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 ======Crossfire Handbook - Character Creation====== ======Crossfire Handbook - Character Creation======
-This handbook outlines useful information (and some spoilers) for beginning players on creating new characters. If you are interested purely in the mechanics of crossfire ​please visit the //​[[:​mechanics|sworn book of scorn]]// instead.+This handbook outlines useful information (and some spoilers) for beginning players on creating new characters. If you are interested purely in the mechanics of Crossfire ​please visit the //​[[:​mechanics|Sworn Book of Scorn]]// instead.
  
  
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     - [[Beginners Atlas]] - A [uncompleted] guide to the default mapset.     - [[Beginners Atlas]] - A [uncompleted] guide to the default mapset.
  
-=====Creating a character=====+======Creating a character======
 Once you connect to a server, you will be asked for a character name followed by a password. If you are playing for the first time, type any name you like; this will be your character name for the rest of the life of that character. Next, type in any password. Remember!: you will need to type the same password again to play that character again! One more note: its not a good idea to use "​real"​ passwords to your computer accounts! Doing so may make your system vulnerable to unscrupulous Crossfire server administrators. Once you connect to a server, you will be asked for a character name followed by a password. If you are playing for the first time, type any name you like; this will be your character name for the rest of the life of that character. Next, type in any password. Remember!: you will need to type the same password again to play that character again! One more note: its not a good idea to use "​real"​ passwords to your computer accounts! Doing so may make your system vulnerable to unscrupulous Crossfire server administrators.
  
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 NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success.
  
-===Warriors===+====Warriors====
 In general most players find the warrior classes the easiest to learn from due to their high durability and ability to fight their way out of dangerous situations and should therefore select a "​safe"​ race to start out with and learn how to play. Some of the most straightforward combinations are: In general most players find the warrior classes the easiest to learn from due to their high durability and ability to fight their way out of dangerous situations and should therefore select a "​safe"​ race to start out with and learn how to play. Some of the most straightforward combinations are:
 ^ Race ^ Class ^ Strength ^ Weakness ^ ^ Race ^ Class ^ Strength ^ Weakness ^
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   * Also, when starting out, it's easiest to learn how to play Crossfire as one of the warrior/​fighter classes. The core skills (movement coordination,​ attack strategies, map & level progression) apply to all classes, but have a shorter learning curve with the "​melee"​ classes. Learning and using spells (especially offensive spells) is a step up from these core skills. After all, once the spell caster runs out of grace or mana - they are going to have to fight their way out to safety. Having said that, these combinations do not have restrictions on spell access *until* your character selects a god/cult to follow or worship.   * Also, when starting out, it's easiest to learn how to play Crossfire as one of the warrior/​fighter classes. The core skills (movement coordination,​ attack strategies, map & level progression) apply to all classes, but have a shorter learning curve with the "​melee"​ classes. Learning and using spells (especially offensive spells) is a step up from these core skills. After all, once the spell caster runs out of grace or mana - they are going to have to fight their way out to safety. Having said that, these combinations do not have restrictions on spell access *until* your character selects a god/cult to follow or worship.
  
-==On Warriors==+===On Warriors===
 To become a mighty warrior, you need basically three things: A good weapon, good armour and physical toughness. Then you can kill your foes simply by "​running into them". To become a mighty warrior, you need basically three things: A good weapon, good armour and physical toughness. Then you can kill your foes simply by "​running into them".
 Physical toughness means you will need high Str (for good attacking power) and Con (for many hit points) -stats. Look for "​potions of Strength/​Constitution"​. Try to get items that speed up your health-regeneration too. Physical toughness means you will need high Str (for good attacking power) and Con (for many hit points) -stats. Look for "​potions of Strength/​Constitution"​. Try to get items that speed up your health-regeneration too.
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 Feeling strong already? Hah - You're a greenhorn unless you can at least kill a titan with one hit! Feeling strong already? Hah - You're a greenhorn unless you can at least kill a titan with one hit!
  
