Talk:Ordo Ignis Aeternis
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Current revision (12:33, 18 July 2011) (edit) Adevna (Talk | contribs) (updated/removed antiquated information; commented on various races.) |
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+ | =Forenote on Races= | ||
+ | OIA consists of three ways to fight: | ||
+ | *Dodge-nuking, where you concentrate everything on speed and your dodge rating, allowing you the full ability to cast those lengthy spells that level the entire room. Large groups tend to be no problem at all. | ||
+ | *Melee, these are too bulky to seriously consider a full-time job in dodging. They have great difficulty in taking on large groups, but handle a single (potentially strong) opponent with a great potential for finesse and vigor. Long spells are possible with enough effort directed towards deflection, but be prepared to invest a considerable lump of specs in concentration to prevent some fatal interruptions. | ||
+ | *Hybrid, these have a certain racial potential to go with either of the previous combat styles, but lack the ability to master either of them. These are potentially far more deadly than the other two, but that depends entirely on the player. | ||
+ | |||
+ | You may ask what these methods of warfare have to do with race, and the answer would be: EVERYTHING. | ||
+ | |||
+ | You will be limited in how effective a racial choice is depending on your combat style, and vice versa. | ||
+ | |||
=Race Combos with the Guild= | =Race Combos with the Guild= | ||
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==Troll== | ==Troll== | ||
- | Trolls start off really weak in this guild due to low int and low char. Once you get over this hurdle, the troll settles into a nice mage, able to dish out physical damage and nuke foes with spells. Also really important for the troll isthe limb regen, since losing a hand in this guild is worse than death in most cases, especially with Immolate going. Red claws combined with trollish strength is a good combo. The high Con also means you can go WoV and play with the affinities. Initial armour may be an issue, but the flamra gear either is unsized or sizes to the caster. | + | Trolls start off really weak in this guild due to low int and low char. Once you get over this hurdle, the troll settles into a nice mage, able to dish out physical damage and nuke foes with spells. Also really important for the troll is the limb regen, since losing a hand in this guild is near certain death. Red claws combined with trollish strength is a good combo. The high Con also means you can go WoV and play with the affinities. Flamra armour becomes a true boon. |
+ | |||
+ | Orrid says: ''No races with low max attributes are advised for OIA; OIA is far too spec intensive for adequate progression. Melee may be a good option for this race, but OIA lacks any serious spec access to melee skills which will hinder your progression. Combine the low max attributes and OIA's spec intensive nature, and joining other spec-intensive guilds for the purposes of gaining access to melee skills (such as Maidens of the Spear) is not a wise option. Although, using Wandslingers as your primary means of attack while using OIA as support (by placing specs in slinger skills over OIA) is an option with all races. You may wish to aim for melee potential through flamra conjurations and the few buffs OIA possesses--all of which are truly fantastic buffs--and neglect casting if you insist on this particular race or races like it.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Zuth== | ==Zuth== | ||
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==Advenus== | ==Advenus== | ||
+ | Orrid says: ''It is unknown whether or not a psychic race will be served by joining OIA, but it is certain that OIA--because it is a magickal guild--lessens the chance for gaining wild talents.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Dracon== | ==Dracon== | ||
+ | Orrid says: ''The Dracon are supposed to be quite good at manipulating fire; even more than the Phaethon in some areas, if rumor around the Guildhall can be trusted, and it usually can. I believe Dracons also gain bonuses to spell ratings, as well as numerous phlogiston-based spells, allowing their breath attacks to gain their full potential, or diminishing their opponent's. There are many other spells capable of increasing the Dracon's natural deadliness, such as Red Claws. Full melee is recommended as you will get no size bonuses to dodge and thus rely on deflection and your skill in concentration.''--[[User:Adevna|Adevna]] 09:28, 18 July 2011 (EDT) | ||
==Drow== | ==Drow== | ||
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==Faerie== | ==Faerie== | ||
