Character Creation

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Creating your first Character

Welcome to Valhalla! On behalf of the staff, I would like to thank you for choosing our shard. If you have not already, please read our rules & regulations.

Regardless of whether you have never played on a private shard before or you are a veteran of a previous shard, this version is likely to be a new experience for you. This part of the guide will assist you in creating your character.

Once you log onto the game, you will be asked to set up a new character, give yourself a name, choose skin and hair color and setting up a class. When setting the class, you must choose the advanced button and set up your three starting skills. Skin color is set when you choose your race below. There are some rules when choosing a name. You may not have a name containing the name of a historical god/goddess nor can it have the word god, goddess, lord or lady in the name. If the name does not fit, you may page later and ask for a name change.

Once you are happy with your selection, continue on your journey and start in Britain. It does not matter which location you choose to start in as you will be taken to the Hall of Greeting where an NPC will greet you and explain what has happened. Once he has finished talking, take the gateway to the Hall of Heroes and your journey to Valhalla will begin once you enter the character creation gate. There are three basic parts to this process.

  • 1. Choose your race
  • 2. Choose your class
  • 3. If your class permits it, set your shapechange choice and name

After you finish this process, you will walk the Hall of Heroes and enter the world of Valhalla Lost.


Choosing your Race

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.


Choosing your Class

After choosing a race, the next step is choosing your character's class. Your class determines how much of each skill your character will be able to learn. Valhalla Lost uses a primary/secondary skill system, meaning you will only be able to choose your primary and secondary skills from a select list for each. Classes also place limits on how much armor your character will be able to wear. For a list of available classes on Valhalla, check out our Class Guide. For more information go to Classes page.


Specializations

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, post on the forum and someone will gladly help you.

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.

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.

Looking at the class guide, 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.

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.


  • Even though you can put primary and secondary skills into each other's slots, they will not rise to their caps. 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).


  • 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.


Finally, 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. Finally, remember to save your changes. If you change your mind later, you can always type .spec again and change your specializations.

Some notes about skill gain:

  • 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.
  • Placing a trade skill in a primary slot will cause vendors to give you jobs for that skill instead of your trade skill slot.


Special Skills

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.


Quick Guide to Class Special Skills

Assassin

  • Tactics

Bard

  • Musicianship

Cleric/Priest

  • Healing

Druid

  • Animal Lore (Druidry)

Fighter

  • Fencing, Macefighting, Swordsmanship

Knight

  • Leadership

Mage

  • Magery

Necromancer

  • Necromancy

Paladin

  • Parry

Ranger

  • Archery

Rogue

  • Lockpicking

Tamer

  • Animal Taming


In addition to the class special skill, your race can also give you skill bonuses. Check the race guide to which bonuses you get for your race.


Character Creation Example

Fernwood is a new character to Valhalla Lost. After looking over the class and race guides, Fernwood decides to become a human cleric.

As a cleric, he has these primary skills to choose from:

  • Macefighting/Fencing/Swordsmanship
  • Wrestling
  • Anatomy
  • Healing
  • Magic Resistance
  • Magery
  • Meditation
  • Tactics

and these secondary skills to choose from:

  • Parry
  • Necromancy
  • Leadership
  • Alchemy
  • Poisoning
  • Clerics have Healing as their special skill bonus.

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:

Macefighting 120

Fencing 95

Swordsmanship 95

Wrestling 95

Anatomy 95

Healing 135

Magic Resistance 95

Magery 95

Meditation 95

Tactics 120


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.


His secondary skill caps will look like this:

Parry 80

Necromancy 75

Leadership 75

Alchemy 75

Poisoning 80

Lumberjacking 80


And his trade skill cap will look like this:

Inscription 100


All other skills not listed here will have a skill cap of 60.

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:

Leadership 85

Healing 145

Tracking 65


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.


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!