-===Clergy===+====Clergy====
 For players looking to try out a pious route some safer options are: For players looking to try out a pious route some safer options are:
 ^ Race ^ Class ^ Strength ^ Weakness ^ ^ Race ^ Class ^ Strength ^ Weakness ^
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   * Worship mostrai and find orcs and giants to use holyword on or Worship Gorokh and go to the top of the valriel church to hunt angels.   * Worship mostrai and find orcs and giants to use holyword on or Worship Gorokh and go to the top of the valriel church to hunt angels.
  
-==On Prayer==+===On Prayer===
 If you plan to utilize divine powers you must first choose a cult. Enter a temple of the cult you want to join. Step onto the altar and pray (type "​use_skill praying"​). The divine spirit will touch your soul, attuning your mortal being to your god. If you plan to utilize divine powers you must first choose a cult. Enter a temple of the cult you want to join. Step onto the altar and pray (type "​use_skill praying"​). The divine spirit will touch your soul, attuning your mortal being to your god.
 Next you must learn prayers. Prayer books can be bought in magic shops. Some prayers will have different effects for every cult. Try to find "holy word" and "​bless"​. Next you must learn prayers. Prayer books can be bought in magic shops. Some prayers will have different effects for every cult. Try to find "holy word" and "​bless"​.
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 Never lose your faith! Rumors tell about divine spells of incredible power, and of old, wise priests that have almost reached immortality.. Never lose your faith! Rumors tell about divine spells of incredible power, and of old, wise priests that have almost reached immortality..
  
-===Wizardry===+====Wizardry====
 Or for players who still want to give the other spellcasting skills a try first: Or for players who still want to give the other spellcasting skills a try first:
 ^ Race ^ Class ^ Strength ^ Weakness ^ ^ Race ^ Class ^ Strength ^ Weakness ^
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   * avoid wearing too much heavy equipment as this will cause your spell casting to fail   * avoid wearing too much heavy equipment as this will cause your spell casting to fail
  
-==On Alchemy==+===On Alchemy===
 To practice the art of alchemy, you will first need to learn some recipes. These can be found in some of the old books that are sold in magic shops. To practice the art of alchemy, you will first need to learn some recipes. These can be found in some of the old books that are sold in magic shops.
 To earn your a little money, you should kill some orcs/​goblins and cast the spell "​alchemy"​ over the loot, turning it into small gold nuggets. To earn your a little money, you should kill some orcs/​goblins and cast the spell "​alchemy"​ over the loot, turning it into small gold nuggets.
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 You open the guide to the Art of Summoning and start reading. You open the guide to the Art of Summoning and start reading.
  
-==On Summoning==+===On Summoning===
 Basically there are two classes of summoning spells: 1. The golem-like spells summon a creature that will move straight forward attempting to kill any monster blocking the way. 2. The petmonster-like spells are capable of summoning masses of little helpers, fighting for your cause. Basically there are two classes of summoning spells: 1. The golem-like spells summon a creature that will move straight forward attempting to kill any monster blocking the way. 2. The petmonster-like spells are capable of summoning masses of little helpers, fighting for your cause.
 Use golem-like spells to take down strong enemies. For example: "​summon golem",​ "​summon xxx elemental",​ "staff to snake",​ "​summon avatar"​. Use golem-like spells to take down strong enemies. For example: "​summon golem",​ "​summon xxx elemental",​ "staff to snake",​ "​summon avatar"​.
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 It is probably stupid to use *nothing* except summoning spells. But there are situations where a summoner survives while another wizard would have died. And once you have seen the first Balrog fall to your avatar, there will be no doubt about your power. It is probably stupid to use *nothing* except summoning spells. But there are situations where a summoner survives while another wizard would have died. And once you have seen the first Balrog fall to your avatar, there will be no doubt about your power.
  