- | Flight, high speed, high dex, high cha, high int, and access to Magick Affinity. Not many spells are unlocked by the affinity, but it does some nice damage on the altered spells. The flight will make it easier to get to the wandering trainers. Faeries don't breathe, so they can make better use of the Smoke Bomb spell, since it seems to go off in the same room. Wait til the opponents are starting to panic and choke, then nuke them with your attacks spells. | + | Flight, high speed, high dex, high cha, high int, and access to Magick Affinity. Not many spells are unlocked by the affinity, but it does some nice damage on the altered spells. Faeries don't breathe, so they can make better use of the Smoke Bomb spell, since it seems to go off in the same room. Wait til the opponents are starting to panic and choke, then nuke them with your attacks spells. |
+ | |||
+ | Orrid says: ''Faeries make EXCELLENT OIA candidates. High attribute maxes make any race a prime OIA candidate, but Faeries can take the potential for spell casting even further by lowering their size and gaining a significant bonus to their dodge rating. By focusing on dodging and speed a faerie can handle even the largest of mobs with ease while utilizing OIA's Area of Effect damage spells. Faeries are the epitome of a dodge-nuker. Be aware, however, that dodge ratings of 8k+ will be required for any truly serious work with this race, which could take quite a bit of effort.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Gnome== | ==Gnome== | ||
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==Kobold== | ==Kobold== | ||
- | The high assim is a huge benefit, especially since the xp from Burnt Offerings is modified by assim. roam around the mud collecting exploration points and cleaning up the messes left by others, and you can rake in enough xp to easily make level 20, plus since you get xp from a lot of the quests (and quests are important to the guild), you can get a huge head start in the guild in passive mode, which will give you enough time and points to get your attributes up. The high assim also means you'll be getting a lot more per train, which unlocks more spells faster. Then it becomes a matter of hitting the target with a big spell, using one of the area attacks to clean out the lesser opponents, then hammering away with your preferred quick attack spell. | + | The high assim is a huge benefit, especially since the xp from Burnt Offerings is modified by assim. roam around the mud collecting exploration points and cleaning up the messes left by others, and you can rake in enough xp to easily make level 20, plus since you get xp from a lot of the quests (and quests are important to the guild), you can get a huge head start in the guild in passive mode, which will give you enough time and points to get your attributes up. The high assim also means you'll be getting a lot more per train, which unlocks more spells faster. |
+ | |||
+ | Orrid says: ''The viability of this race has not been tested with the latest incarnation of OIA and the advice about leveling with Burnt Offerings holds far less water than it did in the past, but the prior advice may still hold some relevance.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Orc== | ==Orc== | ||
- | Normal orcs don't have too many advantages in this guild, but Hellwalkers have a ton of advantages. The raw physicallity nicely complements the nuke capacity of the guild, and the affinities open up a lot of new spells. Protection from Hellfire, Hellfire Gout, and Netherball all open up early to Hellwalkers. | + | Orrid says: ''No races with low max attributes are advised for OIA; OIA is far too spec intensive for adequate progression. Melee may be a good option for this race, but OIA lacks any serious spec access to melee skills which will hinder your progression. Combine the low max attributes and OIA's spec intensive nature, and joining other spec-intensive guilds for the purposes of gaining access to melee skills (such as Maidens of the Spear) is not a wise option. Although, using Wandslingers as your primary means of attack while using OIA as support (by placing specs in slinger skills over OIA) is an option with all races. You may wish to aim for melee potential through flamra conjurations and the few buffs OIA possesses--all of which are truly fantastic buffs--and neglect casting if you insist on this particular race or races like it. |
+ | |||
+ | '''HOWEVER:''' Should you take this race into some serious consideration and place a great deal of effort into the character, you would be rewarded with (potentially) one of the most amazing OIA races ever. OIA has many holy/unholy and order/chaos spells that would make a [[Hellwalker]] quite deadly. As of yet, none of attempted an Orc OIA with any depth of sincerity since the recent changes.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Human== | ==Human== | ||
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==Suzumei== | ==Suzumei== | ||
