Difference between revisions of "Cinder Acolyte"
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{{flavour|Cinder Acolytes serve Ignis, the Dying Flame, who grants them incredible power over fire... but there is only so much fire left to draw on, and once it burns out, acolytes may need to abandon Ignis. They start with a robe, a choice of flaming weapons, and the spell Scorch.}} | {{flavour|Cinder Acolytes serve Ignis, the Dying Flame, who grants them incredible power over fire... but there is only so much fire left to draw on, and once it burns out, acolytes may need to abandon Ignis. They start with a robe, a choice of flaming weapons, and the spell Scorch.}} | ||
'''Cinder Acolytes''' are warrior-mages who worship [[Ignis]], a god who will eventually burn out. | '''Cinder Acolytes''' are warrior-mages who worship [[Ignis]], a god who will eventually burn out. | ||
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==Strategy== | ==Strategy== | ||
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Cinder Acolytes revolve around Ignis, who grants immediate, but limited, divine favor. Ignis provides abilities that are very strong in the early game; those should be enough to bail you out of most any situation before and even during [[Lair]]. Using them will eventually burn your god out (and even if it doesn't, won't scale into the midgame). Deciding when to switch gods (if at all) is very important for a prospective Acolyte. | Cinder Acolytes revolve around Ignis, who grants immediate, but limited, divine favor. Ignis provides abilities that are very strong in the early game; those should be enough to bail you out of most any situation before and even during [[Lair]]. Using them will eventually burn your god out (and even if it doesn't, won't scale into the midgame). Deciding when to switch gods (if at all) is very important for a prospective Acolyte. | ||
Revision as of 10:02, 22 January 2022
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Cinder Acolytes serve Ignis, the Dying Flame, who grants them incredible power over fire... but there is only so much fire left to draw on, and once it burns out, acolytes may need to abandon Ignis. They start with a robe, a choice of flaming weapons, and the spell Scorch. |
Cinder Acolytes are warrior-mages who worship Ignis, a god who will eventually burn out.
Contents
Preferred Races
Hill Orc, Gnoll, Draconian, Djinni, and Ogre are the recommended races if you pick a Cinder Acolyte Background.
Racial Restrictions
Demigods cannot be Cinder Acolytes, as they cannot worship Ignis (or any other god).
Starting Equipment
Some species may receive different items based on their unique restrictions.
- -1 Flaming weapon of choice (unarmed, hand axe, spear, short sword, falchion, or mace)
- +0 Robe
Available Spells:
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Fighting: 3
- Chosen Weapon's Skill: 3
- Spellcasting: 1
- Fire Magic: 3
Choosing Cinder Acolyte adds 6 to your starting Strength and Intelligence.
Cinder Acolytes start with 150 piety.
Strategy
Cinder Acolytes revolve around Ignis, who grants immediate, but limited, divine favor. Ignis provides abilities that are very strong in the early game; those should be enough to bail you out of most any situation before and even during Lair. Using them will eventually burn your god out (and even if it doesn't, won't scale into the midgame). Deciding when to switch gods (if at all) is very important for a prospective Acolyte.
Acolytes begin the game with both a flaming weapon and Scorch. The former, while somewhat inaccurate, will deal serviceable damage in melee. The latter will always hit, and deals respectable damage even without training any more Fire Magic. However, training (much) more magic is ill-advised until you get access to more spells.
History
- Cinder Acolyte will be introduced in 0.28.
Backgrounds | |
---|---|
Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |