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Forum: VOW Newbies
Thread: WIKI based manual
Post by: yar(35506)
2007-07-22 15:45:45
The wiki based manual has been down alot so I decided to post it here as well.

The VOW Manual is the wiki resource for Virtual Online Wrestling (VOW). Here you can find useful information about one of the Internet's leading wrestling games.

VOW is a free text-based, open-ended, mass-multiplayer online game. Create and guide your wrestler up the ranks. Make a name for yourself by beating other wrestlers and joining tournaments. And if you're good (or just plain lucky), you may get a title shot or two and become a champion of VOW.

Please note that this is NOT A RULEBOOK FOR VOW, it is only a helping hand to those getting started on VOW. The data published here within this Wiki Guide is not endorsed by those at PLIT Games, they are thoughts and suggestions by the players of the game and Peter or any of the game developers have not had any input to this guide.

1 Game Interface
2 Getting Started
3 Move List
5 Rules of Conduct
6 Tag Teams
7 Tournaments
8 E-feds
9 Hints and Tips
10 Stables
11 Myths of VOW
12 Retirement
13 Donating

Game Interface
Learn how to navigate through VOW's command options.

Getting Started
So you wanna be a wrestler? Click here.

Move List
You live and die by the moves you can do in the ring.

How to customize your VOW profile.

Rules of Conduct
...or how not to get in hot water with management.

Tag Teams
Looking for a tag partner? Want to join a rumble? Find out how.

...or how to get all that Shiny Gold.

Roleplaying. Fantasy booking. Kayfabe. Click to find out more.

Hints and Tips
How to make it to retirement and beyond.

For those that like to get along.

Myths of VOW
Some commonly asked questions answered.

What to do when you have bought all the moves.

Get something extra out of VOW.

Creating a Wrestler
VOW is essentially player vs player: you create a wrestler to fight other wrestlers. You can choose from one of 5 wrestler types, each with his own specific advantages:

Basically, they leave their feet most of the time to perform their best offensive maneuvers. They use "high risk" moves to hurt their opponent or to get them on the mat. This style can be abusive to the performer's body because they are taking the impact of falling so often and there is the risk of not connecting with a move. They need to use this style because they are usually not big of stature and they need to use their quickness and light weight to their advantage. After a few years, the guy usually fade into a new style of wrestling because their quickness has eroded and their body has taken a beating over the years. Also, they leave their feet ofter to perform on the defensive to perform a reversal. Sometimes their matches look too choreographed because many opponents find it difficult to copy their style.

Style advantage: Increased chance to connect with a move

Power Grappler
Usually, they are the biggest guys who weigh over 250 Lbs. They use their brute strength and size to batter their opponents with "high-impact" moves. Their opponents are regularly on the mat after receiving one of these moves. Their slams and clotheslines are delivered with a devastating force that can turn the tide of the match around after just one blow. When they brawl, they use "clubbing" shots. They use their offense as a defense and only move when they power their opponent into the ropes. They like to use the middle of the ring more

Style advantage: Increased damage delivered when hitting a opponent

Stiff Neck
There are a few good brawlers. Their offense consists of punching, kicking, biting, scratching, or just about anything else when the referee pretends to try and stop them. They have no defense. They sacrifice their body as a weapon and to set up their brawling. Their best matches end quickly. They stay stationery except when stalking their opponents

Style advantage: Less damage received from being hit

Sometimes they are called "scientific" or "mat" wrestlers. There is no such thing as a "mat wrestler" because Greco-Roman and Free Style is not a predominant part of professional wrestling. There are some guys who can perform on the mat, but it is not a predominant style. Technicians employ many holds and crisply and quickly execute their moves. There are excellent on defense and use many reversals and counter moves to turn their situation into an offensive maneuver. Many of the fans fins the style boring because they don't appreciate their skills and they usually like something more "exciting" or power-oriented.

Style advantage: Increased counter chance

This is the most difficult style to explain. Some may say it employs the four other styles to make this style or the four styles delivered from this style. Usually, they match-up well with the other styles and present a good match because they can "carry" their opponent in a match. They use the entire ring and provide a lot of movement to keep the match interesting. This style requires good conditioning to present a good match. It looks more realistic because they don't wear themselves out brawling, or using power or aerial moves, which would be almost impossible to accomplish in an unchoreographed fight, or pressure point holds that can cause injury.

Style advantage: Increased pin chance

VOW wrestlers all have the following stats: Strength, Submission, Technique, Aerial, and Consciousness.

