based on the person's loyalty title, there are some that are based on the town's population capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Running the Town===&lt;br /&gt;
&lt;br /&gt;
The town's success is based on 4 resources: gold, infrastructure supplies, armament supplies and farming supplies.&lt;br /&gt;
&lt;br /&gt;
Gold is donated through the City Herald located in Asgard.  You may donate gold coins or gold bars.  Gold bars give a 10gp per bar bonus.&lt;br /&gt;
&lt;br /&gt;
All supplies are donated through the Trade Minister located in Asgard.  Drop the item or a bag onto the Trade Minister and it will be sorted for what can be donated.  Most supplies are accepted.  See below for each category what is accepted.&lt;br /&gt;
&lt;br /&gt;
Towns are based on size with small, medium and large towns.  Size determines how many amenities can be placed around the town, how many guards can be placed to protect the town and the maximum amount of families can live in the town.  All of these can add up in cost when running the town.  Large towns have a maximum of 100 families where small towns have a maximum of 60 families.  Larger towns will require more supplies and time to run properly.&lt;br /&gt;
&lt;br /&gt;
Desireability has a large impact whether families come to your town.  Various things impact desirability such as supplies being donated on a regular basis, the town is kept free of problems and decisions are made promptly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Periodic Costs===&lt;br /&gt;
&lt;br /&gt;
Every 2 to 5 days (real time), depending on which supply, costs to run the town are deducted from the town's vault and the town's appearance is upgraded automatically.  The amount deducted is based on the spending priorities.  There is always a minimum amount to be deducted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Town Upgrades===&lt;br /&gt;
&lt;br /&gt;
The town is automatically updated whenever there is enough gold in the vaults to cover appearance changes and depending what spending priorities you have set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banners'''&lt;br /&gt;
&lt;br /&gt;
All towns get a basic banner.  Upgraded banners will only appear if the gold spending priority is set higher.  Each town gets their own personal banner.&lt;br /&gt;
&lt;br /&gt;
The amount of gold required in the vault is based on the town size from 300,000 gold for a small town to 500,000 gold for a large town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guards'''&lt;br /&gt;
&lt;br /&gt;
Better guards are placed around the town if the priority is set and the gold vault milestone has been reached.  Each town size has a different requirement for the amount of gold.  The minimum for a medium town is 1,500,000 gold in the vault and a large town with 5,000,000 gold in the vault.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Statues'''&lt;br /&gt;
&lt;br /&gt;
Statue upgrades is based on the amount of gold in the vaults.  Once a town has reached their first gold milestone, a statue will be placed at an appropriate location.  These locations cannot be changed.  A small town requires 600,000 gold in the vault while a large town requires 1,000,000 gold.&lt;br /&gt;
&lt;br /&gt;
Costs to maintain the statues also go up with a large town requiring 100 gold per cycle up to 200 gold per cycle for top level statues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supplies===&lt;br /&gt;
&lt;br /&gt;
Once donated, gold and supplies are non-refundable.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted below, all items are donated at 1:1.&lt;br /&gt;
&lt;br /&gt;
All supplies have an effect for having too little or too many in storage.  Having not enough supplies can cause worry among the townspeople and families will leave.  Having too many supplies can cause a variety of problems.  Too many supplies is 20% above what the population can handle.  It is based on the current number of families living in the town, not the maximum the town can have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gold====&lt;br /&gt;
&lt;br /&gt;
Gold is used to run the city, pay for and the upkeep of town embellishments such as statues to the governor, lights and banners and pay the town guards to keep the citizens safe.  Some things are automatic upgrades when the town reaches certain milestones and depending on spending priorities.  These upgrades can include banners hanging from public buildings, the quality of guards deployed within the town's walls and monuments placed around the town (not including governor-bought amenities).&lt;br /&gt;
&lt;br /&gt;
Gold is donated at 100:1 (every 100gp gives you 1 loyalty point).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infrastructure Support Supplies====&lt;br /&gt;
&lt;br /&gt;
These are used to build and support structures for your town and attract families.  Infrastructure is the lifeblood of the town.  Lack of supplies will cause the town to decay which can result in homeless camps being set up.  Too many supplies in storage can attract organized crime.&lt;br /&gt;
&lt;br /&gt;
The town requires a minimum of 3000 supplies or else it is in disrepair.  Disrepair happens when the town begins to fall apart with pot holes appearing in the streets and cracks appearing on walls.  As more supplies approach 3000, the town will repair itself.  When the town is in good repair, supplies to maintain the town are deducted once per day.&lt;br /&gt;
&lt;br /&gt;
The amount of support needed is based on your town size and the current population of your town.&lt;br /&gt;
&lt;br /&gt;
Items Accepted: nails/studs (amount divided by 10), lumber, wood, ore, ingots.&lt;br /&gt;
&lt;br /&gt;
Support supplies is donated at 10:1 (every 10 supplies is 1 loyalty point).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Armament Supplies====&lt;br /&gt;
&lt;br /&gt;
To keep your town safe, you need to have a steady amount of weapons available for your town guards.&lt;br /&gt;
&lt;br /&gt;
Some towns already have existing guards and warriors for hire (such as Zarkesh).  They will also need arming and payment for their services.  These existing guards cannot be removed.&lt;br /&gt;
&lt;br /&gt;
Items Accepted: weapons/shields.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Farming Supplies====&lt;br /&gt;
&lt;br /&gt;
To keep your population from starving, you need food.  If there is a surplus of food, rats and trolls are attracted to the spoilage and can eat through your food supplies.  To combat the rats, make sure you have ample cats or dogs within the town's borders to kill the rats.  You may have to go find some and release them within the town.  Trolls will require you to get rid of them or having enough town guards around.&lt;br /&gt;
&lt;br /&gt;
Spoilage is determined by having enough food for the current population for 30 days.  Anything above that is spoilage and can attract scavengers.&lt;br /&gt;
&lt;br /&gt;
Items Accepted: domestic animal pet deeds (10pts), food (except ingredients), fish&lt;br /&gt;
&lt;br /&gt;
Farming supplies, except animal pet deeds, are donated at 10:1.  Animal pet deeds are 1:10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Timers and Oversurplus===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, bad things can happen if there are too many supplies in storage.  All times are listed in real time but for interest, 1 real day is 60 days game time.  The timers are set to be more convenient in real-time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Timers====&lt;br /&gt;
&lt;br /&gt;
Elections: 1 week&lt;br /&gt;
&lt;br /&gt;
Town building supplies:&lt;br /&gt;
&lt;br /&gt;
	Disrepair: 1 hour&lt;br /&gt;
&lt;br /&gt;
	Good condition: 1 day&lt;br /&gt;
&lt;br /&gt;
Gold deductions for town upgrades: 4 days&lt;br /&gt;
&lt;br /&gt;
Gold payment for guards: 4 days&lt;br /&gt;
&lt;br /&gt;
Armaments for guards: 5 days&lt;br /&gt;
&lt;br /&gt;
Food Given: 2 days&lt;br /&gt;
&lt;br /&gt;
Bought Amenities: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Oversurplus====&lt;br /&gt;
&lt;br /&gt;
Infrastructure: 40% supplies over current amount of families, each family requires roughly 400 supplies to be housed&lt;br /&gt;
&lt;br /&gt;
Armaments: 1 guard per 20 families&lt;br /&gt;
&lt;br /&gt;
Farm: 30 days per family&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Timers may change over time as town loyalty is modified so use these numbers as a guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
&lt;br /&gt;
There are two types of events that can happen.&lt;br /&gt;
&lt;br /&gt;
Governor events: These require governor input to resolve them.  They come up now and then.  A poor decision can cause families to leave your town.  Governor events are described in more detail below.&lt;br /&gt;
&lt;br /&gt;
Citizen events: These are events that anyone can do.  They may require wiping out an intruding force or clearing up an undesirable area.  If items need to be destroyed, you may have to use (double-click) them or throw an exploding potion at them to blow them up.&lt;br /&gt;
&lt;br /&gt;
If the event is not cleared up, it can cause adverse effects on the town.  For example, having a large homeless population camp outside of town may affect families wanting to come live in the town or lower the desireability of those living in town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Event Notes===&lt;br /&gt;
&lt;br /&gt;
If protestors show up, the best way to get rid of them is either to kill them or give them a small bribe.  If you kill them, they are blue-named so you may lose some virtue.  The bribe is usually between 500-1000 gold; if you do not give enough, you can top up the gold as it will still count towards the total they need to leave.  They may also accept some wearable items as a bribe too.&lt;br /&gt;
&lt;br /&gt;
Poachers won't learn their lesson so they have to be treated as a hostile.  Wipe them out!&lt;br /&gt;
&lt;br /&gt;
Invasive animals such as mice can be dealt with a couple of ways.  First, you can go to town and personally wipe them out yourself.  Another option is to tame then release some cats or dogs who will hunt down the mice.  They will need to be placed where the mice are most likely to be as they do not wander too far from where you leave them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Governor Options==&lt;br /&gt;
&lt;br /&gt;
As governor, there are a number of options you may pick to enhance your town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supply Spending Priority Options===&lt;br /&gt;
&lt;br /&gt;
Each resource has a spending priority.  Each level increases the spending required but can reduce potential problems as they arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Priority'''&lt;br /&gt;
&lt;br /&gt;
''Basic, Fancy, Majestic''&lt;br /&gt;
&lt;br /&gt;
Setting it higher will have items cost more to maintain but the vault is harder to break into when it comes to thieves or organized crime attempting to break into your vault.&lt;br /&gt;
&lt;br /&gt;
If the town has any upgrades (statues, banners), gold to maintain them is spent every 4 days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armaments Priority'''&lt;br /&gt;
&lt;br /&gt;
''Basic, Warriors, Town Guards, Elite Guards''&lt;br /&gt;
&lt;br /&gt;
Additional guards can be hired to protect the town.  These guards are automatically deployed or withdrawn at the next cost cycle if you make a change to the priority.  The amount of guards available is based on your town size and the amount of gold available in the vault.  For example, only a large town with 5 million gold in the vault can hire elite guards.  Higher-level guards are more durable but can still be killed.  Killed guards will be replaced again at the town's expense at the next cost cycle.&lt;br /&gt;
&lt;br /&gt;
The amount of elite/normal/warriors you're allowed per town is shown as follows...&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|width=50%&lt;br /&gt;
!&lt;br /&gt;
!5M Gold&lt;br /&gt;
!1.5M-2M Gold&lt;br /&gt;
!&amp;lt;1.5M Gold&lt;br /&gt;
|-&lt;br /&gt;
|Large town||6/3/0||3/2/1||0/1/3&lt;br /&gt;
|-&lt;br /&gt;
|Medium town||-||2/2/2||0/2/2||&lt;br /&gt;
|-&lt;br /&gt;
|Small town||-||-||0/1/3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Infrastructure Priority'''&lt;br /&gt;
&lt;br /&gt;
''Basic, Repairs Only, Upscale Housing''&lt;br /&gt;
&lt;br /&gt;
As priority increases, you spend more supplies making the town look better and there is a chance that more people will come to your town.  Increased priority also has an effect on governor decisions.  Some decisions will have a higher chance of succeeding if the decision is based on catering to the higher class along with increased spending priorities.  Having decreased priorities means that some decisions may increase the families leaving your town if a bad decision is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Food Spending''&lt;br /&gt;
&lt;br /&gt;
'''Basic, Organic'''&lt;br /&gt;
&lt;br /&gt;
Families need 0.5 supplies each cycle.  Setting it higher will increase the amount to 1.0 supplies given to families but the chance for spoilage is greatly reduced.  Spoilage attracts rats and trolls inside the town which can affect more food being stolen and guards being killed if their are overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Set Town Motto===&lt;br /&gt;
&lt;br /&gt;
Whenever a person crosses into the town's boundary, they will get a special message.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buy Amenities===&lt;br /&gt;
&lt;br /&gt;
Need to spruce up the town a bit?  Buy some statues, trees, or other interesting items to adorn the town, color them and rename them.  There is an added cost to maintaining them.&lt;br /&gt;
&lt;br /&gt;
You may only buy items at special amenity tiles.  These tiles originally look like a red block and can be transformed into what is available on the menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throne Options===&lt;br /&gt;
&lt;br /&gt;
The default throne isn't big enough for a person of your stature?  Have the peasants pay towards the town's vault and upgrade to a different chair fit for a king/queen as yourself.  Why should Odin get all the best places to park his behind?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Contracts===&lt;br /&gt;
&lt;br /&gt;
Trade contracts allow you to invite a trade guild to your town for a monetary fee.  The fee is based on the size of your town.  The larger your town, the smaller the fee.&lt;br /&gt;
&lt;br /&gt;
Trade contracts last for one week.  You may make a new trade contract but there are no refunds for existing ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
!Guild&lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Arcane Arts||+5% Spell Damage Increase&lt;br /&gt;
|-&lt;br /&gt;
|Society of Clothiers||+1% Resist bump to all resists&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Collegium||+2 Stamina Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Order of Engineers||+30 Dexterity Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Healers||5% Bandage Healing Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Maritime Guild||+2 Hit Point Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Merchant's Association||+2 Mana Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Mining Cooperative||+30 Strength Bonus&lt;br /&gt;
|-&lt;br /&gt;
|League of Rangers||+30 Intelligence Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Assassins||+5% Swing Speed Increase&lt;br /&gt;
|-&lt;br /&gt;
|Warrior's Guild||+5% Hit Chance Increase&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All trade contracts do not require activation and are automatically given depending on the situation.  For the contracts with str/int/dex increases, you will get the bonus when logging on as a special spell buff that lasts 6 hours.  Relogging will refresh it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sell Surplus Supplies===&lt;br /&gt;
&lt;br /&gt;
Whenever you have a surplus of supplies, you may offer them for sale.  Why sell excess supplies?  You must maintain a balance between your population and the amount of supplies on hand otherwise excess supplies can cause an imbalance with the town (such as having more food than the population can consume can lead to trolls raiding your farm supplies causing families to leave and killing your guards leading to increased crime).&lt;br /&gt;
&lt;br /&gt;
You may have one offer for each of armaments, infrastructure and farming supplies.&lt;br /&gt;
When you put up an offer to sell, the amount is deducted from your supplies and cannot be used.&lt;br /&gt;
To add more to an existing offer, set the amount you wish to add.&lt;br /&gt;
To remove an offer, set the amount to sell to 0.&lt;br /&gt;
To reset the price, you must first remove your offer then create a new offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buy Surplus Supplies===&lt;br /&gt;
&lt;br /&gt;
Browse through the menu what is available to buy.  If there is nothing in that category for sale, the button will be removed.  You may purchase any amount up to the maximum listed.  If you buy the same item again from the same town, it will be added to any existing purchases.&lt;br /&gt;
&lt;br /&gt;
All purchases are to be made through the town's gold vault.  If you do not have enough gold in the vault to cover the costs, you must first add to the town's vault.&lt;br /&gt;
&lt;br /&gt;
After the purchase is complete, a delivery merchant will deliver the items to your town.  This merchant will depart from the seller's town at regular intervals, will walk a short distance from the town and reappear a short distance from the buyer's town.  This route cannot be changed.  If there are any hostile monsters around, it is your responsibility to ensure their safety.  You may purchase an armed escort service for an additional 1000 gold (check the box at the top of the menu).  These armed guards will only show up during the run if the merchant is stopped by a hostile monster.  There is no guarantee they will be able to defeat the monster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Town Problem===&lt;br /&gt;
&lt;br /&gt;
Every now and then, a problem comes up that only the governor can address.  The problem is shown on the menu.  When you attempt to solve the problem, you are given a list of possibilities.  The solution to your problem can change depending on your town statistics: how many families are living there, what is the general mood, how desireable is your town, the amount of immigration to emigration, how satisfied your population is with the food and security.&lt;br /&gt;
&lt;br /&gt;
If you do not solve the problem within 10 days of the problem emerging, families may leave due to dissatisfaction with the leadership of the town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Opportunities===&lt;br /&gt;
&lt;br /&gt;
An opportunity to help the town can come up now and then.  Depending on your town stats, you may be given a choice to sell 100 supplies to a traveling merchant for a set price or be given a chance to increase your town's population by paying out some gold from the town's vault.&lt;br /&gt;
&lt;br /&gt;
Opportunities only arise once the throne menu is opened by the governor.  It may disappear again once you close the menu so if opportunity comes knocking, check it and answer quickly before doing anything else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* When starting, having infrastructure supplies is more important than the other resources as you need to build up your town (it starts in a decrepit status).  Once your town is out of decrepit status, families will start to arrive more frequently.&lt;br /&gt;
&lt;br /&gt;
* When starting, it is easy to provide oversurplus of items to the town resulting in bad things happening.  Keep an eye on how much is being donated.&lt;br /&gt;
&lt;br /&gt;
* Overcaps are usually measured by how many current families are living in the town not town maximums.&lt;br /&gt;
&lt;br /&gt;
* If too much is donated, move it to be sold where it will stay until it is sold or canceled.&lt;br /&gt;
&lt;br /&gt;
* It can be difficult to attract families.  Set the building to luxury to attract more families.  This increases infrastructure spending but you have a better chance of attracting more families.&lt;br /&gt;
&lt;br /&gt;
* Governors need to check the throne often.  Opportunities come up very fast and some are very good.&lt;br /&gt;
&lt;br /&gt;
* The statistics page has useful information but allow some variance to it as it deals in exact numbers.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Town_Loyalty&amp;diff=859</id>
