http://crawl.chaosforge.org/api.php?action=feedcontributions&user=Vigrid&feedformat=atomCrawlWiki - User contributions [en]2024-03-29T05:00:39ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=Early_Game_Character_Building&diff=24369Early Game Character Building2014-01-16T23:43:33Z<p>Vigrid: </p>
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<div>This guide gives general character building advice for the early game. Early game ends when you've reached the latest [[Ecumenical Temple]] spawn level, Dungeon level 7.<br />
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==Build a Basic Plan==<br />
<br />
For early game building purposes, players should determine their character's primary method of killing enemies, and the character's primary method of defense.<br />
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Of course, if a hugely powerful piece of equipment drops, be prepared to take advantage of good fortune and adjust the plan accordingly. For example, if that unknown artefact staff from a store turns out to be the [[Staff of Olgreb]], start pushing [[Evocations]] skill, and consider pushing [[Staves]] and [[Poison Magic]], regardless of initial plan.<br />
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===Offense types===<br />
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* Melee characters kill by hitting enemies with weapons from one or two squares away.<br />
* Ranged characters kill by throwing or shooting projectiles at an enemy from longer distances.<br />
* Mages or spellcasters kill using magic.<br />
* Hybrids do a combination, but for the purposes of early game character building, pick just one to focus on.<br />
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===Defense types===<br />
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* [[Evasion]] (EV) builds defend themselves by dodging.<br />
* [[Armour]] (AC) builds do not evade hits, but concentrate on reducing the damage caused.<br />
* Either build may also choose to wear a shield, but usually only heavy armor builds will concentrate on shields in the early game.<br />
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==Stats==<br />
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How to allocate stats generally follows the same pattern throughout the game, and should always support your plan for the character. <br />
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Spellcasters must choose light armor and a primarily EV defense, or they will likely make their spellcasting unreliable. Focus on INT, but certain races get very low strength to start the game. Build STR up to 8 or 9 to increase carrying capacity, and then put the remaining stat points into INT. Ignore DEX.<br />
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Warriors: Both EV and AC builds should put enough into STR to carry their armor of choice, and the rest into DEX or INT. The returns on DEX surpass those from STR once the penalty from having insufficient STR for the armor of choice is mitigated. INT can be an interesting choice if you are planning to cast spells later.<br />
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==Gods==<br />
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Some backgrounds begin worshiping a god, but characters without gods should consider which god to initially worship. Read the section on [[Choosing a god]], and consider [[Temple diving]] to start gaining [[piety]] (and god-given abilities and gifts) as quickly as possible.<br />
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==Skills by background==<br />
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In the early game, preferred skills are directly based on the character's [[background]], with a few variations due to [[race]]. <br />
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Review the [[Skills]] page if you are not sure how to turn skills on or off. Life gets much easier for characters who focus on just a few skills while getting started.<br />
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===Warriors===<br />
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Whether ranged or hand to hand, Warriors kill by using weapons. (In the case of [[Monk]]s, that weapon is their bare hands and feet, but for game purposes, those are weapons governed by the [[Unarmed Combat]] skill.) <br />
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All warriors should turn off all skills other than their primary weapon. Improve the weapon skill to at least twice it's starting level. After that, begin to branch out into fighting, throwing, armour, or shields depending on class and character design, but always leave weapon skill turned on during the early game.<br />
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Unless throwing is the character's desired method of killing, turn throwing off and keep it off. Early game warriors often are throwing dungeon debris to soften up enemies, which will waste early experience on a skill that is generally not useful in the middle to late games. <br />
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===Zealots===<br />
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Like the warrior classes, by far the main focus is to improve weapon skill. When the character begins branching out to other skills, [[invocations]] should be turned on as well.<br />
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===Hybrids===<br />
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[[Transmuter]]s should get [[Sticks to Snakes]] and [[Spider Form]] castable and pour the rest into [[Unarmed Combat]], eventually picking up the rest of their forms if they choose to go that route.<br />
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[[Enchanter]]s should train Hexes to increase the effectivity of [[Ensorcelled Hibernation]] and [[Confuse]] and pour the rest into [[Stabbing]]. In 0.13, stabbing is no more, so enchanters should focus on [[Stealth]] to both get stabs and do more damage.<br />
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[[Warper]]s should get [[Shroud of Golubria]] to Very Good, and then pour everything into their weapon skill. At the tail end of early game, they should switch to [[charms]] and [[translocations]] to make [[Control Teleport]] effective.<br />
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[[Skald]]s should focus on getting Shroud of Golubria and Regeneration to good levels, then focus on their weapon skill. Depending on the route you take them, stealth or ranged weapons are both good choices.<br />
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===Mages===<br />
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For almost all mages, [[spellcasting]] is not particularly important in the early game. It is much more important to get killing and/or escape spells to Very Good, so casters should turn off all skills other than the necessary magic schools. Use 'I' often to check how easily you can cast your important spells. After failure rates for your critical combat spells are less than 10%, branching out into spellcasting and other magic schools becomes appropriate.<br />
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The important exception to this is [[spriggan]] spell casters. Spriggans can use their considerable speed to escape almost anything in the early dungeon, so mere survival is not the first objective. Spriggans should begin preparing for the middle game, when their onerous dietary restrictions can actually make [[spell hunger]] a life-threatening problem. To reduce this likelihood, spriggans should consider leaving spellcasting on at all times. <br />
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[[Wizard]]s, and [[Venom mage]]s should focus on getting their low level attack spells and [[Mephitic Cloud]] to Very Good or better. These classes, particularly venom mages, may wish to branch into a weapon so they can kill confused low-level enemies effectively without wasting MP.<br />
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[[Conjurer]]s should focus entirely on their spells.<br />
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Elementalists and Summoners can focus entirely on their spells or train a weapon after they have some spells that can help in melee combat like [[Conjure Flame]], [[Sticky Flame]], [[Ozocubu's Armour]], [[Summon Ice Beast]], etc<br />
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[[Necromancer]]s should focus on their spells. If the character wants to dabble in melee, branch out to a weapon skill to make use of [[Lethal Infusion]]. Polearms (for swinging over a line of meatshield skeletons) or staves (preparing for an eventual [[staff of death]]) are recommended.<br />
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===Other===<br />
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[[Artificer]]s should focus on a weapon, being essentially a gimped fighter unless and until good evocable items drop. Temple diving for [[Nemelex]] enables early access to decks, the most easily obtained evocable items.<br />
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[[Wanderer]]s should wing it. Take a look at your early possessions and try to make a plan.<br />
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===Weapons===<br />
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Because of how [[Attack speed]] works, one handed weapons or polearms are the best in the early game. <br />
