======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. ====Handbook Table of Contents==== [[:Guides]] - Back to guides index - [[Connecting to Crossfire]] - How to connect to a Crossfire Server - [[character_creation|Creating a character]] - What to consider when creating a new character <- //You are here// :!: - [[#Races|Strengths and weaknesses of various races]] - [[#Classes|Strengths and weaknesses of various classes]] - [[#Gods|Recommendations on religion]] - [[Playing Crossfire]] - General information about moving and interacting in Crossfire - [[:Player Commands]] - Commands any player can use including syntax and description - [[:DM Commands]] - Commands only a DM can use - [[Skills]] - What skills your character should learn - [[Skills#Combat]] - Skills relating to hand to hand combat - [[Skills#Magic]] - Skills related to spellcraft - [[Skills#Crafting]] and other skills - Other skills * [[Alchemy Guide]] * [[Cooking Guide]] * [[Smithing Guide]] * [[Praying Guide]] - [[Equipment]] - What equipment should you try and find - [[Store Guide]] (the best stores for buying and selling) - [[Maps]] - Where you should go exploring - [[Beginners Atlas]] - A [uncompleted] guide to the default mapset. ======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. ==== Primary Stat Points ==== Your next step will be to generate [[:characters#Primary Stats]] for your [[:characters|character]]. You aren't limited to the number of times you can roll your stats - so have fun. Notice that the stats are always arranged that the STR stat has the highest value, the CHA stat has the lowest. You may rearrange the order of these values when you decide that you have rolled some decent stats. A character can never roll better stats than an average of straight 15's, and any single stat higher than 18. When you roll your character, the stats displayed are the stats you will get as a human (which are unmodified). When satisfied, you can step through a number of races, each with special bonuses in stats. ==== Choosing a race ==== [[:Races]] provide permanent changes to the total [[:characters#primary stats]] maximums and also provide other bonuses and weaknesses. Your basic stats will be changed by choosing a different race. The difference between the natural stat limit and 20 indicates the bonus/penalty assigned to rolled primary stats. For example, a troll has a maximum strength which is 5 higher than 20-that means he will begin with an additional 5 points added to his strength roll. On the other hand, a troll can never get above 15 in intelligence. This means that your rolled character will have 5 less in intelligence if you choose that race. You should also note that any bonus to an ability can't raise the final number above your racial maximum, and no penalty can give you an ability score less than one; the lowest it can ever get is one. * While there is additional information on races [[#races|below]], detailed information is available in the //[[:mechanics|sworn book of scorn]]// [[:races|here]] ==== Choosing a class ==== [[:Classes]] provide starting equipment and skills and modify the initial primary stats but **not their maximums**. This means that class plays a less significant role in the long term direction of your character. * While there is additional information on classes [[#classes|below]], detailed information is available in the //[[:mechanics|sworn book of scorn]]// [[:classes|here]]. ==== Choosing a God ==== If your character is [[skills:praying|pious]] the choice of God you worship also impacts upon your strengths and weaknesses. * While there is additional information on gods [[#gods|below]], detailed information is available in the //[[:mechanics|sworn book of scorn]]// [[:gods|here]] ==== The safe option ==== Hence, combinations of race and class and god, particularly in early and mid-levels (0 - 50), push characters into using specific [[:skills]] such as [[:skills:spell_casting]] for [[:characters:Int|intelligent]] characters, [[:skills:combat]] for [[:characters:Str|strong]] characters or [[:skills:praying|religion]] for [[:characters:Wis|wise]] characters . Some combinations are powerful early in the game (at low levels) but fall off later (at high levels) whilst other combinations may be very challenging to get started but come into their own at higher levels. The most common question at this point is: "I'm new. Which race and class (and god) should I try?" For beginning players, the "simple fighter" characters are the easiest to play successfully. The Dwarf, Human, and Warrior are among good earlier choices. As you gain experience with using Crossfire you may wish to branch out into other "fighter" characters such as the Thief or Elf, or try your hand at playing "spellcaster" characters like the Wizard, Mage, Cleric or Priest. The "exotic" races (e.g. Fireborn, Quetzalcoatl, and Wraith) and the Monk class are the hardest classes to master. Any character class that has a low natural INT (for example, the Barbarian class) will have a fairly difficult time at