		<title>Town Loyalty</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Town_Loyalty&amp;diff=859"/>
		<updated>2020-08-29T03:10:12Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: Created page with &amp;quot;Due to the continuous running of towns, town loyalty is a work in progress and may be taken down to fix any errors.  Only select towns are available but more towns may be adde...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Due to the continuous running of towns, town loyalty is a work in progress and may be taken down to fix any errors.  Only select towns are available but more towns may be added in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Town Loyalty==&lt;br /&gt;
&lt;br /&gt;
Take pride in becoming a loyal citizen to a town!  Help your town grow* by donating resources and in return, the town will offer you bonuses such as trade contracts with guilds for character bonuses and extra bonuses for performing tasks around the town.&lt;br /&gt;
&lt;br /&gt;
Participating towns have a town throne that displays their town information.&lt;br /&gt;
&lt;br /&gt;
*Disclaimer: towns do not actually physically 'grow' and 'change' but are represented by values but you already knew that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Becoming a Citizen==&lt;br /&gt;
&lt;br /&gt;
You may choose to become a citizen of any available town by using your dropdown menu and selecting Town Loyalty.&lt;br /&gt;
&lt;br /&gt;
Due to hostilities between certains towns and races, you may start at a disadvantage if you choose to join a town that is hostile to your race.  Other than the initial loyalty points disadvantage, there are no other penalties.&lt;br /&gt;
&lt;br /&gt;
Once you are a citizen of a town, you will accumulate loyalty points as you donate items to the town.  Any other loyalty points you have for other towns will begin to decrease.  You must also log on every 40 hours or else your loyalty points will begin to decrease.  You cannot go below 0 points.&lt;br /&gt;
&lt;br /&gt;
As your loyalty goes up, you get extra bonuses around the town&lt;br /&gt;
&lt;br /&gt;
- Up to an extra 10% gold when selling your loot in town.&lt;br /&gt;
&lt;br /&gt;
- Increased reward level when completing guard quests.&lt;br /&gt;
&lt;br /&gt;
- Up to an extra 20% bonus gold when jobbing.&lt;br /&gt;
&lt;br /&gt;
- The guards acknowledge your greatness as you pass them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may repledge your loyalty to another town after 72 hours.  Loyalty points do not transfer over to the new town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Governor==&lt;br /&gt;
&lt;br /&gt;
To run the town, you must be a citizen of the town and be nominated to run for governor.  Another citizen must provide the nomination.  There is a limit of 5 nominations per election.&lt;br /&gt;
&lt;br /&gt;
Only citizens of that town may vote.  Only one vote per account even if you have multiple citizens of that town.  You cannot change your vote once it has been cast.&lt;br /&gt;
&lt;br /&gt;
An election cycle runs for 7 [real-time] days.  At the end of this time, the one with the most votes is declared the governor.  If there is a tie, the timer is extended another day until a winner is declared.&lt;br /&gt;
&lt;br /&gt;
One governor per account per town.&lt;br /&gt;
&lt;br /&gt;
The governor must log on at least every 30 days to continue being governor or the town will re-enter nominations and elections again.  During this time, the town will mostly stop running.&lt;br /&gt;
&lt;br /&gt;
As governor, you will have to make the tough choices in how the town is run and decide what to do when certain opportunities or problems arise as well how to embellish the town in your greatness.  Although most bonuses are based on the person's loyalty title, there are some that are based on the town's population capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Running the Town===&lt;br /&gt;
&lt;br /&gt;
The town's success is based on 4 resources: gold, infrastructure supplies, armament supplies and farming supplies.&lt;br /&gt;
&lt;br /&gt;
Gold is donated through the City Herald located in Asgard.  You may donate gold coins or gold bars.  Gold bars give a 10gp per bar bonus.&lt;br /&gt;
&lt;br /&gt;
All supplies are donated through the Trade Minister located in Asgard.  Drop the item or a bag onto the Trade Minister and it will be sorted for what can be donated.  Most supplies are accepted.  See below for each category what is accepted.&lt;br /&gt;
&lt;br /&gt;
Towns are based on size with small, medium and large towns.  Size determines how many amenities can be placed around the town, how many guards can be placed to protect the town and the maximum amount of families can live in the town.  All of these can add up in cost when running the town.  Large towns have a maximum of 100 families where small towns have a maximum of 60 families.  Larger towns will require more supplies and time to run properly.&lt;br /&gt;
&lt;br /&gt;
Desireability has a large impact whether families come to your town.  Various things impact desirability such as supplies being donated on a regular basis, the town is kept free of problems and decisions are made promptly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Periodic Costs===&lt;br /&gt;
&lt;br /&gt;
Every 2 to 5 days (real time), depending on which supply, costs to run the town are deducted from the town's vault and the town's appearance is upgraded automatically.  The amount deducted is based on the spending priorities.  There is always a minimum amount to be deducted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Town Upgrades===&lt;br /&gt;
&lt;br /&gt;
The town is automatically updated whenever there is enough gold in the vaults to cover appearance changes and depending what spending priorities you have set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banners'''&lt;br /&gt;
&lt;br /&gt;
All towns get a basic banner.  Upgraded banners will only appear if the gold spending priority is set higher.  Each town gets their own personal banner.&lt;br /&gt;
&lt;br /&gt;
The amount of gold required in the vault is based on the town size from 300,000 gold for a small town to 500,000 gold for a large town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guards'''&lt;br /&gt;
&lt;br /&gt;
Better guards are placed around the town if the priority is set and the gold vault milestone has been reached.  Each town size has a different requirement for the amount of gold.  The minimum for a medium town is 1,500,000 gold in the vault and a large town with 5,000,000 gold in the vault.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Statues'''&lt;br /&gt;
&lt;br /&gt;
Statue upgrades is based on the amount of gold in the vaults.  Once a town has reached their first gold milestone, a statue will be placed at an appropriate location.  These locations cannot be changed.  A small town requires 600,000 gold in the vault while a large town requires 1,000,000 gold.&lt;br /&gt;
&lt;br /&gt;
Costs to maintain the statues also go up with a large town requiring 100 gold per cycle up to 200 gold per cycle for top level statues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supplies===&lt;br /&gt;
&lt;br /&gt;
Once donated, gold and supplies are non-refundable.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted below, all items are donated at 1:1.&lt;br /&gt;
&lt;br /&gt;
All supplies have an effect for having too little or too many in storage.  Having not enough supplies can cause worry among the townspeople and families will leave.  Having too many supplies can cause a variety of problems.  Too many supplies is 20% above what the population can handle.  It is based on the current number of families living in the town, not the maximum the town can have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gold====&lt;br /&gt;
&lt;br /&gt;
Gold is used to run the city, pay for and the upkeep of town embellishments such as statues to the governor, lights and banners and pay the town guards to keep the citizens safe.  Some things are automatic upgrades when the town reaches certain milestones and depending on spending priorities.  These upgrades can include banners hanging from public buildings, the quality of guards deployed within the town's walls and monuments placed around the town (not including governor-bought amenities).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infrastructure Support Supplies====&lt;br /&gt;
&lt;br /&gt;
These are used to build and support structures for your town and attract families.  Infrastructure is the lifeblood of the town.  Lack of supplies will cause the town to decay which can result in homeless camps being set up.  Too many supplies in storage can attract organized crime.&lt;br /&gt;
&lt;br /&gt;
The town requires a minimum of 3000 supplies or else it is in disrepair.  Disrepair happens when the town begins to fall apart with pot holes appearing in the streets and cracks appearing on walls.  As more supplies approach 3000, the town will repair itself.  When the town is in good repair, supplies to maintain the town are deducted once per day.&lt;br /&gt;
&lt;br /&gt;
The amount of support needed is based on your town size and the current population of your town.&lt;br /&gt;
&lt;br /&gt;
Items Accepted: nails/studs (amount divided by 10), lumber, wood, ore, ingots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Armament Supplies====&lt;br /&gt;
&lt;br /&gt;
To keep your town safe, you need to have a steady amount of weapons available for your town guards.&lt;br /&gt;
&lt;br /&gt;
Some towns already have existing guards and warriors for hire (such as Zarkesh).  They will also need arming and payment for their services.  These existing guards cannot be removed.&lt;br /&gt;
&lt;br /&gt;
Items Accepted: weapons/shields.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Farming Supplies====&lt;br /&gt;
&lt;br /&gt;
To keep your population from starving, you need food.  Most foods can be donated through the trade minister at 1:1.  If there is a surplus of food, rats and trolls are attracted to the spoilage and can eat through your food supplies.  To combat the rats, make sure you have ample cats or dogs within the town's borders to kill the rats.  You may have to go find some and release them within the town.  Trolls will require you to get rid of them or having enough town guards around.&lt;br /&gt;
&lt;br /&gt;
Spoilage is determined by having enough food for the current population for 30 days.  Anything above that is spoilage and can attract scavengers.&lt;br /&gt;
&lt;br /&gt;
Items Accepted: domestic animal pet deeds (10pts), food (except ingredients), fish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Timers and Oversurplus===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, bad things can happen if there are too many supplies in storage.  All times are listed in real time but for interest, 1 real day is 60 days game time.  The timers are set to be more convenient in real-time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Timers====&lt;br /&gt;
&lt;br /&gt;
Elections: 1 week&lt;br /&gt;
&lt;br /&gt;
Town building supplies:&lt;br /&gt;
&lt;br /&gt;
	Disrepair: 1 hour&lt;br /&gt;
&lt;br /&gt;
	Good condition: 1 day&lt;br /&gt;
&lt;br /&gt;
Gold deductions for town upgrades: 4 days&lt;br /&gt;
&lt;br /&gt;
Gold payment for guards: 4 days&lt;br /&gt;
&lt;br /&gt;
Armaments for guards: 5 days&lt;br /&gt;
&lt;br /&gt;
Food Given: 2 days&lt;br /&gt;
&lt;br /&gt;
Bought Amenities: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Oversurplus====&lt;br /&gt;
&lt;br /&gt;
Infrastructure: 40% supplies over current amount of families, each family requires roughly 400 supplies to be housed&lt;br /&gt;
&lt;br /&gt;
Armaments: 1 guard per 20 families&lt;br /&gt;
&lt;br /&gt;
Farm: 30 days per family&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Timers may change over time as town loyalty is modified so use these numbers as a guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
&lt;br /&gt;
There are two types of events that can happen.&lt;br /&gt;
&lt;br /&gt;
Governor events: These require governor input to resolve them.  They come up now and then.  A poor decision can cause families to leave your town.  Governor events are described in more detail below.&lt;br /&gt;
&lt;br /&gt;
Citizen events: These are events that anyone can do.  They may require wiping out an intruding force or clearing up an undesirable area.  If items need to be destroyed, you may have to use (double-click) them or throw an exploding potion at them to blow them up.&lt;br /&gt;
&lt;br /&gt;
If the event is not cleared up, it can cause adverse effects on the town.  For example, having a large homeless population camp outside of town may affect families wanting to come live in the town or lower the desireability of those living in town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Event Notes===&lt;br /&gt;
&lt;br /&gt;
If protestors show up, the best way to get rid of them is either to kill them or give them a small bribe.  If you kill them, they are blue-named so you may lose some virtue.  The bribe is usually between 500-1000 gold; if you do not give enough, you can top up the gold as it will still count towards the total they need to leave.  They may also accept some wearable items as a bribe too.&lt;br /&gt;
&lt;br /&gt;
Poachers won't learn their lesson so they have to be treated as a hostile.  Wipe them out!&lt;br /&gt;
&lt;br /&gt;
Invasive animals such as mice can be dealt with a couple of ways.  First, you can go to town and personally wipe them out yourself.  Another option is to tame then release some cats or dogs who will hunt down the mice.  They will need to be placed where the mice are most likely to be as they do not wander too far from where you leave them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Governor Options==&lt;br /&gt;
&lt;br /&gt;
As governor, there are a number of options you may pick to enhance your town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supply Spending Priority Options===&lt;br /&gt;
&lt;br /&gt;
Each resource has a spending priority.  Each level increases the spending required but can reduce potential problems as they arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Priority'''&lt;br /&gt;
&lt;br /&gt;
''Basic, Fancy, Majestic''&lt;br /&gt;
&lt;br /&gt;
Setting it higher will have items cost more to maintain but the vault is harder to break into when it comes to thieves or organized crime attempting to break into your vault.&lt;br /&gt;
&lt;br /&gt;
If the town has any upgrades (statues, banners), gold to maintain them is spent every 4 days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armaments Priority'''&lt;br /&gt;
&lt;br /&gt;
''Basic, Warriors, Town Guards, Elite Guards''&lt;br /&gt;
&lt;br /&gt;
Additional guards can be hired to protect the town.  These guards are automatically deployed or withdrawn at the next cost cycle if you make a change to the priority.  The amount of guards available is based on your town size and the amount of gold available in the vault.  For example, only a large town with 5 million gold in the vault can hire elite guards.  Higher-level guards are more durable but can still be killed.  Killed guards will be replaced again at the town's expense at the next cost cycle.&lt;br /&gt;
&lt;br /&gt;
The amount of elite/normal/warriors you're allowed per town is shown as follows...&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|width=50%&lt;br /&gt;
!&lt;br /&gt;
!5M Gold&lt;br /&gt;
!1.5M-2M Gold&lt;br /&gt;
!&amp;lt;1.5M Gold&lt;br /&gt;
|-&lt;br /&gt;
|Large town||6/3/0||3/2/1||0/1/3&lt;br /&gt;
|-&lt;br /&gt;
|Medium town||-||2/2/2||0/2/2||&lt;br /&gt;
|-&lt;br /&gt;
|Small town||-||-||0/1/3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Infrastructure Priority'''&lt;br /&gt;
&lt;br /&gt;
''Basic, Repairs Only, Upscale Housing''&lt;br /&gt;
&lt;br /&gt;
As priority increases, you spend more supplies making the town look better and there is a chance that more people will come to your town.  Increased priority also has an effect on governor decisions.  Some decisions will have a higher chance of succeeding if the decision is based on catering to the higher class along with increased spending priorities.  Having decreased priorities means that some decisions may increase the families leaving your town if a bad decision is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Food Spending''&lt;br /&gt;
&lt;br /&gt;
'''Basic, Organic'''&lt;br /&gt;
&lt;br /&gt;
Families need 0.5 supplies each cycle.  Setting it higher will increase the amount to 1.0 supplies given to families but the chance for spoilage is greatly reduced.  Spoilage attracts rats and trolls inside the town which can affect more food being stolen and guards being killed if their are overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Set Town Motto===&lt;br /&gt;
&lt;br /&gt;
Whenever a person crosses into the town's boundary, they will get a special message.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buy Amenities===&lt;br /&gt;
&lt;br /&gt;
Need to spruce up the town a bit?  Buy some statues, trees, or other interesting items to adorn the town, color them and rename them.  There is an added cost to maintaining them.&lt;br /&gt;
&lt;br /&gt;
You may only buy items at special amenity tiles.  These tiles originally look like a red block and can be transformed into what is available on the menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throne Options===&lt;br /&gt;
&lt;br /&gt;
The default throne isn't big enough for a person of your stature?  Have the peasants pay towards the town's vault and upgrade to a different chair fit for a king/queen as yourself.  Why should Odin get all the best places to park his behind?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Contracts===&lt;br /&gt;
&lt;br /&gt;
Trade contracts allow you to invite a trade guild to your town for a monetary fee.  The fee is based on the size of your town.  The larger your town, the smaller the fee.&lt;br /&gt;
&lt;br /&gt;
Trade contracts last for one week.  You may make a new trade contract but there are no refunds for existing ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
!Guild&lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Arcane Arts||+5% Spell Damage Increase&lt;br /&gt;
|-&lt;br /&gt;
|Society of Clothiers||+1% Resist bump to all resists&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Collegium||+2 Stamina Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Order of Engineers||+30 Dexterity Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Healers||5% Bandage Healing Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Maritime Guild||+2 Hit Point Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Merchant's Association||+2 Mana Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Mining Cooperative||+30 Strength Bonus&lt;br /&gt;
|-&lt;br /&gt;
|League of Rangers||+30 Intelligence Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Guild of Assassins||+5% Swing Speed Increase&lt;br /&gt;
|-&lt;br /&gt;
|Warrior's Guild||+5% Hit Chance Increase&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All trade contracts do not require activation and are automatically given depending on the situation.  For the contracts with str/int/dex increases, you will get the bonus when logging on as a special spell buff that lasts 6 hours.  Relogging will refresh it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sell Surplus Supplies===&lt;br /&gt;
&lt;br /&gt;
Whenever you have a surplus of supplies, you may offer them for sale.  Why sell excess supplies?  You must maintain a balance between your population and the amount of supplies on hand otherwise excess supplies can cause an imbalance with the town (such as having more food than the population can consume can lead to trolls raiding your farm supplies causing families to leave and killing your guards leading to increased crime).&lt;br /&gt;
&lt;br /&gt;
You may have one offer for each of armaments, infrastructure and farming supplies.&lt;br /&gt;
When you put up an offer to sell, the amount is deducted from your supplies and cannot be used.&lt;br /&gt;
To add more to an existing offer, set the amount you wish to add.&lt;br /&gt;
To remove an offer, set the amount to sell to 0.&lt;br /&gt;
To reset the price, you must first remove your offer then create a new offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buy Surplus Supplies===&lt;br /&gt;
&lt;br /&gt;