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The first goal is to find a usable weapon with a decent brand. Consider weapons where the character has good aptitudes, especially if it cross trains with the current weapon of choice. Always pick up every blue or [[randart]] weapon that fits this criteria until a good brand appears. <br />
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===Armour===<br />
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Mages should never wear anything other than a robe in the early game. Getting spells to Great is the top priority. Even leather armor or a buckler will greatly slow gaining sufficient spell proficiency for the early game.<br />
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Hybrid builds that need supplemental spells should not wear anything heavier than leather armor or bucklers in the early game, or their spells will be too unreliable for use.<br />
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AC builds are typically spell-less, and should equip the heaviest armour and shield they can wear without affecting their damage output.<br />
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Similar to weapons, players should pick up and ID all blue or randart armors that might be useful until they find armor with decent brands or [[resistances]].<br />
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[[Category:Strategy Guides]]<br />
[[Category:Crystal Ball Articles]]</div>Vigridhttp://crawl.chaosforge.org/index.php?title=Fly&diff=24313Fly2014-01-13T00:49:02Z<p>Vigrid: </p>
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<div>{{version013}}<br />
'''Fly''' is a [[status effect]] that sends you soaring above the ground. A flying player can ignore water, [[lava]], and most traps, gains a bonus to [[stealth]], receives twice the normal benefit of the [[Swiftness]] spell, and gets a small increase to speed if the character is a [[tengu]].<br />
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Its only downside is that you take extra damage from [[Airstrike]].<br />
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==History==<br />
In [[0.12]] and earlier, flight reduced self-damage taken from static discharge, and negated additional damage from [[electrocution]] weapons.<br />
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[[Category:Status effects]]<br />
[[Category:Movement]]<br />
[[Category:Crystal Ball Articles]]</div>Vigridhttp://crawl.chaosforge.org/index.php?title=Vigrid%27s_Hill_Orc_Fighter_Guide&diff=24311Vigrid's Hill Orc Fighter Guide2014-01-12T23:35:43Z<p>Vigrid: Created page with "{{Character guide}} {{version013}} A Hill Orc Fighter is listed in the "builds for beginners" section of the wiki. While it's true that playing a melee-centric Hill O..."</p>
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<div>{{Character guide}}<br />
{{version013}}<br />
<br />
A [[Hill Orc]] [[Fighter]] is listed in the "builds for beginners" section of the wiki. While it's true that playing a melee-centric Hill Orc is much simpler and easier than most builds, there's something the wiki doesn't tell you: punching your way through your problems will only get you so far. In the end, you need to be just as strategic with your decisions as every other build.<br />
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Which is why I wrote this guide: to help your orc carve its bloody path through the underworld to get to the Orb of Zot.<br />
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==Strategy==<br />
===Skills===<br />
'''Things that should be maxed out''':<br />
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*Fighting. Fighting gives you HP. HP directly translates into survivability for any melee character. You are, primarily, a melee character. Focus it.<br />
*Your primary weapon skill. Focus it until you reach the max [[weapon speed]] for your weapon of choice, then leave it on. Even after your weapon speed's been maximized, weapon skill will still scale up your damage. Damage is good.<br />
*Armour. With a high armour skill, your armour becomes less encumbering, making you more accurate and a bit lighter on your feet.<br />
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'''Things that are recommended''':<br />
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*A ranged weapon skill, any kind. You're likely to get Throwing, but hold out for a bow. It scales very well with your skills. Go to 7 if you don't want any ammunition from Trog or Okawaru, and go no higher than ten.<br />
*Shields. Shields add an extra layer of protection to your character, although wearing a shield does take away a few good weapon choices (triple swords and the best variety of axes). Train until around ten.<br />
*Short Blades, Maces & Flails or Polearms. Assuming you aren't using any of these as your main weapon, both are good in circumstances where slashing damage can be catastrophic, (cough hydra cough) or, if you're a big fan of [[cleaving]], in situations where you're better off dealing with an enemy piecemeal. In either case, only level the weapon's skill up to its minimum delay.<br />
