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The Gods

No one knows for certain the nature of the Gods or how the world was created, with each cult believing their own explainations of creation. What is known about them all however, is they do grant their followers prayers, and that their names are:

Glossary

The following is a summary and description of the various cults in Crossfire.
Use the command crossfire-server -m8 to check if the information presented here is accurate.
(Note: you need to have compiled with the DUMP_SWITCHES and MULTIPLE_GODS flags for this to work!)
The boxed attributes have meaning as follows:

Table of Contents

Definitions

Name of god: Alternate titles
Name of the enemy god: Self explanatory.
Race: Names of races friendly to the cult. The priest of this cult has greater power over these creatures. In some cases the prayer “summon cult monsters” will summon these monsters to help the priest.
Enemy race(s): Names of races hated by the cult. “Holy word” prayers of this god may be used to kill these creatures.
Attacktype(s): Attacktype(s) used by this god's avatar and by cult “cause wounds” prayers.
Resistance(s): How much damage will be subtracted from successful hits made upon the character by the listed attacktype. For non damaging attacktypes, the resistance value affects saving throw and reduces duration. Higher values are better.
Vulnerable: Given to a cult priest by the “curse” prayer. Also means the character takes double damage from the listed attacktype. For non damaging attacktypes, the resistance value affects saving throw and increases duration.
Attuned: The cult priest is attuned to these spellpaths. This means spells of this type are easier to learn, take less mana or spell points to cast, and cause more damage.
Repelled: The cult priest is repelled to these spellpaths. This is the opposite of Attuned - harder to learn, take more mana or spell points to cast, and cause less damage.
Denied: The cult priest is denied use of these spellpaths. That means you are unable to use or cast spells of this type.
Special: A cult priest has these additional benefits and/or restrictions. Granted Spell(s): Unique spells only available to followers of this particular cult. The spells are obtained when the amount of Grace is the following:

  1. low = 100 grace (= 50 without altar)
  2. medium = 300 grace (= 150 without altar)
  3. high = 600 grace (= 300 without altar)

Altar Effect(s): Special effects (including weapon blessing) or abilities granted to the cult follower while praying over an altar, which are granted when Grace reaches the following:

  1. low = 100 grace (= 50 without altar)
  2. medium = 300 grace (= 150 without altar)
  3. high = 600 grace (= 300 without altar)

Weapon enchantment goes by the following:

  1. enchant_weapon_low = weapon bonus +3 is max
  2. enchant_weapon_medium = weapon bonus +7 is max
  3. enchant_weapon_high = weapon bonus +12 is max

Remove Curse: Removes curse property from all cursed (but not damned) items worn or carried
Remove Damnation: Removes curse and damnation from all cursed or damned items worn or carried
Remove Depletion: Removes all depletion effects, such as stat loss from death(s)

Devout followers (starting at level 10 in praying) can obtain twice the maximum amount of Grace by praying on an altar dedicated to their cult/god

Holy Relic(s): Special items granted to the cult follower. Items are granted when Grace level reaches:

  1. low = 100 grace (= 50 without altar)
  2. medium = 300 grace (= 150 without altar)
  3. high = 600 grace (= 300 without altar)

Rarity is a measure of the chance of obtaining the item while praying over the alter. This can be influenced by the characters Luck.
Avatar: Dimensions and stats of summoned Avatar with a link to the full stats in the Spoiler
Description: Summary of the gods overall abilities
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Gnarg

Gnarg Father of Goblins, Lord Troll, Master of Poisons, Patron of Assassins, The Unclean One

Name of the enemy god: Mostrai
Race: Goblin, Giant, Troll
Enemy race(s):

Attacktype(s): Poison
Resistance(s): Poison +30
Vulnerable: Magic -20
Attuned: Missiles, Wounding
Repelled: Protection, Turning
Denied: n/a
Special: n/a
Granted Spell(s):

  • Poison Fog (low level)
  • Cause Smallpox (medium level)
  • Cause Rabies (high level)

Altar Effect(s):

  • Remove Damnation
  • Remove Curse
  • Remove Depletion

Enchant Weapon, +12

Holy Relics

Gnarg's Orc Helmet (low level, rare)

Gnarg's Orc Helmet (Dex+1)(ac+3)(item_power +2)(Spell regen penalty 1)(armour +20)(resist poison +30).
The item has a story:
This helmet good protection. From mighty Gnarg it is.