Strength, submission, technical and aerial are all offensive stats. Wrestling moves are classified under one of the these four stats. The 5 wrestling types have differing strong and weak stats, and different starting move lists.

Consciousness is the equivalent of hit points in a standard RPG. Wrestlers lose Con when they take damage, and are knocked out when their Con hits zero.

Using the table below you can get a feel for exactly how a new wrestler should start off. Consciousness should be the first stat you should raise, as this helps you last longer in fights. Your wrestler's strongest offensive stat should be the next stat to be raised. This will be explained in detail below.

Starting Moves

Turnbuckle Smash
Shoulder Tackle
Shoulder Thrust
Irish Whip Into Corner
Arm Drag Takedown
Elbow Drop
Drop Kick

Stats do not dictate how much damage you will inflict with each move. Rather, your stats affect two things:

Hit Probability
Each stat is equivalent to a percentage value. This percentage value is added to a move's inherent hit percentage value, and then is used to calculate your Total Hit Probability for a specific move.
Strength = 41
Big Boot (strength move) = X
41 + X = Total Hit Probability for Big Boot (%)
This means that even if your Strength stat is somehow depleted to 0, there is still a probability of X (%) that you will execute Big Boot in a match.
Counter Probability
The lower your Total Hit Probabililty is, the more likely you will be countered when attempting to do certain moves.
Be sure to check the Gym page every now and then. Your maximum stat values increase as you rise in experience.

Style-Specific Moves
Each wrestler starts with these moves as well as 3 moves specific to their style.


Flying Crossbody
Flying Clothesline
Top-Rope Splash
Power Grapple

Big Boot
Bear Hug
Stiff Neck

Pumphandle Slam
Toss Out of Ring

Full Nelson
Power Bomb

Small Package
Neck Snap
Note: The style-specific moves above are the best ones to use as a special move for your wrestler.

Training Your Wrestler
Click the Gym link on the left hand side of the page to begin raising your wrestler's stats. You can return to the Gym anytime to build your stats to their maximum level.

You will need AP and money to train your stats. Each new wrestler starts with 2500 AP and 500 money. Stats can be trained up to 75% of their maximum without using a trainer. At the start this is about a 6 or 7 point gain per stat. Once the stat is at 75% of its max, you will need to use a trainer. This costs $10 for every 1 AP you use.

Most styles have a primary offensive stat, depending on the wrestling style. For instance, aerialists have very high aerial. It is recommended to raise this primary stat before raising any secondary stats. Traditional wrestlers do not have a primary offensive stat.

Consciousness is the most important stat in the game, regardless of your chosen style. The higher your Con, the the longer you will be able to last in a match. Also, injuries occur when a large amount of a wrestler's Consciousness is lost in a match. It is therefore beneficial to raise this stat as much as possible to avoid any potential (and likely expensive) injuries.

Note: For all styles except Aerialist, it is advised to ignore training the Aerial stat, as none of the other styles even have Aerial moves at the start of the game. Non-Aerialists can afford not to maintain the Aerial stat until they begin purchasing Aerial moves.

There is also an element of chance involved in stat-building. Sometimes you would spend only 1 AP and $10 to raise a stat; other times the costs are more than all your prize money for the day.

Setting Staff
Click on the Staff link next.

There are three types of staff, each with three levels of effectiveness and cost.

Doctors - A doctor will reduce your injuries in matches.

Doctor level 0 means no doctor to help you recover injuries.
Doctor level 1 gives you an average doctor and costs you 15% of match earnings.
Doctor level 2 gives you a superb doctor and costs you 35% of match earnings.
Match Coach - A match coach will make you connect with more moves.

Match coach level 0 means no coaching advantages.
Match coach level 1 gives you an average advantage and costs you 15% of match earnings.
Match coach level 2 gives you a superb advantage and costs you 35% of match earnings.
Physical Trainer - A physical trainer will increase the damage you do in matches.

Physical trainer level 0 means no training advantages.
Physical trainer level 1 gives you an average advantage and costs you 15% of match earnings.
Physical trainer level 2 gives you a superb advantage and costs you 35% of match earnings.
These percentages are cumulative, so using Level 2 staff at 35% for each staff type will give you a total loss of 105%, leaving you without a paycheck at the end of the match.

Docs Only - The Unwritten Rule
In VOW, there is an unwritten rule that the only staff you should use are Doctors, Level 2 (a.k.a. docs only, docs). This will lower your risk of injuries and will give you more spending money after the match concludes, since you have fewer expenses. At the same time you will show respect to your opponent by decreasing the chance that he/she will be injured in the match.