*Evocations. Evocations is very, very, very highly recommended, especially since most magical skills are too mediocre to bother with. A good collection of wands, rings, and amulets will make up for the versatility you'd lose by foregoing magic.<br />
*Invocations. Invocations are good for most gods' abilities, and essential for some gods (here's looking at you, Makhleb). You rarely have to put much into it, however. Put in enough to bring your abilities' failure rates into the single digits, then turn the skill off.<br />
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'''Options that aren't recommended, but are optional''':<br />
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*Most Magic Skills. Chances are, you won't get very far in any of the schools, due to your mediocre aptitudes and very low Spellcasting aptitude. Find a few choice ones, like [[Regeneration]] or [[Shroud of Golubria]], and get those to low failure rates before turning off the skills.<br />
*Stealth. Stealth is not really conducive to a heavily armoured fighter's strategy. Even if you do decide to build into it, you'd have to sacrifice some/a lot of protection before it's effective.<br />
*Evasion. Much like stealth, evasion is hampered by all of the best armors you can get.<br />
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===Stats===<br />
For this character, the lion's share of stat points should go into Strength. Dexterity should be added every other time, until it's around 13-15. Only add to intelligence if you're going for a hybrid build, and cap it before 12.<br />
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===Gods===<br />
There are a large variety of gods in Dungeon Crawl, but there are a few in particular your character will want to choose between.<br />
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*Trog - Trog gives some of the best weapons in the game, and the first two abilities he gives you cost a relatively small amount of food and no piety. Burning spellbooks even increases your piety, along with effectively giving you a fiery landmine. However, if you choose Trog, you're effectively cutting out magic from your repertoire until you abandon him, and he doesn't give you the armor that Okawaru grants.<br />
*Okawaru - Okawaru's gifts and skill bonus, as well as Finesse, are all worthwhile. But there really isn't much in terms of support that Okawaru provides, outside of his two passives and the gear he drops. It's often a good decision to stick with him until you have a good pick of weapons and armor, and drop him afterwards.<br />
*Makhleb - Health on kills, piety-powered destructive blasts and the ability to summon demons. Makhleb makes up for your lack of magic, and can even supplant the need for ranged weapons. The main downsides are the fact that his summons have a chance to turn hostile, and the lack of any endowments.<br />
*Beogh - Beogh is an odd duck. He gives you Smite which, while not obscenely powerful, will hit pretty much anything at full damage. He gives heavy bonuses to orcish weapons and armor, which can give plate mail protection comparable to crystal plate mail with a lower encumbrance, and orcish variants exist of nearly every weapon. And he gives you the chance to gain orcish minions, which is itself a double-edged sword, since they will often block you from engaging your foes in melee, but do provide a very nice meat shield. The main problem comes with actually reaching him, and building up enough piety that he becomes useful, since his gear bonuses are relatively low to start and Smite doesn't unlock until ** Piety.<br />
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To summarize: if you run into an altar to Trog, Okawaru, or Makhleb before the Temple, join up immediately. If you want to go through the game with Beogh, avoid killing all the enemies and skim across the floors until you find an orc priest, then work your way through the previous levels. Otherwise, wait until you reach a temple.<br />
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In the late game, switching to The Shining One is advised, especially if you're're going for more than 3 runes. Most of your enemies will be demonic by that point.<br />
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===Strategy Overview===<br />
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*''Know thy enemy''. Examine every foe you encounter. If they look dangerous, they probably are, and you shouldn't wade into an entire horde of them. Anything the game doesn't tell you, the wiki is more than happy to divulge.<br />
