[Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:beginners_handbook

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Date        : 2014/10/02 07:56
User        : saru
Edit Summary: Included starter books

@@ -11,19 +11,20 @@
  
  Specific guidance on connecting to a server is available for the [[client:GTKV2_client_connecting|GTKV2 client]] and [[client:jxclient_connecting|JXClient]].
  
  =====Creating a character=====
- The next step is to create your [[:characters|character]] by choosing a new name (this can be the most difficult step sometimes) and then your preference of [[:races|race]] and [[:classes|class]]. [[:Races]] provide permanent changes to the total [[:characters#primary stats]] maximums and also provide other bonuses and weaknesses. [[:Classes]] provide starting equipment and skills. If your character is [[skills:praying|pious]] the choice of God you worship also impacts upon your strengths and weaknesses. 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:
+ After following the connection guides, you should now be at the hall of selection. After choosing your new [[:characters|characters]] name (this can be the most difficult step sometimes) you will be asked to choose your [[:races|race]]. For new players, it is best to considering the following information before making any selection. [[:Races]] provide permanent changes to the total [[:characters#primary stats]] maximums and also provide other bonuses and weaknesses. [[:Classes]] provide starting equipment and skills. If your character is [[skills:praying|pious]] the choice of God you worship also impacts upon your strengths and weaknesses. 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 should I play?"
+   "I'm new. Which race and class (and god) should I play?"
  
  Selecting a compatible race and class combination can make the difference between repeat & numerous deaths or level progression/accomplishments and a positive "newbie" experience.
  
  This guide is to help you pick a compatible race and class combination 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.
  
- In general most players find the fighter 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:
+ ===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 |
@@ -32,22 +33,119 @@
    * 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.
  
- For players looking to try out a pious route:
+ ==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.
  
- Or for players interested in the other spellcasting skills:
+ ==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.
+ 
+ ==More information==
+ You should now be ready to create your new character if you would like more information on any other options:
+   * You can go to [[#races]] for tips on other races
+   * You can go to [[#classes]] for tips on other classes
+   * You can go to [[#gods]] for tips on other cults
+ 
+ =====Hall of selection=====
+ This area allows players to select the race and class of their new character. Below is the information provided inside the hall of selection:
+ 
+ ===Introduction:===
+ Welcome to the Hall of Selection. Here, you will pick what your character's initial skills shall be. Different classes start out with different skills, but as you play the game, you will be able to 'train' your character to do whatever task you wish. Like a person, your character can learn a new career, IF his native abilities allow it. Your choice of class will, however, have a permanent effect on how the player shall appear on the board.
+ 
+ ===Crossfire primer #1:===
+ Picking things up and applying them. On this square there is a piece of food. Click around with your various mouse buttons until you can pick it up and drop it. In particular, learn not to drop things you don't want to. Some things are gone forever if you drop them onto the ground. You can use the command "help" to learn more about other commands. The ',' (comma) key also picks up objects below you. Another important key is the ' key, which tells your client that you're about to begin a text command. On some clients you can click in a window to type in a text command.
+ 
+ ===Crossfire primer #2:===
+ ==skills==
+ Crossfire players can have many skills. Type in the command "skills" to see which ones you have. Right now you have few or none. Soon, you will be able to choose your beginning skills, which are determined by your choice of class.
+ The main ones are magic, weapons, and praying. There are many more.
+ Some you will use like this:
+ use_skill alchemy
+ Others, like praying, weapons, and magic are automatic.
+ 
+ ===Crossfire primer #3:===
+ ==Magic==
+ Players with the magic skill can cast magical spells.
+ Magical spells are used in this way: 
+ by typing, for example:
+ cast small lightning
+ cast burning hands
+ Either of these commands will set the RANGE ATTACK to that magic spell. Then, "firing" in a direction will invoke that spell in that direction. Magical energy is call mana, and it is depleted whenever a player invokes a magical spell. Mana is normally replenished slowly, but certain items may speed the process.
+ 
+ ===Crossfire primer #4:===
+ ==Prayers==
+ Players with the praying skill can ask help of their gods, and get it. Prayers and magical spells are used in much the same way, for example, by typing:
+ cast holy word
+ cast burning hands
+ Either of these commands will set the RANGE ATTACK to that praying skill. Then, "firing" in a direction will invoke that prayer in that direction.
+ Grace is a measure of how pleased your god is with you at the moment. Your god will grant you favors if you have sufficient grace for the favor, or even sometimes if you don't. However, asking for big favors when you have insufficient grace may bring down divine retribution.
+ Grace is slowly replenished, up to a point. Beyond that point, you must pray to gain more grace. This is a convenient way to do this:
+ bind use_skill praying
+ P 
+ Then simply hit the P key repeatedly. 
+ This is also a good way to regenerate grace quickly.
+ 
+ ===Crossfire primer #5:===
+ ==Attacking with weapons or fists.==
+ If you want to physically strike a monster, all you need to do is run into him with your player, many times quickly. To do this best, you should learn the keyboard commands for running, and indeed, for moving in general. For moving with the keyboard:
+   yku
+   h l
+   bjn
+ Running in a direction is done by <ctrl> direction. Firing in a direction is <shift> direction. It's generally better to hit a monster with a weapon besides your fists. Click on your inventory until you figure out how to get a weapon to be marked "wielded". Then, you'll be able to hit the monster with the weapon when you run into him.
+ 
+ ===Crossfire primer #6:===
+ ==Religions.==
+ When you first begin the game, you will be unable to use any prayers because you have no god to grant them as yet.
+ Religions are acquired by praying at an altar. Any player with the praying skill may pray at an altar and become a devotee of that god. The various deities are very different from each other. Beginning players should probably choose either Mostrai or Valriel, and avoid Gaea and Rugilli. Temples for most of the religions are in the town Scorn, where you will appear after you choose a class.
+ 
+ ===Closing:===
+ To begin choosing, walk into the room below, and examine the different classes until you are satisfied. When you find a class you like, walk forward onto the circle for that class.
  