higher levels in learning new spells and abilities, so best aim to start with what you need. Selecting a compatible race and class combination can make the difference between repeat & numerous deaths or level progression/accomplishments and a positive "newbie" experience. NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. ====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: ^ Race ^ Class ^ Strength ^ Weakness ^ | [[:races:humans|Human]] | [[:classes:paladins]] or [[:classes:warriors]] | All rounder & class includes [[:skills:praying]] (note if you get a scroll of praying, consider re-rolling) | no penalties | | [[:races:half_orcs|Half-orc]] | [[:classes:warriors]] | Stat bonuses favour fighter classes | penalty to [[:skills:spell_casting|spell casting]] for turning spells | | [[:races:northmen|Northman]] | [[:classes:warriors]] | All rounder | penalty to [[:skills:spell_casting|spell casting]] for fire spells | * Neither race or class has any restrictions on equipment or other gear. * They can wield or use any weapon and armour. Once again, which cult/god your character chooses to worship will have an affect on this. * Neither race or class makes you vulnerable to any particular attack type such as fire for a wraith or troll, etc. This can be a hard learning curve when first starting out. * 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=== 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. Weapons will be very important for you. Note that every weapon has certain "attacktypes". Most monsters are vulnerable able to one or two attacktypes. Search for artifact weapons and experiment with different weapons on different monsters. You should know that there are ways to enchant ordinary weapons. However, it tends to be very costly. It can be helpful to advance at least a very little bit in divine magic. Spells for healing, curing and protections can save your life more than once. Use resist. potions to level up quickly. Feeling strong already? Hah - You're a greenhorn unless you can at least kill a titan with one hit! ====Clergy==== For players looking to try out a pious route some safer options are: ^ Race ^ Class ^ Strength ^ Weakness ^ | [[:races:Humans]] | [[:classes:paladins]] or [[:classes:priests]] | All rounder & class includes [[:skills:praying]] | no penalties | | [[:races:Gnomes]] | [[:classes:warriors]] | Strong stat points for prayer and gnomes start with [[:skills:praying]] | no significant penalties | * Start buy using weapons until you can collect enough platinum to buy a book of holy word from Mosley's books in the top left of Scorn. * 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=== 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". Casting divine spells (= prayers) will drain grace. When it runs low, pray to renew your faith. If your maximum grace is too low you should try to increase your Wisdom stat. You can change cults anytime, but beware: Your former deity will become very angry and punish you! You might lose wisdom levels. Return to the temple of your cult regularly. Step onto the altar and pray. This will please your deity.. And rest assured, the gods do know how to reward a worthy disciple! Never lose your faith! Rumors tell about divine spells of incredible power, and of old, wise priests that have almost reached immortality.. ====Wizardry==== Or for players who still want to give the other spellcasting skills a try first: ^ Race ^ Class ^ Strength ^ Weakness ^ | [[:races:Humans]] | Any mage class except summoner | All rounder, can try and get a pyromancy skill scroll to start with as a human | no penalties | | [[:races:Halfling]] | Any mage class except summoner | Strong stat points for wizardry | no significant penalties | * use magic bullet until you can find a bolt spell like firebolt. * use bolt spell on monsters that are vulnerable such as fire on trolls or cold on serpent men. * avoid wearing too much heavy equipment as this will cause your spell casting to fail ===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 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. When you know some recipes, you must try to collect the listed ingredients. Some can be bought in alchemy-shops, others must be collected in dungeons. To identify unknown minerals or potions type "use_skill alchemy". Once you got all ingredients to complete a recipe, you must put them into your cauldron. The amount of ingredients must also be correct. Put the cauldron on the floor, close it and "use_skill alchemy" upon it. If you are lucky you will get what you longed for. Use alchemy to earn money as well as for creating potions/balms for combat. You open the guide to the Art of Summoning and start reading. ===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. Use golem-like spells to take down strong enemies. For example: "summon golem", "summon xxx elemental", "staff to snake", "summon avatar". Use pet monsters to clear out large maps with creatures of decent level (compared to yours). For example: "summon pet monster", "summon cult