You can, of course, choose to speculate on your matches and lower your Doctor staff level to 1 or even 0, if you are feeling supremely confident in your odds against certain challengers. Do so at your own risk.

Creating a Special Move
Click on the Locker Room link. Here you can purchase new moves and designate known moves as Specialized. Scroll down to the bottom of the screen to find the SPECIALIZE A KNOWN MOVE section.

The Move drop-down list provides a list of your known moves. Any of your known moves can be specialized. After selecting a move, type a name for the newly-specialized move in the Move Name box and then write a small description of the move in the Move Description box.

Your first special move is free, but each additional special move will become increasingly expensive. The cost of these special moves will drop slowly as your wrestler gains experience.

Before you start your first match, you should understand some very basic fundamentals of VOW.

VOW is money-driven. Money allows you to heal, raise your stats, and buy more moves. Using "full staff" regularly will leave you with injuries, depleted stats, no extra moves, and an empty bank account.
Your payout depends on three factors:
Obviously, you get more pay if you win than if you lose your match.
Both your own fame and your opponent's fame are used to calculate the total payout for the match. In all matches, your combined fame is directly proportional to the paycheck you receive at the end of the match. The higher the total fame, the more money you will get, win or lose. Also, the higher your opponent's fame, the more fame you will receive when you win.
Since using staff takes a percentage of your paycheck, it is wise to use as little staff as possible (usually at Doctors, Level 2) to maximize your total pay.
Move choice is everything. Your career's success will be wholly dependent on which moves you purchase at which times. Anyone can buy all the moves and retire given enough time, but not everyone can retire with a stellar record. See the Move List for more details.
If you die and need to or just plain want to start over with a new character, DO NOT CREATE A NEW ACCOUNT! PLIT rules dictate that owning multiple accounts is not allowed and any player(s) found with multiple accounts tied to their IP's will be suspended from the game. Instead, go to the Logout screen and hit the Detach/Delete button. You will not be able to choose the same character name, but you can nonetheless start fresh with a new character.

The First Match
It is now time to step into the ring. Click the Player List link. This page will give you a list of the currently active players on VOW.

Here you will see the following information:

Character (Player Stats Link)
Last Access
M (Private Message Link)
C (Challenge Link)
When choosing matches it is highly recommended that you choose opponents that are beatable. It is very risky to fight opponents that vastly outclass you, as your opponent's experience level influences your chances of victory. However, it is not always certain that a low-experienced player will lose to someone with much higher experience. Through careful analysis of each player's Character page, you can choose your battles wisely.

The more experience your opponent has, the more experience you will gain if you win, but the maximum experience you can gain from winning a match is 5. If you lose a match, you will receive 1 Fame and 1 Exp. regardless of your opponent's level.

R & R and Auto-Heal
After each match, Click the R & R link and rest at the hospital. Doing so will restore a bit of Consciousness and will more importantly bring your Vital Life back to maximum. Having a low Vital Life value will reduce your effectiveness in the ring.

After resting in the hospital, you may notice that your Con is still not completely restored. This is fine, since your Con will be automatically restored by the Auto-Heal function as soon as you start your next match. The Auto-Heal cost is 2 Con/1 AP.

For example, if you have 40 Con but have a 54 Con maximum, the Auto-Heal function will require 7 AP to restore your Con as your next match starts.

Knowledge of this Auto-Heal function is important, as it is unwise to step into the ring without having enough AP in reserve so that Auto-Heal can bring you back up to maximum Consciousness.

Move Choice
Once you start earning money from your matches, you will have the opportunity to buy moves for your wrestler. The moves are divided into four classes:

These four move classes directly correlate to each of your four combat stats: Aerial, Strength, Submission, & Technique. It therefore makes sense to choose moves that reflect your wrestler's stats.

Moves can be also be divided into four types, regardless of class:

Pin moves inflict minor to moderate damage, but provide you with a better chance to pin than a normal pin and can sometimes give you a win at the very beginning of a match. However, these moves become more effective toward the end of the match as your opponent's Consciousness drops.
Pin Moves by Class:
Aerial - Sunset Flip
Strength - Northern Lights Suplex/Pin
Technique - Back Slide, Compactor, Cradle Suplex, Flip-Over Cover, German Suplex, Rolling Germans, Small Package
Submission moves also inflict minor to moderate damage and can also end matches fairly quickly. Submissions' effectiveness remains constant throughout the match and are not affected by Consciousness whatsoever.
Aside from the moves within the list of Submission moves, there are two other moves that double as submissions: Bear Hug and Head Vice.
There is really only one move that fits into this category: Toss out of Ring. This move gives you a small chance of winning by KO.
Damage-based Moves
The vast majority of the available moves are damage-based moves. Their one and only purpose is to inflict as much pain as possible.
Move choice is everything. If you do a lot of singles matches, you would be well-served by adding a good mix of pins and submissions into your move arsenal. If you prefer non-singles matches, then damage-based moves are the way to go.

