Race Based Character
Suggestions
Note that these suggestions are just based on how valuable they are
to a character succeeding. While I may suggest that a character does
not join a particular guild or play a particular alignment, it does not
in any way mean that it would not be fun to do so - I think the game is
fun pretty much however it is played. :) Also note that in all character
suggestions, characters are assumed to be members of the artisan's guild.
Human:
Multi-class, multi-class, multi-class! Often found as good or evil,
allowing them to join the ninja and sorceror guilds - which is probably
the most powerful combination of two guilds in the game. All
human characters should be given maximum HP by using warrior, artisan,
warlock maximum HP route, and focus more on fighting, or evenly on fighting
and spellcasting.
Guilds not to join:
-
Explorer - gives heavy penalty due to fighting ability, and spells could
be obtained with less penalty from Warlock.
-
Paladin - fairly poor fighting ability, and healing ability is outweighed
by either the Magi's guild(with charm) or Cleric's guild.
-
Villain - Heavy penalty, and a ninja/sorceror combination is far more powerful.
-
Barbarian - Stupid if neutral, as thief is far better, and a waste of time
if evil, as it will give a moderate penalty for only decreasing the cost
of magical entry.
Suggestions: (Also including low warrior and warlock for max HP where not
included):
-
Good/Evil Ninja, Sorceror, Magi. Well rounded abilities.
-
Good/Evil Ninja, Warrior, Warlock. Does lots of damage in combat
due to multiple swings and fighting ability. Warlock's spells are also
a great complement, but warlock will suffer heavy penalty.
-
Good/Evil Ninja, Warrior, Sorceror. Similiar to above combination,
but the damage and resistance spells could be considered more favourable
than the movement and other spells of the warlock.
-
Neutral Warrior, Thief, Cleric, Warlock. While the best neutral characters
are probably dwarves or saris, this is still quite a good character.
Elf:
To put it in slang - Spellchucker. Elves undoubtable make the best
spellcasters in the game - so get that INT and WIS up and start blasting
those monsters to bits! They are often good so they can join the
Paladin's guild to give them some fighting ability in case their spell
points happen to run out. Elves are also usually good or evil, allowing
them to join the sorceror's guild, but neutral elves are still quite powerful.
Suggestions:
-
Good Sorceror, Magi, Warlock, Paladin. Can fall behind on exp.,
but is very valuable in moving around the dungeon and casting offensive
spells.
-
Good Sorceror, Paladin, Warlock/Magi. More fighting ability
means this character is more offensive and will gain more exp., but the
movement spells with suffer.
-
Evil Sorceror, Magi, Explorer. Explorer will still give reasonable
fighting ability, and only a small amount of offensive capability will
be lost with the removal of Warlock.
-
Neutral Cleric, Thief, Warlock. Keeping cleric with the highest
level with reduce its penalty, as well as increasing the potency of the
healing and damage spells. Valuable for opening chests and moving
around also. Backstabbing ability of thief will result in some usefulness
in combat.
Giant:
They can only join Warrior, Explorer and Barbarian - and are usually
found as characters in all these guilds. Barbarian gives a low magical
entry cost and backstabbing ability, Explorer gives movement spell ability,
and Warrior allows them to flaunt their natural strength. Usual order of
importance is Warrior, Explorer and Barbarian. Barbarian helps other
characters with thieving, and also prevents the character from being robbed
blind by stealing monsters. Give them high constitution to begin
with to maximise their HP (as they are usually frontline fighters), then
start building up their strength.
Gnome:
The supreme masters of charming enemies, gnomes are virtually always
found in the Magi's guild, and their high charisma means many monsters
will simply join them without having to be charmed. Having a higher
CON and STR than elves, they tend to suffer less from lagging behind in
the XP percentage.
Guild not to join:
-
Barbarian - thief is better if neutral, and villain is more rounded for
an evil gnome.
