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Heritage
There are three types of races in
Asheron's Call. Their only difference between them is which
skills
they start out with for free; also, some magical items found throughout
the game can require the player to be a certain race to activate.
Aluvian - The battle-hardened Caucasoid race.
- Starts with Dagger, Jump, Loyalty, Magic Defense, and Run.
- Select Aluvian if you plan to create a Dagger character.
Gharu'ndim - The scholarly Congoid race.
- Starts with Item Tinkering, Jump, Loyalty, Magic Defense, Run, and Staff.
- Select Gharu'ndim if you plan to create a Staff character or trade mule.
Sho - The disciplined Mongoloid race.
- Starts with Jump, Loyalty, Magic Defense, Run, and Unarmed Combat.
- Select Sho if you plan to create an Unarmed fighter.
Viamontian - The warlike Latin race.
- Starts with Jump, Magic Defense, Run, and Armor Tinkering trained; Loyalty specialized.
- Select Viamontian if you plan to create a tinker mule, or you just want a blue character. Not having a racial weapon is a disadvantage, however.
Gender, Appearance, and Clothing
Gender and appearance are completely
aesthetic in Asheron's Call, and don't affect gameplay at all.
The
Appearance generation process allows thousands of possible
combinations, letting you create a truly unique looking
character.
Don't spend much time picking your clothing, as armour and robes cover
it up and no one will ever really see it.
Character Class/Profession
There are several character templates
built in to Asheron's Call. Do not use any of them. Though
they have been updated recently and are a lot more useful than they
used
to be, there's still no advantage to picking a pre-formed
template. Pick "Custom Character" no matter what character
you are going to create. Trust me on this.
Attributes
Your attributes are the base numbers off
which all your skills and stats are calculated. Starting out with
the right Attribute values depending on the character you create means
your character will be as powerful as possible in later levels.
When you create your character, all your Attributes start at 10 and you
can raise any of them to 100, but you can only spend 270 attribute
points total.
Once your character is created, you can raise your Attributes with the Experience Points (XP) you earn. There is also a recently-added quest that lets you alter you starting Attributes 10 points every two weeks (raising one 10 and lowering another 10 at the same time), which has helped many older characters become less gimped, but also benefits new characters who may need high Endurance in the beginning, and can transfer those points to something else later in life. (No attribute may drop below 10 or go above 100 though.)
Strength - Used for power and carrying. The higher your strength, the more you can carry. Most melee attack skills are based partially on Strength. Also used to calculate your Natural Resistance to war and drain spells.
Endurance - Used for health points (HP) and stamina. Also used to calculate your Natural Resistance to war and drain spells, as well as the Armor Tinkering skill.
Coordination - Used in skills relying on accuracy and delicacy.
Quickness - Used in skills requiring speed.
Focus - Used in skills requiring mental concentration, as well as all magic schools.
Self - Used in all magic schools and personality skills, as well as determines your mana points (MP).
Skills
All of your skills are calculated directly
from your Attributes, and are what define your character's
abilities. As a Custom Character, you are only restricted by the
Skills that your race gets for free. Otherwise, you are free to
combine Skills to taste, but many are not very useful (see the Skills
section below for details on Skill types, usefulness, and cost).
During character creation, you have 50 Skill Points (SP) to
spend
as you wish... it may seem like a lot, but they go fast.
As you level, you will accumulate SP (see next part) and you may train
new skills at any time as long as you have the required number of SP to
spend. Recently, a quest was added to let characters level 30 and
up untrain,
unspecialize, and specialize skills after character creation, but
characters are limited to 64 total SP in specialized skills.
Untrained Skills - These are Skills that your character either can't use, or can't use very well. Any Untrained Skill that's at 0 means you can't use it at all, unless you train it later. If it has a number greater than 0, you can use that skill, but you can't put XP into it to raise it unless you train it later. Untrained skills will still go up when you raise the Attributes they're calculated from.
Trained Skills - Anything that you have "trained" can be used, and you can put the XP you earn while fighting into any trained or specialized skill you wish at any time, to raise them further.
Specialized Skills - Specializing a skill means you use up more SP, but you get a +5 bonus to that Skill from the beginning, plus it takes less XP to raise it as your character progresses. Any skill by which you will be identifying your character should probably be specialized. See the Skills chart below for more information. Specialization is not possible for all skills.
Name and Starting Location
Your name is unique on the server you have
chosen, and can basically be anything. There are optional
guidelines, but no restrictions (except maximum length and obscene
words
or phrases) and no one will force you to rename yourself like in
EverQuest (however, if your name is determined to be obscene or
objectionable, they may delete you and won't let you rename, so beware
-- the enforcement of this has been quite lax lately, however).
Your starting location is entirely arbitrary too, as each starting
point has newbie quests, information, and resources.
Accumulating
Skill Points
~•~
The following is a chart that details each
level at which you get a Skill Point (SP) during your
character's
life. Knowing this chart is essential to planning your
character's development with maximum effectiveness. Early on, you
will be getting a new SP every level, and you may be tempted to spend
them on superfluous or otherwise unneeded skills. Later on,
however, the SP become more and more sparse, as levels become harder
and
harder to achieve. With the recent changes to skill training and
specialization, you are able to untrain or (un)specialize unwanted
skills through a quest, but you must wait two weeks every time you
either unspecialize, untrain, or specialize a skill before doing so
again.
One skill point earned at level: 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 23, 26, 29, 32, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125, 130, 140, 150, 160, 180, 200, 225, 250, 275
At level 35, you gain access to the Marescent Plateau on Marae Lassel Island. On the plateau there's a quest where you can kill a creature named Aun Ralirea and take his amulet to the leader of the Hea Tumeroks in Ahurenga for a free Skill Point.
At level 125, you gain access to the Insatiable Vault on the Isle of Ruin (only available if you have the Throne of Destiny expansion). Two Insatiable Eaters at the bottom of the dungeon drop a jaw on their corpse, which can be used to instigate a long quest that spans the Halaetan Islands, the reward for which is anothe Skill Point.
Skills indicated with a degree symbol (°) are only able to be specialized via the Augmentation Quests, which require experience (anywhere from 500 million to 4 billion) instead of Skill Points to use, and are only available past level 125.
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(Train/Spec.) |
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| Armor Tinkering | 4* / ° | Allows characters to increase armor level and damage resistances of loot-generated armor. | High | Maybe°, if a mule | Allows modification of certain properties of armor, as well as the imbuing of armor with +1 defense bonuses (melee, magic, or missile). *Free for Viamontians. |
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| Item Tinkering | 2* / ° | Increase/decrease the value and weight of loot-generated items, armor, and weapons. | Low | No |
Allows modification of certain general
properties of loot-generated items (armor, weapons, clothing, etc.). *Free for Gharu'ndim |
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| Magic Item Tinkering | 4 / ° | Allows a character to alter the magical properties of items, weapons, and armor. | Medium | No |
Allows modification of certain properties
of magical items, as well as the imbuing of weapons and magic casters
with Armor Rending, Critical Strike, or Crushing Blow. |
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Increases the player's chances of evading missile attacks. |
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| Salvaging | Free / ° | Increases the amount of material recovered from salvaging attempts (using an Ust). | High | Optional | Salvaging allows a character to destroy loot-generated items and recover their inherent materials, for use on other items. The higher the Salvaging skill, the more material is recovered in each attempt. |
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| Weapon Tinkering | 4 / ° | Allows character to increase/decrease speed, base damage, and modifiers on weapons. | High | Yes°, if a mule |
Allows modification of certain properties
of weapons, as well as the imbuing of weapons and magic casters with
resistance rending (fire, slash, etc.). |