All moves are at highly inflated prices when you start the game. These prices go down with each experience point you earn from your matches, until they reach a minimum price. If you have not bought any moves by the time you reach 300 exp., your moves will have reached their minimum.

Buying a move raises the prices of the other moves. The prices always go back to their minimum every 50 exp. (e.g. 350, 400, 450 exp.), provided you hold off from additional purchases before then.

Moves will not become cheaper than their minimum price if you do not buy any moves after they have reached their minimum. Instead, the game starts crediting your exp. to future price cuts. For instance, if your move prices have reached their minimum and you choose to earn 100 more exp. instead of buying moves right away, the 100 exp. you have accrued will allow you to buy 2 moves (100/50 = 2) at their minimum price later on.

The Move List
Apart from the 13 moves that every wrestler starts off with, there are a total of 141 buyable moves in the game. Every wrestler, in addition to the starting 13 common moves, also starts with 3 style-specific moves. Hence, every wrestler has 138 (141 - 3 style-specific moves) moves listed in the Locker Room. In order to retire, the wrestler must buy all of the 138 remaining moves.

The total money needed to buy all 138 moves and retire, assuming all moves are purchased at minimum price and excluding the cost of your 3 style-specific moves you are given automatically during character creation, is $205934. If one buys moves at this rate (not recommended), one can expect to retire upon reaching 7150 experience points.

PLITMCode is a marque up language you can use to make your descriptions more interesting in the games.

PLITMCode can be used in the following areas of the game:

VOW Message body
VOW Special moves descriptions
VOW Stables description
VOW Send stable mail content
VOW Character Description
There is a 250 character limit in the Character Description.
Go to TinyURL.com to shorten long URLs and use your character limit more efficiently.
Go to TinyPic.com to both store pictures and share them using short URLs.

Rules of Conduct

The master account includes your login name and a password. You are currently allowed to play the following games with your one account: one gang in each GangWar game, one wrestler in VOW, one party in SfP (more for donating players), one empire in Space Conquest, and as many adventures as you feel like in Adventures Fame. The games offered and the limits placed on those games may be removed or changed at any time.

Any violations of the conduct rules should be reported privately to a moderator, as it is the quickest and most efficient way we will be able to take care of it.

Hunting for cheaters takes time away from game development, so it is generally bad for everyone. Engaging in any of the actions listed below may cause your account to be suspended or terminated. It is entirely up to Plit.Dk to decide if a rule has been broken:

Offensive behavior
Offensive account and game names
Having more than one master account
Abusing bugs or unintentional game features
Not reporting bugs
Giving your password to other players or letting other players play with your account
Not reporting that other players are breaking the rules
If you are playing with someone else on the same computer, you are not allowed to interact with them in the games to gain any unfair advantage. This includes, but is not limited to, being in the same alliance/federation, trading items and fighting. Special exceptions to this rule can be made by Plit.Dk.
Posting logos, trademarks or other copyrighted images without the express written consent of the owner.
Players may not do anything to intentionally further another player's position if it significantly weakens their own position.
Advertising other games or internet sites
Using software that automatically access or reloads the games.

The following policy covers all player input. This includes the PLIT forum, text chat, and character names. Problems that are recorded and sent to a moderator from other mediums, such as the IRC webchat or a private message also fall under these guidelines. In regards to obscenity masking (#$@#$!) if we can figure out what it is supposed to say, then it counts regardless.

Obscenity is defined by PLIT as behavior that is regarded as taboo in polite usage. If you would not say it to a group of strangers, do not say it here. In-character trash talk is encouraged (for example in the VOW forum) but there are lines. Keep the behavior and insults clean and fun, and make it obvious you are speaking in-character.

Players are expected to respect one another, behave in a polite manner and are expected to take responsibility on those occasions when "playing" gets out of hand.


If a moderator deems your behavior inappropriate, your account can be suspended without warning. It is the responsibility of suspended players to email the moderators so that the violation can be discussed. The length of the suspension -- up to and including a permanent ban -- will then be determined at the discression of the moderators.

Obscene Character Names:

Obscene character names will cause the owner's account to be suspended immediately.

