[Dereth Guides]
Character Creation - Being a Warrior - Art of Magic - Dereth Portal Maps
Entering Dereth - Character Creation
Greetings!

Welcome to the great adventure that is Asheron's Call and the land of Dereth. This guide is meant to aid you in getting started. Other guides may detail specific recommendations for playing specific types of characters.

Choosing a World
Dereth is currently duplicated as eight different server worlds: Solclaim, Wintersebb, Thistledown, Harvestgain, Morningthaw, Leafcull, Frostfell and Darktide. All worlds are exactly identical in terms of current point in the story, geography, location of non-player characters (NPCs), and all other physical realities. Each world is unique in terms of players. Solclaim, Wintersebb and Darktide have additional things that set them apart from the other worlds.

In Darktide your character is always set to being player killer (PK) - capable of killing other players and being killed by other player killers. Additionally, the code of conduct is less strictly enforced in Darktide, making is a rougher land and not as suitable for children.

Solclaim and Wintersebb are like the other five servers in that all players start as non-player killer (NPK). However, while the other six servers began allowing players to enter them in November 1999, Solclaim opened in June 2000 and Wintersebb opened in January 2001. Hence, both lack some of the items that were available only in previous events. Wintersebb is currently the youngest world in terms of average character level. Solclaim is the world The Circle of Seekers call home.

The Nature of Dereth
Dereth is the largest of several islands and is roughly the size of Rhode Island. You can go anywhere on the island simply by running there, though it will take time. You can also use portals to travel large distances where such portals exist. We Isparians (all players) were summoned to Dereth via portals from the world called Ispar, along with many other creatures similarly summoned. We have not found a way back to Ispar. The mage Asheron did something that caused these portals from other worlds to appear and draw us and others into Dereth. Dereth has a variety of climates and terrain including rivers, lakes, deserts, rolling hills, forests, mountains, and bleak wastelands. Players start at one of the outposts of the three starting towns with practice weapons and the basic requirements for our chosen skills.

Choosing your Race
You have three options here - Aluvian, Sho, and Gharu'ndim.

Aluvian
All Aluvians get the dagger skill and assess person trained for free during character creation. Assess person makes you better at assessing other humans and you gain experience for successfully doing so. The dagger skill allows you to gain experience for using a dagger in combat. Recently the dagger skill has been enhanced by the addition of weapons that can double and triple strike in one hit. Such daggers will be difficult to obtain initially, but will greatly increase a dagger master's ability to fight when they reach higher levels.

Sho
All Sho get the unarmed weapon skill trained for free during character creation. If you want unarmed weapons as your primary weapon, becoming Sho is a very good idea. The unarmed weapon skill allows you to gain experience for using your gloved fist, feet, or an unarmed weapon in combat.

Gharu'ndim
All Gharu'ndim get the staff skill and item tinkering trained for free during character creation. The staff skill allows you to gain experience for using weapon staves (not to be confused with magical casting staves). The item tinkering skill aids you in salvaging materials and applying various effects to items. Gharu'ndim is a good choice if you plan to use a staff in battle.

Beyond these basic free skills, the only difference between races are the choices of facial features, skin color, and starting clothing. If one of the free skills is not in your plans, simply choose the race you like best.

Choosing a template
There are several pre-built templates to choose from that are good for getting you started and allowing you to learn about Dereth. Choosing a template only affects which skills are automatically chosen for you - all of which you can then change. While the current default templates are excellent for learning and beginner play, most players start with the custom adventurer template and design themselves completely.

Setting your Attributes
As attributes are the basis of all your skills, it is vital that they be set carefully at the time of character creation. During creation you are given 270 points to spend on your six attributes. All attributes must be at least 10 and none can exceed 100 during creation.

Strength
Strength determines how much you can carry. All weapon skills, except dagger, involve strength in their formulas - typically (Strength+Coordination)/3. Strength of more than 100 also impacts the damage bonuses you get for using all melee weapons - except dagger (bonus based on coordination) and unarmed (bonus based on unarmed skill).