  ====Races====
  A complete list of race traits is available [[:races|here]]
  
@@ -75,15 +173,15 @@
  ==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 alot 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:==
  [[: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]]
+ 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.
  
@@ -113,31 +211,11 @@
  [[: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===
- Recommendations on Choosing a Cult or 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.
- 
- ===Table of Contents:===
-   * [[#Devourers]]
-   * [[#Gaea]]
-   * [[#Gnarg]]
-   * [[#Gorokh]]
-   * [[#Ixalovh]]
-   * [[#Lythander]]
-   * [[#Mostrai]]
-   * [[#Ruggilli]]
-   * [[#Sorig]]
-   * [[#Valkyrie]]
-   * [[#Valriel]]
- 
- 
- ===Preface===
- 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.
- 
- NOTE2: Need to comment on monsters from Summon Cult Monster and Summon Avatar prayers.
  
  ==Early Game==
  General summary of what a cult member can expect while gaining the first 10 or 15 levels in praying.
  ==Mid Game==
@@ -145,8 +223,23 @@
  ==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.
  
@@ -167,8 +260,10 @@
  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.
  
@@ -193,8 +288,10 @@
  ==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.
  
@@ -220,11 +317,13 @@
  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: Recommended for specific instances; 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)
  
  ==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==
@@ -246,11 +345,13 @@
  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: Somewhat 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.
  
  ==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==
@@ -273,11 +374,13 @@
  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: Somewhat 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.
  
  ==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==
@@ -304,11 +407,12 @@
  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: Somewhat 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.
  
  ==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==
@@ -330,8 +434,10 @@
  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.
  
@@ -353,11 +459,12 @@
  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: Somewhat 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.
  
  ==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==
@@ -377,11 +484,12 @@
  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 <attack_type>, 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: Somewhat 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.
  
  ==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==
@@ -405,11 +513,12 @@
  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: Recommendation - 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.
  
  ==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==


IP-Address  : 59.167.121.117
Old Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook?rev=1412244054
New Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook

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