Browse through the menu what is available to buy.  If there is nothing in that category for sale, the button will be removed.  You may purchase any amount up to the maximum listed.  If you buy the same item again from the same town, it will be added to any existing purchases.&lt;br /&gt;
&lt;br /&gt;
All purchases are to be made through the town's gold vault.  If you do not have enough gold in the vault to cover the costs, you must first add to the town's vault.&lt;br /&gt;
&lt;br /&gt;
After the purchase is complete, a delivery merchant will deliver the items to your town.  This merchant will depart from the seller's town at regular intervals, will walk a short distance from the town and reappear a short distance from the buyer's town.  This route cannot be changed.  If there are any hostile monsters around, it is your responsibility to ensure their safety.  You may purchase an armed escort service for an additional 1000 gold (check the box at the top of the menu).  These armed guards will only show up during the run if the merchant is stopped by a hostile monster.  There is no guarantee they will be able to defeat the monster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Town Problem===&lt;br /&gt;
&lt;br /&gt;
Every now and then, a problem comes up that only the governor can address.  The problem is shown on the menu.  When you attempt to solve the problem, you are given a list of possibilities.  The solution to your problem can change depending on your town statistics: how many families are living there, what is the general mood, how desireable is your town, the amount of immigration to emigration, how satisfied your population is with the food and security.&lt;br /&gt;
&lt;br /&gt;
If you do not solve the problem within 10 days of the problem emerging, families may leave due to dissatisfaction with the leadership of the town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Opportunities===&lt;br /&gt;
&lt;br /&gt;
An opportunity to help the town can come up now and then.  Depending on your town stats, you may be given a choice to sell 100 supplies to a traveling merchant for a set price or be given a chance to increase your town's population by paying out some gold from the town's vault.&lt;br /&gt;
&lt;br /&gt;
Opportunities only arise once the throne menu is opened by the governor.  It may disappear again once you close the menu so if opportunity comes knocking, check it and answer quickly before doing anything else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* When starting, having infrastructure supplies is more important than the other resources as you need to build up your town (it starts in a decrepit status).  Once your town is out of decrepit status, families will start to arrive more frequently.&lt;br /&gt;
&lt;br /&gt;
* When starting, it is easy to provide oversurplus of items to the town resulting in bad things happening.  Keep an eye on how much is being donated.&lt;br /&gt;
&lt;br /&gt;
* Overcaps are usually measured by how many current families are living in the town not town maximums.&lt;br /&gt;
&lt;br /&gt;
* If too much is donated, move it to be sold where it will stay until it is sold or canceled.&lt;br /&gt;
&lt;br /&gt;
* It can be difficult to attract families.  Set the building to luxury to attract more families.  This increases infrastructure spending but you have a better chance of attracting more families.&lt;br /&gt;
&lt;br /&gt;
* Governors need to check the throne often.  Opportunities come up very fast and some are very good.&lt;br /&gt;
&lt;br /&gt;
* The statistics page has useful information but allow some variance to it as it deals in exact numbers.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Main_Page&amp;diff=858</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Main_Page&amp;diff=858"/>
		<updated>2020-08-29T03:02:40Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Welcome to Valhalla Wiki'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...the lands were ruled by Gods. There were Nine Worlds upon which many great battles were fought.  These monumental battles were fought between realms, races, guilds, tribes and gods alike; there was one battle yet to be...&lt;br /&gt;
this battle to end all battles would come to be known as: Ragnarok.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|width=&amp;quot;80%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|Download the [https://drive.google.com/open?id=1RDJGgzdV3gJlbbZ8KDuZXiudFWJsup3f Valhalla Lost Client] and the [https://drive.google.com/open?id=1Si2W2nr3s9wc3RgkEzYeKGZ2W68TywYz Map Files]&amp;lt;br&amp;gt;Please check the [[Required Files]] for additional file types.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Welcome to Valhalla Lost ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Shard Information&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; colspan=&amp;quot;2&amp;quot; | Staff&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width:1px 1px 0px 1px;&amp;quot; | [[Rules and Regulations]] || style=&amp;quot;border-width:1px 0px 0px 1px; text-align:right;&amp;quot; | '''Admins: ''' || style=&amp;quot;border-width:1px 1px 0px 0px; word-spacing:3px;&amp;quot; | Odin Freya&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:0; border-bottom:0;&amp;quot; | [[Applying For An Account]] || rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-width:0px 0px 0px 1px; text-align:right;&amp;quot; | '''Staff: ''' || rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-width:0px 1px 0px 0px; word-spacing:3px;&amp;quot; | Skadi Hugin Buri Mani Sol Volund Magni Mimir Eir&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:0; border-bottom:0;&amp;quot; | [[Required Files]] &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;border-top:0;&amp;quot; | [[Frequently Asked Questions]]  || style=&amp;quot;border-width:0px 0px 1px 1px; text-align:right;&amp;quot; | '''Support: ''' || style=&amp;quot;border-width:0px 1px 1px 0px; word-spacing:3px;&amp;quot; | Bear &amp;amp;nbsp;[http://www.0z.com.au 0z]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Guide ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;50%&amp;quot;|New Character&lt;br /&gt;
!width=&amp;quot;50%&amp;quot;|Character Information&lt;br /&gt;
|-&lt;br /&gt;
|[[Character Creation]]&amp;lt;br&amp;gt;[[Classes]]&amp;lt;br&amp;gt;[[Races]]&amp;lt;br&amp;gt;[[Special Abilities]]&amp;lt;br&amp;gt;[[Starting Guide]]&lt;br /&gt;
||[[Experience Points]]&amp;lt;br&amp;gt;[[Roleplaying]]&amp;lt;br&amp;gt;[[Skill Trainers]]&amp;lt;br&amp;gt;[[Stat Caps]]&amp;lt;br&amp;gt;[[Virtue Points and Titles]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Valhalla's World ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Game Basics&lt;br /&gt;
!width=&amp;quot;34%&amp;quot;|World Information&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Ongoing Quests&lt;br /&gt;
|-&lt;br /&gt;
|''[[How To...]]''&amp;lt;br&amp;gt;[[Death System]]&amp;lt;br&amp;gt;[[Dot Commands]]&amp;lt;br&amp;gt;[[Help]]&amp;lt;br&amp;gt;[[Hunger]]&amp;lt;br&amp;gt;[[Logging Out]]&amp;lt;br&amp;gt;[[Lost and Found]]&amp;lt;br&amp;gt;[[Ownership]]&amp;lt;br&amp;gt;[[Recalling]]&lt;br /&gt;
||[[Areas and Races]]&amp;lt;br&amp;gt;[[Beastiary]]&amp;lt;br&amp;gt;[[Dungeons]]&amp;lt;br&amp;gt;[[Maps of the Known Worlds]]&amp;lt;br&amp;gt;[[Realm Bosses]]&amp;lt;br&amp;gt;[[Special Stores]]&amp;lt;br&amp;gt;[[Specialized NPCs]]&amp;lt;br&amp;gt;[[Towns]]&amp;lt;br&amp;gt;[[Town Guards]]&amp;lt;br&amp;gt;[[Town Loyalty]]&amp;lt;br&amp;gt;[[Travel System]]&amp;lt;br&amp;gt;[[Vendors]]&lt;br /&gt;
||[[Adventurer's Guild]]&amp;lt;br&amp;gt;[[Armor of the Einherjar]]&amp;lt;br&amp;gt;[[Bounty Hunter]]&amp;lt;br&amp;gt;[[Champion Spawns]]&amp;lt;br&amp;gt;[[Classic Quests]]&amp;lt;br&amp;gt;[[Fairy Tales]]&amp;lt;br&amp;gt;[[Headhunters]]&amp;lt;br&amp;gt;[[Librarian Quest]]&amp;lt;br&amp;gt;[[Odin's Vault]]&amp;lt;br&amp;gt;[[Questgivers]]&amp;lt;br&amp;gt;[[The Seven Sins]]&amp;lt;br&amp;gt;[[The Unforgiven]]&amp;lt;br&amp;gt;[[Treasures of Tokuno]]&amp;lt;br&amp;gt;[[Virtue Quests]]&amp;lt;br&amp;gt;[[Weapon of the Einherjar]]&amp;lt;br&amp;gt;[[World Events]]&lt;br /&gt;
|-&lt;br /&gt;
!Player Information&lt;br /&gt;
!Guides&lt;br /&gt;
!Items &amp;amp; Equipment&lt;br /&gt;
|-&lt;br /&gt;
|[[Alignment]]&amp;lt;br&amp;gt;[[Character Changes]]&amp;lt;br&amp;gt;[[Player Guilds]]&amp;lt;br&amp;gt;[[Player Vendors]]&amp;lt;br&amp;gt;[[Regeneration]]&amp;lt;br&amp;gt;[[Resurrection]]&amp;lt;br&amp;gt;[[Weddings]]&lt;br /&gt;
||[[Dancing]]&amp;lt;br&amp;gt;[[Guild Events]]&amp;lt;br&amp;gt;[[Housing]]&amp;lt;br&amp;gt;[[Henchmen]]&amp;lt;br&amp;gt;[[Mail]]&amp;lt;br&amp;gt;[[Player vs Player]]&amp;lt;br&amp;gt;[[Roleplaying]]&amp;lt;br&amp;gt;[[Roleplaying Order Guilds]]&amp;lt;br&amp;gt;[[Taming]]&amp;lt;br&amp;gt;[[UO-AutoMap]]&lt;br /&gt;
||[[Armor]]&amp;lt;br&amp;gt;[[Armor Sets]]&amp;lt;br&amp;gt;[[Boats]]&amp;lt;br&amp;gt;[[Enchanted Items]]&amp;lt;br&amp;gt;[[Identifying Magics]]&amp;lt;br&amp;gt;[[Keys]]&amp;lt;br&amp;gt;[[Items]]&amp;lt;br&amp;gt;[[Magic Wands]]&amp;lt;br&amp;gt;[[Relics]]&amp;lt;br&amp;gt;[[Tickets]]&amp;lt;br&amp;gt;[[Weapons]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Skills ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combat Skills&lt;br /&gt;
!Crafting Skills&lt;br /&gt;
!Magic Skills&lt;br /&gt;
!Bard/Rogue Skills&lt;br /&gt;
!Other Skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat]]&amp;lt;br&amp;gt;[[Elemental Combat]]&amp;lt;br&amp;gt;[[Archery]]&amp;lt;br&amp;gt;[[Arms Lore]]&amp;lt;br&amp;gt;[[Fencing]]&amp;lt;br&amp;gt;[[Focus]]&amp;lt;br&amp;gt;[[Macefighting]]&amp;lt;br&amp;gt;[[Swordsmanship]]&amp;lt;br&amp;gt;[[Parry]]&amp;lt;br&amp;gt;[[Wrestling]]&lt;br /&gt;
|'''[[Crafting Overview]]'''&amp;lt;br&amp;gt;[[Blacksmithy]]&amp;lt;br&amp;gt;[[Cartography]]&amp;lt;br&amp;gt;[[Cooking]]&amp;lt;br&amp;gt;[[Fishing]]&amp;lt;br&amp;gt;[[Imbuing]]&amp;lt;br&amp;gt;[[Inscription]]&amp;lt;br&amp;gt;[[Leatherworking]]&amp;lt;br&amp;gt;[[Lumberjacking]]&amp;lt;br&amp;gt;[[Masonry]]&amp;lt;br&amp;gt;[[Mining]]&amp;lt;br&amp;gt;[[Tailoring]]&amp;lt;br&amp;gt;[[Tinkering]]&amp;lt;br&amp;gt;[[Woodworking]]&lt;br /&gt;
|[[Alchemy]]&amp;lt;br&amp;gt;[[Animal Lore]]&amp;lt;br&amp;gt;[[Chivalry]]&amp;lt;br&amp;gt;[[Invocation]]&amp;lt;br&amp;gt;[[Magery]]&amp;lt;br&amp;gt;[[Magic Resistance]]&amp;lt;br&amp;gt;[[Meditation]]&amp;lt;br&amp;gt;[[Necromancy]]&lt;br /&gt;
|[[Begging]]&amp;lt;br&amp;gt;[[Detect Hidden]]&amp;lt;br&amp;gt;[[Hiding]]&amp;lt;br&amp;gt;[[Lockpicking]]&amp;lt;br&amp;gt;[[Musicianship]]&amp;lt;br&amp;gt;[[Peacemaking]]&amp;lt;br&amp;gt;[[Provocation]]&amp;lt;br&amp;gt;[[Stealing]]&amp;lt;br&amp;gt;[[Stealth]]&lt;br /&gt;
|[[Anatomy]]&amp;lt;br&amp;gt;[[Camping]]&amp;lt;br&amp;gt;[[Discordance]]&amp;lt;br&amp;gt;[[Healing]]&amp;lt;br&amp;gt;[[Leadership]]&amp;lt;br&amp;gt;[[Poisoning]]&amp;lt;br&amp;gt;[[Tactics]]&amp;lt;br&amp;gt;[[Taming]]&amp;lt;br&amp;gt;[[Tracking]]&amp;lt;br&amp;gt;[[Veterinary]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Events ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|Seasonal&lt;br /&gt;
!width=&amp;quot;34%&amp;quot;|Competition&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;|PVP&lt;br /&gt;
|-&lt;br /&gt;
|[[Alligator Hunting]]&amp;lt;br&amp;gt;[[Bear Hunting]]&amp;lt;br&amp;gt;[[Deer Hunting]]&amp;lt;br&amp;gt;[[Holiday Hunting]]&amp;lt;br&amp;gt;[[Odinfest]]&amp;lt;br&amp;gt;[[Rabbit Hunting]]&lt;br /&gt;
|[[Crafting Quest]]&amp;lt;br&amp;gt;[[Delling's Tarot Game]]&amp;lt;br&amp;gt;[[Gold Strike Game]]&amp;lt;br&amp;gt;[[Odyssey]]&amp;lt;br&amp;gt;[[Scavenger Hunt]]&amp;lt;br&amp;gt;[[Sol's Treasure Map]]&amp;lt;br&amp;gt;[[Tasks of the Gods]]&lt;br /&gt;
|[[Cage of Death]]&amp;lt;br&amp;gt;[[Teams vs Monsters]]&amp;lt;br&amp;gt;[[Serpent Pit PvP]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Support Our Shard ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Valhalla_cafepress.gif|center|link=http://www.cafepress.ca/Valhallalost/|Cafe Press]]&lt;br /&gt;
|[[Image:Valhalla_vote.jpg|center|link=http://www.xtremetop100.com/in.php?site=1132208175|UO Top 100]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Crusader&amp;diff=857</id>
		<title>Crusader</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Crusader&amp;diff=857"/>
		<updated>2020-05-19T04:13:46Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Crusader at its core is a fighter who can cast spells from their Manifesto spellbook while holding a weapon and shield.  These spells include healing, curing of poison, strength and magic damage.  Virtue is used to augment many of these spells and the higher the Crusader's virtue title, the greater the power of the spell and/or longer the duration the spell will last.&lt;br /&gt;
&lt;br /&gt;
This class is considered to be a hardcore character.  There are no special abilities and many tertiary skills as well as some trade skills will only go to 40 instead of 60.  To start as a Crusader, you must complete a new quest storyline starting with the Disciple.  As a disciple, you are very limited in your skills, have limited access to goods and services and must complete a quest from the Crusader Trainer before you are accepted into the ranks of the Crusaders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Note: due to an error in the internal skill numbers, when you gain skill in Chivalry, it will say you are gaining Necromancy.  If you check your skillbook, your Chivalry skill amount will be correct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Special Skill'''||Armslore&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Skills'''||Anatomy&amp;lt;br&amp;gt;Chivalry&amp;lt;br&amp;gt;Fencing&amp;lt;br&amp;gt;Macefighting&amp;lt;br&amp;gt;Parry&amp;lt;br&amp;gt;Swordsmanship&amp;lt;br&amp;gt;Tactics&lt;br /&gt;
|-&lt;br /&gt;
|'''Secondary Skills'''||Healing&amp;lt;br&amp;gt;Magic Resistance&amp;lt;br&amp;gt;Meditation&amp;lt;br&amp;gt;Poisoning&amp;lt;br&amp;gt;Tracking&amp;lt;br&amp;gt;Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|'''Impaired Skills'''||Cooking&amp;lt;br&amp;gt;Fishing&amp;lt;br&amp;gt;Hiding&amp;lt;br&amp;gt;Lumberjacking&amp;lt;br&amp;gt;Masonry&amp;lt;br&amp;gt;Necromancy&amp;lt;br&amp;gt;Stealth&lt;br /&gt;
|-&lt;br /&gt;
|'''Max Base AR'''*||21&lt;br /&gt;
|-&lt;br /&gt;
|'''Spells Available'''||&lt;br /&gt;
|-&lt;br /&gt;
|''1st Circle''||Clumsy&amp;lt;br&amp;gt;Create Food&amp;lt;br&amp;gt;Heal&amp;lt;br&amp;gt;Nightsight&amp;lt;br&amp;gt;Reactive Armor&lt;br /&gt;
|-&lt;br /&gt;
|''2nd Circle''||Agility&amp;lt;br&amp;gt;Cure&amp;lt;br&amp;gt;Harm&amp;lt;br&amp;gt;Protection&amp;lt;br&amp;gt;Strength&lt;br /&gt;
|-&lt;br /&gt;
|''3rd Circle''||Bless&amp;lt;br&amp;gt;Teleport&lt;br /&gt;
|-&lt;br /&gt;
|''4th Circle''||Arch Cure&amp;lt;br&amp;gt;Arch Protection&amp;lt;br&amp;gt;Greater Heal&amp;lt;br&amp;gt;Recall&lt;br /&gt;
|-&lt;br /&gt;
|''5th Circle''||Magic Reflection&lt;br /&gt;
|-&lt;br /&gt;
|''6th Circle''||Reveal&lt;br /&gt;
|-&lt;br /&gt;
|''7th Circle''||Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|''8th Circle''||Resurrection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The maximum base ar is determined from a base piece of armor with no additional bonuses.&lt;br /&gt;
* Spells available refers to spells cast from a spellbook.  All spells can be cast from scrolls.&lt;br /&gt;
* Impaired skills are skills that will only go to 40 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
There are 10 Chivalry Spells available.  To cast these spells, Crusaders use the Crusader Manifesto located in their inventory and they must have the required Tithing Points, skill requirement, reagents and mana to successful cast the spell.  The rate of success is determined by their Chivalry skill and the power and duration is based on how much virtue they have.  As with other casters that require a spellbook, you must have the book located at the top of your backpack to cast the spell.  Like other spells, you must perform the Words of Power before the spell is cast.&lt;br /&gt;
&lt;br /&gt;
The Manifesto and all spell scrolls are bought from the Crusader Trainer.  Tithing points can be purchased at any Crusader shrine.  There are only two located in all the realms and both on Valhalla: at Barra's Outpost near the Crusader Trainer and the other at the Cathedral in Asgard.  The Crusader Trainer also sells reagents specific for the Crusader.&lt;br /&gt;
&lt;br /&gt;
High level Crusaders can cast these spells while holding a weapon and shield if they pass a skillcheck with 85 Chivalry (to be 100% successful, you must have 105 Chivalry).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spell Icons can be dragged onto the desktop for easier casting.&lt;br /&gt;
* You may set a macro to cast a spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: although the client tooltips describe what the spell does, due to our combat and spell system, not all spells are exactly as per the description but they will do something similar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Words of Power&lt;br /&gt;
!Mana Cost&lt;br /&gt;
!Minimum Skill&lt;br /&gt;
!Tithing&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Close Wounds||||Obsu Vulni||10||0||10||Restores life of a valid target.  The amount of damage healed is based on virtue title: each virtue title gives an additional roll to the amount healed.&lt;br /&gt;
|-&lt;br /&gt;
|Remove Curse||||Extermo Vomica||20||5||30||Attempts to remove all curses from a target by resetting the timer to 5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Cleanse by Fire||Fire||Expor Flamus||10||5||10||Cures a target of poison but causes a flamestrike to strike you with 55 to 13 damage.  Every 500 points of virtue reduces this amount by 1 point.&lt;br /&gt;
|-&lt;br /&gt;
|Consecrate Weapon||Cold||Consecrus Arma||10||15||10||Adds additional cold spell damage to your weapon (which can be resisted or reduced based on your opponent's magic resistance).  You have a 75% chance from each strike to activate the extra damage hit.  Lasts a minimum of 3 minutes and can be extended up to an additional 2 minutes based on your virtue.&lt;br /&gt;
|-&lt;br /&gt;
|Sacred Journey||||Sanctum Viatas||10||15||15||When out of combat, the caster may travel to a different realm without the need of a stargate.&lt;br /&gt;
|-&lt;br /&gt;
|Divine Fury||||Divinum Furis||15||25||10||Receive an increase to your dexterity and fighting skills for 2 to 4 minutes.  Sets your armslore to 100 or an additional +10 if already above 100.  This is a constant amount and does not change based on skill nor virtue.&lt;br /&gt;
|-&lt;br /&gt;
|Dispel Evil||||Dispiro Malas||10||35||10||Causes monsters to flee from you and attempts to dispel any summoned creatures.&lt;br /&gt;
|-&lt;br /&gt;
|Enemy of One||||Forul Solum||20||45||10||While fighting, does ''additional weapon damage'' against all of the same monster type as your opponent.  If you are fighting a troll archer, all troll archers will take damage around you.  Your virtue determines the range of the spell.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Light||Energy||Augus Luminos||10||55||10||Damages monsters around you with the numbers of rolls based on your virtue level.  Neutral hostile (grey) monsters take half the damage vs evil (red) monsters.&lt;br /&gt;
|-&lt;br /&gt;
|Noble Sacrifice||||Dium Prostra||0||0||0||Attempts resurrection, cure and greater heal on all players within 6 tiles of the caster.  If any target is successful, your life, mana and stamina all fall to 1.  There is no virtue bonus nor discount.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tithing Points==&lt;br /&gt;
&lt;br /&gt;
Chivalry spells consume Tithing Points which can only be restored by donating gold to special chivalry shrine ankhs.  These ankhs are only found in two places: one at Barra's Outpost on Nazreth (the island where you started as a Disciple) and the other at the Cathedral in Asgard (south of the graveyard and east of the main bank).&lt;br /&gt;
&lt;br /&gt;
Five (5) gold will provide one (1) Tithing Point.  Chivalry spells generally consume about 10-20 points per cast.  A character may hold up to 10,000 Tithing Points at one time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chivalry Buffs==&lt;br /&gt;
&lt;br /&gt;
Unlike other magical enhancements, there are only two items of this writing that have a chivalry buff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sign of Order'''&lt;br /&gt;
&lt;br /&gt;
An Order Shield found as a rare drop (5%) from the Stygian Dragon, located in Ilshenar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Relic of Order'''&lt;br /&gt;
&lt;br /&gt;