monster", "call holy servant". As you raise your skill-level, most summoning spells will increase in 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===== A complete list of race traits is available [[:races|here]] ====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. ====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. ====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. ====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. ====Gnome:==== [[:races:Gnomes]] have a penalty to their starting Str, Dex and Con stats which are critical for the fighter classes. ====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." ====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.) ====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. ====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. ====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. =====Classes===== A complete list of classes is available [[:classes|here]]. ====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. ====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). ====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. All the offensive spells that they have access to require spell points to cast. Nearly all armour in the game hinders spell point regeneration so wearing plate mail while adventuring in the dungeon not only slows down your movement (all these classes, but warlock, start with a penalty to the Strength score) and spell point regeneration. These leaves the "mages" very vulnerable on the defense, but powerful on the offense as well. They also start out with a penalty to their Constitution score (except the Warlock,) so their total hit points (health) are not that high either. As they level, they do not gain as many hit points for each level either. 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:==== [[: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:==== [[: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:==== [[: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:==== [[: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:==== [[: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====== ====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. 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=== General summary of what a cult member can expect while gaining the first 10 or 15 levels in praying. ===Mid Game=== General summary of what a cult member can expect while gaining levels 16 to 40 in praying. ===Late Game=== General summary of what a cult member can expect at level 50+ in praying. ==Perks & Drawbacks== Understanding what the trade-offs are for those special abilities =====Table of Contents:===== * [[#Devourers]] - Not Recommended * [[#Gaea]] - Not recommended * [[#Gnarg]] - Somewhat recommended * [[#Gorokh]] - Recommended * [[#Ixalovh]] - Not recommended * [[#Lythander]] - Recommended * [[#Mostrai]] - Highly Recommended * [[#Ruggilli]] - Not recommended * [[#Sorig]] - Recommended * [[#Valkyrie]] - Somewhat recommended * [[#Valriel]] - Not recommended ---- ====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. ==Early Game== Mostrai followers have enemies that are vulnerable to the Holy Word line of spells. Starting with Goblins, they are easy pickings and rather plentiful to level up on, rather quickly ==Mid Game== After Goblins - the other race that is vulnerable to Mostrai's Holy Word spells are Giants. Moving on to Ogres and eventually Hill Giants, they present a little more of a challenge - but are very plentiful in the game. Around this time one receives Mostrai's only granted spell, Wall of Thorns. This spell has it's uses, but can easily bypassed by monsters with alot of hitpoints or monsters that are flying. Don't forget to pray over an altar of Mostrai to add enchantments (slay_goblin, slay_giant and attack_type: weaponmagic) to your wielded weapon ==Late Game== Mostrai's Holy Word spells are still effective on high level monsters - now (big) Wizards, Titans, and Dread Knights ==Perks== * Mostrai has a great selection of monsters which are vulnerable to his Holy Word spells * Followers can also enchant weapons up to +12, which is the maximum * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Mostrai * Weaponmagic (on blessed weapons) is a very nice attack_type as well * Starts out with a bonus to Fire resistance - Fire is probably the most widely used attack type in the game ==Drawbacks== * Mostrai followers only receive one bonus spell - Wall of Thorns * They also receive plate mail armour as a gift - which will not be useful to your class or race if you are not allowed to wear armour or are a spell casting class where heavy armour is a burden in more ways then one * The resistance penalty to Slow and Confusion can be made up for through equipment and spells - but one can never be immune to those attack types * Being repelled to Summoning makes using spells such as Summon Avatar and Summon Cult Monster unavailable right away - you'll have to level up around 3 or more levels above the minimum casting