Getting Started — Complete VvW Onboarding Pillar
Quick answer: New players should follow this 6-step path: (1) take the race quiz; (2) read the race-build guide for your faction; (3) level 1-15 on story content only; (4) join a clan at level 20; (5) reach level 50 in ~12 hours of focused play; (6) prestige once at 50 to unlock endgame. Everything below is the long-form version.
Step 1 — Pick a race
Vampire (sustain, methodical) or Werewolf (burst, aggressive). 30-second decision via the race quiz or read the comparison pillar. Race is permanent on a character; pick what you'll enjoy for 200+ hours.
Step 2 — Pick a starter build
After race choice, the game suggests a class. Stick with the suggestion for your first character; don't customize until you understand the systems. Detailed: Best Starter Build 2026.
Step 3 — Level 1-15 on story content only
Don't deviate. Story scales perfectly to your level, awards above-average XP, unlocks core systems. Common mistake: hopping into a dungeon at level 8. Stick to story until 15.
Step 4 — Reach level 20 and join a clan
Level 20 unlocks PvP and clan membership. Joining a clan is the single best decision for long-term enjoyment. Vetting questions: How to Join a Clan.
Step 5 — Power-level 20-50 in ~12 hours
Bracket-by-bracket plan: 20-30 dungeon spam, 30-45 daily quest stack, 45-50 party raids. Detailed: Leveling 1-50 Fast Track.
Step 6 — Prestige at 50, unlock endgame
Prestige resets you to Lv1 but grants permanent +2% stats and unlocks one signature skill. Required for Mythic+ keystones. See Prestige Wiki.
What to do at endgame
Weekly raid, mythic+ keystones, Eclipse War (quarterly), seasonal leaderboards. Build legendary sets over 8-12 weeks. Mentor new players to earn Honor + cosmetic title. Optional: roleplay your faction in Discord lore-channels.
Common new-player mistakes
(1) Hybrid building (dump one stat or you lose). (2) Skipping the race quiz (guessing badly). (3) Soloing levels 45+ (raids are gated). (4) Not joining a clan (60%+ enjoyment lift). (5) Spending gems on stat power before cosmetics (cosmetics cost more, stats are F2P-earnable).
Your literal first hour — the Awakening quest chain
Every new character starts on the same 10-step onboarding chain, "The Awakening," and it's worth walking through deliberately rather than rushing, because each step teaches a UI panel you'll use for hundreds of hours afterward. Step 1, "First Blood," has you win a tutorial battle against a Weakened Zombie for 50 gold, 20 XP, and a Rusty Sword — takes about a minute. Step 2 has you equip that sword from the Inventory panel. Step 3 sends you to the Map to discover your first hunting ground. Step 4, "Hunter's Debut," has you defeat 3 monsters for 75 gold and a Health Potion. Step 5 is your first stat allocation in the Character panel — this is the single most consequential five seconds of your first hour, since your starting stat spread shapes your early build (see "Pick a starter build" above; don't overthink it, follow the game's suggestion). Step 6 sends you to the Shop to buy your first armor. Step 7, "Boss Slayer," has you defeat a boss monster in a level-3+ area for 150 gold, a rare drop, and the "Boss Slayer" title. Step 8 has you complete your first Quest board quest. Step 9 has you use your first battle skill. Step 10 has you complete a daily check-in to start your login streak. Finishing all ten grants 500 gold, 10 gems, 250 XP, and the "Awakened Warrior" title — budget 15-20 minutes for the whole chain if you read every tooltip, or under 10 if you're moving fast.
Your first day — reaching level 15 on story content
After the Awakening chain, stay on story content exclusively through level 15, as Step 3 above already recommends. A concrete milestone to aim for: log in once for your daily login streak (day 1 is only 50 gold, but day 3 already adds 5 gems and a Health Potion, and day 7 adds 1,000 gold + 10 gems — worth protecting from day one, since missing a single day resets the whole streak back to day 1 with zero grace period). Spend your first-day gold on general-store potions rather than saving it; early gold has a short half-life since costs scale with level anyway. If a 7-day "Adventurer's Welcome Pack" offer appears (it's a one-time €1.99 bundle available only in your first week, containing 10 potions, 3 XP scrolls, a 48h XP boost, and a cosmetic frame), it's genuinely good value if you were going to spend anything at all — but skipping it costs you nothing competitively.
Your first week — level 20-30 and your first real choices
Level 20 is the week's biggest unlock: PvP access and clan eligibility both open here. Don't queue PvP immediately if you're nervous about it — Bronze-tier arena (ELO 0-1,199 on this site's own bracket naming) is genuinely low-pressure, since everyone in it is also new. Do join a clan the moment you can; the vetting checklist in How to Join a Clan covers what to ask before committing. By the end of week one you should also have visited your first dungeon — Crypt of Shadows is the game's lowest dungeon (levels 1-15, a five-room run ending in the Grave Keeper boss at level 15, 600 HP, dropping the "Bone Ring" and similar early rare items on Normal difficulty) and is deliberately tuned as a forgiving first-dungeon experience. Run it on Normal first; Hard difficulty multiplies enemy stats by 1.5× and roughly doubles loot and XP rates, worth returning to once you've cleared Normal comfortably.
