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guides:character_creation [2025/04/18 13:08] – external edit 127.0.0.1guides:character_creation [2025/07/10 11:59] (current) – Quetzals are no longer weak to para lithe
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 ====Recommended Races==== ====Recommended Races====
 ===Dragon/fire hatchling:=== ===Dragon/fire hatchling:===
-[[:races:Dragons]] present a very 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, guildfriends, etc.) Dragon characters are also vulnerable to weapons that are slay_dragon. Visit the [[:races:Dragons]] page for more information.  +[[:races:Dragons]] boast some incredible advantages in the form of being able to gain multiple resists innately through eating the meat of slain foes. AC and Physical defense rise as you level upand having multiple resists potentially at 90% at all times very late in the game makes you incredibly durable! They can also gain multiple elements for their claws to attack with at the same time, eventually being capable of hitting for fire, cold, electric, and poison damage all at once, and can learn potent spells in different elements as they level up, with Dragonbreath and Ball Lightning in particular standing out.
-  - Dragons have a very strong synergy with [[:classes:monks|Monk Class]]. +
-  - Dragons have a strong synergy with the godess [[:gods:gaea|Gaea]].+
  
 +The downside with dragons is they have very restricted equipment options; they can't wear helmets, body armour, or boots, and they can't use weapons. The lack of weapons does mean their physical offense will always lag behind what other races can do with a well enchanted weapon, and that's before considering slaying properties which may apply against specific creature types. Dragons also start out frail and susceptible to physical attacks compared to armour wearing players. It takes them time to develop their full capabilities, but eventually dragons can become supremely durable spellcasters boasting a large number of resistances at the same time without needing to worry about juggling different armour types to cover different resistances, and the ability to pump out spells at an alarming rate.
 +
 +Dragons should play as the [[:classes:monks|Monk Class]] as it's the only way to obtain the Meditation skill, and the downside of No Weapons that monks have does not apply to Dragons. Visit the [[:races:Dragons]] page for more information. 
  
 ===Gnome:=== ===Gnome:===
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 ===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. Fireborns have a very strong synergy with [[:classes:monks|Monk Class]].+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. Fireborns should play as the [[:classes:monks|Monk Class]] as it's the only way to obtain the Meditation skill, and the downside of No Weapons that monks have does not apply to Fireborns.
  
 ===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.)+[[:races:Quetzalcoatls]] like Fireborn are completely immune to fire, but have the advantage of being potent physical fighters due to their ability to use weapons. However, they can't wear or use any armour or shields, though their physical defenses rise as they gain levels. The stat penalties they take on the "spell casting" stats is very substantial though and makes it difficult to build them for spellcasting (though they can eventually become competent at it)They always have a weakness to cold to deal with, something that needs to be managed with equipment or potions.
  
 ===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 weaponsThey 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. A serpentman cannot wear standard humanoid-shaped helmets or bootsbut they get an extra bracers and an extra ring slot. Useful bracers are rather rare to find and typically very late game compared to other equipment types like helmets or boots, but being able to equip two of them does give them unique property. The extra ring slot generally a lot more versatile than the helmet or boots slots in terms of equipment options, though no boots means you don't get the convenience of speed boots or levitation boots. No restrictions on weapons usage and a large number of base resistances at 30% such as fire, electricity, poison, and acid are very helpful. Acid in particular is a nuisance early on due to equipment damage, and they can hit the 50% threshold which gives equipment damage immunity with something like a Ring of Acid. 
 + 
 +In exchange for these advantages they are fiercely susceptible to cold damage which is a very common element type, and forces them to plan their equipment accordingly or carry potions of Cold Resist when tackling enemies with cold spells. They used to have the absolute worst weakness in the game at -50% and this still applies if playing on Metalforge, but this has been toned down in more recent versions to still be difficult, but a bit more manageable with equipment.
  
 ===Wraiths:=== ===Wraiths:===
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   * Blessed weapons gain the most slay abilities of any cult (4; Unnatural, Angel, Demon and Undead)   * 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   * 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+  * Granted gift is Valkyrie's Torc 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. Works like Amulet of Lifesaving. 
 +  * Valkyrie Holy Oil - This Holy Oil given by Valkyrie to her followers can be used to turn the altar of a lesser god to Valkyrie's Holy Altar. It should be used over the altar to convert. Works like the Consecrate spell.
 ==Drawbacks== ==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   * 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
  
guides/character_creation.1744999701.txt.gz · Last modified: by 127.0.0.1

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