A relic found from the Knights of the Crystals, an ancient order dedicated to the worship of the Crystal Dragon.  These Knights can be found on the snowy mountaintops of Aylindril.&lt;br /&gt;
&lt;br /&gt;
The buff on the relic is random and can range from 0 to 10 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing Classes==&lt;br /&gt;
&lt;br /&gt;
If you wish to change classes to any of the three hardcore classes (Crusader, Revenant or Spellweaver), you may change using the character change gate or visiting one of the trainers to 'defect'.  The latter is free whereas the change gate requires a paid trip from the Registrar.  If you change to another class that is not a known hardcore class, changing back will require you to start as a Disciple again (and your skills will be reduced due to the low caps).  If you are not a hardcore class and wish to change to one, you will have to start as a Disciple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Classes]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=856</id>
		<title>Imbuing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=856"/>
		<updated>2020-05-11T05:35:46Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Imbuing is a tradeskill allowing to add and adjust wearable item properties.  These properties include having faster cast speeds, better parrying or increased mana regeneration.  Items can have multiple imbued properties.  Those that practice the art of imbuing are called Artificers.&lt;br /&gt;
&lt;br /&gt;
To imbue an item, there are three main ingredients that are needed&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a magical ingredient, a common gem, and a high intensity ingredient.  Once you have collected all these materials, you must use the special soul forge.  Once standing beside the soul forge, you can use your imbuing skill to imbue an item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Unlike other skills, there is no merchant for practicing imbuing.  To increase Imbuing, you must use the skill by unraveling magic items for their magical ingredients or imbuing items with magical properties.  At lower levels, there is a 25% gain if you pass the skill check but at higher levels, there is only a 10% gain and a lower chance to  pass the skill check.&lt;br /&gt;
&lt;br /&gt;
Imbuing has a hard cap of 100, whether it is in the primary slot or tradeskill slot.  There are no magic items that temporarily or permanently increase imbuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
To imbue an item, you require three specific resources and a soul forge.  The soul forge is currently located at Uppsala, Lost Realms (note&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; when Ter Mur is ready, the soul forge will be moved to its proper location at the Royal City).&lt;br /&gt;
&lt;br /&gt;
The amounts of each material goes up with each level.  For example, an item requiring a level 1 imbuement may only require 1 of each item whereas an item that is 14/15 may require 10 of each item.&lt;br /&gt;
&lt;br /&gt;
Imbuing requires having three specific resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unraveled Magic====&lt;br /&gt;
Magical ingredients only come from one source - magical items.  To gain the magical ingredient, you must unravel the item and collect the magical residue left over.  Magically unraveling items always destroys the item in the process.  The magical residue collected depends on the quality of the magic item unraveled.&lt;br /&gt;
&lt;br /&gt;
The higher your skill, the higher chance of a better magical ingredient.  There are three kinds of magical residue (highest listed first)&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Magical Residue&lt;br /&gt;
* Enchanted Essence&lt;br /&gt;
* Relic Fragment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Magic Weapons, Armor&lt;br /&gt;
&lt;br /&gt;
Magic Shovels&lt;br /&gt;
&lt;br /&gt;
Magic Wands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Not Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Crafted items&lt;br /&gt;
&lt;br /&gt;
Masterpiece items&lt;br /&gt;
&lt;br /&gt;
Chipped Rocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Item Value''&lt;br /&gt;
&lt;br /&gt;
Items with Silver, Hit Spells, Skills Advancements have a +1 value.&lt;br /&gt;
&lt;br /&gt;
Items that are higher than Rugged and Power have a +2 value.&lt;br /&gt;
&lt;br /&gt;
These values are added up and determined which magical ingredient will be extracted from the item.&lt;br /&gt;
&lt;br /&gt;
* an entire container can be unraveled... we are not responsible for lost items as it will unravel every magic item it finds in that container.&lt;br /&gt;
* owned items will not be unraveled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Common Gem====&lt;br /&gt;
Common gems collected from loot and other sources, such as tourmalines, emeralds, sapphires or diamonds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====High Intensity Ingredient====&lt;br /&gt;
These ingredients come from special bosses or rare monsters, special areas or are harvested from special plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Property Weight==&lt;br /&gt;
All items have a imbued maximum property weight.  This means you are unable to imbue items all their way to their maximum values if you have other imbued properties on them.  Each item has a maximum value and a imbuing weight.  The maximum property intensity limit is 500%.&lt;br /&gt;
&lt;br /&gt;
For example&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a ring has a lower mana cost with 7 levels out of 15.  The total weight for lower mana cost is 110.  It also has a hit chance increase of 5 out of 12.  The total weight for hit chance increase is 130.&lt;br /&gt;
&lt;br /&gt;
lower mana cost weight&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 7/15 x 110 = 51 (rounded)&lt;br /&gt;
&lt;br /&gt;
high chance increase&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 5/12 x 130 = 54 (rounded)&lt;br /&gt;
&lt;br /&gt;
the total imbuing weight is 51 + 54 = 105%.&lt;br /&gt;
&lt;br /&gt;
All values are rounded for each line.  They are not calculated with any decimals.&lt;br /&gt;
&lt;br /&gt;
You may continue imbuing the item with various properties until you reach the limit of 500%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similar to Blacksmithy requiring a forge, you must stand next to a Soul Forge to imbue or unravel items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Cap==&lt;br /&gt;
Although you can maximize the value on every item that allows the imbued property, there is a useful cap for many properties.  There is no benefit to going over the cap.&lt;br /&gt;
&lt;br /&gt;
For example, hit chance increase has a maximum value of 12 points on each item.  You can imbue hit chance increase on jewelry and weapons meaning you can put it on 4 pieces of jewelry (ring, earrings, bracelet, necklace) and your weapon for a total of 60 points.  However, there is a useful cap of 45 points.  Any points above 45 will not increase your hit chance thus is wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items that can be imbued==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Jewelry&lt;br /&gt;
!Armor&lt;br /&gt;
!Weapon&lt;br /&gt;
!Mage Spellbook&amp;lt;br&amp;gt;Staves&lt;br /&gt;
!Shield&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Dodge||||x||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||||||x||||x&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||x||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Durability||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||x||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||x||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||||||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||x||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Luck||x||x||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||x||||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||||||x||||x&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||x||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||||x||x||||x&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||||x||||||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regeants Required==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Max Item&lt;br /&gt;
!Total&lt;br /&gt;
!Weight&lt;br /&gt;
!Type&lt;br /&gt;
!Unraveled Magic&lt;br /&gt;
!Common Gem&lt;br /&gt;
!High Intensity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Evade||5||15||110||Percent||Enchanted Essence||Ruby||Blue Diamond||Each point adds 1% to your evade chance&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||5||15||110||Percent||Enchanted Essence||Tourmaline||Spider Carapace||Each point adds 1% to your chance to parry&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||25||100||100||Percent||Enchanted Essence||Citrine||Crystal Shards||Each point adds 1% bonus combat damage before elemental damage is determined&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||12||45||110||Percent||Relic Fragment||Tourmaline||Essence of |Singularity||Each point increases armor by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Durability||5||-||100||Point||Enchanted Essence||Tourmaline||Teardrop of Winter||Each point increases chance your weapons and armor will not take any damage while in combat&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||2||-||120||Point||Relic Fragment||Amethyst||Essence of Diligence||Each point gives 1/4 faster recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||1||-||140||Point||Relic Fragment||Ruby||Essence of Achievement||Each point shortens casting time by 1/4 of a second.  Chivalry is capped at 2 points.  Revenant and Spellweavers are capped at 4 points.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||12||45||130||Percent||Relic Fragment||Amber||Essence of Precision||Each point increases your chance to hit by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||45||45||130||Percent||Magical Residue||Diamond||Parasitic Plant||Each point reduces your opponent's defenses by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||2||-||110||Point||Magical Residue||Sapphire||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||2||18||100||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||2||-||110||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||2||-||100||Point||Magical Residue||Diamond||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||5||5||100||Percent||Magical Residue||Citrine||Powdered Iron||Increases chance of raising armor rating of the shield&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||15||40||110||Percent||Relic Fragment||Tourmaline||Essence of Order||Each point deducts 1% mana from the spell cost&lt;br /&gt;
|-&lt;br /&gt;
|Luck||100||100||100||Point||Magical Residue||Citrine||Deathcap Mushroom||Adds to luck&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||6||20||100||Point||Enchanted Essence||Sapphire||Seed of Renewal||Increases regeneration by 75 points.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||15||25||100||Point||Magical Residue||Citrine||Boura Pelt||Each point gives a chance to completely resist a combat poison hit (poison attacks only)&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||5||-||150||Point||Relic Fragment||Tourmaline||Slith Tongue||While in combat, your weapon will have a chance to repair itself by 1 point&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||12||-||100||Percent||Enchanted Essence||Emerald||Crystal Shards||Adds 1% bonus damage per point directly to spell damage before elemental damage is calculated.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||3||24||110||Point||Enchanted Essence||Diamond||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||10||15||110||Point||Relic Fragment||Tourmaline||Essence of Control||Each point increases swing speed by 1/10 second - minimum speed of 1 second&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location of High Intensity Reagents==&lt;br /&gt;
The Mini-Champ area on Valhalla Lost is not the same place as on Ter Mur.  Instead, it is located off an abandoned mansion with exits leading to separate areas with our custom interpretations of the themes.  This is due to not having access to Ter Mur when Imbuing was put in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Reagent&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Blue Diamond||Found while mining, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Boura Pelt||Skinned from High Plains (found around the large plains near Gateway City)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Shards||Cavern of the Discarded loot, found while lumberjacking in Lost Realms&lt;br /&gt;
|-&lt;br /&gt;
|Deathcap Mushroom||Growing in the Mushroom Caverns on Ilshenar&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Achievement||Abyssal Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Control||Enslaved Goblins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Diligence||Stygian Dragon Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Order||Fire Temple Ruins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Precision||Crimson Veins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Singularity||Passage of Tears Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Parasitic Plant||Found while lumberjacking, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Powdered Iron||Leftover from Smelting (requires tradeskill) and Prospecting, iron golem loot&lt;br /&gt;
|-&lt;br /&gt;
|Seed of Renewal||Cavern of the Discarded Mini-Champ creatures, grown with a chance to pick&lt;br /&gt;
|-&lt;br /&gt;
|Slith Tongue||Slith loot&lt;br /&gt;
|-&lt;br /&gt;
|Spider Carapace||Temple of the Spider loot&lt;br /&gt;
|-&lt;br /&gt;
|Teardrop of Winter||Ice caverns through-out Valhalla&lt;br /&gt;
|-&lt;br /&gt;
|Void Orb||Void Creatures under the Ankh Dungeon on Ilshenar&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Outyards==&lt;br /&gt;
The Outyards (or in norse mythology, Utgardar), is an ancient temple hidden away under a mountain located on Lost Realms.  Inside, there are doorways (and some hidden entries) leading to areas where competitions are held.  Enter the area, face the challenge and you may be rewarded with imbuing materials dropped from the monsters inside.  There are a total of 8 challenges.&lt;br /&gt;
&lt;br /&gt;
The mini-boss challenge is similar to the champion spawns but on a smaller scale.  When you enter an area, the challenge will begin.  Kill the rounds of monsters until the boss appears.  Once the boss has been killed, the area goes on a cooldown for 30 minutes.  If you leave the area before the boss is killed, the next person to enter will resume where the rounds left off.  Imbuing materials can drop from a variety of the monsters during the round.  The essences have a chance to drop from the main boss.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=855</id>
		<title>Imbuing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=855"/>
		<updated>2020-04-29T05:27:17Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Imbuing is a tradeskill allowing to add and adjust wearable item properties.  These properties include having faster cast speeds, better parrying or increased mana regeneration.  Items can have multiple imbued properties.  Those that practice the art of imbuing are called Artificers.&lt;br /&gt;
&lt;br /&gt;
To imbue an item, there are three main ingredients that are needed&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a magical ingredient, a common gem, and a high intensity ingredient.  Once you have collected all these materials, you must use the special soul forge.  Once standing beside the soul forge, you can use your imbuing skill to imbue an item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Unlike other skills, there is no merchant for practicing imbuing.  To increase Imbuing, you must use the skill by unraveling magic items for their magical ingredients or imbuing items with magical properties.  At lower levels, there is a 25% gain if you pass the skill check but at higher levels, there is only a 10% gain and a lower chance to  pass the skill check.&lt;br /&gt;
&lt;br /&gt;
Imbuing has a hard cap of 100, whether it is in the primary slot or tradeskill slot.  There are no magic items that temporarily or permanently increase imbuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
To imbue an item, you require three specific resources and a soul forge.  The soul forge is currently located at Uppsala, Lost Realms (note&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; when Ter Mur is ready, the soul forge will be moved to its proper location at the Royal City).&lt;br /&gt;
&lt;br /&gt;
The amounts of each material goes up with each level.  For example, an item requiring a level 1 imbuement may only require 1 of each item whereas an item that is 14/15 may require 10 of each item.&lt;br /&gt;
&lt;br /&gt;
Imbuing requires having three specific resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unraveled Magic====&lt;br /&gt;
Magical ingredients only come from one source - magical items.  To gain the magical ingredient, you must unravel the item and collect the magical residue left over.  Magically unraveling items always destroys the item in the process.  The magical residue collected depends on the quality of the magic item unraveled.&lt;br /&gt;
&lt;br /&gt;
The higher your skill, the higher chance of a better magical ingredient.  There are three kinds of magical residue (highest listed first)&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Magical Residue&lt;br /&gt;
* Enchanted Essence&lt;br /&gt;
* Relic Fragment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Magic Weapons, Armor&lt;br /&gt;
&lt;br /&gt;
Magic Shovels&lt;br /&gt;
&lt;br /&gt;
Magic Wands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Not Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Crafted items&lt;br /&gt;
&lt;br /&gt;
Masterpiece items&lt;br /&gt;
&lt;br /&gt;
Chipped Rocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Item Value''&lt;br /&gt;
&lt;br /&gt;
Items with Silver, Hit Spells, Skills Advancements have a +1 value.&lt;br /&gt;
&lt;br /&gt;
Items that are higher than Rugged and Power have a +2 value.&lt;br /&gt;
&lt;br /&gt;
These values are added up and determined which magical ingredient will be extracted from the item.&lt;br /&gt;
&lt;br /&gt;
* an entire container can be unraveled... we are not responsible for lost items as it will unravel every magic item it finds in that container.&lt;br /&gt;
* owned items will not be unraveled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Common Gem====&lt;br /&gt;
Common gems collected from loot and other sources, such as tourmalines, emeralds, sapphires or diamonds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====High Intensity Ingredient====&lt;br /&gt;
These ingredients come from special bosses or rare monsters, special areas or are harvested from special plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Property Weight==&lt;br /&gt;
All items have a imbued maximum property weight.  This means you are unable to imbue items all their way to their maximum values if you have other imbued properties on them.  Each item has a maximum value and a imbuing weight.  The maximum property intensity limit is 500%.&lt;br /&gt;
&lt;br /&gt;
For example&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a ring has a lower mana cost with 7 levels out of 15.  The total weight for lower mana cost is 110.  It also has a hit chance increase of 5 out of 12.  The total weight for hit chance increase is 130.&lt;br /&gt;
&lt;br /&gt;
lower mana cost weight&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 7/15 x 110 = 51 (rounded)&lt;br /&gt;
&lt;br /&gt;
high chance increase&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 5/12 x 130 = 54 (rounded)&lt;br /&gt;
&lt;br /&gt;
the total imbuing weight is 51 + 54 = 105%.&lt;br /&gt;
&lt;br /&gt;
All values are rounded for each line.  They are not calculated with any decimals.&lt;br /&gt;
&lt;br /&gt;
You may continue imbuing the item with various properties until you reach the limit of 500%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similar to Blacksmithy requiring a forge, you must stand next to a Soul Forge to imbue or unravel items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Cap==&lt;br /&gt;
Although you can maximize the value on every item that allows the imbued property, there is a useful cap for many properties.  There is no benefit to going over the cap.&lt;br /&gt;
&lt;br /&gt;
