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races:fireborns

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Fireborn

Legends say that fireborn are sparks struck off the anvil of creation, with life and spirit, and eventually mind. Those who research magic think that they are relatives of some kind to will o' wisps. An observer seeing one for the first time would see a strangely intelligent vortex of flame somehow carrying items without burning them.

Their insubstantial nature makes them both very weak and very quick. Their minds are agile, and they are able to commune well with the gods. However, their area of excellence is magic. They spellcast more powerfully than any other race, and mana flows into them readily. They can even cast cold spells with devastating effectiveness. They all know a basic fire spell.

They have the ability to levitate at will, and they can touch to burn. As they gain more power, they are increasingly difficult to hit with weapons. However, they cannot use weapons or armour, and thereby miss out on many benefits (including powerful magical enchantments) those items may bring.

Fire does not harm them, nor poison. Cold, spiritual drain, and physical drain present great peril to them.

Player Race

The fireborn is selectable by players as their race. It has the following modifications:

Stat Modifications

Str Dex Con Int Wis Pow Cha Net +/- 1)
-5 +4 0 +2 +2 +7 -2 +10

Stat Maximums

Str Dex Con Int Wis Pow Cha
15 24 20 22 22 27 18

Protection

Limitations

  • No weapons
  • No armor

Traits

  • 4 ring slots
  • 2 amulet slots
  • Emits light
  • Attunement to fire magic

Skills

Tips on playing

  • Make sure to place initial stat points in INT and POW.
  • When choosing class, make sure you note benefits of Evoker and Monk.
  • When choosing a god, remember you already cannot use weapons or armor.
  • Use the crystal from the very beginning; it makes you able to kill foes stronger than yourself.
  • Avoid direct contact with your enemies.
  • Take full advantage of the fact that your character is fire and poison resistant.
  • Physical weakness is the most annoying drawback with fireborns; counter that by learning summoning spells, dancing sword or similar spells that enable you to break doors etc.
  • On higher levels, elementals can be your best friends - they may enable you to kill dangerous foes from a safe place.

Race Notes

Fire and Poison immunity are both very powerful, but in exchange for these fireborn have two significant and dangerous weaknesses to content with. Not a race for beginners due to this, as well as their massive equipment restrictions. Two amulets and four rings lets you equip a lot of powerful equipment at once at high levels.

Various deities will work fine, though the equipment many grant or the bonuses like Valriel's constant glow effect will be of no use. Like quetzalcouatls, they can worship Ixalovh to gain armour and magic defense as well as losing their fire immunity to gain a measure of cold resistance, though losing the immunity is a significant tradeoff.

Gnarg and Valkyrie are not recommended. Gnarg's poison resistance and equipment is of no benefit, leaving only the prayers you get and a magic weakness, and Valkyrie's useless to a race that can't hold weapons!

1)
Charisma not included in Net calculation.
races/fireborns.1751368049.txt.gz · Last modified: by lithe

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