Bracers of Gnarg (medium level, rare)

Bracers of of strength of Wargs (Str +2)(armour +20)(resist cold +20)(dam +15)(regeneration +1)
The item has a story:
An exceptional pair of bracers. Not only do they provide the wearer with protection from cold,
they also increase the wearer's damage and strength, and help heal the body from damage.
A mighty gift from Gnarg sent to aid you in annihilating His enemies.

Avatar:
Full Stats 1×1, 500 hp, ac -5 wc -3 dam 50 armour 40 Attacktypes: Poison, Physical

Description:
Gnarg is definitely a god for warrior-priests, suiting low-levels for granting smallpox and poison resist.
At higher levels, the magic -20 might hurt, but due to poison fog and the disease
Gnarg remains a good choice for a whole player's life.

Lythander

Lythander Elven god of Luck, Huntsman of Goblins, Trollslayer, The Trickster

Name of the enemy god: Gnarg Race: Faerie Enemy race(s): Goblin Troll Attacktype(s): Slow Confusion Resistance(s): Confusion +100 Vulnerable: Acid -15 Poison -30 Attuned: Missiles Repelled: n/a Denied: Detonation Special: Spell_Regen +1 Luck +2 Stealth Granted Spell(s): Conflict (medium level) Defense (medium level) Altar Effect(s): Remove Damnation Remove Curse Remove Depletion Enchant Weapon, +7 Holy Relic(s): Lythander's Elven Bow (medium level, rare) Lythander's Elven Bow +5 (wc+3)(dam+30)(luck+1)(Attacks: physical). The item has a story: You look at this wonderful bow with pride. It is only granted to the best of Lythander's disciples Lythander's Magic Pipe (low level, rare) Lythander's Magic Pipe The object has a story: This pipe is the finest you have ever seen. Imagine the smoke rings you could blow with it. Avatar: [ Full Stats ] 1×1, 350 hp, ac -7 wc -1 dam 40 armour 50 Attacktypes: Confusion, Physical Description: Lythander is an allarounder. An effective holy word (priest), increased spell-regen (wizards) and confuse-immu (warriors) are a powerful combo, especially for low level. The price to pay is denied detonation (no create bomb) and great troubles with acid/poison (Elves don't like “dirty” stuff). Real useful special-prayers for high levels are missing too. Additional Comments: Attacktypes Slow and Confuse is a really useless attacktype on a weapon, it makes the opponent almost impossible to predict. Slow is useful, but confuse should make combat still abit tricky for the trickster. The resistances are just messed, -40 acid is stupid, and -40 poison is mean. Resist_Acid -15 (one cloak of acid resist and your items don't get destroyed, this seems alittle more reasonable). Resist_Poison -30 (not much less, but at least you can get to 0 with one low level item). Currently I will leave denied explosions, this of course denies one of the most useful spells in the game. The sp + might make up for it so I wont change this. < Top>

Gaea

Gaea Goddess of Peace, Guardian of Life, Mother of Nature

Name of the enemy god: Devourers Race: Animals Elementals Enemy race(s): Undead Unnatural Attacktype(s): NONE Resistance(s): Drain +100 Depletion +100 Death +100 Vulnerable: Fear -100 Attuned: Protection Summoning Repelled: n/a Denied: Death Wounding Special: Health_Regen +2 Grace_Regen +3 NO WEAPONS Granted Spell(s): Spiderweb (low level) Wall of Thorns (low level) Insect Plague (low level) Ironwood Skin (low level) Remove Damnation (medium level) Daylight (medium level) Sanctuary (medium level) Nightfall (medium level) Peace (medium level) Raise Dead/Resurrection (medium level) Reincarnation (high level) Altar Effect(s): Remove Damnation Remove Curse Remove Depletion Holy Relic(s): Gaea's Shield of Earth (high level, rare)

Gaea's Shield of Earth (ac+4)(item_power +3)(armour +15)(resist fire +30)(resist electricity +30)(resist cold +30)(resist ghosthit -20). The item has a story: This shield is highly enchanted by the forces of life and nature. It is a personal gift from Gaea, to protect her beloved children. Gaea's Tears (high level, frequently),

Gaea's tears (healing potion) Flowers (high level, frequently)