Suzumei are hard pressed in this guild. Their lack of unarmed attacks are not compensated for by Red Claws at all, and they are usually so big that they cannot fit through a lot of door, which means you miss out on a lot of the lower level teachers that are easily found. The main benefits is that they can fly, they can take some damage, and they get access to the venom based spells. Not much compensation for the assim penalty. | Suzumei are hard pressed in this guild. Their lack of unarmed attacks are not compensated for by Red Claws at all, and they are usually so big that they cannot fit through a lot of door, which means you miss out on a lot of the lower level teachers that are easily found. The main benefits is that they can fly, they can take some damage, and they get access to the venom based spells. Not much compensation for the assim penalty. | ||
+ | |||
+ | Orrid says: ''Red Claws is a hard spell to gain enough rating to use, so the above information is fairly moot. A ring of shrinking can fix any size problems. As with Dracons, OIA has much to offer the eructation-enabled. However, you will need to go full melee, and plan accordingly.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Erechthyion== | ==Erechthyion== | ||
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==Nyloc== | ==Nyloc== | ||
Nyloc in this guild gain many benefits. One of the first is fire affinity, since nylocs are so vulnerable to fire. There are also spells to help with dazzle and heliocausticity. Nylocs can also start with Eskaric Affinity and Water Affinity. Eskaric Affinity affects a lot of the base fire spells into a damage type that most things won't resist, and can poison the target. Flight is a welcome bonus, and the Flamra Armour adapts to nyloc anatomy. | Nyloc in this guild gain many benefits. One of the first is fire affinity, since nylocs are so vulnerable to fire. There are also spells to help with dazzle and heliocausticity. Nylocs can also start with Eskaric Affinity and Water Affinity. Eskaric Affinity affects a lot of the base fire spells into a damage type that most things won't resist, and can poison the target. Flight is a welcome bonus, and the Flamra Armour adapts to nyloc anatomy. | ||
+ | |||
+ | Orrid says: ''The above information is so antiquated that it's laughable. Nylocs gain no affinities other than Shadow in this age of LS. Shadow Affinity is one of the strongest, most unique affinities in the MUD. Take a peak at the help file of Shadow Affinity if you are not informed of its properties. Nylocs gain the potential to partially negate water's effect on OIA's lovely flames. One of the Nyloc's greatest weaknesses is the utter lack of armour choices; Para or obsidian armours are the Nyloc's primary choices. However, the Nyloc's prayers are answered in OIA with one of OIA's greatest boons: flamra armour. The difficulty comes in the Nyloc weakness to light. However, even this is handled by the wonder of OIA's magickal pantheon. Smudge negates light sensitivity and Smoke Veil negates heliocausicity, while Protection from elements helps cover some of Shadow's weaknesses. These gifts are not without effort though. Even so, Nyloc have great potential in OIA.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
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==Phaethon== | ==Phaethon== | ||
+ | Orrid says: ''Phaethon, at first glance, are the primary candidate for an OIA. They have natural access to fire affinity, have fire wing attacks, fly, and have fae capabilities, among other things. There are many reasons why anyone should choose a Phaethon for their OIA experience, and most are very good ones. However, the same boons to fire are also downfalls. Phaethon are not suited for dodge-nuking, so a focus in melee is preferable. Plan accordingly for a grand first-strike, and a protracted engagement.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Quess== | ==Quess== | ||
+ | Orrid says: ''They're water-based. I don't believe the guild even allows them to join. You can try though.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Sekh== | ==Sekh== | ||
==Skaven== | ==Skaven== | ||
+ | Orrid says: ''Disease Affinity does not combine with the inner flame to generate interesting affine bolt/blazes/other, and resistances hurt an OIA, so take care with this choice.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Slaan== | ==Slaan== | ||
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==Sleestak== | ==Sleestak== | ||
Sleestak, despite starting with a low Int and Cha, can actually fare really well in this guild. They are just really slow to start up. Once they get going, they get all of the draconic spells, and are one of the few races that can make use of Tail Ember. | Sleestak, despite starting with a low Int and Cha, can actually fare really well in this guild. They are just really slow to start up. Once they get going, they get all of the draconic spells, and are one of the few races that can make use of Tail Ember. | ||
+ | |||
+ | Orrid says: ''I am unaware of a committed Sleestak OIA so I have no comments here other than the fact that Tail Ember is currently not in the spell pantheon, and may never return.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Svirfneblin== | ==Svirfneblin== | ||
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==Dragon== | ==Dragon== | ||