For example, hit chance increase has a maximum value of 12 points on each item.  You can imbue hit chance increase on jewelry and weapons meaning you can put it on 4 pieces of jewelry (ring, earrings, bracelet, necklace) and your weapon for a total of 60 points.  However, there is a useful cap of 45 points.  Any points above 45 will not increase your hit chance thus is wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items that can be imbued==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Jewelry&lt;br /&gt;
!Armor&lt;br /&gt;
!Weapon&lt;br /&gt;
!Mage Spellbook&amp;lt;br&amp;gt;Staves&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Dodge||||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Durability||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||x||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||x||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Luck||x||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||x||||x||x&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||x||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||||x||||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regeants Required==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Max Item&lt;br /&gt;
!Total&lt;br /&gt;
!Weight&lt;br /&gt;
!Type&lt;br /&gt;
!Unraveled Magic&lt;br /&gt;
!Common Gem&lt;br /&gt;
!High Intensity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Evade||5||15||110||Percent||Enchanted Essence||Ruby||Blue Diamond||Each point adds 1% to your evade chance&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||5||15||110||Percent||Enchanted Essence||Tourmaline||Spider Carapace||Each point adds 1% to your chance to parry&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||25||100||100||Percent||Enchanted Essence||Citrine||Crystal Shards||Each point adds 1% bonus combat damage before elemental damage is determined&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||12||45||110||Percent||Relic Fragment||Tourmaline||Essence of |Singularity||Each point increases armor by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Durability||5||-||100||Point||Enchanted Essence||Tourmaline||Teardrop of Winter||Each point increases chance your weapons and armor will not take any damage while in combat&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||2||-||120||Point||Relic Fragment||Amethyst||Essence of Diligence||Each point gives 1/4 faster recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||1||-||140||Point||Relic Fragment||Ruby||Essence of Achievement||Each point shortens casting time by 1/4 of a second.  Chivalry is capped at 2 points.  Revenant and Spellweavers are capped at 4 points.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||12||45||130||Percent||Relic Fragment||Amber||Essence of Precision||Each point increases your chance to hit by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||45||45||130||Percent||Magical Residue||Diamond||Parasitic Plant||Each point reduces your opponent's defenses by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||2||-||110||Point||Magical Residue||Sapphire||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||2||18||100||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||2||-||110||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||2||-||100||Point||Magical Residue||Diamond||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||5||5||100||Percent||Magical Residue||Citrine||Powdered Iron||Increases chance of raising armor rating of the shield&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||15||40||110||Percent||Relic Fragment||Tourmaline||Essence of Order||Each point deducts 1% mana from the spell cost&lt;br /&gt;
|-&lt;br /&gt;
|Luck||100||100||100||Point||Magical Residue||Citrine||Deathcap Mushroom||Adds to luck&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||6||20||100||Point||Enchanted Essence||Sapphire||Seed of Renewal||Increases regeneration by 75 points.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||15||25||100||Point||Magical Residue||Citrine||Boura Pelt||Each point gives a chance to completely resist a combat poison hit (poison attacks only)&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||5||-||150||Point||Relic Fragment||Tourmaline||Slith Tongue||While in combat, your weapon will have a chance to repair itself by 1 point&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||12||-||100||Percent||Enchanted Essence||Emerald||Crystal Shards||Adds 1% bonus damage per point directly to spell damage before elemental damage is calculated.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||3||24||110||Point||Enchanted Essence||Diamond||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||10||15||110||Point||Relic Fragment||Tourmaline||Essence of Control||Each point increases swing speed by 1/10 second - minimum speed of 1 second&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location of High Intensity Reagents==&lt;br /&gt;
The Mini-Champ area on Valhalla Lost is not the same place as on Ter Mur.  Instead, it is located off an abandoned mansion with exits leading to separate areas with our custom interpretations of the themes.  This is due to not having access to Ter Mur when Imbuing was put in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Reagent&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Blue Diamond||Found while mining, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Boura Pelt||Skinned from High Plains (found around the large plains near Gateway City)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Shards||Cavern of the Discarded loot, found while lumberjacking in Lost Realms&lt;br /&gt;
|-&lt;br /&gt;
|Deathcap Mushroom||Growing in the Mushroom Caverns on Ilshenar&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Achievement||Abyssal Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Control||Enslaved Goblins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Diligence||Stygian Dragon Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Order||Fire Temple Ruins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Precision||Crimson Veins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Singularity||Passage of Tears Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Parasitic Plant||Found while lumberjacking, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Powdered Iron||Leftover from Smelting (requires tradeskill) and Prospecting, iron golem loot&lt;br /&gt;
|-&lt;br /&gt;
|Seed of Renewal||Cavern of the Discarded Mini-Champ creatures, grown with a chance to pick&lt;br /&gt;
|-&lt;br /&gt;
|Slith Tongue||Slith loot&lt;br /&gt;
|-&lt;br /&gt;
|Spider Carapace||Temple of the Spider loot&lt;br /&gt;
|-&lt;br /&gt;
|Teardrop of Winter||Ice caverns through-out Valhalla&lt;br /&gt;
|-&lt;br /&gt;
|Void Orb||Void Creatures under the Ankh Dungeon on Ilshenar&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Outyards==&lt;br /&gt;
The Outyards (or in norse mythology, Utgardar), is an ancient temple hidden away under a mountain located on Lost Realms.  Inside, there are doorways (and some hidden entries) leading to areas where competitions are held.  Enter the area, face the challenge and you may be rewarded with imbuing materials dropped from the monsters inside.  There are a total of 8 challenges.&lt;br /&gt;
&lt;br /&gt;
The mini-boss challenge is similar to the champion spawns but on a smaller scale.  When you enter an area, the challenge will begin.  Kill the rounds of monsters until the boss appears.  Once the boss has been killed, the area goes on a cooldown for 30 minutes.  If you leave the area before the boss is killed, the next person to enter will resume where the rounds left off.  Imbuing materials can drop from a variety of the monsters during the round.  The essences have a chance to drop from the main boss.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=854</id>
		<title>Imbuing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=854"/>
		<updated>2020-04-19T08:02:37Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Imbuing is a tradeskill allowing to add and adjust wearable item properties.  These properties include having faster cast speeds, better parrying or increased mana regeneration.  Items can have multiple imbued properties.  Those that practice the art of imbuing are called Artificers.&lt;br /&gt;
&lt;br /&gt;
To imbue an item, there are three main ingredients that are needed&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a magical ingredient, a common gem, and a high intensity ingredient.  Once you have collected all these materials, you must use the special soul forge.  Once standing beside the soul forge, you can use your imbuing skill to imbue an item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Unlike other skills, there is no merchant for practicing imbuing.  To increase Imbuing, you must use the skill by unraveling magic items for their magical ingredients or imbuing items with magical properties.  At lower levels, there is a 25% gain if you pass the skill check but at higher levels, there is only a 10% gain and a lower chance to  pass the skill check.&lt;br /&gt;
&lt;br /&gt;
Imbuing has a hard cap of 100, whether it is in the primary slot or tradeskill slot.  There are no magic items that temporarily or permanently increase imbuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
To imbue an item, you require three specific resources and a soul forge.  The soul forge is currently located at Uppsala, Lost Realms (note&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; when Ter Mur is ready, the soul forge will be moved to its proper location at the Royal City).&lt;br /&gt;
&lt;br /&gt;
The amounts of each material goes up with each level.  For example, an item requiring a level 1 imbuement may only require 1 of each item whereas an item that is 14/15 may require 10 of each item.&lt;br /&gt;
&lt;br /&gt;
Imbuing requires having three specific resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unraveled Magic====&lt;br /&gt;
Magical ingredients only come from one source - magical items.  To gain the magical ingredient, you must unravel the item and collect the magical residue left over.  Magically unraveling items always destroys the item in the process.  The magical residue collected depends on the quality of the magic item unraveled.&lt;br /&gt;
&lt;br /&gt;
The higher your skill, the higher chance of a better magical ingredient.  There are three kinds of magical residue (highest listed first)&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Magical Residue&lt;br /&gt;
* Enchanted Essence&lt;br /&gt;
* Relic Fragment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Magic Weapons, Armor&lt;br /&gt;
&lt;br /&gt;
Magic Shovels&lt;br /&gt;
&lt;br /&gt;
Magic Wands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Not Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Crafted items&lt;br /&gt;
&lt;br /&gt;
Masterpiece items&lt;br /&gt;
&lt;br /&gt;
Chipped Rocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Item Value''&lt;br /&gt;
&lt;br /&gt;
Items with Silver, Hit Spells, Skills Advancements have a +1 value.&lt;br /&gt;
&lt;br /&gt;
Items that are higher than Rugged and Power have a +2 value.&lt;br /&gt;
&lt;br /&gt;
These values are added up and determined which magical ingredient will be extracted from the item.&lt;br /&gt;
&lt;br /&gt;
* an entire container can be unraveled... we are not responsible for lost items as it will unravel every magic item it finds in that container.&lt;br /&gt;
* owned items will not be unraveled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Common Gem====&lt;br /&gt;
Common gems collected from loot and other sources, such as tourmalines, emeralds, sapphires or diamonds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====High Intensity Ingredient====&lt;br /&gt;
These ingredients come from special bosses or rare monsters, special areas or are harvested from special plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Property Weight==&lt;br /&gt;
All items have a imbued maximum property weight.  This means you are unable to imbue items all their way to their maximum values if you have other imbued properties on them.  Each item has a maximum value and a imbuing weight.  The maximum property intensity limit is 500%.&lt;br /&gt;
&lt;br /&gt;
For example&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a ring has a lower mana cost with 7 levels out of 15.  The total weight for lower mana cost is 110.  It also has a hit chance increase of 5 out of 12.  The total weight for hit chance increase is 130.&lt;br /&gt;
&lt;br /&gt;
lower mana cost weight&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 7/15 x 110 = 51 (rounded)&lt;br /&gt;
&lt;br /&gt;
high chance increase&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 5/12 x 130 = 54 (rounded)&lt;br /&gt;
&lt;br /&gt;
the total imbuing weight is 51 + 54 = 105%.&lt;br /&gt;
&lt;br /&gt;
All values are rounded for each line.  They are not calculated with any decimals.&lt;br /&gt;
&lt;br /&gt;
You may continue imbuing the item with various properties until you reach the limit of 500%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similar to Blacksmithy requiring a forge, you must stand next to a Soul Forge to imbue or unravel items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Cap==&lt;br /&gt;
Although you can maximize the value on every item that allows the imbued property, there is a useful cap for many properties.  There is no benefit to going over the cap.&lt;br /&gt;
&lt;br /&gt;
For example, hit chance increase has a maximum value of 12 points on each item.  You can imbue hit chance increase on jewelry and weapons meaning you can put it on 4 pieces of jewelry (ring, earrings, bracelet, necklace) and your weapon for a total of 60 points.  However, there is a useful cap of 45 points.  Any points above 45 will not increase your hit chance thus is wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items that can be imbued==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Jewelry&lt;br /&gt;
!Armor&lt;br /&gt;
!Weapon&lt;br /&gt;
!Mage Spellbook&amp;lt;br&amp;gt;Staves&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Dodge||||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Durability||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||x||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||x||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Luck||x||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||x||||x||x&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||x||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||||x||||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regeants Required==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Max Item&lt;br /&gt;
!Total&lt;br /&gt;
!Weight&lt;br /&gt;
!Type&lt;br /&gt;
!Unraveled Magic&lt;br /&gt;
!Common Gem&lt;br /&gt;
!High Intensity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Evade||5||15||110||Percent||Enchanted Essence||Ruby||Blue Diamond||Each point adds 1% to your evade chance&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||5||15||110||Percent||Enchanted Essence||Tourmaline||Spider Carapace||Each point adds 1% to your chance to parry&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||25||100||100||Percent||Enchanted Essence||Citrine||Crystal Shards||Each point adds 1% bonus combat damage before elemental damage is determined&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||12||45||110||Percent||Relic Fragment||Tourmaline||Essence of |Singularity||Each point increases armor by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Durability||5||-||100||Point||Enchanted Essence||Tourmaline||Teardrop of Winter||Each point increases chance your weapons and armor will not take any damage while in combat&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||2||-||120||Point||Relic Fragment||Amethyst||Essence of Diligence||Each point gives 1/4 faster recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||1||-||140||Point||Relic Fragment||Ruby||Essence of Achievement||Each point shortens casting time by 1/4 of a second.  Chivalry is capped at 2 points.  Revenant and Spellweavers are capped at 4 points.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||12||45||130||Percent||Relic Fragment||Amber||Essence of Precision||Each point increases your chance to hit by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||45||45||130||Percent||Magical Residue||Diamond||Parasitic Plant||Each point reduces your opponent's defenses by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||2||-||110||Point||Magical Residue||Sapphire||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||2||18||100||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||2||-||110||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||2||-||100||Point||Magical Residue||Diamond||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||5||5||100||Percent||Magical Residue||Citrine||Powdered Iron||Increases chance of raising armor rating of the shield&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||15||40||110||Percent||Relic Fragment||Tourmaline||Essence of Order||Each point deducts 1% mana from the spell cost&lt;br /&gt;
|-&lt;br /&gt;
|Luck||100||100||100||Point||Magical Residue||Citrine||Deathcap Mushroom||Adds to luck&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||6||20||100||Point||Enchanted Essence||Sapphire||Seed of Renewal||Increases regeneration by 75 points.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||15||25||100||Point||Magical Residue||Citrine||Boura Pelt||Each point gives a chance to completely resist a combat poison hit (poison attacks only)&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||5||-||150||Point||Relic Fragment||Tourmaline||Slith Tongue||While in combat, your weapon will have a chance to repair itself by 1 point&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||12||-||100||Percent||Enchanted Essence||Emerald||Crystal Shards||Adds 1% bonus damage per point directly to spell damage before elemental damage is calculated.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||3||24||110||Point||Enchanted Essence||Diamond||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||10||15||110||Point||Relic Fragment||Tourmaline||Essence of Control||Each point increases swing speed by 1/10 second - minimum speed of 1 second&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location of High Intensity Reagents==&lt;br /&gt;
The Mini-Champ area on Valhalla Lost is not the same place as on Ter Mur.  Instead, it is located off an abandoned mansion with exits leading to separate areas with our custom interpretations of the themes.  This is due to not having access to Ter Mur when Imbuing was put in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Reagent&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Blue Diamond||Found while mining, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Boura Pelt||Skinned from High Plains (found around the large plains near Gateway City)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Shards||Cavern of the Discarded loot, found while lumberjacking in Lost Realms&lt;br /&gt;
|-&lt;br /&gt;
|Deathcap Mushroom||Growing in the Mushroom Caverns on Ilshenar&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Achievement||Abyssal Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Control||Enslaved Goblins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Diligence||Stygian Dragon Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Order||Fire Temple Ruins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Precision||Crimson Veins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Singularity||Passage of Tears Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Parasitic Plant||Found while lumberjacking, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Powdered Iron||Leftover from Smelting (requires tradeskill) and Prospecting, iron golem loot&lt;br /&gt;
|-&lt;br /&gt;
|Seed of Renewal||Cavern of the Discarded Mini-Champ creatures, grown with a chance to pick&lt;br /&gt;
|-&lt;br /&gt;
|Slith Tongue||Slith loot&lt;br /&gt;
|-&lt;br /&gt;
|Spider Carapace||Temple of the Spider loot&lt;br /&gt;
|-&lt;br /&gt;
|Teardrop of Winter||Ice caverns through-out Valhalla&lt;br /&gt;
|-&lt;br /&gt;
|Void Orb||Void Creatures in some dungeons on Ilshenar&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Outyards==&lt;br /&gt;
The Outyards (or in norse mythology, Utgardar), is an ancient temple hidden away under a mountain located on Lost Realms.  Inside, there are doorways (and some hidden entries) leading to areas where competitions are held.  Enter the area, face the challenge and you may be rewarded with imbuing materials dropped from the monsters inside.  There are a total of 8 challenges.&lt;br /&gt;