-====Races====+=====Races=====
 A complete list of race traits is available [[:​races|here]] A complete list of race traits is available [[:​races|here]]
  
-==Dragon/​fire hatchling:​==+====Dragon/​fire hatchling:====
 [[:​races:​Dragons]] must plan to manage their elemental focus which may take some practice to get used to. The armor restrictions (can't wear any) and weapon restrictions (can't wield any) can make some of the early levels tough - unless you have a stockpile or access to some magical stuff (other character, guild, friends, etc.) Dragon characters are also vulnerable to weapons that are slay_dragon. Visit the [[:​races:​Dragons]] page for more information. [[:​races:​Dragons]] must plan to manage their elemental focus which may take some practice to get used to. The armor restrictions (can't wear any) and weapon restrictions (can't wield any) can make some of the early levels tough - unless you have a stockpile or access to some magical stuff (other character, guild, friends, etc.) Dragon characters are also vulnerable to weapons that are slay_dragon. Visit the [[:​races:​Dragons]] page for more information.
  
-==Dwarf:==+====Dwarf:====
 [[:​races:​Dwarves]] would be a recommended starting race, except for one problem: they are vulnerable to the holy word of Gnarg (slay_dwarf) Otherwise they make excellent warriors. [[:​races:​Dwarves]] would be a recommended starting race, except for one problem: they are vulnerable to the holy word of Gnarg (slay_dwarf) Otherwise they make excellent warriors.
  
-==Elf:==+====Elf:====
 [[:​races:​Elves]] have a penalty to their starting Str and Con stats, which are very important for the fighter classes. Plus they are vulnerable to Gnarg'​s holy word. They are also vulnerable to weapons that are slay_faerie. [[:​races:​Elves]] have a penalty to their starting Str and Con stats, which are very important for the fighter classes. Plus they are vulnerable to Gnarg'​s holy word. They are also vulnerable to weapons that are slay_faerie.
  
-==Fireborn:​==+====Fireborn:====
 A [[:​races:​fireborns|fireborn]] has strict armour and other gear restrictions (no weapons). They are also vulnerable to cold and other attack types such as drain and ghost hit which makes up for their protection from fire and poison. The stat penalties for a fireborn also makes them weak fighters, but very strong spell casters. A [[:​races:​fireborns|fireborn]] has strict armour and other gear restrictions (no weapons). They are also vulnerable to cold and other attack types such as drain and ghost hit which makes up for their protection from fire and poison. The stat penalties for a fireborn also makes them weak fighters, but very strong spell casters.
  
-==Gnome:==+====Gnome:====
 [[:​races:​Gnomes]] have a penalty to their starting Str, Dex and Con stats which are critical for the fighter classes. [[:​races:​Gnomes]] have a penalty to their starting Str, Dex and Con stats which are critical for the fighter classes.
  
-==Halfling:​==+====Halfling:====
 [[:​races:​Halfling]] start out with a substantial penalty to their Str score, but do receive a bonus to their Dex and Con scores. They have no weapon restrictions;​ are not vulnerable to any particular spell or attack type. Halflings would probably fall under the category of "​recommended"​ vs "​highly recommended."​ [[:​races:​Halfling]] start out with a substantial penalty to their Str score, but do receive a bonus to their Dex and Con scores. They have no weapon restrictions;​ are not vulnerable to any particular spell or attack type. Halflings would probably fall under the category of "​recommended"​ vs "​highly recommended."​
  
-==Quetzalcoatl:​==+====Quetzalcoatl:​====
 At a quick glance, [[:​races:​Quetzalcoatls]] have the appearance of being potent fighters in Crossfire. However, they can't wear or use any armour. They can wield weapons though. The stat penalties they take on the "spell casting"​ stats is very substantial though. Their vulnerabilities to paralyze and cold assures a near immediate death (several equipment options are available to reduce this chance) because of the frequency that these attack types show up in the game (probably second to fire.) At a quick glance, [[:​races:​Quetzalcoatls]] have the appearance of being potent fighters in Crossfire. However, they can't wear or use any armour. They can wield weapons though. The stat penalties they take on the "spell casting"​ stats is very substantial though. Their vulnerabilities to paralyze and cold assures a near immediate death (several equipment options are available to reduce this chance) because of the frequency that these attack types show up in the game (probably second to fire.)
  