level of those spells ---- ====Lythander==== Summary: Recommended; Lythander followers have easy drawback to work around, positive perks - but the late game for them will be challenging. ==Early Game== Lythander followers have enemies that are vulnerable to the Holy Word line of spells. Starting with Goblins, they are easy pickings and rather plentiful to level up on, rather quickly ==Mid Game== After Goblins - the other race that is vulnerable to Lythander's Holy Word spells are Trolls. Start with Baby Trolls and then eventually move up towards Trolls and Gaelotrolls. The later present a little more of a challenge - but are very plentiful in the game. Don't forget to pray over an altar of Lythander to add enchantments (slay_goblin, slay_troll and attack_types: confusion and slow) to your wielded weapon ==Late Game== This is the drawback of Lythander - there aren't high level trolls (or goblins) in the game, so there's no way of gaining praying XP quickly and easily ==Perks== * Lythander followers has a great selection of monsters which are vulnerable to his Holy Word spells, but in the early and mid game only (also a drawback) * Followers can also enchant weapons up to +7, which is pretty good * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Lythander * Immunity to the Confusion attack type - very useful! * The granted spell, Conflict, can be a nice way to gain praying experience because it causes monsters to fight on you behalf - monsters they kill apply to your praying experience * The granted spell, Defense, grants a 30% boost to nearly all resistances - very useful! * They receive a bow as a gift - which will not be useful to your class or race if you are not allowed to wield weapons (also a drawback) * They also receive a rod, in the form of a magic pipe, which casts a magic bullet like spell - usable by all classes and races * The Spell Regeneration bonus will be appreciated by those using Wizardry based spells * Stealth movement is also granted - which is useful for sneaking by some monsters ==Drawbacks== * The resistance penalty to Poison and Acid can be made up for through equipment and spells - but one can never be immune to those attack types * Being denied to Detonation means one can never cast spells from that school * Late in the game or at high levels - there aren't any monsters that are vulnerable to Lythander's Holy Word line of spells ---- ====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. ==Early Game== Gnarg followers have enemies that are vulnerable to the Holy Word line of spells. However, dwarves and faeries (elves and pixies) are not that plentiful in the game; this makes the early levels slow going ==Mid Game== Like in the early game, at this level not many maps have dwarves or faeries on that to make leveling up easy. However, around this time you will gain the spell Poison Fog which is a wide area of affect spell that uses the poison attack type so it won't destroy items carried by monsters. Another spell is Cause Typhoid which is also a highly infectious and devastating disease Don't forget to pray over an altar of Gnarg to add enchantments (slay_dwarf, slay_faerie and attack_types: poison) to your wielded weapon ==Late Game== As before, Gnarg followers do not have any maps to choose from for using Holy Word, but they also gain access to the spell Cause Rabies which is a deadly and devastating disease that can infect (and kill) nearly all monsters; although slowly ==Perks== * Gnarg followers are attuned to Wounding which makes the Cause Wounds and Disease line of spells more devastating * The bonus to resistance Poison is useful since this is often a deadly affliction at low levels all the way to high levels * Followers can also enchant weapons up to +12, which is the maximum * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gnarg * The granted attack type of Poison allows you to hit monsters and run; while you heal up or regen grace or spell points, your foe will continue to take damage (assuming they are not immune or have poison resistance) * Gnarg followers can do well in the mid and late game - the disease attacks can infect a large percentage of in-game monsters (perk) but diseases take time to wear down and kills foes (drawback) * Gnarg followers are not denied to any spell paths * Receives Bracers and a Helmet as granted gifts ==Drawbacks== * The resistance penalty to Magic will make all Wizardry based spells very dangerous * Not many items exist in the game to grant magic resistance; those that can have a high item power * Gnarg followers are repelled to the Protection school of spells - which means they'll need to rely on equipment and potions for resistances until you level up around 3 or more levels above the minimum casting level of those spells * Gnarg followers are repelled to the Turning school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them * Careful - you can infect yourself with your own disease spells * Granted gifts not usable by all races and/or classes ---- ====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) ==Early