If your account is suspended, you are not entitled to a refund of your donation.

Plit.Dk agrees not to give or sell any of your personal information, including your name and email address, to any external web sites or non-game personnel without your permission. However, Plit.Dk does not control the information that you provide to any external sites that link to Plit.Dk. Please see the terms and conditions on their respective web pages.

Plit.Dk uses cookies for game-session tracking only, and this information is used solely by Plit.Dk.

Any e-mails, files, or other documents sent to or received by Plit.Dk, and any Plit.Dk chat room and forum records, become the sole property of Plit.Dk. All donations and payments made to Plit.Dk are final and non-refundable.

Please be aware that players bear full and exclusive legal responsibility for any content they post on Plit.Dk web pages, chat rooms or forums.

Finally, while Plit.Dk hopes to make all our gaming experiences enjoyable, we are not liable for ANY direct or indirect harm that may occur as a result of our games.

PLIT Games has the right to change these rules at any time.

Enjoy the games


Tag Teams
From The VOW Manual
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VOW offers players the option to form teams and have tag matches. The interface also enables players to have multi-wrestler rumbles.

Note to all :- LAWS (League of Amatuer Wrestlers) can no longer create Single tag teams/Tag teams, therefore can no longer participate in Rumbles

The Tag Teams Page
The Tag Team page displays the following links:

Click here to view all teams.
Click here to create a new tag team challenge.
Click here to create a tag team.
Click here to view all team matches.
This is the page where tag challenges are accepted and declined. You will not be notified of any open challenges by red text, as is the case with normal matches. Check this page to accept or decline tag matches and rumbles.

This is also the page that displays a list of all of the teams of which you are a member. Here, you can both accept invitations to teams and leave existing teams.

View All Teams
This link allows you to browse through all the existing tag teams in VOW.

Create a New Tag Team Challenge
This link allows you to create tag challenges at the cost of 50 AP. The match will commence only after each participant has accepted the challenge.

Tag Team matches are calculated every 10 minutes, server time (e.g. 13:30, 13:40, 13:50, etc.).

Tag Team matches only follow the singles match ruleset, meaning that matches are decided by pinfall, submission, or knockout and that there are no Ladders, Tables, or Cages involved in the match.

Create a Tag Team
A Tag Team can have up to five members. This enables players to have large and epic tag matches and also allows players to create handicap matches, in which one team outnumbers the other.

To create a tag team, you only need to take note of your partners' wrestler IDs (e.g. FakeWrestler(123456)). Enter a team name, enter all of your partners' IDs (do not enter your own ID), and click the Create Team button.

Once all of your partners accept their respective team invitations, you and your teammates will be free to enter your team in tag matches.

View All Team Matches
This page functions as an archive of all pending and past team matches. Enter a Tag ID number in the filter at the bottom of the page to narrow your search down to a specific team.

Players also use the Tag Team interface to set up rumbles, which are free-for-all elimination matches with multiple wrestlers. Rumbles can be created with up to ten Tag IDs. Most spontaneous rumbles are created with the expectation that you will enter the competition by yourself. To do this, you will need a Singles Tag ID.

Go to the Create a Tag Team page, enter a name for your Singles Tag ID, leave all the other ID boxes empty, and click the Create Team button.

You are now ready to rumble.

Creating a Rumble
If you want to create your own rumble, simply announce your intent to do so in the chat room.

"Rumble! Post IDs!"

At this point, begin collecting the IDs that start appearing in the chat window. When you have enough IDs, go to the Create a Tag Team Challenge page and create the rumble.

Unfortunately, many rumbles fail due to the following reasons:

Some players might not accept the rumble.
Maybe these players got impatient while waiting for the rumble to be created and simply logged out of VOW.
Maybe these players simply forgot about the rumble.
Some players might not have enough AP.
Some players might have submitted a multiple-person Tag ID by mistake.
Creating rumbles can get annoying when attempt after attempt fails due to the reasons above. Be patient and try to create them quickly before people start to lose patience and leave.

Note to all :- LAWS (League of Amatuer Wrestlers) can no longer create Single tag teams/Tag teams, therefore can no longer participate in Rumbles

From The VOW Manual
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A major goal of any wrestler is to become a Champion. In VOW you do this by entering tournaments. All wrestlers with at least 50 Exp. can enter the tournaments, all you need is to pay the entry fee.

Each of the 5 VOW leagues has several tournaments. The docs only rule is often ignored when participating in tournaments, as the rewards for winning are 10 times your entry fee, depending on which league.

