In my first char I raced through Valkyre just getting the drachma and
then left. With a new char I tried to savour the experience.
A 'Perma-Valker' (PV) is a char that, in the short-to-medium term, you are
keeping at level 20 or under - i.e. they can still go to Valkyre at anytime.
Valkyre (VK) is often considered the 'newbie' or training continent, so
hanging out there is like chatting in the theatre corridor (which
depending on the quality of the actors, can often be better than
the play).
This post has some casual notes about this for anyone else interested
in this topic. Please add your experiences and tips.
The design of the MUD is permanent levelling towards 9x40, so the
perma-valk path is a dissident one, working to your own plan rather
than kowtowing to the arbitrary and autocratic rule of the MUD
immortals (we love you really

Making a PV is whimsical, and some people don't like whimsy
or actively hate anything fanciful.
My PV is great on a mobile phone internet connection to
liven up boring bus and train journeys, etc. If the train goes in a
tunnel and I lose my link, it doesn't matter, if my char dies he is
waiting patiently for me in the newbie graveyard when the link
returns.
Maintaining PV also allows immediate interaction with people new
to the MUD, a welcoming committee of sorts, a volunteer tutor mode,
if you will.
While there are geniuses who have chars with levels 8x20 or levels
15+7x20, getting a PV much higher than 4x20 (or 15+20+20+20)
gets increasingly difficult and mathematically improbable due to the
low XP cap. This is especially true if you are playing another char in
groups and soloing occasionally your PV on VK.
Therefore, when selecting your class order, be aware you will need
certain basic skills to make things comfortably playable.
Essential skills/spells
* Armor spell: 'armor' (cleric 1) replaced by 'stone skin' (cleric 11) or
'bone armor' (necro 11)
* Half damage spell: 'shield of faith' (cleric 6) replaced by
'sanctuary' (cleric 17) or 'wall of flesh'
(necro 19)
* Recall spell: 'word of recall' (cleric 11) and/or clan recall (any
level, 500k coins)
* No flee spell: 'web' (mage 4) or 'arms of the abyss' (necro 16)
* Shapeshifting: ferret (druid 4), Tree (druid 13)
* Break webs: Squirm (thief 15) or reign of the spider (any caster
class or bard 20)
Sanctuary for the win
You will notice that from this set of minimal skills, getting cleric
to 17 (or necro to 19) is the highest level required to get them
all. Therefore having cleric in the first three or so classes is
recommended.
If like me you made an unsuitable class order (Cleric 5th), you can do
smaller mobs on VK unlit, for medium sized mobs you can use 'shield of
faith' and for the large mobs brew a sanc potion.
The components for sanc potions are pretty easy to find once you start
looking for them. When the MUD has been up a few days they can be
found in the shops but also left around on the floor everywhere.
A painless approach is to just collect the bits as you come across
them into a container, then occasionally brew several to empty the
container.
* A clear white potion - brew in VK Chemist or BH Alchemist
* The blessing of a god - brew in VK Chemist or BH Alchemist
* An eerie-glowing potion - brewed by an old alchemist in Tower of
Nexialism (SS)
A friendly bard player sometimes gives out sanc or aegis charms, these
are great because they work until they crumble. Aegis charms must be
activated off VK (but then you can hometown quickly back)
The same approach can be used for other charms that are for spells
above level 20. However, spectral shield charms are perhaps better
hoarded for if and when your PV joins into a non-VK group that is
doing fire areas like Matterhorn Valley. It is also worth having
purple and red minidemon brooches in your inventory for these
occasions also.
A potion of pure darkness is an aegis potion that can be often found
in the BH potion shop as it often pops in coliseum and in the chaos pit.
The immorts hand out aegis when they announce their arrival and/or
departure, be prepared ahead of time to kill the big mobs like it is
Christmas as that free aegis goes a long way on VK.
Raising the dead
Players who are level 15 prime and below do not really need to be
raised, there is no penalty or problem. Death is just a free recall.
Raising level 16-20 prime players who die on VK is not impossible. Two
main approaches:
* A velvet covered wand has six charges, and can be reforged/refreshed by
using the item 'mana flux' and the empty wand.
* Using a portal from the 'gate' spell to get the player off VK. You
need to get the portal open and push the downed player through the
portal. Now you can try to find a friendly cleric or other player
with the raise spell to raise the downed player.
How to gate off VK:
* If universal fargate is up, any player with gate can make a portal to
VK, they just cannot come through it if above level 20, you however
can still use it though to push the downed player through.
* Gate spell if you get to mage 18.
* Gate charm from a helpful bard player.
* A wand of quicksilver
The non-VK end of the portal should be a player not an innkeeper, as
an inn is a safe room and pushing a dead player there means they are
now stuck in the inn and cannot be raised. If it is AH day/Universal
fargate day or you have a wand of quicksilver, abusing Whatta or
Unmace as gate targets works well.
The last paragraph does not apply however to the magical item
'sacrificial lamb' which works in safe rooms too. 'use lamb
player-name' turns the lamb into a small version of the player char
which then corpses instead of the real player char.
To 15 prime or not
With a PV, there are advantages and disadvantages to keeping
the first class at 15 rather than 20.
If you level above 15 in your first class (also referred
to as prime), you gain five more cheap levels, increase the XP cap,
and gain a regen point from having another level 20.
If you stay at 15 prime, you the keep loot-free death in newbie
graveyard, do not lose xp on death and keep the hometown command,
which is a free oneway fargate. Also several mobs ignore you that
would otherwise be aggressive, making some runs easier to survive.
Doing this however, does blur the meaning of the class order.