-==Serpentman:​==+====Serpentman:​====
 [[:​races:​serpent_men|Serpent men]] are another race that has great potential as a second character. Stat bonuses are decent for the melee skills; stat penalties for the spell casting skills are noticeable but nothing that substantial. However, a serpentman has restrictions on what armour they can use which can be compensated for with no restrictions on weapons. They are vulnerable to cold though, which is a very common spell effect or attack type within the game. [[:​races:​serpent_men|Serpent men]] are another race that has great potential as a second character. Stat bonuses are decent for the melee skills; stat penalties for the spell casting skills are noticeable but nothing that substantial. However, a serpentman has restrictions on what armour they can use which can be compensated for with no restrictions on weapons. They are vulnerable to cold though, which is a very common spell effect or attack type within the game.
  
-==Trolls:==+====Trolls:====
 [[:​races:​Trolls]] have a high digestion rate - they eat a lot of food. Unless you know of what maps to visit for a good supply of food and which ones to avoid due to their weakness to fire - expect many deaths as a result. Trolls are also vulnerable to Lythander'​s holy word. They are also vulnerable to weapons that are slay_troll. [[:​races:​Trolls]] have a high digestion rate - they eat a lot of food. Unless you know of what maps to visit for a good supply of food and which ones to avoid due to their weakness to fire - expect many deaths as a result. Trolls are also vulnerable to Lythander'​s holy word. They are also vulnerable to weapons that are slay_troll.
  
-==Wraiths:​==+====Wraiths:====
 [[:​races:​Wraiths]] are vulnerable to fire and all holy word based spells (plus the spell turn undead) which is very dangerous because of the area of effect of these spells. Also, a Wraith character casting holy word based prayers could accidentally kill themselves. They are also vulnerable to weapons that are slay_undead. [[:​races:​Wraiths]] are vulnerable to fire and all holy word based spells (plus the spell turn undead) which is very dangerous because of the area of effect of these spells. Also, a Wraith character casting holy word based prayers could accidentally kill themselves. They are also vulnerable to weapons that are slay_undead.
  
-====Classes====+=====Classes=====
 A complete list of classes is available [[:​classes|here]]. A complete list of classes is available [[:​classes|here]].
  
-==Alchemist:​==+====Alchemist:​====
 [[:​classes:​Alchemists]] ​ start out with a minimum of combat and spell casting skills. However, their access to the alchemy skill can allow them to build up a considerable fortune, which then allows them to buy necessary items, skill scrolls, etc. to become a potent character later on. [[:​classes:​Alchemists]] ​ start out with a minimum of combat and spell casting skills. However, their access to the alchemy skill can allow them to build up a considerable fortune, which then allows them to buy necessary items, skill scrolls, etc. to become a potent character later on.
  
-==Barbarian:​==+====Barbarian:​====
 [[:​classes:​Barbarians]] are a pure combat class in the early game. Their stat penalties can make diversifying your character extra challenging because learning new skills requires the literacy skill (which they do not start out with) and a high Intelligence (which they start out with a -6 modifier). [[:​classes:​Barbarians]] are a pure combat class in the early game. Their stat penalties can make diversifying your character extra challenging because learning new skills requires the literacy skill (which they do not start out with) and a high Intelligence (which they start out with a -6 modifier).
  
-==Devotee, Sorcerer, Summoner, Warlock, Wizard:==+====Devotee, Sorcerer, Summoner, Warlock, Wizard:====
 [[:​classes:​Devotees]],​ [[:​classes:​Sorcerers]],​ [[:​classes:​Summoners]],​ [[:​classes:​Warlocks]],​ [[:​classes:​Wizards]],​ are the "​mage"​ type of classes, the arcane spell casters. These are especially challenging to start out the game with. [[:​classes:​Devotees]],​ [[:​classes:​Sorcerers]],​ [[:​classes:​Summoners]],​ [[:​classes:​Warlocks]],​ [[:​classes:​Wizards]],​ are the "​mage"​ type of classes, the arcane spell casters. These are especially challenging to start out the game with.
  
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 Learning the timing and coordination necessary for effective spell casting has a learning curve. Vanquishing as many monsters as you can with a single spell will help you level up faster, but understanding when to use a ball, cone, or bolt based spell takes some practice and learning. This of course assumes your character starts out with one of these spells. Spells can be found for "​free"​ as random treasure, but often times you'll need to purchase new spells from shops or other players. Having a stockpile of money helps with this - which is easier to acquire with one of the melee classes. Learning the timing and coordination necessary for effective spell casting has a learning curve. Vanquishing as many monsters as you can with a single spell will help you level up faster, but understanding when to use a ball, cone, or bolt based spell takes some practice and learning. This of course assumes your character starts out with one of these spells. Spells can be found for "​free"​ as random treasure, but often times you'll need to purchase new spells from shops or other players. Having a stockpile of money helps with this - which is easier to acquire with one of the melee classes.
  
-==Monk:==+====Monk:====
 [[:​classes:​Monks]] are unable to wield any weapons or wear any armour (other then normal clothing). They are the only class that has access to the meditate skill (allows for fast healing and spell point regeneration) to make up for this. Monks also have a minimum of stat penalties when starting out which gives them the potential to be a decent mix of melee skills and spell casting. But, it's the early game where defense (in the form of armour) and hit points (to withstand damage that the armour can't prevent) are so critical - that leaves the monk "​recommended"​ as a second character that you may want to create. [[:​classes:​Monks]] are unable to wield any weapons or wear any armour (other then normal clothing). They are the only class that has access to the meditate skill (allows for fast healing and spell point regeneration) to make up for this. Monks also have a minimum of stat penalties when starting out which gives them the potential to be a decent mix of melee skills and spell casting. But, it's the early game where defense (in the form of armour) and hit points (to withstand damage that the armour can't prevent) are so critical - that leaves the monk "​recommended"​ as a second character that you may want to create.
  
-==Ninja:==+====Ninja:====
 [[:​classes:​Ninjas]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Wis, Pow.) They do not have any weapon or armour restrictions. Overall, this makes the ninja class rather favourable. Ninjas would probably fall under the category of "​recommended"​ vs "​highly recommended. [[:​classes:​Ninjas]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Wis, Pow.) They do not have any weapon or armour restrictions. Overall, this makes the ninja class rather favourable. Ninjas would probably fall under the category of "​recommended"​ vs "​highly recommended.
  
-==Priest:==+====Priest:====
 [[:​classes:​Priests]] are very similar to the "​mage"​ classes (Devotee, Sorcerer, Summoner, Warlock and Wizard) with the key difference being the priest uses prayers and grace instead of arcane spells and spell points. The next major difference is that the priest'​s spell casting is not hindered by armour and that grace can be restored by using the praying skill. What makes a priest a challenge to play is their strengths are in their spells - both offensive & defensive and healing. A player has to purchase and successfully learn all these spells and use them effectively. This is expensive and an even bigger learning curve. The stat bonuses and penalties for the priest reflect this - they start out with penalties to the core melee stats (Str, Dex, and Con) and positive modifiers to their spell casting stats (Int, Wis, Pow.) [[:​classes:​Priests]] are very similar to the "​mage"​ classes (Devotee, Sorcerer, Summoner, Warlock and Wizard) with the key difference being the priest uses prayers and grace instead of arcane spells and spell points. The next major difference is that the priest'​s spell casting is not hindered by armour and that grace can be restored by using the praying skill. What makes a priest a challenge to play is their strengths are in their spells - both offensive & defensive and healing. A player has to purchase and successfully learn all these spells and use them effectively. This is expensive and an even bigger learning curve. The stat bonuses and penalties for the priest reflect this - they start out with penalties to the core melee stats (Str, Dex, and Con) and positive modifiers to their spell casting stats (Int, Wis, Pow.)
  