Food of various nutrition Gloves of the Sun (medium level, rare)

Gloves of the Sun +1 (Dex+2)(wc+2)(dam+2)(ac+1)(item_power +2)(Attacks: physical, fire). The item has a story: This pair of gloves will aid any of Gaea's most faithful in seeing her will protected. Avatar: [ Full Stats ] 1×1, 500 hp, ac -5 wc -1 dam 50 armour 50 Attacktypes: Physical Description: Gaea's disadvantage is well-known: “NO WEAPON”. To balance this out, gaea grants a huge amount of special prayers, fast hp/grace-regen, valuable path-attunes and drain/deplete-immu. The “goddess of peace” is surely not designed for the newbies. But I think it is well possible to build a character from this cult. Additional Comments: I have added Glove of the sun which will grant the monk the attack_type of fire (it is a pair of gloves) to make up for the massive hole there. < Top>

Devourers

Devourers Soul Eaters, Harbingers of Death, Nameless Lords of the Tomb

Name of the enemy god: Gaea Race: Undead Enemy race(s): n/a Attacktype(s): Drain Depletion Death Life Stealing Resistance(s): Cold +15 Poison +30 Ghost Hit +50 Fear +100 Drain +100 Depletion +100 Death +100 Vulnerable: Fire -5 Attuned: Death Wounding Repelled: Protection Fire Restoration Light Denied: Turning Special: Immune Diseases Health_Regen -1 Sustenance +100 Infravision Granted Spell(s): Nightfall (medium level) Finger of Death (medium level) Face of Death (medium level) Cause Many Wounds (medium level) Cause Red Death (medium level) Cause Black Death (high level) Altar Effect(s): Enchant Weapon, +7 Holy Relic(s): n/a Avatar: [ Full Stats ] 1×1, 350 hp, ac -12 wc -1 dam 50 armour -12 Attack Type: Cold, Drain, Depletion, Death Description: Devourers fire vuln/path_denied make them very unattractive at first glance. The question is: Will the combo of “black/red death” and disease-immu make up for that? Might this even be an exploit or does it just suck? Anyway, at low levels devourers will be hard to play yet. Additional Comments: Black and red death are under close watch. It would appear restoration has come back as a spell for devourers. None the less, devourers is not a god for those who enjoy magic, no fire causes a massive hole. Life stealing works like this: dam/10 = damage dealt to monster damage dealt/3 = hp given to player NOTE: Once a player becomes a follower of Devourers, their race will change to Undead (along with all of it's penalties, specifically vulnerable to holy word spells!) Players who leave the Devourer's cult will revert back to their original race. < Top>

Ruggilli

Ruggilli Chaos god of Slaughter and Terror, Consuming Worm, Greedy Gut

Name of the enemy god: Ixalovh Race: Fire Creatures Enemy race(s): Chaotic water creatures Attacktype(s): Physical Fire Resistance(s): Fire +30 Magic +30 Armour +30 Vulnerable: Cold -30 Attuned: Fire Wounding Repelled: Cold Creation Restoration Denied: Turning Special: Reflect_Missiles Health_Regen +1 No_Armour Immolation - a special attack that works like poison in that the victim continues to take (fire) damage once “infected” Granted Spell(s): Flaming Aura (medium level) Rage (medium level) Retributive Strike (high level) Altar Effect(s): Remove Curse Remove Depletion Enchant Weapon, +7 Holy Relic(s): Burning Tail of many lashings of Ruggilli (high, rare)

Burning Tail of many lashings of Ruggilli +15 (dam+40)(item_power +25)(weapon speed 0)(Attacks: physical, fire, paralyze)(resist fire +15)(resist cold +25). Avatar: [ Full Stats ] 1×1, 400 hp, ac -5 wc -3 dam 60 armour 40 Attack Type(s): Physical, Fire Description: Honestly, I have no idea how that ruggilli scheme will work out. Needs some testing. Additional Comments: Ruggilli remains a problem, I have added a temple in scorn for those who wish to experiment. I must warn that it is very hard to play and should only be tried with fire born or Qs. Immolation adds massive damage with just a touch at high levels, Rage adds excessive speed and general improvement to everything. Flaming Aura and Ret. strike should add the real meat of the attack. No idea if Ruggilli is yet comparable, many relics yet to be added. < Top>