*''Blink is your friend''. Getting scrolls of blink or teleport control is a very, very good thing. The ability to make a controlled blink, either right next to a particularly nasty wizard or right outside of the combat zone, is valuable. Try your best to not waste any scrolls, and if you're going to get any Translocations at all, get Blink.<br />
*''Soften up hard targets''. Trolls, giants, any highly-competent melee combatant should be smacked at range before they get too close for comfort. Never engage them in straight melee.<br />
*''Better them than you''. If you have allies, such as a summons or Beogh's army, generally you want them to take hits for you, or at the very least, distract the weaker enemies while you mop up the rest. The game will continue if they're dead. It'll stop if you're dead.<br />
*''Items are the best''. If you have less than 5 varieties of scroll, wand, ring, amulet and potion on your person, chances are you're woefully under-prepared for the challenges ahead.<br />
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===Additional Reading===<br />
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Other than these points, stick to the [[Walkthrough]], and . Both of these guides will take you far, but in the end, only a good deal of skill and a little luck will get you to the end of the game.</div>Vigridhttp://crawl.chaosforge.org/index.php?title=Character_guides&diff=24310Character guides2014-01-12T22:41:03Z<p>Vigrid: /* Species */</p>
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<div>{{Advice}}<br />
New players should start with the [[Walkthrough]]. After that, please browse our [[strategy guides]] for more general advice, and review the [[Early Game Tips|early game]], [[Mid Game Tips|mid-game]], and [[Late Game Tips|late game]] tips.<br />
<br />
''Authors: You are responsible for maintaining your guide.<br />
<br />
==Species==<br />
'''Centaur'''<br />
* CeHu:<br />
** [[Agentchuck's Centaur Hunter guide]] (unk. v#)<br />
<br />
'''Deep Dwarf'''<br />
* DDNe<br />
** [[Demos' Deep Dwarf Necromancer guide]] (0.9)<br />
<br />
'''Deep Elf'''<br />
* DECj:<br />
** [[MistyMan's_Deep_Elf_Conjurer_of_Vehumet_guide]] (0.13)<br />
* DEFE:<br />
** [[Mr. K's Deep Elf Fire Elementalist guide]] (unk. v#)<br />
<br />
'''Demonspawn'''<br />
* DsCj:<br />
** [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]] (unk. v#)<br />
<br />
* DsSu:<br />
** [[Bim's Demonspawn Summoner guide]]<br />
<br />
'''Felid'''<br />
* FeTr: <br />
** [[A.Siochi's Felid Transmuter guide]] (0.9)<br />
<br />
'''Gargoyle'''<br />
<br />
'''Hill Orc'''<br />
*HOFi<br />
** [[Vigrid's Hill Orc Fighter Guide]] (0.13)<br />
<br />
* HOPr<br />
** [[Demos' Hill Orc Priest guide]] (unk. v#)<br />
<br />
'''Kobold'''<br />
* KoBe:<br />
** [[Hybrid's Kobold Berserker guide]] (unk. v#)<br />
<br />
'''Merfolk'''<br />
* MfDK:<br />
** [[Ophanim's Merfolk Death Knight Guide]] (0.10)<br />
* MfTm:<br />
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)<br />
<br />
'''Mountain Dwarf'''<br />
* MDFi:<br />
** [[Petro's Mountain Dwarf Fighter Guide]] (0.8)<br />
<br />
'''Mummy'''<br />
* MuFi:<br />
** [[Buddy23Lee's Mummy Fighter guide]] (0.12)<br />
* MuSu:<br />
** [[Bim's Mummy Summoner guide]] (unk. v#)<br />
* MuWz<br />
** [[Elynae's Better MuWz Guide]] (0.11)<br />
** [[CapnCrunch's Mummy Wizard guide]] (0.10)<br />
<br />
'''Naga'''<br />
* General:<br />
** [[Tasonir's Melee Naga Guide]] (0.10)<br />
<br />
'''Ogre'''<br />
* General:<br />
** [[Davion Fuxa's Ogre guide]] (0.11)<br />
* OgHu:<br />
** [[Serfuzz's Ogre Hunter guide]] (unk. v#)<br />
* OgWn:<br />
** [[Demos' Ogre Wanderer guide]] (unk. v#)<br />
<br />
'''Sludge Elf'''<br />
* SETm<br />
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)<br />
** [[Demos' Sludge Elf Transmuter guide]] (unk. v#)<br />
<br />
'''Spriggan'''<br />
* SpEn:<br />
** [[Huggz's Spriggan Enchanter guide]] (0.13)<br />
* SpCK:<br />
** [[Demos' Spriggan Chaos Knight guide]] (0.7)<br />
* SpVM:<br />
** [[Demos' Spriggan Venom Mage guide]] (unk. v#)<br />
* SpWz:<br />
** [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide <video>] (0.9.1)<br />
<br />
'''Troll'''<br />
* TrCj:<br />
** [[Elynae's Troll Conjurer guide]] (unk. v#)<br />
* TrMo:<br />
** [[Buddy23Lee's Troll monk of Jiyva ("slime troll") guide]] (0.12)<br />
<br />
'''Vampire'''<br />
* VpCj:<br />
** [[Drwhat's Vampire Conjurer guide]] (0.10)<br />
<br />
==Background==<br />
'''Abyssal Knight:'''<br />
* [[IonFrigate's Abyssal Knight guide]] (0.11)<br />
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide] (unk. v#)<br />
<br />
'''Fire Elementalist:'''<br />
* [[Elynae's Fire Elementalist guide]] (0.11, short)<br />
<br />
'''Skald'''<br />
* [[Lawman's Skald guide]] (0.10)<br />
<br />
[[Category:Strategy_Guides]][[Category:Guides]]</div>Vigrid