-==Swashbuckler:​==+====Swashbuckler:​====
 [[:​classes:​Swashbucklers]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Int, Wis, Pow.) They do not have any weapon or armour restrictions. They receive a bonus to their Charisma score which can be helpful in the buying and purchasing items from shops. Overall, this makes the swashbuckler class rather favourable. Swashbucklers would probably fall under the category of "​recommended"​ vs "​highly recommended."​ [[:​classes:​Swashbucklers]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Int, Wis, Pow.) They do not have any weapon or armour restrictions. They receive a bonus to their Charisma score which can be helpful in the buying and purchasing items from shops. Overall, this makes the swashbuckler class rather favourable. Swashbucklers would probably fall under the category of "​recommended"​ vs "​highly recommended."​
  
-==Thief:==+====Thief:====
 [[:​classes:​Thieves]] start off with a penalty to their Constitution score which is critical for hit points. They also receive a considerable bonus to their Dexterity scores too. This helps with their quickness and AC. However, the early game relies so much on hit points because AC will not protect you from many magical attacks, traps, etc. The penalty they receive on their Charisma score will make selling to shops a little less profitable, and buying from shops more expensive. [[:​classes:​Thieves]] start off with a penalty to their Constitution score which is critical for hit points. They also receive a considerable bonus to their Dexterity scores too. This helps with their quickness and AC. However, the early game relies so much on hit points because AC will not protect you from many magical attacks, traps, etc. The penalty they receive on their Charisma score will make selling to shops a little less profitable, and buying from shops more expensive.
  
-====Gods==== +======Gods====== 
-===Recommendations on Religion===+====Recommendations on Religion====
 Selecting a cult or religion can seem like a daunting task - no one wants to pick a cult , only discover later on that some key or highly desirable spell, weapon, armour or skill is now denied to them. Or, that gaining prayer experience for leveling has long past it's peak can be very discouraging. And lets not forget the experience (level) loss that is the trade-off for switching to a different cult. This guide is to help you pick a cult with a summary as to why. Or for those seeking a challenge - a combination that may prove enjoyable in a different way. Selecting a cult or religion can seem like a daunting task - no one wants to pick a cult , only discover later on that some key or highly desirable spell, weapon, armour or skill is now denied to them. Or, that gaining prayer experience for leveling has long past it's peak can be very discouraging. And lets not forget the experience (level) loss that is the trade-off for switching to a different cult. This guide is to help you pick a cult with a summary as to why. Or for those seeking a challenge - a combination that may prove enjoyable in a different way.
  
 NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. Also keep in mind that a weapon blessing will *not* work if the weapon already has a slay property or has been blessed by another god/cult. NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. Also keep in mind that a weapon blessing will *not* work if the weapon already has a slay property or has been blessed by another god/cult.
  
-==Early Game==+===Early Game===
 General summary of what a cult member can expect while gaining the first 10 or 15 levels in praying. General summary of what a cult member can expect while gaining the first 10 or 15 levels in praying.
-==Mid Game==+===Mid Game===
 General summary of what a cult member can expect while gaining levels 16 to 40 in praying. General summary of what a cult member can expect while gaining levels 16 to 40 in praying.
-==Late Game==+===Late Game===
 General summary of what a cult member can expect at level 50+ in praying. General summary of what a cult member can expect at level 50+ in praying.
 ==Perks & Drawbacks== ==Perks & Drawbacks==
 Understanding what the trade-offs are for those special abilities Understanding what the trade-offs are for those special abilities
  
-===Table of Contents:​===+=====Table of Contents:=====
   * [[#​Devourers]] - Not Recommended   * [[#​Devourers]] - Not Recommended
   * [[#Gaea]] - Not recommended   * [[#Gaea]] - Not recommended
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-===Mostrai===+====Mostrai====
 Summary: Highly Recommended;​ Mostrai followers have the easiest drawbacks to work around, and very positive perks. They are able to compete well in all stages of the game. Summary: Highly Recommended;​ Mostrai followers have the easiest drawbacks to work around, and very positive perks. They are able to compete well in all stages of the game.
  