Coordination
Coordination impacts all weapon skills, especially ranged weapon skills. Coordination is also vital to melee and missile defense skills. Coordination is half the determination for the various trade skills - alchemy, fletching, and cooking - as well as the healing and lockpick skills.

Endurance
Your starting health and stamina are based on endurance - health = endurance/2, stamina = endurance. Health is the measure of how much damage you can take before you die and are returned to your lifestone (minus a few items, some pyreals, and with a vitae penalty that reduces your skills until you earn enough experience to eliminate it). Stamina is the measure of how long you can continue to attack and defend yourself before you are too tired to move. Running out of stamina usually results in death. Thoughts on the necessity of endurance are split. Some argue that it is unnecessary and set endurance at 10 initially. Others enjoy having lots of health and stamina and set endurance at a higher level initially.

Quickness
Quickness factors into melee and missile defense, directly into run skill, and affects how fast you can swing a weapon. Again thoughts on quickness are split. Those who set endurance at 10 initially typically set quickness to 100 on the theory that they won't get hit due to high defensive skills. Those who enjoy having high endurance typically make a tradeoff for lower quickness.

Focus
Focus impacts appraisal skills, trade skills (alchemy, fletching, and cooking) and all magical skills. Mages are advised to put focus at 100 initially. Anyone planning to use trade skills should consider some focus and/or coordination. A dedicated professional alchemist, fletcher or chef would start with 100 focus.

Self
Self impacts magical skills, available mana for spell casting, leadership and loyalty. Leadership impacts how much experience you earn from your followers and how much of your followers' experience you pass up to your patron. Loyalty impacts how much of your experience you pass up to your patron. Generally, only mages or characters that will use significant magic skills set self at anything over 10 initially - mages being advised to start with 100 self.

Specializing and Training Skills
Your success in Dereth will be directly tied to your skills and your ability (as a player) to use them. Many who come from other lands to Dereth find this a most difficult concept initially. Levels do not matter - they are a calculation based on your total experience, nothing more. Only your skills matter. Hence, your choice of skills is vital to your success.

You will get several skills automatically trained, including loyalty, magic defense, run, jump, and any free ones for your chosen race. All of these skills should generally be left trained, except for a race based weapon if it is your chosen weapon.

Each skill requires a number of skill credits to train and more to specialize. Make sure you spend all 50 skill credits available to you during character creation as it is the only time you will be able to use them. If you want a skill specialized, you must do so during character creation. Additionally, the specialized skills bonus of 10 points and trained bonus of 5 points are only available for skills trained and specialized during character creation.

Advancing your Attributes and Skills while in Dereth
As you adventure in Dereth, you will gain experience and skill credits to use to improve yourself. You can and should improve yourself at any time you have experience available in the needed quantities (no need to wait for your next level).

Using Experience
You are granted experience for successfully using your skills and for killing enemy creatures. The majority of your experience from successful skill use will be applied directly to the skill used. Experience from killing creatures is given to you in the form of spendable experience that can be used to improve your attributes, health, stamina, mana, specialized and trained skills. Note that all experience listed as being passed up to your patron when you are in an allegiance is in addition to your normally earned experience. You do not lose experience by joining an allegiance.

Using Skill Credits
You are granted skill credits as you gain levels at the following levels: 2-10, 12, 14, 16, 18, 20, 23, 26, 29, 32, 35, 40, and every 5th level thereafter. This means that between level 1 and level 26 you will earn 16 skill credits that you can then use to train new skills. As the cheapest skills cost you 2 credits and the most expensive costs 16, you will not be able to train many more skills than those you started with - making your starting skill selection even more important. As the experience needed to reach the next level increases with each level gained, the average person may reach level 26 in a month or two of play - and may reach level 40 or 50 after 6 months. To illustrate:

Level XP to next level Total XP Total Skill Credits
1 1000 0 0
10 32,133 83,506 9
20 235,083 1,084,198 14
26 547,253 3,180,144 16
35 1,495,133 11,376,903 19


Warrior, Archer or Mage?
There are ultimately three basic type of characters you could choose as your primary character. All have their strengths and weaknesses. You are advised to select based on how you like to adventure.