LAW: $50 entry fee, tournament winners receive $500 and 100 Fame

SPWA: $100 entry fee, tournament winners receive $1000 and 100 Fame

PWO: $200 entry fee, tournament winners receive $2000 and 100 Fame

SSWO: $500 entry fee, tournament winners receive $5000 and 100 Fame

VWO: $500 entry fee, tournament winners receive $5000 and 100 Fame

Each tournament requires 8 participants to start, and is in single-elimination format: you lose a match, you are automatically removed from the tournament. Tournament results are updated daily at 5:00 server time.

If you win a tournament in which there is no belt holder, you will receive that title by default. If there is a defending champion, a title match will take place the following day to decide the new champion. While your tournament performance can largely be influenced by your stats and your current move set, anything can happen in VOW; wrestlers regarded as the heavy favorites do not necessarily go all the way. By the same token, there have been wrestlers who have managed to win titles in the leagues above them.

The current title holder is not allowed to enter the tournament where he is the defending champion. If the belt holder is on the list of wrestlers participating at the beginning of his tournament, his name will automatically be removed.

Wrestlers can participate in higher-level tournaments (e.g., a LAW can enter an SSWO tournament, or an SPWA can enter a PWO tournament). If you are promoted while participating in one of your league tournaments, you will be automatically booted: a LAW advancing to SPWA will be removed from all the LAW tournaments he is in, for instance. However, if your wrestler is in a higher-level tournament when he gets promoted (e.g., a LAW fighting in an SPWA tournament by the time he is promoted from LAW), you will not be disqualified from that tournament.

For each day that you hold a title belt, you will gain $50 and 20 Fame.

VOW Tournament List

World LAW Championship
LAW Ladder Championship
LAW Rage in a Cage Championship

World SPWA Championship
SPWA Ladder Championship
SPWA Table Championship
SPWA Rage in a Cage Championship
SPWA LMS Championship
SPWA Aeralist Championship
SPWA Power Grappler Championship
SPWA Technical Championship
SPWA Traditional Championship
SPWA Stiff-Neck Championship

World PWO Championship
PWO Ladder Championship
PWO Table Championship
PWO Rage in a Cage Championship
PWO LMS Championship

World SSWO Championship
SSWO Ladder Championship
SSWO Table Championship
SSWO Rage in a Cage Championship
SSWO LMS Championship
SSWO Aeralist Championship
SSWO Power Grappler Championship
SSWO Technical Championship
SSWO Traditional Championship
SSWO Stiff-Neck Championship

World VWO Championship
VWO Ladder Championship
VWO Table Championship
VWO Rage in a Cage Championship
VWO LMS Championship

From The VOW Manual
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An e-fed (electronic federation) is basically fantasy wrestling roleplaying, using electronic tools such as e-mail, an online forum, message board or website. You create a wrestler, and enter that wrestler in feuds or storylines with other wrestlers in that e-fed.

All roleplay in e-feds is done through written responses players send to each other; this is your version of "cutting a promo." Depending on the e-fed you joined you may have access to other technologies that would allow you to create innovative roleplays, such as filming your own skit on YouTube or Google Video. Of course, then the whole world would learn of your dorkiness.

Matches in e-feds are decided in one of two ways: either a booker decides who wins the fights, or a simulator program is used to pick the winner. Virtual Online Wrestling requires that all e-feds being promoted on the site should be related to VOW, in that the e-fed's matches must be run in the VOW ring.

Other than match outcomes, what goes into an e-fed depends on the owner's preferences. This includes what championships the fed will have, who will be the fed's major stars, how many pay per views the fed will have, etc. A lot of feds award their championships to players they feel have done the best job in getting attention to themselves and whatever feud they're in. This is up to the player's imagination.

Many players set up new e-feds in VOW, but most die within a few weeks due to lack of interest, because the roster is too small, or because the fed owner does not know how to keep his roster happy. While players can opt to create their own e-fed any time they want, it is better that they first check the list of available e-feds in Legal eFeds forum thread. This list includes some of the longer running e-feds based on VOW.

Happy e-fedding!