Game== Gaea followers have enemies that are vulnerable to the Holy Word line of spells. Starting with undead (ex: zombies, skeletons) - this is probably the second most common monster that can be found in the game. Keep in mind that undead are vulnerable to Holy Word so these spells are especially deadly to them ==Mid Game== A wide selection of maps are available with large populations of undead - this makes leveling up at this stage relatively easy. Also, one is probably strong enough to start taking on the other enemies of Gaea - unnaturals (ex: beholders) ==Late Game== As in the previous two stages of the game - a wide selection of maps are available with large populations of undead - this makes leveling up at this stage relatively easy. Now is the time to move towards high level undead (ex: lich, demilich) and unnatural (ex: dreads) ==Perks== * Have access to the most god granted spells in the game * Immunity to Drain (experience loss), Depletion (stats are lowered) and Death (instant slay attack type) * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gaea * Bonus to health (hit point) regeneration * Bonus to grace regeneration * Granted gift from praying on an altar of Gaea - healing potions (Gaea's Tear) * Granted gift from praying on an altar Gloves of the Sun +1 - hand worn items that grants additional attack types * Granted the prayer, Sanctuary, which surrounds the caster with an anti-magic wall and protects the caster - it also moves with you * Granted gift from praying on an altar of Gaea - Shield of the Earth (numerous elemental resistances) * The granted spell Peace is effective against nearly all monsters, which kind of makes up for not having access to Wounding and Death spells ==Drawbacks== * Followers can *not* wield weapons, no matter what - they can't enchant weapons either * They can not cast spells from the schools of Wounding and Death * The resistance penalty to Fear means followers will never have any resistance to Fear; the attack type of Fear is very widely used throughout the game * Grant gifts (Gloves of the Sun and Shield of the Earth) not usable by all races and/or classes ---- ====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. ==Early Game== Devourers followers are denied the Holy Word spell school and to make up for that they can use spells that are damaging to all monsters, however these spells are single target type instead of area of effect spells. Find maps with large monster populations is relatively easy, but using the prayers available will take time and effort. ==Mid Game== Around this time is when Devourers will start granting bonus spells. The spells are area of effect disease spells (Cause Red Death) or wounding spells (Cause Many Wounds) or instant death spells (Finger of Death) - this is when things really start to ramp up for players. Maps with large monster populations will result in lots of praying experience. Don't forget to pray over an altar of Devourers to add enchantments (attack_types: depletion, death and life stealing) to your wielded weapon ==Late Game== At this time, things continue to get better for the Devourers cult by adding an area of effect, instant death spell Face of Death. They also gain Cause Black Death which is a deadly disease that can infect (and kill) nearly all humanoids; although slowly. The spell, Cause Red Death, is a deadly and devastating disease that can infect (and kill) nearly all monsters; although slowly.Maps with high monster populations can be quickly cleared out so the experience gain increases considerably at this stage in the game ==Perks== * Gain access to some of the most cult granted resistances in the game (7; Cold +15, Poison +30, Ghost Hit +50, Fear +100, Drain +100, Depletion +100, Death +100) * Immune to diseases - very useful when casting disease spells * Gain infravision (can see in the dark) * Followers can also enchant weapons up to +7, which is pretty good * Gain sustenance +100 - they no longer have to eat food * The attack type of Life Stealing will "heal the attacker" (dam/10 = damage dealt to monster, damage dealt/3 = hp given to player ) * Attuned to Death and Wounding which makes the granted spells even more devastating ==Drawbacks== * Praying on an altar of Devourers will not grant Remove Depletion, stat loss from death will have to be recovered through Potions of Life * Praying on an altar of Devourers will not grant Remove Curse or Remove Damnation, you'll have to rely on scrolls for that * No god granted gifts/items * Player race resets to Undead - making them vulnerable to Holy Word attack from all other cults (when leaving the cult, your race will revert back to your original race though) * A small penalty to Fire resistance which makes finding fire resistance equipment in the early game very important * Followers are repelled to Protection, Restoration, Fire and Light school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them * Followers are denied to the Turning school, so they'll never be able to cast those type