Gorokh

Gorokh Demon King, Duke of Hell, Tempter and Tormentor

Name of the enemy god: Valriel Race: Demon Enemy race(s): Angel Attacktype(s): Fear Resistance(s): Magic +30 Fear +100 Vulnerable: Cold -5 Attuned: Wounding Repelled: Protection Restoration Denied: n/a Special: Health_Regen -2 Spell_Regen -1 Luck -1 Granted Spell(s): Flaming Aura (medium level) Rage (medium level) Vitriol (medium level) Altar Effect(s): Remove Curse Remove Depletion Enchant Weapon, +7 Holy Relic(s): n/a Avatar: [ Full Stats ] 1×1, 350 hp, ac -5 wc -3 dam 50 armour 50, Attacktype(s): Fear, Physical Description: Gorokh is the demon-god, and loves blood and pain. He is reluctant to answer prayers for healing or protection, but eagerly answers prayers to cause harm. Devotees receive magic resistance, and the extremely powerful vitriol spell at high levels. Additional Comments: Recent changes: -2 hp regen (1 less than it was). -1 sp regen (1 less than it was) and -5 cold (just to slow down a high level gorokh player a little) < Top>

Valriel

Valriel Lord of Angels, Duke of the Heavens, Healer and Protector

Name of the enemy god: Gorokh Race: Angel Enemy race(s): Demon Attacktype(s): Blinding Resistance(s): Fear +100 Confusion +20 Blinding +100 Vulnerable: n/a Attuned: Mind Protection Light Repelled: n/a Denied: Death Wounding Special: Permanent Glow Granted Spell(s): Sunspear (medium level) Daylight (medium level) Wrathful Eye (medium level) Altar Effect(s): Remove Damnation Remove Curse Remove Depletion Enchant Weapon, +3 Holy Relic(s): n/a Avatar: [ Full Stats ] 1×1, 350 hp, ac -7 wc -1 dam 50 armour 50 Attacktype(s): Blinding, Physical Description: Valriel is the god of light and “positive aura”. This god has no serious penalties, in return he won't support you much in general combat. His advantages are a mighty slaying (demon) and vision on dark maps. However, the permanent glow of Valriel's disciples is a mixed blessing, since monsters will spot these players more easily. Additional Comments: “Wrathful eye” is a cone based blinding spell, can basically be used like paralyze. Sunspear is now given only to Valriel players, a powerful firebolt like spell. All Valriel players now glow, when they enter a cave it is as if they always have a torch alight. < Top>

Sorig

Sorig Lord of Storms, King of Thunder and Lightning, Sky Lord

Name of the enemy god: n/a Race: Lightning and Air Elementals Enemy race(s): n/a Attacktype(s): Electricity Resistance(s): Electricity +30 Vulnerable: n/a Attuned: Electricity Wounding Missiles Repelled: Restoration Denied: Protection Turning Special: n/a Granted Spell(s): Forked Lightning (low level) Divine Shock (low level) Cause Critical Wounds (medium level) Windstorm (medium level) Cause Many Wounds (medium level) Altar Effect(s): Remove Curse Remove Depletion Enchant Weapon, +7 Holy Relic(s): Mithril Chainmail of Electricity (high level, rare)

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). The item has a story: Sorig has granted you this fine mail. It grants great protection from electricity and physical attacks without reducing your mobility. Be warned that what Sorig gives, Sorig can take away. Avatar: [ Full Stats ] 1×1, 300 hp, ac -5 wc -1 dam 40 armour 40 Attack Type(s): Electricity Description: Sorig is one mighty god when it comes to attack-spells, very suitable for the “true” priests. Cause many wounds and divine shock can kill almost anything in short time. The high elec-resist is very helpful as well. To prevent everybody playing sorig again, I left him “deny protection”. Lack of protection spells hurt, especially at low levels. Additional Comments: Sorigs “Divine shock” is a very powerful weapon, perhaps the strongest god given spell < Top>

Mopstrai

Mostrai Dwarven Diety of Metal Smithing and Warcraft, Giant Basher, Delver of Secrets