Imagine a character that has a class order of level 15 thief followed
by level 20 mage. Is this character a thief or a mage?
Consider also a second character who has mage 15 followed by
thief 20. Which of the two characters will be better at blasting?
You cannot automatically say the mage prime character is better at
blasting. E.g. the first character will be able to cast 'fireball'
(mage 15) at the minimum mana cost of 15, enabling it to cast more
fireballs than the second char.
PV in groups
Taking the dragon off VK and joining an XP group is possibly the most
controversial part of PVs. I have a non-PV char, which I into groups
most of the time so I don't have a massive experience in this area.
There is no reason why a PV char should slow down a group in the same
way a regular newbie might. With man-back triggers, minidemon clasps,
a charm of spectral shield and a modicum of attention, the PV should
be able to avoid most of the standard newbie deaths.
The downside of the PV is that he/she cannot self heal for extended
periods, but they should be able to last a few rounds to call for
heals or to run away. Including stone skin, my PV currently has AC of
-6.7 (my non-PV avatar character has less than -4 AC including
spells).
It is less suitable for a PV to join an Epics group as PVs cannot join
the BH army to get honor points. BH or SS XP areas like Matterhorn,
Castle or Ogres, with fast kills over numerous mobs are very suitable for
the PV's low cap.
PVs cannot take an ostentatious or grandiose role but they can
positively contribute to the group such as by adding to the damage
and helping with tasks like blinding and singing. Being often immune
to mob aggression, they can call for help if they are the last one standing
in an accidental engagement-style megadeath. The group gets another
human brain which is only taking a very small share of the group XP.
Runes
Making runes for your PV might seem needlessly extravagant
and wasteful, and I agree that putting a tomb jade or a rhodochrosite
rune on a perma-valk char would be madness. However, some gems are quite
unpopular and relatively cheap to pick up.
Avatar characters often want and need to socket Tier 3 max-stat runes
on their light and torch equipment, leaving tier 2 +stat gems quite
unpopular. They are still very useful on a PV though.
Likewise, some tier 1 runes are a waste of a slot for higher level
chars but are useful on a PV. For example, kicking is often a
waste of a command for a higher level char but when my PV runs out
of mana, kicking is better than doing nothing. I put a zircon and
quartz rune on my PV char, which makes kicking a useful extra
little attack. The same theory can be applied to some of the other
tier 1 runes.
Drachma Equipment
A large majority of the non-VK MUD quests, even really easy ones, have
a minimum level above that of the PV and most drachma equipment is
1x40 max-level or more.
The fish-scale buckle and the +stat clasps are available to PVs,
as well as some cloaks and other items.
However, I think here is where I do draw the line, beyond spellbooks
like track and T&D entry, I would try not to spend drachma as a
PV.
If in the long run, you decide your char will level above 20, perhaps
because you started a new PV, you may rue any needless
drachma purchases you made. You can pop new equipment easily, win new
gems eventually, but spent drachma cannot be unspent and finished
quests cannot be re-undertaken.
Miscellaneous Equipment notes
A grey robe can be easily forged, that is once you get past all the
blinding mobs in the School of Cholemry and lock yourself in the
washroom, you can sit there and kill the junior students all day.
As you can see on the quest page, the sloth shaped brooch is a quest
reward. As such, you can only do that quest once but you can wear
two. Often people grow out of theirs and sell them on the auction, so
do snap a second up when you can.
It doesn't seem to be worth the time to pop the VK-only temp
equipment, as it seems to poof in the newbie graveyard.
The forges on VK are really good, jing-jit disk and bone helm are
especially good items.
If you are low on DEX then link mail of the sun is easy to forge and
gives 2 DEX points. Otherwise, body armor with more AC are easy to
find to pop or buy off VK, such as the wolf pelt tunic.
Lyme is a nasty place but Lyme Town is safe to shop in; the Lyme armor
shop has some great starter equipment such as the steel torc and the
polished steal bracer.
Holy equipment is very powerful and not just for immediate
newbies. Make a speed run to the temple and it is no hassle to use
them all the time.
The web spell is easily broken at PV levels and are only suitable
for the smallest mobs. Damp moldy scrolls give much more powerful
webs. They are cheaper in the VK shop than the BH scribes shop.
Unless you are super organised, you will run out of recall scrolls
sometimes, until you get word of recall, clan recall works just as
well, especially if the VK clan recall point is at South Gate or
somewhere else as useful.
Low-rent secondary chars
Perma-valk is all about being nimble, so if you have a non-PV main
char, then it is worthwhile keeping your PV char as low-rent as
possible, so you can get out and rent your PV without fear of rent
costs and just in case you end up renting him/her for a long time and
half forgetting about the poor chap.
The VK locker is among the cheapest storage in the game. It is
slightly uneconomic for someone racing through VK towards level 40 but
for a PV it works great. I use mine to store my sanc and
aegis potions.
Carrying level appropriate (such as deep blue spherical) ioun stones
instead of magefours saves rent.
For +int reading gear, a pair of rose colored glasses has a rent cost
of 12 coins so is well worth hanging on to after their primary purpose
as a spellbook prerequisite is finished.
A forest green cape is a nice 0 rent container, sold by Steikal in
Aisholm Guilds (Ah) for the princely sum of 35 coins yet it can hold
399 weight.
The carpet bag from The King's Bazaar (BH) can only hold 85 weight but
it is also zero rent.
An amphora is not as large as a keg or the elite decanter but it is
larger than a waterskin yet still 0 rent.
Conclusion
Give more views and tips below. Never forget that VK has to be
the best continent because it has the most clowns!