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Character creation help

Creating a character is simple. Creating the best adventuring party possible is somewhat more difficult. This article will cover the mechanics of making a character, descriptions of character qualities, and tips on how to survive.

How to create a character

To create a character you must follow these three steps:
Naming the character
To name a character, type any name you wish into the Character name box at the top of the page. You may also click on the suggestion link beside the box to have a random name generated. Feel free to click the suggestion link several times, or edit the suggestions as you see fit. Once chosen, names cannot be changed.
Choosing a class
Once you are satisfied with the character's name, you must select a class. Near the top of the page, just to the right of the character's initial attributes, there will be one or more buttons with class names on them such as Grunt or Yeoman. Click any one of these buttons to choose your class. The class of a character will determine almost everything about him or her, such as the number of hit points and spell points gained per level, and how difficult the various initial skill levels will be to attain. It is important to know that not every character will have the same choices. Which classes are available depend on race, alignment, and most importantly, initial attributes. Like a name, the class of a character is permanent.
Choosing skills
After selecting your class, the final details of your character are created. These include your hit points, spell points, and skill points. The available skill points are displayed in the top center area of the screen, where the class buttons were previously located. Many characters will not start with any skill points, while many others will have one or two points but be unable to learn any skills. This is because all skills require at least two skill points to learn, and some classes require at least three skill points to learn a new skill. If you don't see any skill choices listed, don't worry! This is normal, and this character must make his or her way in the world without any specialized training. There are various ways to get more skill points, such as missions and random events. And of course the most reliable way to gain skill points is to advance in levels. Every level, new skill points are awarded.

If you are lucky enough to have skill options available, you will see buttons listed below the total skill points, just as the class buttons were listed previously. To learn a skill, simply click the button corresponding to the skill you wish to learn. The number of skill points spent to learn the skill varies. For example a fighter with four skill points has quite a few options such as attack for a cost of 2 skill points, or tank for a cost of 3 skill points. Note that in rare cases you will have enough skill points to learn two or more skills.

Overview of character data

As you have seen, creating a character is a very simple process. But what do all these numbers mean? And how do you know what each class and skill will do?
Initial characteristics
Each recruit is defined by a number of characteristics: race, gender, alignment, and attributes.

Race: Race in itself is unimportant, although it affects almost every other aspect of the character. Each race has its own bonuses and penalties to initial attributes, prefered alignments, and eligible classes. Some skill costs are also affected by race. In addition, party members who match the party leader's race take up less party space, enabling larger parties, while members of other races can have substantial space penalties.

Gender: Male characters have significantly higher strength attributes than female characters. Female characters receive a discount to the amount of party space they take up, enabling larger parties.

Alignment: Alignment describes the underlying moral and ethical beliefs of the character, and is comprised of two words. The first word will be lawful, neutral, or chaotic. Lawful characters have greater respect for rules and authority. They will be able to organize larger adventuring parties and will contribute more toward clan gold. Chaotic characters, as expected, are the opposite. They do not respect authority or work as well in large groups, and they tend to keep their gold for their own uses. The second word is good, neutral, or evil. This reflects a character's outlook on life and the nature of the universe. Note that characters who are neutral in both categories are simply listed as neutral. Alignment has two other important functions. First is party creation. Characters with alignment's closely aligned with the party leader get party space discounts, enabling larger parties. Conversely characters of opposing alignments will not work well together and party space will quickly be exceeded, meaning your adventuring groups must be small and therefore vulnerable. Secondly, as with race, alignment will help determine which class options are available.

Attributes: There are six attributes that describe a character. These may all be increased as you see fit with skill points as your characters gain levels. However the starting levels will help determine what class choices are available. A brief description of each attribute follows:
Classes
Classes will not be described in detail, as more are being added periodically and some are so rare that most players will never see one. Furthermore, part of the fun of Mythic Warfare is in exploring the various possiblilies and learning from experience. Suffice to say, some classes are more common than others, and all classes have unique sets of skills that they excel at. For example, everyone can learn the various crafting skills, but only for yeoman do they all have an initial cost of two skill points. Any character with spell points can learn any of the 18 magic schools, but clerics will find that magic: life has a base cost of two skill points while for wizards it has a base cost of 8 skill points.

Although you will find that some classes seem to be inherently superior to others, remember that all classes have at least one area where they have no equals. For example, while fighters have more hit points and generally have superior combat skills compared to grunts, grunts have much cheaper tank and toughness skills. These combine to make them ideal for becoming your party tanks, allowing them to bear the brunt of enemy attacks, and with a high toughness rating, bear them easily. Trial and error is the best way to learn about the various classes, and the forums also provide a place to discuss your thoughts and strategies.
Skills
Like classes, skills will not be described in detail. This is primarily due to the ever-changing landscape of the game and partly due to the desire for players to explore and find strategies that they find most suitable to their particular playing style. However, skill basics are important to learn.

Every class can learn any skill, although the cost in skill points can vary dramatically from class to class. There are exceptions to this rule, the most notable being that only characters with spell points may learn the various magic skills. Exceptions aside, this allows for extremely diverse character choices. For example you might have two 8th level fighters who look nothing alike. One may be specialized in two-handed axes and damage skills, while the other is a martial arts master with a focus on attack speed and defensive skills. Yet another may hardly have combat skills at all, but be a party leader with high leadership skills and perhaps a focus in armor smithing to keep your equipment in good repair. The possibilities for the hybrid classes such as magi or shaman are even greater, as they may dabble in many magic schools, focus on just one or two, or forgo magic training entirely to pursue combat skills.

The initial skill point cost for any given skill is determined by your class. For example, all grunts can learn level one of the tank skill for two skill points; all clerics can learn magic: life for two skill points. Note that the minimum cost for any initial skill, for any class, is at least two skill points. However, when you learn a new skill something very important happens: you develop and aptitude rating for this skill. This hidden score will remain fixed for all time for this skill and character. It will act as a multiplier for all future skill level costs in this skill. Some people will take very quickly to learning weapons: sword for example, while other people will find it almost impossible to progress beyond level one. There is no way to know what you'll be good at until you try it. In some cases, you'll be so good at a skill that level two will be cheaper than level one was! In fact, your aptitude can be so good that you will find you can zip up to extremely high levels in some skills for very few skill points. Conversely, some skills will be prohibitively difficult for any given character to learn, with enormous skill point costs to progress beyond the lowest levels. Again, this is a large part of the Mythic Warfare playing experience. When you recruit a new first level character, there is really no way to know whether he will be the best fire mage to ever fry a demon or if he will struggle to learn the basics of spellcasting at all. Usually it will take several levels to explore enough skills to find one or two that you excel at.
Skill categories
A few words about the types of skills may be helpful.