Gold basics for your first 30 days
Four gold sources matter early: work (50-200 gold per 8-hour cooldown, scales with your intelligence-linked stat), monster kills (5-500 gold depending on monster level), quests (beginner quests pay 20-350 gold on a 24h cooldown; don't ignore these for grinding alone), and the daily login streak (day 30 alone pays 5,000 gold, 50 gems, and a random rare item — the single best return-on-time in the entire early economy). Avoid two early gold sinks that don't pay off yet: premium auction-house listings (10 gems for a "featured slot" you don't need when your gear turnover is this fast) and item upgrade past +1 or +2 (a +10 upgrade costs 5,000 gold, money better spent on your first armor set or clan dues). A realistic first-month target, per the game's own balance targets, is 300-400 gold per day from levels 1-20 — enough for "all basic items affordable," which is exactly the design intent for this bracket.
First PvP tips — don't panic in Bronze
Your first arena matches happen at the starting ELO of 1000 with a K-factor of 32, meaning early wins and losses swing your rating fast in both directions — don't read too much into your first 10-20 matches either way. The PvP economy caps you at 3 attacks per target per day and a global 1-hour cooldown, specifically so no one can be endlessly farmed while learning the ropes. Stick to whatever opener your starter build's tutorial suggested (most starter builds default to a simple damage-opener, sustain-middle, escape-late rotation) rather than improvising a new rotation mid-match. If you lose, that's expected — the PvP meta pillar's replay-discipline section (find the one decision that lost you the match) starts paying off from your very first ranked loss, not just at higher brackets.
Race and class picking, in more depth
The race quiz decides fast, but here's the reasoning behind its questions, if you'd rather choose deliberately. Vampire is the methodical, sustain-first race: you start with 90 HP (+8/level), lower raw STR than Werewolf, but a 5% life-steal passive active on every single hit from level 1, no gear needed. That passive compounds — a Vampire glass-cannon is still healing off its own damage even before any life-steal gear or runes are added, which is why Vampire subclasses (Blood Mage especially) reward playing aggressively rather than defensively. Werewolf is the burst, HP-stacking race: 110 HP (+10/level), flat +2 HP/turn regen with no threshold requirement, and a permanent +30% bonus to critical damage. Werewolf subclasses (Berserker especially) reward taking damage early in a fight to snowball Rage and ATK bonuses, which feels aggressive but is mechanically closer to "tanky glass cannon" than pure fragility.
Neither race is stronger — top-100 PvP ladder splits roughly 50/50 between them — so the real decision is playstyle: do you want a character that wins by outlasting (Vampire), or one that wins by hitting first and hardest while banking a resource meter (Werewolf)? If you genuinely can't decide, default to whichever race's Dark Hour or Blood Moon bonus window fits your real-world play schedule better — Vampire's +20% STR window is a fixed daily 22:00-02:00 UTC slot, while Werewolf's +15% all-stats Blood Moon is a recurring but less frequent world event. A player who mostly logs in during Vampire's Dark Hour gets a small but real edge from picking Vampire purely on schedule grounds.
More common mistakes worth naming specifically
Not reading your subclass passive before gearing. Every subclass modifies your base stats the moment you pick it at level 30 — Blood Mage is already at -15% DEF and -10% STR before you touch a single item. New players sometimes try to gear a Blood Mage as a tank, which means fighting your own subclass bonus instead of building with it.
Popping your resource finisher too early. Werewolf's big finishers need banked Rage (50 for Rage Burst, 80 for Berserk); Vampire's need banked Blood Charges. Opening a fight with your ultimate before you've generated the resource for it just wastes the turn — sequence your generator skills first.
Ignoring the free time-window bonuses. Both races get a scheduled stat window that costs nothing to use — Vampire's Dark Hour, Werewolf's Blood Moon. New players often don't even know these exist until dozens of hours in. Scheduling your first raid attempt or PvP push inside your race's window is a completely free advantage.
Buying gear upgrades past +1/+2 too early. Item upgrade cost scales steeply (+1 costs 50 gold, +10 costs 5,000), and at low level your gear turns over so fast that heavy investment in a single item is usually wasted before you outlevel it. Save serious upgrade spending for gear you expect to keep past level 30.
Treating the eight reputation factions as a checklist instead of a long game. Each faction (Silver Dawn, Shadow Covenant, Blood Wolves, Crimson Court, Iron Forge, Void Seekers, Frost Wardens, Merchant Alliance) needs 60,000 reputation points to reach Exalted — that's not a first-week task, and rushing it by grinding one faction's dailies obsessively while ignoring your actual level progression is a common early burnout pattern.
Frequently Asked Questions
Is VvW good for total MMO beginners?
Yes — race quiz + story-tutorial scaffold the first 15 levels. Most beginners reach Lv30 in 6-8 hours.
How long to reach 'endgame'?
12 hours focused, 25 hours casual. Endgame = Lv50 + first prestige + first raid clear.
Should I rush or enjoy the story?
Rush if endgame interests you. Stories are replayable on alts; raids are time-gated.
Do I need to spend money to be competitive?
No — F2P players reach top-100 ladder. Paying buys time, not stats.
What if I get stuck?
Use /faq.html for common questions, /contact.html for support, or your clan chat for live help.
How We Wrote This Guide
Methodology: This guide was produced by outlining the primary questions players search for, verifying every stat and mechanic against the current game build, and cross-checking numbers with our internal balance-patch notes.
Data sources: Google Search Console keyword & query data, in-game telemetry (class pick-rates, dungeon clear times, PvP win-rates), and manual testing on the live servers.
Reviewed by: Sera Ashclaw
Last reviewed: 2026-07-03