Starter Guide
Your first hours in Valor: the dream, the stone age, your first fire, the Keep and the road to the first dungeon.
The Dream
On your first join you wake in a dream, on a misty plain called the Threshold. Nothing can be broken or placed there, and nothing can hurt you.
The Keeper of the Threshold walks up to you. Right-click him to talk, and answer him to go on. He gives you the Valor Almanac, a book with pages on the stone age, temperature, seasons, coins and the dungeons. Open it from the book button in your inventory.
When he leaves, you wake in Valor, near the world spawn in a field of flowers.
Keys to Know
Sneak is Left Ctrl
In Valor, Left Ctrl is sneak and Left Shift is sprint. Wherever this wiki says sneak, press Left Ctrl.
| Key | What it does |
|---|---|
| U | Your stats |
| K | The talent web |
| M | The map |
| B | Open the backpack you are wearing |
| C | Zoom |
| R | Attach or detach a cart |
| Z | Slow a cart down |
| O | Move the camera to the other shoulder |
| Left Alt | Look around freely in third person |
| I | Look over the item in your hand |
| L | Advancements |
Hold a compass to see a compass bar at the top of the screen.
Once you have a role and talents, your skills show in a bar above the hotbar while you hold a weapon that can use them. Right-click casts the first one. Sneak and right-click to use the item as normal instead. See Talents.
The First Day
Pick up flint and sticks. They lie on the ground: sticks under trees, flint on gravel, sand and bare rock. Right-click one with an empty hand.
Make a flint axe. Logs only break with an axe. Knap flint into flakes, lay the axe out on the ground and strike it with flint. See The Stone Age.
Get wood. Break the bottom log of a tree and the whole tree falls, so stand clear. Make planks and a crafting table as usual.
Make a flint pickaxe, then stone tools at the crafting table.
Make a campfire from three sticks over three logs. It is placed unlit. Hold right-click on it with flint to light it.
Stay warm, cool and fed. Cold and heat can kill you, and animals fight back. See Survival.
Your First Fire
Right-click a lit campfire with an empty hand. You sit down by it, and three choices appear:
- Ask the Keeper. He appears across the fire and tells you about the Keep.
- Go to the Keep.
- Leave.
The Keep
The Keep is a house in the dream that every player on the server shares. Go there to:
- Raise your stats. Talk to the Keeper. Pick levels with the plus buttons, then press Confirm. Each level costs XP. See Stats.
- Train a role. Talk to a trainer. The first training is free. Choose your role with care: changing it later costs 2 gold, every talent and every stat level. See Roles.
- Buy and sell. Your trainer sells your role's weapons and armour. The Provisioner sells food and supplies, and buys ore, hides and other materials.
- Work on your gear. The Smith upgrades and repairs weapons and armour, and writes inscriptions onto them. The Scribe sells inscriptions. See The Smith and Inscriptions.
To go back, sit by the hearth and choose Wake at your fire. See The Keep.
Each stat level you raise gives a talent point. Points you earn before you have a role wait until you train.
Earning Coins
- Errands. A gold ! over a villager's head means they want something. Errands pay in coins, or in emeralds that the Provisioner buys.
- Selling. The Provisioner and most villagers buy goods.
- Chests. Chests in temples, mineshafts, strongholds and other structures hold coins.
See Coins and Shops.
Your First Gear
Weapons and armour can't be found or crafted. They are only bought.
Before you have a role you can use the flint sword, leather armour, fur armour and any tool, axes included. You can craft all of these. Once you train, your trainer sells your role's weapons and armour.
Better gear also needs higher stats. A diamond sword needs Strength 10, and the tooltip says so. See Stats.
There is no enchanting. Inscriptions take its place. Only the Smith repairs weapons and armour, so keep some coins for repairs.
The Road to the First Dungeon
Find a gate. It is a ruined arch of dark stone with its great door walled up. Gates stand in forests, swamps, taigas and windswept hills. A cartographer villager will give you a map to one.
Try the socket on the pedestal in front of the walled door. It refuses you.
Ask a cleric or a librarian about the door.
Kill a Warden, deep in an ancient city. This is one of the hardest fights in the game. Raise your stats, buy good gear and bring friends.
Open the door. Go back to a gate and use the socket. Up to five friends can follow you in.
See Dungeons for each step, and for what waits inside.