&lt;br /&gt;
The mini-boss challenge is similar to the champion spawns but on a smaller scale.  When you enter an area, the challenge will begin.  Kill the rounds of monsters until the boss appears.  Once the boss has been killed, the area goes on a cooldown for 30 minutes.  If you leave the area before the boss is killed, the next person to enter will resume where the rounds left off.  Imbuing materials can drop from a variety of the monsters during the round.  The essences have a chance to drop from the main boss.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=853</id>
		<title>Imbuing</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Imbuing&amp;diff=853"/>
		<updated>2020-04-19T07:57:38Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Imbuing is a tradeskill allowing to add and adjust wearable item properties.  These properties include having faster cast speeds, better parrying or increased mana regeneration.  Items can have multiple imbued properties.  Those that practice the art of imbuing are called Artificers.&lt;br /&gt;
&lt;br /&gt;
To imbue an item, there are three main ingredients that are needed&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a magical ingredient, a common gem, and a high intensity ingredient.  Once you have collected all these materials, you must use the special soul forge.  Once standing beside the soul forge, you can use your imbuing skill to imbue an item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Unlike other skills, there is no merchant for practicing imbuing.  To increase Imbuing, you must use the skill by unraveling magic items for their magical ingredients or imbuing items with magical properties.  At lower levels, there is a 25% gain if you pass the skill check but at higher levels, there is only a 10% gain and a lower chance to  pass the skill check.&lt;br /&gt;
&lt;br /&gt;
Imbuing has a hard cap of 100, whether it is in the primary slot or tradeskill slot.  There are no magic items that temporarily or permanently increase imbuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
To imbue an item, you require three specific resources and a soul forge.  The soul forge is currently located at Uppsala, Lost Realms (note&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; when Ter Mur is ready, the soul forge will be moved to its proper location at the Royal City).&lt;br /&gt;
&lt;br /&gt;
The amounts of each material goes up with each level.  For example, an item requiring a level 1 imbuement may only require 1 of each item whereas an item that is 14/15 may require 10 of each item.&lt;br /&gt;
&lt;br /&gt;
Imbuing requires having three specific resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unraveled Magic====&lt;br /&gt;
Magical ingredients only come from one source - magical items.  To gain the magical ingredient, you must unravel the item and collect the magical residue left over.  Magically unraveling items always destroys the item in the process.  The magical residue collected depends on the quality of the magic item unraveled.&lt;br /&gt;
&lt;br /&gt;
The higher your skill, the higher chance of a better magical ingredient.  There are three kinds of magical residue (highest listed first)&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Magical Residue&lt;br /&gt;
* Enchanted Essence&lt;br /&gt;
* Relic Fragment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Magic Weapons, Armor&lt;br /&gt;
&lt;br /&gt;
Magic Shovels&lt;br /&gt;
&lt;br /&gt;
Magic Wands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Not Accepted Items''&lt;br /&gt;
&lt;br /&gt;
Crafted items&lt;br /&gt;
&lt;br /&gt;
Masterpiece items&lt;br /&gt;
&lt;br /&gt;
Chipped Rocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Item Value''&lt;br /&gt;
&lt;br /&gt;
Items with Silver, Hit Spells, Skills Advancements have a +1 value.&lt;br /&gt;
&lt;br /&gt;
Items that are higher than Rugged and Power have a +2 value.&lt;br /&gt;
&lt;br /&gt;
These values are added up and determined which magical ingredient will be extracted from the item.&lt;br /&gt;
&lt;br /&gt;
* an entire container can be unraveled... we are not responsible for lost items as it will unravel every magic item it finds in that container.&lt;br /&gt;
* owned items will not be unraveled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Common Gem====&lt;br /&gt;
Common gems collected from loot and other sources, such as tourmalines, emeralds, sapphires or diamonds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====High Intensity Ingredient====&lt;br /&gt;
These ingredients come from special bosses or rare monsters, special areas or are harvested from special plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Property Weight==&lt;br /&gt;
All items have a imbued maximum property weight.  This means you are unable to imbue items all their way to their maximum values if you have other imbued properties on them.  Each item has a maximum value and a imbuing weight.  The maximum property intensity limit is 500%.&lt;br /&gt;
&lt;br /&gt;
For example&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; a ring has a lower mana cost with 7 levels out of 15.  The total weight for lower mana cost is 110.  It also has a hit chance increase of 5 out of 12.  The total weight for hit chance increase is 130.&lt;br /&gt;
&lt;br /&gt;
lower mana cost weight&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 7/15 x 110 = 51 (rounded)&lt;br /&gt;
&lt;br /&gt;
high chance increase&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; 5/12 x 130 = 54 (rounded)&lt;br /&gt;
&lt;br /&gt;
the total imbuing weight is 51 + 54 = 105%.&lt;br /&gt;
&lt;br /&gt;
All values are rounded for each line.  They are not calculated with any decimals.&lt;br /&gt;
&lt;br /&gt;
You may continue imbuing the item with various properties until you reach the limit of 500%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similar to Blacksmithy requiring a forge, you must stand next to a Soul Forge to imbue or unravel items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Cap==&lt;br /&gt;
Although you can maximize the value on every item that allows the imbued property, there is a useful cap for many properties.  There is no benefit to going over the cap.&lt;br /&gt;
&lt;br /&gt;
For example, hit chance increase has a maximum value of 12 points on each item.  You can imbue hit chance increase on jewelry and weapons meaning you can put it on 4 pieces of jewelry (ring, earrings, bracelet, necklace) and your weapon for a total of 60 points.  However, there is a useful cap of 45 points.  Any points above 45 will not increase your hit chance thus is wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items that can be imbued==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Jewelry&lt;br /&gt;
!Armor&lt;br /&gt;
!Weapon&lt;br /&gt;
!Mage Spellbook&amp;lt;br&amp;gt;Staves&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Dodge||||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Durability||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||x||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||x||||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||x||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Luck||x||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||x||||x||x&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||||||x||&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||||x||||&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||x||||||x&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||||x||x||&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||||x||||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regeants Required==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Property&lt;br /&gt;
!Max Item&lt;br /&gt;
!Total&lt;br /&gt;
!Weight&lt;br /&gt;
!Type&lt;br /&gt;
!Unraveled Magic&lt;br /&gt;
!Common Gem&lt;br /&gt;
!High Intensity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Evade||5||15||110||Percent||Enchanted Essence||Ruby||Blue Diamond||Each point adds 1% to your evade chance&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Parry||5||15||110||Percent||Enchanted Essence||Tourmaline||Spider Carapace||Each point adds 1% to your chance to parry&lt;br /&gt;
|-&lt;br /&gt;
|Damage Increase||25||100||100||Percent||Enchanted Essence||Citrine||Crystal Shards||Each point adds 1% bonus combat damage before elemental damage is determined&lt;br /&gt;
|-&lt;br /&gt;
|Defense Chance Increase||12||45||110||Percent||Relic Fragment||Tourmaline||Essence of |Singularity||Each point increases armor by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Durability||5||-||100||Point||Enchanted Essence||Tourmaline||Teardrop of Winter||Each point increases chance your weapons and armor will not take any damage while in combat&lt;br /&gt;
|-&lt;br /&gt;
|Faster Cast Recovery||2||-||120||Point||Relic Fragment||Amethyst||Essence of Diligence||Each point gives 1/4 faster recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Casting||1||-||140||Point||Relic Fragment||Ruby||Essence of Achievement||Each point shortens casting time by 1/4 of a second.  &amp;lt;s&amp;gt;Chivalry is capped at 2 points.  Revenant and Spellweavers are capped at 4 points.&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance Increase||12||45||130||Percent||Relic Fragment||Amber||Essence of Precision||Each point increases your chance to hit by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Lower Defense||45||45||130||Percent||Magical Residue||Diamond||Parasitic Plant||Each point reduces your opponent's defenses by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Hit Mana Leech||2||-||110||Point||Magical Residue||Sapphire||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Regeneration||2||18||100||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Point Return||2||-||110||Point||Enchanted Essence||Tourmaline||Seed of Renewal||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Hit Stamina Leech||2||-||100||Point||Magical Residue||Diamond||Void Orb||Each point gives a higher chance and a higher leech value&lt;br /&gt;
|-&lt;br /&gt;
|Lighter Shield||5||5||100||Percent||Magical Residue||Citrine||Powdered Iron||Increases chance of raising armor rating of the shield&lt;br /&gt;
|-&lt;br /&gt;
|Lower Mana Cost||15||40||110||Percent||Relic Fragment||Tourmaline||Essence of Order||Each point deducts 1% mana from the spell cost&lt;br /&gt;
|-&lt;br /&gt;
|Luck||100||100||100||Point||Magical Residue||Citrine||Deathcap Mushroom||Adds to luck&lt;br /&gt;
|-&lt;br /&gt;
|Mana Regeneration||6||20||100||Point||Enchanted Essence||Sapphire||Seed of Renewal||Increases regeneration by 75 points.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resist Chance||15||25||100||Point||Magical Residue||Citrine||Boura Pelt||Each point gives a chance to completely resist a combat poison hit (poison attacks only)&lt;br /&gt;
|-&lt;br /&gt;
|Self Repair||5||-||150||Point||Relic Fragment||Tourmaline||Slith Tongue||While in combat, your weapon will have a chance to repair itself by 1 point&lt;br /&gt;
|-&lt;br /&gt;
|Spell Damage Increase||12||-||100||Percent||Enchanted Essence||Emerald||Crystal Shards||Adds 1% bonus damage per point directly to spell damage before elemental damage is calculated.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Regeneration||3||24||110||Point||Enchanted Essence||Diamond||Seed of Renewal||Increases regeneration by 75 points per point.&lt;br /&gt;
|-&lt;br /&gt;
|Swing Speed Increase||10||15||110||Point||Relic Fragment||Tourmaline||Essence of Control||Each point increases swing speed by 1/10 second - minimum speed of 1 second&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location of High Intensity Reagents==&lt;br /&gt;
The Mini-Champ area on Valhalla Lost is not the same place as on Ter Mur.  Instead, it is located off an abandoned mansion with exits leading to separate areas with our custom interpretations of the themes.  This is due to not having access to Ter Mur when Imbuing was put in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Reagent&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Blue Diamond||Found while mining, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Boura Pelt||Skinned from High Plains (found around the large plains near Gateway City)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Shards||Cavern of the Discarded loot, found while lumberjacking in Lost Realms&lt;br /&gt;
|-&lt;br /&gt;
|Deathcap Mushroom||Growing in the Mushroom Caverns on Ilshenar&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Achievement||Abyssal Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Control||Enslaved Goblins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Diligence||Stygian Dragon Lair Entrance Mini-Champ loot, treasure chest loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Order||Fire Temple Ruins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Precision||Crimson Veins Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Singularity||Passage of Tears Mini-Champ loot&lt;br /&gt;
|-&lt;br /&gt;
|Parasitic Plant||Found while lumberjacking, must be Grandmaster (110 skill)&lt;br /&gt;
|-&lt;br /&gt;
|Powdered Iron||Leftover from Smelting (requires tradeskill) and Prospecting, iron golem loot&lt;br /&gt;
|-&lt;br /&gt;
|Seed of Renewal||Cavern of the Discarded Mini-Champ creatures, grown with a chance to pick&lt;br /&gt;
|-&lt;br /&gt;
|Slith Tongue||Slith loot&lt;br /&gt;
|-&lt;br /&gt;
|Spider Carapace||Temple of the Spider loot&lt;br /&gt;
|-&lt;br /&gt;
|Teardrop of Winter||Ice caverns through-out Valhalla&lt;br /&gt;
|-&lt;br /&gt;
|Void Orb||Void Creatures in some dungeons on Ilshenar&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Outyards==&lt;br /&gt;
The Outyards (or in norse mythology, Utgardar), is an ancient temple hidden away under a mountain located on Lost Realms.  Inside, there are doorways (and some hidden entries) leading to areas where competitions are held.  Enter the area, face the challenge and you may be rewarded with imbuing materials dropped from the monsters inside.  There are a total of 8 challenges.&lt;br /&gt;
&lt;br /&gt;
The mini-boss challenge is similar to the champion spawns but on a smaller scale.  When you enter an area, the challenge will begin.  Kill the rounds of monsters until the boss appears.  Once the boss has been killed, the area goes on a cooldown for 30 minutes.  If you leave the area before the boss is killed, the next person to enter will resume where the rounds left off.  Imbuing materials can drop from a variety of the monsters during the round.  The essences have a chance to drop from the main boss.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Spellweaver&amp;diff=852</id>
		<title>Spellweaver</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Spellweaver&amp;diff=852"/>
		<updated>2020-04-15T04:58:13Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Spellweaver uses their knowledge of the natural order of things to achieve great power in their spells.  The Spellweaver cannot simply pick up a spellbook like a mage and begin casting.  They require careful thought and study before they are able to wield their devastating spells onto their enemies.  Only Spellweavers can cast from the Spellweaver Spellbook although all classes can cast from the scrolls.  High level Spellweavers can cast the spell from the spellbook holding any weapons.&lt;br /&gt;
&lt;br /&gt;
This class is considered to be a hardcore character. There are no special abilities and many tertiary skills as well as some trade skills will only go to 40 instead of 60. To start as a Spellweaver, you must complete a new quest storyline starting with the Disciple. As a disciple, you are very limited in your skills, have limited access to goods and services and must complete a quest from the Spellweaver Trainer before you are accepted into the Spellweavers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Special Skill'''||Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Skills'''||Invocation&amp;lt;br&amp;gt;Macefighting&amp;lt;br&amp;gt;Magery&amp;lt;br&amp;gt;Meditation&amp;lt;br&amp;gt;Spellweaving&lt;br /&gt;
|-&lt;br /&gt;
|'''Secondary Skills'''||Camping&amp;lt;br&amp;gt;Healing&amp;lt;br&amp;gt;Taming&amp;lt;br&amp;gt;Tracking&amp;lt;br&amp;gt;Veterinary&lt;br /&gt;
|-&lt;br /&gt;
|'''Impaired Skills''' ||Anatomy&amp;lt;br&amp;gt;Archery&amp;lt;br&amp;gt;Blacksmithy&amp;lt;br&amp;gt;Fencing&amp;lt;br&amp;gt;Necromancy&amp;lt;br&amp;gt;Parry&amp;lt;br&amp;gt;Swordsmanship&amp;lt;br&amp;gt;Tactics&amp;lt;br&amp;gt;Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|'''Max Base AR'''*||21&lt;br /&gt;
|-&lt;br /&gt;
|'''Spells Available'''||&lt;br /&gt;
|-&lt;br /&gt;
|''1st Circle''||Clumsy&amp;lt;br&amp;gt;Create Food&amp;lt;br&amp;gt;Heal&amp;lt;br&amp;gt;Magic Arrow&amp;lt;br&amp;gt;Nightsight&amp;lt;br&amp;gt;Reactive Armor&amp;lt;br&amp;gt;Weaken&lt;br /&gt;
|-&lt;br /&gt;
|''2nd Circle''||Agility&amp;lt;br&amp;gt;Cunning&amp;lt;br&amp;gt;Cure&amp;lt;br&amp;gt;Magic Trap&amp;lt;br&amp;gt;Magic Untrap&amp;lt;br&amp;gt;Protection&amp;lt;br&amp;gt;Strength&lt;br /&gt;
|-&lt;br /&gt;
|''3rd Circle''||Bless&amp;lt;br&amp;gt;Fireball&amp;lt;br&amp;gt;Magic Lock&amp;lt;br&amp;gt;Telekinesis&amp;lt;br&amp;gt;Teleport&amp;lt;br&amp;gt;Unlock&amp;lt;br&amp;gt;Wall of Stone&lt;br /&gt;
|-&lt;br /&gt;
|''4th Circle''||Arch Cure&amp;lt;br&amp;gt;Arch Protection&amp;lt;br&amp;gt;Greater Heal&amp;lt;br&amp;gt;Lightning&amp;lt;br&amp;gt;Recall&lt;br /&gt;
|-&lt;br /&gt;
|''5th Circle''||Dispel Field&amp;lt;br&amp;gt;Incognito&amp;lt;br&amp;gt;Magic Reflection&amp;lt;br&amp;gt;Mind Blast&amp;lt;br&amp;gt;Paralyze&lt;br /&gt;
|-&lt;br /&gt;
|''6th Circle''||Dispel&amp;lt;br&amp;gt;Energy Bolt&amp;lt;br&amp;gt;Invisibility&amp;lt;br&amp;gt;Mark&amp;lt;br&amp;gt;Reveal&lt;br /&gt;
|-&lt;br /&gt;
|''7th Circle''||Chain Lightning&amp;lt;br&amp;gt;Energy Field&amp;lt;br&amp;gt;Flame Strike&amp;lt;br&amp;gt;Gate Travel&amp;lt;br&amp;gt;Mass Dispel&amp;lt;br&amp;gt;Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|''8th Circle''||Earthquake&amp;lt;br&amp;gt;Resurrection&amp;lt;br&amp;gt;Summon Air Elemental&amp;lt;br&amp;gt;Summon Earth Elemental&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The maximum base ar is determined from a base piece of armor with no additional bonuses.&lt;br /&gt;
* Spells available refers to spells cast from a spellbook.  All spells can be cast from scrolls.&lt;br /&gt;
* Impaired skills are skills that will only go to 40 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
Before you can cast a spell from the Spellweaver spellbook, you must obtain an Arcane Focus Crystal.  This crystal determines the power and/or duration of your spells.  First you must stand upon a pentagram or arcane circle (made by the pentagram or arcane circle deed, found as loot in treasure chests).  Cast Arcane Circle and you will have the Arcane Focus Crystal in your pack until you log off.  If you do not have a pentagram or arcane circle, you can find one near the Spellweaver Trainer.&lt;br /&gt;
&lt;br /&gt;
High level Spellweavers can cast these spells while holding a weapon and shield if they pass a skillcheck with 90 Animal Lore (to be 100% successful, you must have 110 Animal lore).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can drag the spell icons from the spellbook onto your desktop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Word of Power&lt;br /&gt;
!Mana Cost&lt;br /&gt;
!Minimum Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Circle||||Myrshalee||24||0||Creates an Arcane Focus Crystal which enhances your spellweaving spells.  The more players &amp;lt;s&amp;gt;casters (mage, spellweavers, druids, etc)&amp;lt;/s&amp;gt; and henchmen with medium intelligence standing around you when you cast, the greater the power your arcane crystal will possess.&lt;br /&gt;
|-&lt;br /&gt;
|Attunement||||Haeldril||24||0||For the duration of the spell, Magic Reflection will be automatically placed on you.  The duration is based on your Arcane Focus with a minimum of 10 seconds and up to 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Gift of Renewal||||Olorisstra||24||0||Repeatedly heals yourself for a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|Nature's Fury||Physical||Rauvvrae||24||0||Creates an uncontrollable swarm of wasps that attack nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Immolating Weapon||N/A||Thalshara||32||10||Enchants your melee weapon with extra fire damage for a short duration.&lt;br /&gt;
|-&lt;br /&gt;