of spells ---- ====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. ==Early Game== Ruggilli does have enemies, but they are denied the spell path of Tuning which means they are unable to use Holy Word spells. They are attuned the spell path of Wounding (ex: cause wounds) which can damage all monsters - so that makes things a little nicer. However these spells are single target type instead of area of effect spells. Find maps with large monster populations is relatively easy, but using the prayers available will take time and effort. ==Mid Game== Around this time is when Ruggilli will start granting bonus spells. The spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. The other spell is Flaming Aura which surrounds the caster with a continuous source of fire and burning all monsters within range. Keep in mind that Ruggilli is attuned to fire so this spell is specifically devastating for Ruggilli followers. Maps with large monster populations will result in lots of praying experience. Don't forget to pray over an altar of Ruggilli to add enchantments (slay_chaotic_water_creatures and attack_types: fire and physical) to your wielded weapon ==Late Game== Ruggilli grants one more spell for this stage, the spell is called Retributive Strike. This is an area of effect spell which can very easily kill the caster so use it with caution. Otherwise, the gained levels will only help with the base AC (Armour Class) and Armour bonus granted to Ruggilli followers. ==Perks== * Armour and AC improves with levels, this provides protection (eventually) without the penalties that armour normally provides - spell point generation penalty, movement penalty, arcane spell failure * Innate ability to reflect missiles (i.e.: crossbow bolts and arrows) * Hit point regeneration bonus * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ruggilli * Followers can also enchant weapons up to +7, which is pretty good * Grants the attack type physical to enchanted weapons * Gain resistances to some rather key attack types; Fire +30, Magic +30, Armour +30 * The granted spell, Rage, can provide a handy bonus for combat * The granted spell, Flaming Aura, is especially devastating since it will cause fire damage to all surrounding monsters - continuously! * The granted spell, Retributive Strike, is probably the second most devastating spell in the game ==Drawbacks== * Does not grant Remove Damnation, so one will have to rely on scrolls for that * Retributive Strike can very easily kill the caster, use with extreme caution * Can not wear armour, so followers will need to rely on other means for "protection" (scrolls, potions, other spells & prayers, etc.) * Followers are repelled to Cold, Creation and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them * Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) * Followers have a penalty to Cold resistance of -30 which can be tough to overcome in the early game or while at a low level * Only one cult granted item and it's a weapon (a whip - Burning Tail of many lashings of Ruggilli), which won't be of any use for the race or classes that do not allow weapons ---- ====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. ==Early Game== Gorokh followers have enemies (Angels) that are vulnerable to the Holy Word line of spells. Low level Angels are not found on many maps, but they are readily available in a random map set in the Church of Valriel. Start out with using Holy Word (a very effective area of effect spell) against Whims and work your way up to Cherubs, Holy Ghosts and Angel Knights. ==Mid Game== Around this time is when Gorokh will start granting bonus spells. The spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. Another spell is Vitriol, which is a ball based spell (like Fireball) that does acid damage; the splash from the spell also leaves puddles of acid on the ground which can continue to damage (or even kill) nearby monsters. The final spell is Flaming Aura which surrounds the caster with a continuous source of fire and burning all monsters within range. Maps with large monster populations will result in lots of praying experience. Also, there's more enemies to watch for - Angels, Light Angels and maybe Retributioners Don't forget to pray over an altar of Gorokh to add enchantments (attack_type: fear and slay_angel) to your wielded weapon ==Late Game== No additional abilities are available for Gorokh followers for this stage. But, their abilities are still very potent at this area of the game. Using the existing & granted abilities in combination (Banishment to weaken foes, Rage & Flaming Aura and wielding an enchanted (slay_angel) weapon) is an extremely potent offense. Retributioners, High Angels and Arch Angels still present a challenge and a good source of experience at this level. ==Perks== * Gain resistances to some rather key attack types; Magic +30, Fear +100 * Followers can also enchant weapons up to +7, which is pretty good * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gorokh * Followers are not denied to