Difference between revisions of "User:Hordes"
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− | Djinn train all magic skills equally, at +11 aptitude. For single-school spells, this is roughly equivalent to a -2 aptitude. Since you train every skill at once, however, a dual-school spell is trained at a relative ''+2'' aptitude (around the level of [[Deep Elves]]!). As a good of spells are dual-school, Djinn are often ahead of skill curve, not behind. | + | Djinn train all magic skills equally, at +11 aptitude. For single-school spells, this is roughly equivalent to having a -2 aptitude. Since you train every skill at once, however, a dual-school spell is trained at a relative ''+2'' aptitude (around the level of [[Deep Elves]]!). As a good chunk of spells are dual-school, Djinn are often ahead of skill curve, not behind. |
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Revision as of 02:47, 9 August 2023
Relevant credentials: Hordes (greaterplayer) | Moriya (greaterplayer #2) | HorDDes (tournament)
(The rest of the page is just writing stuff that's WIP)
Djinn train all magic skills equally, at +11 aptitude. For single-school spells, this is roughly equivalent to having a -2 aptitude. Since you train every skill at once, however, a dual-school spell is trained at a relative +2 aptitude (around the level of Deep Elves!). As a good chunk of spells are dual-school, Djinn are often ahead of skill curve, not behind.
Monster | Req'd Will | Human (+3 Will/XL) | Ogre (+4 Will/XL) | Mummy (+5 Will/XL) | Felid (+6 Will/XL) | Spriggan (+7 Will/XL) |
---|---|---|---|---|---|---|
Orc sorcerer | 135 | XL 19 + Will++ External Will+++ |
XL 14 + Will++ | XL 19 + Will+ XL 11 + Will++ |
XL 16 + Will+ External Will++ |
XL 20 XL 14 + Will+ |
Ogre mage | 139 | XL 20 + Will++ External Will+++ |
XL 15 + Will++ | XL 20 + Will+ XL 12 + Will++ |
XL 17 + Will+ External Will++ |
XL 20 XL 15 + Will+ |
Vampire knight | 143 | XL 21 + Will++ External Will+++ |
XL 16 + Will++ | XL 21 + Will+ External Will++ |
XL 24 XL 18 + Will+ |
XL 21 XL 15 + Will+ |
Great orb of eyes | 147 | XL 23 + Will++ External Will+++ |
XL 17 + Will++ | XL 22 + Will+ External Will++ |
XL 25 XL 18 + Will+ |
XL 21 XL 16 + Will+ |
Sphinx | 154 | XL 25 + Will++ External Will+++ |
XL 19 + Will++ | XL 23 + Will+ External Will++ |
XL 19 + Will+ | XL 22 XL 17 + Will+ |
Dread lich | 167 | External Will+++ | XL 22 + Will++ | XL 26 + Will+ XL 18 + Will++ |
XL 22 + Will+ External Will++ |
XL 24 XL 19 + Will+ |
Reading the table:
- This table lists combinations of XL and external willpower that reaches 0% success rate. In-game, willpower is measured in units of "Will+", but willpower is actually a number ranging from 0-200, each Will+ is equal to 40. Every level, you gain a small amount of will, depending on your species.
- A Human requires XL 19 and 2 rings of willpower (or any 2 sources of Will+) to reach 0% success against orc sorcerers. A human at XL 19 that displays Will++ in the % screen does not resist an orc sorcerer.
- Some cases of low XL are omitted for brevity; Humans technically require XL 5 with external Will+++ to resist an orc sorcerer. But if you're fighting an orc sorcerer at XL 4, you have bigger problems.
- For absolute safety, make sure to x v a monster so that it actually has 0% success.
Monsters have a spellpower of 4 * HD
, and for a hex to have a 0% success chance, you need 99 + spellpower
willpower. But there is a stepdown for stronger monsters.
When you start with a melee-oriented background, you'll get a starting weapon of choice.
Simple Starting Weapon
Used by most weapon-wielding backgrounds.
- Short sword - Short Blades aren't great at regular combat, though they are good at stabbing. Uses dexterity instead of strength.
- Mace - Maces & Flails are the strongest "strength" weapon, at least in terms of stats.
- Hand axe - Axes have the ability to cleave. In addition to hitting a "main" target for 100% damage, they'll hit every monster adjacent to you for 70% damage. However, axes deal less damage than other weapons.
- Spear - Polearms have reaching - they can attack from an extra tile away. Despite their worse stats, spears are the best option to fight single targets, due to their extra range.
- Falchion - Long Blades are similar to Maces; higher base damage, but no gimmick. They use dexterity instead of strength.
- Unarmed Combat - Unarmed Combat is usually the weakest of the available "weapons". Certain species, like Trolls and Ghouls, receive special bonuses to Unarmed attacks. Unarmed can become strong at high skill, but that's a long while away.
Good Starting Weapon
Fighters and Gladiators start with a better ("good") starting weapon than other backgrounds.
- Rapier - Short Blades are good at stabbing, but weaker at plain combat. Rapiers are the only "good" weapon that stats below 1.0 attack delay, meaning monsters won't get a chance to hit you twice.
- Flail - Maces & Flails have higher base damage, but no special gimmicks.
- War axe - Axes can cleave, but deal less single-target damage. Great option for strong species, like Hill Orcs and Minotaurs.
- Trident - Polearms can attack from a tile away. Like the spear before it, tridents are usually the best option against single targets.
- Long sword - Long swords are slightly more powerful than flails, though long swords use dexterity instead of strength.
- Quarterstaff - Quarterstaves deal more damage/turn than any other option, but they are two-handed, meaning you can't wear a shield with one. Because of this restriction, only Gladiators and Formicid Fighters can start with one. In addition, Staves are rarer than other weapon types.
- Unarmed Combat - Unarmed Combat is usually the weakest of the available "weapons". Certain species, like Trolls and Ghouls, receive special bonuses to Unarmed attacks. Unarmed can become strong at high skill, but that's a long while away.