Name of the enemy god: Gnarg Race: Dwarf Enemy race(s): Goblin, Giant Attacktype(s): Weaponmagic Resistance(s): Fire +20 Vulnerable: Slow -50, Confusion -10 Attuned: Creation, Transmutation Repelled: Summoning Denied: n/a Special: n/a Granted Spell(s): Wall of Thorns (medium level) Altar Effect(s): Remove Damnation Remove Curse Remove Depletion Enchant Weapon, +12 Holy Relic(s): Thorin's Plate Mail (low level, rare)

Thorin's Plate Mail +2 (Str+1)(ac+3)(item_power +4)(Max speed 1.30)(Spell regen penalty 9)(armour +50)(resist fire +30). The item has a story: This shining plate mail is Mostrai's gift to the bravest of his warriors. It is highly enchanted, increasing the strength of the wearer and protecting against fire. Avatar: [ Full Stats ] 1×1, 350 hp, ac -10 wc -6 dam 50 armour 75 Attack Type(s): Weaponmagic Description: Good old mostrai. Having the most powerful holy word & avatar and maybe the most desirable blessing for weapons, leveling up with Mostrai seems like a cakewalk. Even more: fire +30! Mostrai is probably the best choice for newbies. But reaching higher levels, Mostrai has some drawbacks too: Confusion -10 looks harmless, but at a certain level it starts to hurt. Also, there are no great special-spells waiting at higher levels. Additional Comments: No longer Paralyze -20, that was too extreme. Resist Fire was lowered to 20 (from 30). < Top>

Ixalovh

Ixalovh Chaos Goddess of many tentacles, Sea Serpent and Ocean Wave

Name of the enemy god: Ruggilli Race: Ice/Water Creatures, Tenticles Enemy race(s): Consuming fire creatures Attacktype(s): Cold Physical Resistance(s): Cold +30 Magic +20 Physical (armour) +20 Vulnerable: Fire -30 Attuned: Frost Transmutation Repelled: Fire Detonation Denied: Turning Special: n/a Granted Spell(s): Insect Plague (low level) Wave (low level) Siren Call (medium level) Altar Effect(s): Remove Curse Remove Depletion Enchant Weapon, +12 Restores Spellpoints (this is the only god who does this) Holy Relic(s): horn of the Sirens (high level, rare) horn of Ocean Waves (high level, rare) Ixalovh's spear +12 (high level, rare) 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) Avatar: 1×1, 400 hp, ac -5 wc -3 dam 60 Attack Type(s): Physical, Cold Description: Ixalovh seems to be a god(dess) that would work for most characters. A nice weapon blessing for warriors, while the attunement to cold spells helps those spellcasters kill things a bit faster with cold spells (like icestorm). She grants many useful resistances; armour +20 really helps out those who can't use or wear good equipment, and magic +20 furthers your protection. The only downside to following this god is fire spells are reduced effectiveness, and fire -30 means that fireball might prove fatal. Fireborns should probably stay away from her, though Quetzecotls might work well if they can get 150 grace for medium spells. In all, quite powerful, she's only missing artifacts that could be a bit more useful. Additional Comments: Keeping an eye on the horn of Sirens relic and the Siren Call spell since it's mass charm ability might be overpowered. Ruggili is also now enemy to Ixalovh with slaying set accordingly too. Neither allows turning of their enemies as they prefer to anniliate each other. < Top>

Valkyrie

Valkyrie The Brave, The Just, Deathbringer

Name of the enemy god: n/a Race: Troll, Human Enemy race(s): Unnatural, Angel, Demon, Undead Attacktype(s): Weaponmagic Physical Resistance(s): Magic +100 Vulnerable: None Attuned: None Repelled: None Denied: ALL spell paths - followers are unable to cast any spells Special: n/a Granted Spell(s): None Altar Effect(s): Remove Curse Remove Depletion Enchant Weapon, +12 Holy Relic(s): Amulet of Lifesaving (medium level, rare) Avatar: 1×1, 350hp, ac -5 wc 6 dam 20 Attack Type(s): Physical, Weaponmagic Description: This stands to be the most challenging cult to play. Restrictions to spell access (not just prayers, but all spells) may prove to be interesting. In attempt to compensate for that, this cult gains the weapon enchantment ability (easily and at early levels) to slay a large selection of monsters which are very common in many maps. Additional Comments: 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

FIXME Expand story of the gods and add their common titles alongside the names

Tales of Creation

gods.1522051588.txt.gz · Last modified: 2018/03/26 03:06 by karl