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-===Lythander===+====Lythander====
 Summary: Recommended;​ Lythander followers have easy drawback to work around, positive perks - but the late game for them will be challenging. Summary: Recommended;​ Lythander followers have easy drawback to work around, positive perks - but the late game for them will be challenging.
  
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-===Gnarg===+====Gnarg====
 Summary: Somewhat recommended;​ Gnarg followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. Summary: Somewhat recommended;​ Gnarg followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging.
  
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-===Gaea===+====Gaea====
 Summary: Not recommended;​ Gaea is best suited for the monk class and the dragon & fireborn race - all others will find the "no weapon"​ feature very restrictive and very challenging (lack of attack types) Summary: Not recommended;​ Gaea is best suited for the monk class and the dragon & fireborn race - all others will find the "no weapon"​ feature very restrictive and very challenging (lack of attack types)
  
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-===Devourers===+====Devourers====
 Summary: Not recommended;​ this cult probably has the most extreme case of great perks and devastating drawbacks. Devourers followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. Summary: Not recommended;​ this cult probably has the most extreme case of great perks and devastating drawbacks. Devourers followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging.
  
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-===Ruggilli===+====Ruggilli====
 Summary: Not recommended;​ this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but the granted abilities are more beneficial to the primary or core class/race of the player (ex: armour bonus for Wizardry/​Mage classes, etc.) Ruggilli followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. Summary: Not recommended;​ this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but the granted abilities are more beneficial to the primary or core class/race of the player (ex: armour bonus for Wizardry/​Mage classes, etc.) Ruggilli followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging.
  
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-===Gorokh===+====Gorokh====
 Summary: Recommended;​ This cult is very effective for fighting Angels, but a little weak against all other monsters. All granted abilities are offensive; the only defense is the offense. For the most part, Gorokh followers can expect quick annihilation of their foes or quick deaths for themselves. Pretty much the opposite of Valriel followers. Summary: Recommended;​ This cult is very effective for fighting Angels, but a little weak against all other monsters. All granted abilities are offensive; the only defense is the offense. For the most part, Gorokh followers can expect quick annihilation of their foes or quick deaths for themselves. Pretty much the opposite of Valriel followers.
  
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-===Valriel===+====Valriel====
 Summary: Somewhat recommended;​ This cult is very effective for fighting Demons, but a little weak against all other monsters. All granted abilities are passive or defensive so it will be up to the player to capitalize on that. For the most part, Valriel followers can expect quick annihilation of their foes or a long fight due to the defensive capabilities granted by Valriel. Pretty much the opposite of Gorokh followers. Summary: Somewhat recommended;​ This cult is very effective for fighting Demons, but a little weak against all other monsters. All granted abilities are passive or defensive so it will be up to the player to capitalize on that. For the most part, Valriel followers can expect quick annihilation of their foes or a long fight due to the defensive capabilities granted by Valriel. Pretty much the opposite of Gorokh followers.
  
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-===Sorig===+====Sorig====
 Summary: Recommended;​ This cult peaks in the early game and doesn'​t do or gain much more after that. Granted abilities are all offensive in nature and has next to nothing in defense. The strength of this cult is it's "​weak"​ drawbacks. Summary: Recommended;​ This cult peaks in the early game and doesn'​t do or gain much more after that. Granted abilities are all offensive in nature and has next to nothing in defense. The strength of this cult is it's "​weak"​ drawbacks.
  
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-===Ixalovh===+====Ixalovh====
 Summary: Not recommended;​ this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but remain very effective and useful in the late game. Ixalovh followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. Summary: Not recommended;​ this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but remain very effective and useful in the late game. Ixalovh followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging.
  
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-===Valkyrie===+====Valkyrie====
 Summary: Somewhat recommended;​ This cult has amazing perks for warriors but completely prevents any form of spell casting. Summary: Somewhat recommended;​ This cult has amazing perks for warriors but completely prevents any form of spell casting.
  
guides/character_creation.1522039487.txt.gz · Last modified: 2018/03/25 23:44 by karl