Suggestions:
-
Good Magi, Paladin, Sorceror. Good at charming with decent fighting
ability. Offensive sorceror spells are also valuable.
-
Neutral Cleric, Magi, Thief. Similiar to the Elven Cleric, Thief,
Warlock, but with companions could be considerably more powerful.
-
Evil Magi, Sorceror, Villain. Villain will give a penalty to Magi
and Sorceror, so they should be considerably higher in level.
-
Evil Magi, Villain, Explorer. Explorer could be removed entirely,
or just gained up to obtain minimum cost movement spells.
Dwarf:
Dwarves can only be neutral, allowing them to join up with any character
or party. They are quite versatile, and the combination of their
good statistics as well as being able to join four good guilds results
in dwarves being quite popular characters.
Guild not to join:
-
Barbarian - A combination of thief and warrior levels is far better, both
for fighting ability and for chest opening/trap disarming spells.
Suggestions:
-
Warrior, Thief, Cleric, Warlock. Joining these guilds, this character
might level slowly, but has virtually all the skills required to survive
the dungeon solo.
-
Warrior, Thief, Cleric, Explorer. Will lack some spells(morkal death
& high resistances) but will have a far better perception.
-
Warrior, Cleric, Thief. Eliminating warlock/explorer means loss of
movement spells, but the increased leveling in cleric (and hence healing
and damage spell capability) could offset this.
-
Warrior, Thief, Warlock. The loss of healing spells will hurt this
character's solo ability, but they will have strong fighting ability, backed
up with movements spells to quickly return to town when injured.
Ogre:
Due to the severe guild limitations of ogres, they are only useful
if played as neutral or evil, allowing them access to the barbarian guild,
otherwise their spell points go to waste through the high cost of magical
entry in the artisan's guild. Ogres are generally neutral, as this
means they can join with good or evil characters. Make sure that
their CON is as high as possible, as having the highest con, giving them
high HP is one of the few things ogres have going for them. So make
them neutral, high con, and go kill something... :)
Ogres are great as a first character to collect tomes and potions for
your other characters, as they don't have a lot of potential to travel
to the lowest levels of the dungeon.
Yeti:
Quite dextrous, but ugly, Yeti are valuable because of their great
underwater breathing capability. They can join the magi's guild,
but given their low charisma they may not be able to cast some of the more
powerful charm and bind spells(Unless aided by charisma increasing items).
They are quite effective warriors though, having a good STR and DEX, backed
up with sorceror capability.
Suggestions:
-
Good/Evil Warrior, Sorceror, Explorer. Powerful fighter will
offensive capability and movement spells.
-
Evil Sorceror, Villain, Explorer. Same as above, but villain
may provide a more rounded fighting ability.
-
Or drop Explorer from either of the above combinations so leveling can
be faster in the other two guilds at the expense of movement spells.
Saris:
They can only be neutral and only join six guilds, and are often found
in the same guilds as dwarves(Except they can't be warriors). However,
Saris have the huge advantage over dwarves of having a brilliantly high
dexterity(Max natural 28 DEX). Though they have less STR and CON,
their tremendous DEX is very popular since they usually get first strike
in a battle.
Suggestions:
-
Explorer, Thief, Cleric, Warlock. Go the whole hog and use all four
guilds. Slow to level, but pretty good.
-
Explorer, Thief, Cleric. Drop warlock and lose a few spells in order
to gain levels faster.
-
Thief, Cleric, Warlock. This character will lack fighting ability
comparatively to those in the explorer's guild, but should level a little
faster than the second option, and will have morkal death spells.
Troll:
Trolls can have three alignments, but virtually only found as evil,
due to their allowed guilds. As mentioned in the race overview trolls
are only really useful as Evil Ninja/Villain/Barbarians. Neutral
thief is a waste, as is a Good Ninja. The ninja's great fighting
ability combined with the better thieving and backstabbing ability of the
barbarian, and villain for some spellcasting capability make these trolls
a powerful character.