any spell paths * Followers are attuned to Wounding which makes spells from that path more potent * Holy Word spells slay Angels - which are one of the best experience resources in the game ==Drawbacks== * No granted gifts or items * Does not grant Remove Damnation, so one will have to rely on scrolls for that * Followers have a penalty to Cold resistance of -5 which can be tough to overcome while at a low level * Followers are repelled to Protection and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level * Followers receive a penalty to their natural healing rate (-2), be sure have access to other healing means (potions, scrolls, staffs or rods) * Followers receive a penalty to their spell regeneration ( -1), make sure to have +magic items available or potions Magic Power or a well charged Glowing Crystal * They also receive a luck penalty (-1); luck can influence all moments of random chance in the game ---- ====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. ==Early Game== Valriel followers have enemies (Demons) that are vulnerable to the Holy Word line of spells. Low level Demons are not found on many maps, but they are readily available in a random map set in the Church of Gorokh. Start out with using Holy Word (a very effective area of effect spell) against Imps and work your way up to Raas, Demons and Fiends. ==Mid Game== Around this time is when Valriel will start granting bonus spells. The spells include Sunspear, a bolt based spell which can damage many different monsters. Another spell is Daylight, which has no real offensive use other then it "lights up" maps making the terrain and monster placement easier to see - especially for range based attacks. The final spell is Wrathful Eye, a cone based blinding which can be used against multiple monsters as well. Also, there's more enemies to watch for - Big Demons, Hellhounds and maybe Balrogs. Don't forget to pray over an altar of Valriel to add enchantments (slay_demon and attack_type: blinding) to your wielded weapon ==Late Game== No additional abilities are available for Valriel followers for this stage. But their Holy Word spells remain effective against the high level demons such as Balrogs, Demon Lords and Greater Demons. ==Perks== * Valriel has a great selection of monsters which are vulnerable to his Holy Word spells * Granted the following resistances; Fear +100, Confusion +20, Blinding +100 * Grants Remove Curse, Remove Damnation and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valriel * Followers are attuned to the following spell paths; Mind, Protection and Light * Holy Word spells slay demons - which are one of the better experience and treasure resources in the game ==Drawbacks== * No granted gifts or items * Valriel followers have a permanent glow aura which makes them very easy to see on dark maps * Followers can also enchant weapons up to +3, which is the minimum * Followers are denied to the spell paths of Death and Wounding, so they'll never be able to cast those type of spells (Cause Wounds, Face of Death, etc.) ---- ====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. ==Early Game== Sorig does not have any enemies and they are denied to the school of Turning (i.e.; Holy Word) To make up for this, Sorig is granted attunement to Wounding and gets a granted spell, Divine Shock, in the early game. Divine shock is similar to Ball Lightning and will make quick work and substantial praying experience in maps with a high monster population. ==Mid Game== Around this time is when Sorig will start granting bonus spells. The spells include Cause Critical Wounds which will is a bolt based wounding spell - very effective against numerous monsters. Another spell is Windstorm, which is a cone based spell which can cause some monsters to be repelled and pushed away from the caster. Another spell is Cause Critical Wounds which is a single target spell and the second most powerful wounding spell. Very few monsters have resistances to these attack types. Don't forget to pray over an altar of Sorig to add enchantments (attack_type: electricity) to your wielded weapon ==Late Game== Sorig's attack power tapers off at this point because so many of the opposing monsters have so many hit points that the wounding spells will take a while to finish them off. Working against Sorig's cult is they are denied to Protection spells so they will have to reply on other means (potions, scrolls, etc.) for defense. ==Perks== * Gain resistance to one attack type; Electricity +30 * Followers can also enchant weapons up to +7, which is pretty good * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Sorig * Has no resistance penalties * Followers are attuned to Electricity, Wounding and Missiles which makes spells from that path more potent * Granted a holy relic: mithril chainmail of lightning of Sorig +5 (Str+1)(Dex+1)(speed +1)(ac+4)(item_power +10)(Max speed 2.70)(Spell regen penalty 2)(armour +40)(resist electricity +40) ==Drawbacks== * Granted holy relic is armour, which is not usable by certain races