|Thunderstorm||Energy||Erelonia||32||10||Creates a large thunderstorm in the area.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Empowerment||||Aslavdra||50||24||Enhances all spellweaving healing and damaging spells by 15% per focus for a short duration.  Duration is based on your (animal lore skill / 2) * 60 seconds * focus bonus up to 4 minutes maximum.&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Voyage||||Orlavdra||32||24||Always you to immediately go to the city of your choice on your current realm.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Form||||Tarisstree||34||24||Turns you into a reaper giving additional stat bonus buffs.&lt;br /&gt;
|-&lt;br /&gt;
|Gift of Life||||Illorae||70||38||If you die while the spell is active, you will be instantly resurrected with health based on your Arcane Focus.&lt;br /&gt;
|-&lt;br /&gt;
|Summon Fey||||Alalithra||10||38||Summons one or more controllable pixies.&lt;br /&gt;
|-&lt;br /&gt;
|Summon Fiend||||Nylisstra||10||38||Summons one or more controllable imps.&lt;br /&gt;
|-&lt;br /&gt;
|Dryad Allure||||Rathril||40||52||Charms a humanoid monster into doing your bidding.  You may charm up to 4 monsters at once.  You can only charm ''hostile'' humanoid monsters.&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Wind||Cold||Anathrae||40||52||Blows cold air over your opponent, causing damage over time.&lt;br /&gt;
|-&lt;br /&gt;
|Wildfire||Fire||Haelyn||50||66||Creates a wall of wildfire that damages anyone who enters it.&lt;br /&gt;
|-&lt;br /&gt;
|Word of Death||Energy||Nyraxle||50||83||Does a massive amount of damage on monsters with low health.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing Classes==&lt;br /&gt;
&lt;br /&gt;
If you wish to change classes to any of the three hardcore classes (Crusader, Revenant or Spellweaver), you may change using the character change gate or visiting one of the trainers to 'defect'. The latter is free whereas the change gate requires a paid trip from the Registrar. If you change to another class that is not a known hardcore class, changing back will require you to start as a Disciple again (and your skills will be reduced due to the low caps). If you are not a hardcore class and wish to change to one, you will have to start as a Disciple. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Classes]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Spellweaver&amp;diff=851</id>
		<title>Spellweaver</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Spellweaver&amp;diff=851"/>
		<updated>2020-04-15T04:50:51Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Spellweaver uses their knowledge of the natural order of things to achieve great power in their spells.  The Spellweaver cannot simply pick up a spellbook like a mage and begin casting.  They require careful thought and study before they are able to wield their devastating spells onto their enemies.  Only Spellweavers can cast from the Spellweaver Spellbook although all classes can cast from the scrolls.  High level Spellweavers can cast the spell from the spellbook holding any weapons.&lt;br /&gt;
&lt;br /&gt;
This class is considered to be a hardcore character. There are no special abilities and many tertiary skills as well as some trade skills will only go to 40 instead of 60. To start as a Spellweaver, you must complete a new quest storyline starting with the Disciple. As a disciple, you are very limited in your skills, have limited access to goods and services and must complete a quest from the Spellweaver Trainer before you are accepted into the Spellweavers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Special Skill'''||Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Skills'''||Invocation&amp;lt;br&amp;gt;Macefighting&amp;lt;br&amp;gt;Magery&amp;lt;br&amp;gt;Meditation&amp;lt;br&amp;gt;Spellweaving&lt;br /&gt;
|-&lt;br /&gt;
|'''Secondary Skills'''||Camping&amp;lt;br&amp;gt;Healing&amp;lt;br&amp;gt;Taming&amp;lt;br&amp;gt;Tracking&amp;lt;br&amp;gt;Veterinary&lt;br /&gt;
|-&lt;br /&gt;
|'''Impaired Skills''' ||Anatomy&amp;lt;br&amp;gt;Archery&amp;lt;br&amp;gt;Blacksmithy&amp;lt;br&amp;gt;Fencing&amp;lt;br&amp;gt;Necromancy&amp;lt;br&amp;gt;Parry&amp;lt;br&amp;gt;Swordsmanship&amp;lt;br&amp;gt;Tactics&amp;lt;br&amp;gt;Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|'''Max Base AR'''*||21&lt;br /&gt;
|-&lt;br /&gt;
|'''Spells Available'''||&lt;br /&gt;
|-&lt;br /&gt;
|''1st Circle''||Clumsy&amp;lt;br&amp;gt;Create Food&amp;lt;br&amp;gt;Heal&amp;lt;br&amp;gt;Magic Arrow&amp;lt;br&amp;gt;Nightsight&amp;lt;br&amp;gt;Reactive Armor&amp;lt;br&amp;gt;Weaken&lt;br /&gt;
|-&lt;br /&gt;
|''2nd Circle''||Agility&amp;lt;br&amp;gt;Cunning&amp;lt;br&amp;gt;Cure&amp;lt;br&amp;gt;Magic Trap&amp;lt;br&amp;gt;Magic Untrap&amp;lt;br&amp;gt;Protection&amp;lt;br&amp;gt;Strength&lt;br /&gt;
|-&lt;br /&gt;
|''3rd Circle''||Bless&amp;lt;br&amp;gt;Fireball&amp;lt;br&amp;gt;Magic Lock&amp;lt;br&amp;gt;Telekinesis&amp;lt;br&amp;gt;Teleport&amp;lt;br&amp;gt;Unlock&amp;lt;br&amp;gt;Wall of Stone&lt;br /&gt;
|-&lt;br /&gt;
|''4th Circle''||Arch Cure&amp;lt;br&amp;gt;Arch Protection&amp;lt;br&amp;gt;Greater Heal&amp;lt;br&amp;gt;Lightning&amp;lt;br&amp;gt;Recall&lt;br /&gt;
|-&lt;br /&gt;
|''5th Circle''||Dispel Field&amp;lt;br&amp;gt;Incognito&amp;lt;br&amp;gt;Magic Reflection&amp;lt;br&amp;gt;Mind Blast&amp;lt;br&amp;gt;Paralyze&lt;br /&gt;
|-&lt;br /&gt;
|''6th Circle''||Dispel&amp;lt;br&amp;gt;Energy Bolt&amp;lt;br&amp;gt;Invisibility&amp;lt;br&amp;gt;Mark&amp;lt;br&amp;gt;Reveal&lt;br /&gt;
|-&lt;br /&gt;
|''7th Circle''||Chain Lightning&amp;lt;br&amp;gt;Energy Field&amp;lt;br&amp;gt;Flame Strike&amp;lt;br&amp;gt;Gate Travel&amp;lt;br&amp;gt;Mass Dispel&amp;lt;br&amp;gt;Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|''8th Circle''||Earthquake&amp;lt;br&amp;gt;Resurrection&amp;lt;br&amp;gt;Summon Air Elemental&amp;lt;br&amp;gt;Summon Earth Elemental&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The maximum base ar is determined from a base piece of armor with no additional bonuses.&lt;br /&gt;
* Spells available refers to spells cast from a spellbook.  All spells can be cast from scrolls.&lt;br /&gt;
* Impaired skills are skills that will only go to 40 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
Before you can cast a spell from the Spellweaver spellbook, you must obtain an Arcane Focus Crystal.  This crystal determines the power and/or duration of your spells.  First you must stand upon a pentagram or arcane circle (made by the pentagram or arcane circle deed, found as loot in treasure chests).  Cast Arcane Circle and you will have the Arcane Focus Crystal in your pack until you log off.  If you do not have a pentagram or arcane circle, you can find one near the Spellweaver Trainer.&lt;br /&gt;
&lt;br /&gt;
High level Spellweavers can cast these spells while holding a weapon and shield if they pass a skillcheck with 90 Animal Lore (to be 100% successful, you must have 110 Animal lore).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can drag the spell icons from the spellbook onto your desktop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Word of Power&lt;br /&gt;
!Mana Cost&lt;br /&gt;
!Minimum Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Circle||||Myrshalee||24||0||Creates an Arcane Focus Crystal which enhances your spellweaving spells.  The more casters (mage, spellweavers, druids, etc) standing around you when you cast, the greater the power your arcane crystal will possess.&lt;br /&gt;
|-&lt;br /&gt;
|Attunement||||Haeldril||24||0||For the duration of the spell, Magic Reflection will be automatically placed on you.  The duration is based on your Arcane Focus with a minimum of 10 seconds and up to 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Gift of Renewal||||Olorisstra||24||0||Repeatedly heals yourself for a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|Nature's Fury||Physical||Rauvvrae||24||0||Creates an uncontrollable swarm of wasps that attack nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Immolating Weapon||N/A||Thalshara||32||10||Enchants your melee weapon with extra fire damage for a short duration.&lt;br /&gt;
|-&lt;br /&gt;
|Thunderstorm||Energy||Erelonia||32||10||Creates a large thunderstorm in the area.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Empowerment||||Aslavdra||50||24||Enhances all spellweaving healing and damaging spells by 15% per focus for a short duration.  Duration is based on your (animal lore skill / 2) * 60 seconds * focus bonus up to 4 minutes maximum.&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Voyage||||Orlavdra||32||24||Always you to immediately go to the city of your choice on your current realm.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Form||||Tarisstree||34||24||Turns you into a reaper giving additional stat bonus buffs.&lt;br /&gt;
|-&lt;br /&gt;
|Gift of Life||||Illorae||70||38||If you die while the spell is active, you will be instantly resurrected with health based on your Arcane Focus.&lt;br /&gt;
|-&lt;br /&gt;
|Summon Fey||||Alalithra||10||38||Summons one or more controllable pixies.&lt;br /&gt;
|-&lt;br /&gt;
|Summon Fiend||||Nylisstra||10||38||Summons one or more controllable imps.&lt;br /&gt;
|-&lt;br /&gt;
|Dryad Allure||||Rathril||40||52||Charms a humanoid monster into doing your bidding.  You may charm up to 4 monsters at once.  You can only charm ''hostile'' humanoid monsters.&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Wind||Cold||Anathrae||40||52||Blows cold air over your opponent, causing damage over time.&lt;br /&gt;
|-&lt;br /&gt;
|Wildfire||Fire||Haelyn||50||66||Creates a wall of wildfire that damages anyone who enters it.&lt;br /&gt;
|-&lt;br /&gt;
|Word of Death||Energy||Nyraxle||50||83||Does a massive amount of damage on monsters with low health.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing Classes==&lt;br /&gt;
&lt;br /&gt;
If you wish to change classes to any of the three hardcore classes (Crusader, Revenant or Spellweaver), you may change using the character change gate or visiting one of the trainers to 'defect'. The latter is free whereas the change gate requires a paid trip from the Registrar. If you change to another class that is not a known hardcore class, changing back will require you to start as a Disciple again (and your skills will be reduced due to the low caps). If you are not a hardcore class and wish to change to one, you will have to start as a Disciple. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Classes]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Revenant&amp;diff=850</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Revenant&amp;diff=850"/>
		<updated>2020-04-14T04:31:57Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Revenant studies the dark arts of Spirit Speaking.  High-level Revenants can cast the spell from the Revenant spellbook holding any weapons.  Only Revenants can cast from this spellbook although all classes can cast from the scrolls.&lt;br /&gt;
&lt;br /&gt;
This class is considered to be a hardcore character.  There are no special abilities and many tertiary skills as well as some trade skills will only go to 40 instead of 60.  To start as a Revenant, you must complete a new quest storyline starting with the Disciple.  As a disciple, you are very limited in your skills, have limited access to goods and services and must complete a quest from the Revenant Trainer before you are accepted into the Revenants.&lt;br /&gt;
&lt;br /&gt;
There is only one Revenant trainer in all the realms - located at Barra's Outpost on Nazreth.  Although you can go to any merchant who trains Spirit Speak, only the Revenant Trainer sells the spellbook, scrolls and reagents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Special Skill'''||Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Skills'''||Invocation&amp;lt;br&amp;gt;Macefighting&amp;lt;br&amp;gt;Magery&amp;lt;br&amp;gt;Meditation&amp;lt;br&amp;gt;Spirit Speak&lt;br /&gt;
|-&lt;br /&gt;
|'''Secondary Skills'''||Alchemy&amp;lt;br&amp;gt;Anatomy&amp;lt;br&amp;gt;Camping&amp;lt;br&amp;gt;Healing&lt;br /&gt;
|-&lt;br /&gt;
|'''Impaired Skills'''||Animal Lore&amp;lt;br&amp;gt;Archery&amp;lt;br&amp;gt;Blacksmithy&amp;lt;br&amp;gt;Fencing&amp;lt;br&amp;gt;Parry&amp;lt;br&amp;gt;Swordsmanship&amp;lt;br&amp;gt;Tactics&amp;lt;br&amp;gt;Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|'''Max Base AR'''*||21&lt;br /&gt;
|-&lt;br /&gt;
|'''Spells Available'''||&lt;br /&gt;
|-&lt;br /&gt;
|''1st Circle''||Clumsy&amp;lt;br&amp;gt;Create Food&amp;lt;br&amp;gt;Feeblemind&amp;lt;br&amp;gt;Heal&amp;lt;br&amp;gt;Magic Arrow&amp;lt;br&amp;gt;Nightsight&amp;lt;br&amp;gt;Reactive Armor&amp;lt;br&amp;gt;Weaken&lt;br /&gt;
|-&lt;br /&gt;
|''2nd Circle''||Cunning&amp;lt;br&amp;gt;Cure&amp;lt;br&amp;gt;Harm&amp;lt;br&amp;gt;Magic Trap&amp;lt;br&amp;gt;Magic Untrap&amp;lt;br&amp;gt;Protection&lt;br /&gt;
|-&lt;br /&gt;
|''3rd Circle''||Fireball&amp;lt;br&amp;gt;Magic Lock&amp;lt;br&amp;gt;Poison&amp;lt;br&amp;gt;Telekinesis&amp;lt;br&amp;gt;Teleport&amp;lt;br&amp;gt;Unlock&amp;lt;br&amp;gt;Wall of Stone&lt;br /&gt;
|-&lt;br /&gt;
|''4th Circle''||Curse&amp;lt;br&amp;gt;Fire Field&amp;lt;br&amp;gt;Greater Heal&amp;lt;br&amp;gt;Lightning&amp;lt;br&amp;gt;Mana Drain&amp;lt;br&amp;gt;Recall&lt;br /&gt;
|-&lt;br /&gt;
|''5th Circle''||Dispel Field&amp;lt;br&amp;gt;Incognito&amp;lt;br&amp;gt;Magic Reflection&amp;lt;br&amp;gt;Mind Blast&amp;lt;br&amp;gt;Paralyze&amp;lt;br&amp;gt;Poison Field&lt;br /&gt;
|-&lt;br /&gt;
|''6th Circle''||Dispel&amp;lt;br&amp;gt;Energy Bolt&amp;lt;br&amp;gt;Explosion&amp;lt;br&amp;gt;Invisibility&amp;lt;br&amp;gt;Mark&amp;lt;br&amp;gt;Paralyze Field&amp;lt;br&amp;gt;Reveal&lt;br /&gt;
|-&lt;br /&gt;
|''7th Circle''||Chain Lightning&amp;lt;br&amp;gt;Flame Strike&amp;lt;br&amp;gt;Gate Travel&amp;lt;br&amp;gt;Mana Vampire&amp;lt;br&amp;gt;Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|''8th Circle''||Energy Vortex&amp;lt;br&amp;gt;Summon Daemon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The maximum base ar is determined from a base piece of armor with no additional bonuses.&lt;br /&gt;
* Spells available refers to spells cast from a spellbook.  All spells can be cast from scrolls.&lt;br /&gt;
* Impaired skills are skills that will only go to 40 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
High level Revenants can cast these spells while holding a weapon and shield if they pass a skillcheck with 90 Spirit Speak (to be 100% successful, you must have 110 Spirit Speak).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can drag the spell icons from the spellbook onto your desktop.&lt;br /&gt;
* The duration for all Revenant spells is based on your Spirit Speak.  Some transformation spells will stop when you go into hiding or you get knocked out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Words of Power&lt;br /&gt;
!Mana Cost&lt;br /&gt;
!Minimum Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Curse Weapon||N/A||An Sanct Gra Char||7||0||Curses the caster's weapon with a duration based on the spirit speak skill.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath||||In Jux Mani Xen||13||20||Creates a blood oath between the caster and the target - any life lost by the caster is felt by the target as well.  Time is based on your Spirit Speak skill minus the opponent's Magic Resistance with a minimum of 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Corpse Skin||||In Aglo Corp Ylem||11||20||The target's skin transmogrifies to that of an undead.  If cast on an NPC, they will lose 15 points of their fire and poison elemental resistances but gain 10 points to their cold and physical elemental resistances.&lt;br /&gt;
|-&lt;br /&gt;
|Evil Omen||||Pas Tym An Sanct||11||20||*changed from the tooltip* An evil omen is placed on the target with one of three things happening: spell damaged, poisoned or decreased magic resistance for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Pain Spike||||In Sar||5||20||Target continually loses health for a short duration.&lt;br /&gt;
|-&lt;br /&gt;
|Wraith Form||||Rel Xen Um||17||20||Transforms the caster into a wraith which causes others around to be poisoned and lose mana.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Rot||||Wis An Ben||17||30||*changed from the tooltip* The target constantly loses 5% of their mana up to the duration based on your spirit speak.&lt;br /&gt;
|-&lt;br /&gt;
|Summon Familiar||||Kal Xen Bal||17||30||Summons a pet with a special ability that will last about an hour.  Special pets include: horde demon (looter), shadow wisp (mana regeneration), dark wolf (tames other wolves), death adder (tames other snakes), and the vampire bat (damaging the bat heals you).&lt;br /&gt;
|-&lt;br /&gt;
|Animate Dead||||Uus Corp||23||40||Brings dead creatures back to life under your control.  This spell differs from the Codex Damnorum's Animate Dead as it increases the duration and strength of the animated dead by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|Horrific Beast||||Rel Xen Vas Bal||11||40||Transforms the caster into a ferocious beast with 400 strength but 2 intelligence.  While in this form, the caster frightens nearby monsters, causing a small amount of damage, poisoning them and making them run slower.&lt;br /&gt;
|-&lt;br /&gt;
|Poison Strike||Poison||In Vas Nox||17||50||Target and those around the target take poison damage.  Those closest to the target take the most damage.&lt;br /&gt;
|-&lt;br /&gt;
|Wither||Cold||Kal Vas An Flam||23||60||Creates a ground frost around the target location which deals cold damage.&lt;br /&gt;
|-&lt;br /&gt;
|Strangle||Poison||In Bal Nox||29||65||Target is cursed and takes poison damage for a limited duration.&lt;br /&gt;
|-&lt;br /&gt;
|Lich Form||||Rel Xen Corp Ort||23||70||Transforms the caster in a lich with increased mana regeneration but causes minor damage to the caster while they stay in this form (hiding will negate the spell effects).&lt;br /&gt;
|-&lt;br /&gt;
|Exorcism||||Ort Corp Grav||40||80||All player ghosts in the Champion Spawn area are sent to a resurrection shrine.  ''Note'': This scroll will not go into the revenant spellbook.&lt;br /&gt;
|-&lt;br /&gt;
|Vengeful Spirit||||Kal Xen Bal Beh||41||80||Summons a Revenant to attack a chosen target.  Lasts for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|Vampiric Embrace||||Rel Xen An Sanct||25||99||Transforms the caster into a vampire with a bonus to all stats and an extra bonus to intelligence.  Casting the spell again reverts you back to normal.  Spell has a maximum duration of 30 minutes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing Classes==&lt;br /&gt;
&lt;br /&gt;
If you wish to change classes to any of the three hardcore classes (Crusader, Revenant or Spellweaver), you may change using the character change gate or visiting one of the trainers to 'defect'.  The latter is free whereas the change gate requires a paid trip from the Registrar.  If you change to another class that is not a known hardcore class, changing back will require you to start as a Disciple again (and your skills will be reduced due to the low caps).  If you are not a hardcore class and wish to change to one, you will have to start as a Disciple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Classes]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Spellweaver&amp;diff=849</id>
		<title>Spellweaver</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Spellweaver&amp;diff=849"/>
		<updated>2020-04-14T04:28:45Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Spellweaver uses their knowledge of the natural order of things to achieve great power in their spells.  The Spellweaver cannot simply pick up a spellbook like a mage and begin casting.  They require careful thought and study before they are able to wield their devastating spells onto their enemies.  Only Spellweavers can cast from the Spellweaver Spellbook although all classes can cast from the scrolls.  High level Spellweavers can cast the spell from the spellbook holding any weapons.&lt;br /&gt;
&lt;br /&gt;
This class is considered to be a hardcore character. There are no special abilities and many tertiary skills as well as some trade skills will only go to 40 instead of 60. To start as a Spellweaver, you must complete a new quest storyline starting with the Disciple. As a disciple, you are very limited in your skills, have limited access to goods and services and must complete a quest from the Spellweaver Trainer before you are accepted into the Spellweavers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Special Skill'''||Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Skills'''||Invocation&amp;lt;br&amp;gt;Macefighting&amp;lt;br&amp;gt;Magery&amp;lt;br&amp;gt;Meditation&amp;lt;br&amp;gt;Spellweaving&lt;br /&gt;
|-&lt;br /&gt;