Hints and Tips
From The VOW Manual
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Noob bashing
Fighting weaker people a few times within LAW is fine. However, don't make a habit of this! The moderators are on the lookout for those who abuse the rules of the game, and in terms of noob bashing, they fall into these rules:
Not reporting rule breakers. This is not about someone saying something slightly bad in the chat. It is about someone abusing the games, like multi players. If you see a multiplayer and don't tell the mods you will get a temporary or permanent suspension.
Fighting some LAW 3 or more times when the LAW have no chance at all. A low SPWA vs a LAW many times is not nessesarily bad, depends on stats. If it is a SPWA against a 0 exp LAW it is a suspendable offence.
Continuously fighting different LAWs 1 or more times who have no chance of winning at all. This is very subjective of course. But instead of killing these new players you should be helping them out.
Know Your Enemy
Avoid challenging wrestlers out of your league. It is best to compete with wrestlers that are within a safe margin of experience difference relative to your wrestler. Careful analysis of a potential opponent's win/loss record can give you a greater insight into his/her strength. Take note though that the more experience your wrestler earns, the more you are able to compete against opponents that are more than 1000 or even 2000 Exp. ahead of you. It is not uncommon for lower league wrestlers to pull out wins over people a league above them.
Minimum Price
Many wrestlers choose to start purchasing moves when they reach minimum price at 300 Exp. (provided you have not bought any moves before reaching this level), although buying moves before then can give you a bit of an advantage over your peers.
The closer you get to 300 Exp., the cheaper the moves will get. After purchasing a single move at minimum price, the prices will again increase. Minimum pricing will again be reached after gaining 50 more Exp.
You can choose to buy moves before they reach their minimum price, which can help your wrestler's chances in LAW, SPWA and PWO.
Tournaments and AP
Tournaments provide you with a good way to save AP, as they do not require you to spend any AP (aside from Auto-Heal) in tournament matches. If you feel that you are strong enough to win a match or two without using additional staff, then enter the tournaments to get some experience points. If you get lucky and advance, then you can play to win and use full staff.
Specials vs. Moves
Finishing moves can be highly damaging when they connect, but some may see them as overrated. Do you spend your money upgrading an existing move, or use it to buy new moves? It comes down to your priorities. Specializing a move makes it more damaging, but if countered you can receive up to half the special's damage. Buying more moves gives you more attack options, but an expanded moveset also lowers the frequency of specific moves coming up. If money is plentiful, then by all means buy a special move. Just be sure to buy a move here and there while you are saving up for that finisher.
This Guide is Not Foolproof
You can follow these tips as much as you want. Get some wins, maybe even a title or two. Guess what? This guide is not foolproof. Following the tips given in this resource will not make your wrestler invincible, nor does it give you the license to become cocky. Sometimes matches just will not go your way, as this match between a would-be bashee (Applebandit) defeating a would-be basher (Death Angel) shows. That's just the way VOW is.

As an added note, be aware that bashing on the same LAW for 3 or more matches will get your account suspended. This is known as the Noob bashing rule so please be careful what you do. If in doubt Peter has made a post in the forums regarding this. I do advise you to read this before continually accepting matches from those in a LOWER league than you.

From The VOW Manual
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Stables on VOW don't do much. They don't earn you any exp or money, they don't contribute to your fame or money you earn. What they are there for is for like-minded wrestlers who would like to get together.

Anyone over 50 exp can make a stable. Getting people to join it is another matter.

Myths of VOW
From The VOW Manual
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Does specializing a move make it appear less?
One of the most common myths within VOW is that specialized moves appear less than non-specialized moves. The reason your specials appear to decrease in frequency later in your career is because your move list is increasing, and as a result the system has more moves to chose from. For example, if you have a total of 40 moves the chance of executing a specific move (ignoring the move's hit chance and relevant stat) is 1/40. After buying 5 more moves, your chance at executing the same move is now 1/45. If anything, your specials have a greater chance of appearing later on, because your stats are higher and you consequently have a better hit chance.
Does specializing a submission move increase or decrease its effectiveness?
Simple answer - no. All sub moves have a predetermined submission chance, regardless of the damage taken in the match.
Does specializing a pin move increase or decrease its effectiveness?
Yes, the pin chance is ALWAYS determined by the damage taken in a match as well as the damage dealt by the pin move. Generally, the more damage you have taken, the more likely you are to get pinned.
What is the best special for _____ wrestlers?
Each move in VOW has advantages and disadvantages. There is no "best" special for any style. Be original with specials - if you want to specialize all low damage/high frequency moves, then do so. A lot of players get annoyed with people who choose the "ideal" specials, which were given by PLIT staff as spoilers on an earlier forum. This led to a lot of players specializing the same moves, thinking it would give them the best chance of winning a match. Just go with what you think are good moves, because none of them are inherently bad or included in the list to trip you up. Every move on the list has given someone a victory in VOW.

From The VOW Manual
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After you purchase all the available moves in the Locker Room, you are given the option of retirement. If you wish to retire your wrestler and start the game over, click on the Legends of VOW link and apply for legend status at the bottom of the page.

Before retiring, be sure to craft your Player Description to your liking, as that description will be forever preserved in your profile on the Legends of VOW list and cannot be edited.

Your wrestler will be affected by retirement as follows:

You cannot rename your wrestler.
Your money will be lost. If you are part of a stable, you can give your cash to your stable before you retire, so your stable can buy an additional roster spot.
Your surplus AP will be carried over to your reborn wrestler.
10% of your Fame will be carried over to your reborn wrestler.
You will be given the option of choosing a new wrestling style for your wrestler.
If you choose a new style, you will receive a 1 damage bonus that will be applied to your moves randomly.
If you choose to return with the same style, your damage bonus will be reduced to 0.5.
Your damage bonus is cumulative with each subsequent retirement.

From The VOW Manual
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So you have been playing VOW (or any of the other games on the PLIT Games site) for a while now and you want to get a little something extra, then for just a small payment, you gain the following advantages:

Have up to three wrestlers instead of just one.
Double the AP rate (you now get 2 AP every 10 minutes on all of your wrestlers - so potentially 6 AP every 10 minutes).
No AP Cap meaning you can store more than 500 AP - great for if you go on holiday.
Ability to buy more AP to give your wrestler more matches.
Prevents your account from being deleted due to inactivity.

However, this payment doesn't just cover VOW, it gives you the donation advantages for all five games. So your donation is for five games rather than just one!

How does the system work?
Ideally, you will need a PayPal account to donate to VOW, plus a credit or debit card. Once you have got those two, then go to the Donations page and click on the "Make a Donation" button near the bottom of the page. This will take you to a pre-organised PayPal form, where all you need to do is simply add the amount of money you wish to donate (in US $) and the Account you are donating for (this information is found on your login page).

Recently, PLIT Games changed the way which donations are processed. Now, each dollar you donate is worth 1 GC. These GC can then be spent in whatever way you want - whether it be Donation Time or AP for your VOW character or SfP Party.

Below are the rates for donation times:

Period GC Cost Cost per month
3 months 21 GC 7 GC
6 months 36 GC 6 GC
1 year 60 GC 5 GC

AP purchases start at 2,000 AP for 30 GC. If you want to buy more AP in a single payment, the price will increase by 20 GC per 2,000 AP. Thus, 4,000 AP costs 50 GC, 6,000 AP costs 70 GC, and so forth. 10,000 AP costs 100 GC and 40,000 AP costs 250 GC. If you have more than one wrestler you can split the AP between the wrestlers any way you like.

Post by: Syrjis(80123)
2007-07-22 15:49:58
Ray, ever heard of things like bolding the subject and such? -.-

Easier to read that way.
Post by: tay ncfc(183846)
2007-07-22 15:53:21
Ray i dare you, to send same post, but with no Paragraphing :P
Post by: yar(35506)
2007-07-22 17:35:34
lol it took to long to do it this way lol someone else can bold it if they want lol
Ya i should have taken out the paragraphs lol
Post by: tay ncfc(183846)
2007-07-23 10:20:01
and no full stops wow
Post by: The Legend Killer(21778)
2007-07-24 09:41:54
And the spaces :D
Post by: yar(35506)
2007-07-24 15:48:37
lol true I should have written in all caps too.
Post by: legendary wolf(38655)
2007-07-24 16:58:27
Antti, James, Ben... utterly Tactless all of you :P

Thankyou Ray and well done. If you need a host for the original i can sort something out.
Post by: Shoottothrill86(176802)
2007-08-06 14:41:34
Post by: plitdeveloper(267778)
2007-08-11 22:36:16
hey guys,

The wiki Link is still down, so I've just made a quick "temp wiki" based on the info from the start of the thread. I've left the live link there so whoever is working on it can still test it.

Let me know when its working, or if you want something changed. I might make it a bit more prettier if I have time.

Post by: yar(35506)
2007-08-13 19:00:09
Thank you
Post by: Nacho Man(328076)
2007-11-24 18:25:44
What is wrong with the Wiki?
Post by: plitmod1(261910)
2008-01-30 02:21:48
The Wiki is back, albeit unofficially. I will post the site of the new Wiki manual here until Peter officially makes the replacement of the old link. That old Wiki hosting site was absolutely horrible.

NEW VOW Wiki Manual
Post by: suepahfly(59692)
2008-01-30 16:01:16
shall i send my SfP-manual too?
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