and classes * Does not grant Remove Damnation, so one will have to rely on scrolls for that * Followers are denied to the spell paths of Protection and Turning, so they'll never be able to cast those type of spells (Protection from , Holy Word & Banishment, etc.) * Followers are repelled Restoration (i.e., healing spells) school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level ---- ====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. ==Early Game== Ixalovh does have enemies, but they are denied the spell path of Tuning which means they are unable to use Holy Word spells. To make up for this, Ixalovh followers receive the granted spell, Insect Plague, in the early game. Insect Plague quickly fills the immediate area up with ants (they are stronger then you expect) which makes quick work of the nearby monsters. Make sure monsters are nearby for this spell to work. ==Mid Game== At this point, Ixalovh grants another spell called Wave. Wave is a cone based spell where Water Elementals quickly spread forward damaging all monsters in it's path - it's also very good at "flowing" around corners and other walls. The area of effect of this spell is very thorough. e spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. The other spell is Siren Call which will charm nearby monsters and allow you to use the petmode ('help petmode) commands to "control" them. All monsters killed this way is added to your praying experience. Don't forget to pray over an altar of Ixalovh to add enchantments (slay: consuming_fire_creatures and attack_types: cold and physical) to your wielded weapon ==Late Game== No additional abilities are available for Ixalovh followers for this stage. However, the granted spells remain potent and useful at this stage as well - especially Siren Call. ==Perks== * At a high enough level, praying on an altar of Ixalovh grants healing and full restoration of spell points * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ixalovh * Followers can also enchant weapons up to +12, which is the maximum * Grants the attack type physical to enchanted weapons * Gain resistances to some rather key attack types; Cold +30, Magic +30, Armour +30 * Granted two holy relics (rods) - Horn of the Sirens, Horn of Ocean Waves; however they are extremely rare * Other granted item is a weapon, Ixalovh's spear +12 (see below) * Attuned to Frost and Transmutation which makes spells from that path more potent (see below) ==Drawbacks== * Followers are repelled to Fire and Detonation school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them * Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) * Followers have a penalty to Fire resistance of -30 which can be tough to overcome in the early game or while at a low level * Does not grant Remove Damnation, so one will have to rely on scrolls for that * Receives a granted item that is a weapon (a spear - Ixalovh's spear +12 (Pow+1)(dam+35)(item_power +20)(weapon speed 3)(magic+1)(Attacks: physical, cold)(resist magic +10)(resist fire +15)), which won't be of any use for the race or classes that do not allow weapons * They are attuned to Frost and Transmutation but there are no prayers from this path - so this will only benefit non-praying related skills and spells ---- ====Valkyrie==== Summary: Somewhat recommended; This cult has amazing perks for warriors but completely prevents any form of spell casting. ==Early Game== Cut and smash anything that gets in your way. Monsters that drop flesh such as ogres and giants are particularly valuable to assist in leveling prayer. ==Mid Game== Don't forget to pray over an altar of Valkyrie to add enchantments (slay: unnatural,angel,demon,undead and attack_types: weaponmagic and physical) to your wielded weapon; The combination of weapon enchantments and magic immunity should enable you to handle anything in your way. ==Late Game== The lack of spells can be frustrating late game, but the power of the additional slaying and weaponmagic this god grants will make you happy to continue to follow Valkyrie. ==Perks== * Followers can also enchant weapons up to +12, which is the maximum; However, the enchantment maximum will depend on one's grace score - so in the early game the max enchantment will be +3 and in mid-game it will be +7 * Granted 100% resistance to the attack_type of Magic * Blessed weapons gain the most slay abilities of any cult (4; Unnatural, Angel, Demon and Undead) * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valkyrie * Granted gift is an Amulet of Lifesaving - when worn, the amulet will cast the spell Heal on you when you reach zero hit points which prevents you from dying, the amulet also disappears at this point ==Drawbacks== * Followers are denied to *all* spell schools, so they'll never be able to cast *any* spells; they gain praying experience by dropping monster body parts on an altar of Valkyrie; This will likely to be very time consuming without help from another player - it's a long walk back to Scorn (the location of the only temple of Valkyrie) from most maps