|'''Secondary Skills'''||Camping&amp;lt;br&amp;gt;Healing&amp;lt;br&amp;gt;Taming&amp;lt;br&amp;gt;Tracking&amp;lt;br&amp;gt;Veterinary&lt;br /&gt;
|-&lt;br /&gt;
|'''Impaired Skills''' ||Anatomy&amp;lt;br&amp;gt;Archery&amp;lt;br&amp;gt;Blacksmithy&amp;lt;br&amp;gt;Fencing&amp;lt;br&amp;gt;Necromancy&amp;lt;br&amp;gt;Parry&amp;lt;br&amp;gt;Swordsmanship&amp;lt;br&amp;gt;Tactics&amp;lt;br&amp;gt;Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|'''Max Base AR'''*||21&lt;br /&gt;
|-&lt;br /&gt;
|'''Spells Available'''||&lt;br /&gt;
|-&lt;br /&gt;
|''1st Circle''||Clumsy&amp;lt;br&amp;gt;Create Food&amp;lt;br&amp;gt;Heal&amp;lt;br&amp;gt;Magic Arrow&amp;lt;br&amp;gt;Nightsight&amp;lt;br&amp;gt;Reactive Armor&amp;lt;br&amp;gt;Weaken&lt;br /&gt;
|-&lt;br /&gt;
|''2nd Circle''||Agility&amp;lt;br&amp;gt;Cunning&amp;lt;br&amp;gt;Cure&amp;lt;br&amp;gt;Magic Trap&amp;lt;br&amp;gt;Magic Untrap&amp;lt;br&amp;gt;Protection&amp;lt;br&amp;gt;Strength&lt;br /&gt;
|-&lt;br /&gt;
|''3rd Circle''||Bless&amp;lt;br&amp;gt;Fireball&amp;lt;br&amp;gt;Magic Lock&amp;lt;br&amp;gt;Telekinesis&amp;lt;br&amp;gt;Teleport&amp;lt;br&amp;gt;Unlock&amp;lt;br&amp;gt;Wall of Stone&lt;br /&gt;
|-&lt;br /&gt;
|''4th Circle''||Arch Cure&amp;lt;br&amp;gt;Arch Protection&amp;lt;br&amp;gt;Greater Heal&amp;lt;br&amp;gt;Lightning&amp;lt;br&amp;gt;Recall&lt;br /&gt;
|-&lt;br /&gt;
|''5th Circle''||Dispel Field&amp;lt;br&amp;gt;Incognito&amp;lt;br&amp;gt;Magic Reflection&amp;lt;br&amp;gt;Mind Blast&amp;lt;br&amp;gt;Paralyze&lt;br /&gt;
|-&lt;br /&gt;
|''6th Circle''||Dispel&amp;lt;br&amp;gt;Energy Bolt&amp;lt;br&amp;gt;Invisibility&amp;lt;br&amp;gt;Mark&amp;lt;br&amp;gt;Reveal&lt;br /&gt;
|-&lt;br /&gt;
|''7th Circle''||Chain Lightning&amp;lt;br&amp;gt;Energy Field&amp;lt;br&amp;gt;Flame Strike&amp;lt;br&amp;gt;Gate Travel&amp;lt;br&amp;gt;Mass Dispel&amp;lt;br&amp;gt;Polymorph&lt;br /&gt;
|-&lt;br /&gt;
|''8th Circle''||Earthquake&amp;lt;br&amp;gt;Resurrection&amp;lt;br&amp;gt;Summon Air Elemental&amp;lt;br&amp;gt;Summon Earth Elemental&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The maximum base ar is determined from a base piece of armor with no additional bonuses.&lt;br /&gt;
* Spells available refers to spells cast from a spellbook.  All spells can be cast from scrolls.&lt;br /&gt;
* Impaired skills are skills that will only go to 40 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
Before you can cast a spell from the Spellweaver spellbook, you must obtain an Arcane Focus Crystal.  This crystal determines the power and/or duration of your spells.  First you must stand upon a pentagram or arcane circle (made by the pentagram or arcane circle deed, found as loot in treasure chests).  Cast Arcane Circle and you will have the Arcane Focus Crystal in your pack until you log off.  If you do not have a pentagram or arcane circle, you can find one near the Spellweaver Trainer.&lt;br /&gt;
&lt;br /&gt;
High level Spellweavers can cast these spells while holding a weapon and shield if they pass a skillcheck with 90 Animal Lore (to be 100% successful, you must have 110 Animal lore).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can drag the spell icons from the spellbook onto your desktop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Word of Power&lt;br /&gt;
!Mana Cost&lt;br /&gt;
!Minimum Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Circle||||Myrshalee||24||0||Creates an Arcane Focus Crystal which enhances your spellweaving spells.  The more casters (mage, spellweavers, druids, etc) standing around you when you cast, the greater the power your arcane crystal will possess.&lt;br /&gt;
|-&lt;br /&gt;
|Attunement||||Haeldril||24||0||For the duration of the spell, Magic Reflection will be automatically placed on you.  The duration is based on your Arcane Focus with a minimum of 10 seconds and up to 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Gift of Renewal||||Olorisstra||24||0||Repeatedly heals a target for a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|Nature's Fury||Physical||Rauvvrae||24||0||Creates an uncontrollable swarm of wasps that attack nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Immolating Weapon||N/A||Thalshara||32||10||Enchants your melee weapon with extra fire damage for a short duration.&lt;br /&gt;
|-&lt;br /&gt;
|Thunderstorm||Energy||Erelonia||32||10||Creates a large thunderstorm in the area.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Empowerment||||Aslavdra||50||24||Enhances all spellweaving healing and damaging spells by 15% per focus for a short duration.  Duration is based on your (animal lore skill / 2) * 60 seconds * focus bonus up to 4 minutes maximum.&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Voyage||||Orlavdra||32||24||Always you to immediately go to the city of your choice on your current realm.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Form||||Tarisstree||34||24||Turns you into a reaper giving additional stat bonus buffs.&lt;br /&gt;
|-&lt;br /&gt;
|Gift of Life||||Illorae||70||38||If you die while the spell is active, you will be instantly resurrected with health based on your Arcane Focus.&lt;br /&gt;
|-&lt;br /&gt;
|Summon Fey||||Alalithra||10||38||Summons one or more controllable pixies.&lt;br /&gt;
|-&lt;br /&gt;
|Summon Fiend||||Nylisstra||10||38||Summons one or more controllable imps.&lt;br /&gt;
|-&lt;br /&gt;
|Dryad Allure||||Rathril||40||52||Charms a humanoid monster into doing your bidding.  You may charm up to 4 monsters at once.  You can only charm ''hostile'' humanoid monsters.&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Wind||Cold||Anathrae||40||52||Blows cold air over your opponent, causing their run speed to drop by 5%.&lt;br /&gt;
|-&lt;br /&gt;
|Wildfire||Fire||Haelyn||50||66||Creates a wall of wildfire that damages anyone who enters it.&lt;br /&gt;
|-&lt;br /&gt;
|Word of Death||Energy||Nyraxle||50||83||Does a massive amount of damage on monsters with low health.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing Classes==&lt;br /&gt;
&lt;br /&gt;
If you wish to change classes to any of the three hardcore classes (Crusader, Revenant or Spellweaver), you may change using the character change gate or visiting one of the trainers to 'defect'. The latter is free whereas the change gate requires a paid trip from the Registrar. If you change to another class that is not a known hardcore class, changing back will require you to start as a Disciple again (and your skills will be reduced due to the low caps). If you are not a hardcore class and wish to change to one, you will have to start as a Disciple. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Classes]]&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
	<entry>
		<id>https://wiki.valhallalost.com/index.php?title=Elemental_Combat&amp;diff=848</id>
		<title>Elemental Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.valhallalost.com/index.php?title=Elemental_Combat&amp;diff=848"/>
		<updated>2020-04-04T04:27:07Z</updated>

		<summary type="html">&lt;p&gt;ValWiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Damage is divided into different types often with a corresponding resistance*.  After the combat or spell damage is calculated, it is divided between physical damage, fire damage, cold damage, poison damage and energy damage then reduced if there is a resistance for that type.  Fire, cold, poison and energy damage is referred to as elemental damage.&lt;br /&gt;
&lt;br /&gt;
Melee and ranged damage is based on the base damage of the weapon plus combat skills such as tactics, anatomy, etc then reducing it by your opponent's counter-skills such as parry and armor rating.  The type of damage that is finally dealt varies with how it is divided on the weapon being held.  Unless in specific situations (such as having a rare weapon), this damage cannot go above 100% total.&lt;br /&gt;
&lt;br /&gt;
For spellcasting, the type of damage is based on the spell and is always 100%.&lt;br /&gt;
&lt;br /&gt;
*The only type of damage that does not have a corresponding resistance is direct damage (or unresistable damage) which is used in some spells and abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Elemental Damage==&lt;br /&gt;
Weapons always default to 100% physical damage.&lt;br /&gt;
&lt;br /&gt;
You may have more than one type of damage on a weapon and it must always add up to 100%.&lt;br /&gt;
&lt;br /&gt;
Archery gains an additional 5% bonus if using the right elemental ammo for the bow.  For example, if you have a bow with primarily fire damage, then using a fire arrow will grant you an additional 5% damage.&lt;br /&gt;
&lt;br /&gt;
As different types of ammo with elemental bonuses can be used on bows and crossbows, there is one caveat when using a fire or cold elemental bow with its opposite arrow (such as using a fire elemental bow with cold elemental ammo).  You will not gain any elemental bonus.  However, you may gain an anomalous shot which can do up to 2x damage.  If you continue to risk using the wrong ammo on the bow, there is a greater chance you may cause wear and tear on the bow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Infusing Elemental Damage To Weapons===&lt;br /&gt;
You may change the damage type to any weapon.  Until the damage type is changed, a weapon is always 100% physical.&lt;br /&gt;
&lt;br /&gt;
To add elemental damage, you will need two things:&lt;br /&gt;
&lt;br /&gt;
* Elemental hammers are gained by: a 10% chance from completing blacksmith, mining or tailoring bulk order deeds, a quest reward (check the questgiver page on the wiki for more information), a 2% chance drop from special monsters or from special GM events.&lt;br /&gt;
&lt;br /&gt;
* Elemental gems are gained by several ways including finding them while harvesting, using the grinder to shift through ore and logs and carving them off certain corpses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply use the Elemental Hammer with the right gems in your backpack.&lt;br /&gt;
&lt;br /&gt;
If you want to remove all the elemental damage from a weapon, you will have to use a neutralizing oil to set the physical damage to 100%.  The oil can be found on Myrrdin, the Magic Dealer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use your magery skill to identify your weapon to check the elemental damage types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
Spells always have 100% elemental damage and are not affected by your weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- id=&amp;quot;vTMgrn&amp;quot; |&lt;br /&gt;
!Spell&lt;br /&gt;
!Elemental Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;vTLBblu&amp;quot; |Mage Spells||&lt;br /&gt;
|-&lt;br /&gt;
|Magic Arrow||Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|Harm||Cold Damage&lt;br /&gt;
|-&lt;br /&gt;
|Fireball||Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|Poison||Poison Damage&lt;br /&gt;
|-&lt;br /&gt;
|Fire Field||Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lightning||Energy Damage&lt;br /&gt;
|-&lt;br /&gt;
|Blade Spirit||Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|Mind Blast||Cold Damage&lt;br /&gt;
|-&lt;br /&gt;
|Poison Field||Poison Damage&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bolt||Energy Damage&lt;br /&gt;
|-&lt;br /&gt;
|Explosion||Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|Chain Lightning||Energy Damage&lt;br /&gt;
|-&lt;br /&gt;
|Flamestrike||Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|Meteor Swarm||Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|Earthquake||Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|Energy Vortex||Energy Damage&lt;br /&gt;
|-&lt;br /&gt;
|Air Elemental||Cold Damage, Energy Damage&lt;br /&gt;
|-&lt;br /&gt;
|Earth Elemental||Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|Water Elemental||Cold Damage&lt;br /&gt;
|-&lt;br /&gt;
|Fire Elemental||Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|Summon Daemon||Poison Damage&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;vTLBblu&amp;quot; |Necromancy Spells||&lt;br /&gt;
|-&lt;br /&gt;
|Pain Spike||Direct Damage&lt;br /&gt;
|-&lt;br /&gt;
|Poison Strike||Poison Damage&lt;br /&gt;
|-&lt;br /&gt;
|Strangle||Poison Damage&lt;br /&gt;
|-&lt;br /&gt;
|Vengeful Spirit||Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|Wither||Cold Damage &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;vTLBblu&amp;quot; |Spellweaving Spells||&lt;br /&gt;
|-&lt;br /&gt;
|Immolating Weapon||Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|Thunderstorm||Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|Nature's Fury||Poison Damage&lt;br /&gt;
|-&lt;br /&gt;
|Wildfire||Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Wind||Cold Damage&lt;br /&gt;
|-&lt;br /&gt;
|Word of Death||Energy Damage&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;vTLBblu&amp;quot; |Chivalry Spells||&lt;br /&gt;
|-&lt;br /&gt;
|Holy Light||Energy Damage &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Formulas==&lt;br /&gt;
All percentages are additive.  For example, if you are at 50% and gain 10%, the final is 60% (as opposed to taking 10% of 50% then adding it on to make 55%).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
You hit an opponent and do 100 combat damage.  This is the damage done after taking armor, strength, parry, tactics and other factors into consideration.  This damage is then converted into the damage type(s) depending on the weapon you are holding.&lt;br /&gt;
&lt;br /&gt;
Your weapon can do 25% fire damage and 15% energy damage.  Your target has 10% physical resistance, 50% fire resistance, 5% cold resistance, 20% energy resistance and 15% poison resistance.&lt;br /&gt;
&lt;br /&gt;
Your damage will be:&lt;br /&gt;
Physical Damage: (100 x 0.6 Physical Damage) = 60 Physical Damage&lt;br /&gt;
Fire Damage: (100 x 0.25 Fire Damage) = 25 Fire Damage&lt;br /&gt;
Energy Damage: (100 x 0.15 Energy Damage) = 15 Energy Damage&lt;br /&gt;
&lt;br /&gt;
Their resisted amount will be:&lt;br /&gt;
60 Physical Damage - (60 x 0.1 Physical Resist) = 54 Physical Damage&lt;br /&gt;
25 Fire Damage - (25 x 0.5 Fire Resist) = 12 Fire Damage (value is cut off from 12.5 to 12)&lt;br /&gt;
15 Energy Damage - (15 x 0.2 Energy Resist) = 12 Energy Damage&lt;br /&gt;
The cold and poison resistances are ignored.&lt;br /&gt;
&lt;br /&gt;
The final damage done will be 78 Combat Damage.&lt;br /&gt;
&lt;br /&gt;
From the example above, you would want to use a weapon that has a strong physical, cold, energy or poison damage against this type of monster as a Fire Damage weapon is greatly reduced against a strong Fire Resistant monster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gaining Elemental Bonuses==&lt;br /&gt;
There are 3 ways to increase your elemental bonuses.&lt;br /&gt;
* Infuse your weapon with an elemental gem.&lt;br /&gt;
* Internal bonuses for your character.&lt;br /&gt;
* Find a relic that will increase the elemental damage done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Internal Bonus===&lt;br /&gt;
You can gain an internal elemental bonus for each of your characters: 20% elemental damage and 60% elemental resistance with a 20% class resistance bonus.  The internal bonus is the only way to gain elemental resistances.  The elemental damage bonuses are added to your weapon and relics.  You may pick one internal bonus for your character and you may change your bonus at any time without penalty.  Bonuses can be found under .options (on the last page).  All characters start with no elemental bonuses.  If you have an elemental bonus, it will show on the line as x/n (such as 5/20).  If there is nothing listed after the line, you do not have an elemental bonus.&lt;br /&gt;
&lt;br /&gt;
To gain these bonuses, you will have to bring a gift basket to the Oracle consisting of 3 masterpiece items (one from each crafting skill, no two masterpieces from the same crafting skill), a Rod of Divination (found on Noids) and 30,000 gold coins.  Make sure you put all your items in a gift basket and drop it on the Oracle.  When he has determined your gift is worthy, you will receive an elemental token.  Take this token to the Sage and he will grant you the bonus of your choice.  It has also been rumored that the Oracle will take an additional cash bribe so if you give him extra gold, he may reward you with an extra token or an elemental hammer.  If you do not give him enough, he will simply shrug it off and pocket the excess.&lt;br /&gt;
&lt;br /&gt;
* Choose wisely.  Once you have picked which elemental bonus to get, it is permanent.  You cannot ask to have points in one element moved to another element.&lt;br /&gt;
&lt;br /&gt;
* The oracle takes a bribe in amounts of 10,000 gold coins for a 10% chance.  And yes, it is possible to fail offering him 90,000 gold instead of the 100,000 gold for a full 100% chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Relics can give a boost to any given damage or resistance.  They are often found as monster loot.&lt;br /&gt;
&lt;br /&gt;
A Relic of Spell Penetration, you will be able to reduce your opponent's resistance.  Relics of Spell Penetration will reduce 1% for every point on the relic.  For example, if your opponent has 30% resistance, a Relic of Spell Penetration that will reduce resistance by 20 points will take their resistance down by 20 points from 30% to 10%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Identifying Elemental Bonuses on NPCs===&lt;br /&gt;
Use your Veterinary skill to determine what elemental damage and resistances a monster has.  You require 60 veterinary skill to always pass the skill check.  All monsters have a +/- 5 range and cannot go below 0.&lt;br /&gt;
&lt;br /&gt;
If no range is given, the monster has 0 in that category.  Not all NPCs have elemental bonuses.  Low-level NPCs will not have any bonuses such as those around the graveyard, starting areas and some medium-level hunting areas such as Dire Forest and the Ettin caverns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk===&lt;br /&gt;
Because the monk does usually use a weapon, they still can have an elemental bonus by having their internal bonus (see .options).  When they are fighting, the opponent's lowest elemental resistance is compared to the monk's internal bonus.  For example, if the monk is fighting an ice monster and the monster's lowest resistance is a 5% fire resistance, the monk's fire elemental damage will be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Is it possible to go above 100% damage?''&lt;br /&gt;
&lt;br /&gt;
Certain special weapons allow you to go above 100% damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''What about henchmen and pets?''&lt;br /&gt;
&lt;br /&gt;
Henchmen can take advantage of the elemental system if they are using an elemental weapon or bow but they do not have any internal bonuses.  Pets will have their own elemental damage and resistances.  Use your veterinary on a pet to see what their approximate ranges are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''What's the difference between poisoning your weapon and poison elemental bonus?''&lt;br /&gt;
&lt;br /&gt;
The poison elemental bonus is an attack which compares your poison elemental damage to your opponent's poison elemental resistance.  Poisoning your weapon is a damage over time where you poison your opponent when you hit them and it slowly reduces their hit points over time until they are cured of the poison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How do I know how much my internal bonuses are?''&lt;br /&gt;
&lt;br /&gt;
In options, there will be a list of the different elemental types.  After each line is either blank or has a number such as 5/60.  If the line is blank, you have 0 for that elemental type.  If there is a number, you have some points out of the maximum amount (in this case, 5% and you are able to go as high as 60%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Will my race bonus transfer if I change my race?''&lt;br /&gt;
&lt;br /&gt;
No.  It will be reset to 60 and you will have to complete the quests again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How do I know what level is on my weapon?''&lt;br /&gt;
&lt;br /&gt;
Identify the weapon using your magery skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Can weapons have more than one elemental type?''&lt;br /&gt;
&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''What if I want to change my weapon's elemental type?''&lt;br /&gt;
&lt;br /&gt;
An elemental hammer (and corresponding elemental gem) will increase or decrease that weapon's elemental damage type.&lt;/div&gt;</summary>
		<author><name>ValWiki</name></author>
	</entry>
</feed>