User:Hordes

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User:Hordes/Guide

User:Hordes/Basics Guide

User:Hordes/Talisman


Djinn train all magic skills, as well as Spellcasting, equally at +11 aptitude. This roughly equates to:

  • Training a single school with -3 aptitude, with Spellcasting being free.
  • Training a single school with -2 aptitude, with Spellcasting set to 0.

Since every skill is trained at once, multi-school spells are effectively treated as single-school, which makes them very good at these spells. Dual-school spells are trained at a relative +2 aptitude, which is on the level of Deep Elves. Since a large amount of spells are dual-school, Djinn are often ahead of skill curve, not behind.


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 sword1.png Short sword - Short Blades aren't great at regular combat, though they are good at stabbing. Uses dexterity instead of strength.
  • Mace1.png Mace - Maces & Flails are the strongest "strength" weapon, at least in terms of stats.
  • Hand axe1.png 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.
  • Spear1.png 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.
  • Falchion1.png Falchion - Long Blades are similar to Maces; higher base damage, but no gimmick. They use dexterity instead of strength.
  • Glove1.png 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.

  • Rapier1.png 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.
  • Flail1.png Flail - Maces & Flails have higher base damage, but no special gimmicks.
  • War axe1.png War axe - Axes can cleave, but deal less single-target damage. Great option for strong species, like Hill Orcs and Minotaurs.
  • Trident1.png Trident - Polearms can attack from a tile away. Like the spear before it, tridents are usually the best option against single targets.
  • Long sword1.png Long sword - Long swords are slightly more powerful than flails, though long swords use dexterity instead of strength.
  • Quarterstaff.png 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.
  • Glove1.png 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.

Strategy