Warrior
A warrior is one who wields a melee weapon or gloved fist and engages the enemy in hand-to-hand combat. The best warriors have high strength and coordination to aid their attack, good armor, good shields, good weapons, high defensive skills, and use magic as a supporting tool. A good strategy in becoming a warrior is to specialize a single weapon type, at least train all defenses, and decide how you want to heal yourself (healing kits, potions and food, life magic wand, just lying around). You should plan on getting arcane lore at some point to allow you to use the magic on various armor, weapons, and items. You might also consider a school of magic - life, creature or item - with item magic being the most popular choice.

Archer
An archer attacks from a distance with a bow or crossbow and only engages in melee combat when the enemy is very near. The best archers have high coordination, good quickness, and reasonable focus, strength and endurance. Archers may also choose to use magic as a supporting tool and must decide how they want to heal themselves. Archers are unable to use shields while they are using a bow, crossbow or thrown weapon. A good strategy is to specialize bow or crossbow, train all defenses, and decide if you or another character will fletch your arrows/crossbow bolts and brew your archery related potions. Again, arcane lore is an advised skill and item magic is a common magical choice.

Mage
A mage fights from a distance with magical attacks and uses magic instead of armor as a defense. A mage should assume they will be hit if attacked in melee combat and be prepared to lower the damage or be able to take the damage - using a wand, orb or magical staff decreases your melee defense skill and you can't use a shield at the same time. The best mages use all spell schools, have mana conversion trained if not specialized, have high focus and self, and have lots of stamina. Mages use stamina differently than the other character types. Where a warrior or archer depends on stamina to keep them active in the battle, a mage often uses life magic to transfer stamina to mana, thereby increasing the available mana for casting other spells. One good strategy for a mage is to maximize focus and self, specialize mana conversion, train war, life and creature magic, and learn item magic at level 9.

Magic Schools
There are four magic schools to choose from - war, life, creature, and item - each having distinct advantages. War magic is the art of destroying an enemy with offensive magic. War spells include Flame Bolts, Acid Streaks, Lightning Volley, and Shock Blast. Life magic is the art of controlling life forces - anything that deals with protections and direct effects on health, stamina and mana. Life spells include Armor Self, Drain Health, Heal, and Stamina to Mana. Creature magic is the art of changing skills and attributes. Creature spells include Alchemy Ineptitude, War Magic Mastery, Jumping Mastery, Strength Self, and Appraise Weapon Mastery. Item magic is the art of changing the abilities of various items and portal magic. Item spells include Weaken Lock, Acid Lure, Swift Killer, Lifestone Recall, Portal Recall, and Summon Portal.

Secondary Characters or Mules
In each Derethian world you can create up to five different characters - for a total of 40 characters with the eight current servers. Many players use one or two character slots for their primary characters and the remaining slots are used for characters generally termed Mules. Mules are those characters that do not generally engage in active adventuring and are designed for specific functions.

Some common mule types include:
Walking Chest - used to store and move items from place to place
Archery Assistant - specialized alchemy and fletching for making arrows
Chef - cooking and alchemy specialized
ID Mule - appraisal skills specialized to identify items
Portal Mule - designed to quickly be able to summon portals
Fetcher - frequently replaced - sent to fetch items from low level dungeons

Mule characters are a common feature of Dereth. They are frequently named things like "Alan's Squire", "Fred Mule II", and other such telling names. Mules are also often used within allegiances to increase the rank of other members - the majority of allegiances encourage if not require members to provide mules for this purpose.

Good luck and welcome to the joys of being a life in Dereth!

- Arianda The Seeker

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