Dragons completely pwn in this guild. All of the draconic buff spells stack on top of the dragons formidible natural abilities, making them really tough in physical combat. Enhance Phlogiston and Feed Inner Flame come in really handy. A dragon is a flying tank, ad in this guild, that tank gets an arsenal of attack types to dish out in addition to teeth, claws, wing buffets, tail slap (Tail Ember works), and breath attack. The same affinities that affect spells also affect breath attacks, so you can learn different techniques to tweak it how you want it. | Dragons completely pwn in this guild. All of the draconic buff spells stack on top of the dragons formidible natural abilities, making them really tough in physical combat. Enhance Phlogiston and Feed Inner Flame come in really handy. A dragon is a flying tank, ad in this guild, that tank gets an arsenal of attack types to dish out in addition to teeth, claws, wing buffets, tail slap (Tail Ember works), and breath attack. The same affinities that affect spells also affect breath attacks, so you can learn different techniques to tweak it how you want it. | ||
+ | |||
+ | Orrid says: ''Dragons are good in almost everything. Refer to the comment above about Tail Ember and other comments about spells like Red Claws. Breath attacks are the same here as they are with all other element breathers and OIA supports their habit like a charitable crack dealer.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Urln== | ==Urln== | ||
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==Bezhuldaar== | ==Bezhuldaar== | ||
+ | Orrid says: ''Anti-magick field will negate all help that OIAs spells would offer. Best going else-where. I'm also unsure if eye-stalks can be used to cast spells with, but I assume so?''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Angel== | ==Angel== | ||
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==Powrie== | ==Powrie== | ||
+ | Orrid says: ''Powries are like faeries in so many ways, but some say that they are far better. It's really up to personal choice I believe, but OIA can help them with areas, like being a sanguivore, that many guilds simply cannot.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT) | ||
==Raktorak== | ==Raktorak== | ||
==Zenun== | ==Zenun== |
Current revision
Forenote on Races
OIA consists of three ways to fight:
- Dodge-nuking, where you concentrate everything on speed and your dodge rating, allowing you the full ability to cast those lengthy spells that level the entire room. Large groups tend to be no problem at all.
- Melee, these are too bulky to seriously consider a full-time job in dodging. They have great difficulty in taking on large groups, but handle a single (potentially strong) opponent with a great potential for finesse and vigor. Long spells are possible with enough effort directed towards deflection, but be prepared to invest a considerable lump of specs in concentration to prevent some fatal interruptions.
- Hybrid, these have a certain racial potential to go with either of the previous combat styles, but lack the ability to master either of them. These are potentially far more deadly than the other two, but that depends entirely on the player.
You may ask what these methods of warfare have to do with race, and the answer would be: EVERYTHING.
You will be limited in how effective a racial choice is depending on your combat style, and vice versa.
Race Combos with the Guild
Amberite
The guild is really spec heavy, so the high attributes of the Amberites makes them a really good candidate for this guild. you can crank all available points into Evocation and Pyromancy to be devastating with a smaller variety of spells, or you can spread those many spec points over a wider variety of skills. The high con means they can access a lot more affinities, and their natural order affinity opens up several spells. Add them to Attuned for the chakras, and the boosts will give you access to even more spells.
Chaosborn
Fomor
Tuatha
Aethoss
Aethoss do not work well for this guild.
Orrid says: I have witnessed the struggle of an aspiring Aethoss OIA. They gave up. Not only do the Aethoss have a severe weakness to fire, they also have very significant reductions to spell ratings. If you insist on this race, I suggest finding a great ring of fire affinity with another incarno prior to the attempt, joining Agnihotri, wearing pyresigns, and gaining immolate/protection from elements as soon as possible. Yet I recommend you not waste your time, unless you're a masochist.--Adevna 09:11, 18 July 2011 (EDT)
Imp
Orrid says: I have not yet seen a serious attempt at an Imp OIA, yet this race has some very promising aspects. It is advised, however, that you focus on 3/4ths dodge-nuker, and 1/4th melee.--Adevna 09:14, 18 July 2011 (EDT)
Kedeth
Rachnei
Troll
Trolls start off really weak in this guild due to low int and low char. Once you get over this hurdle, the troll settles into a nice mage, able to dish out physical damage and nuke foes with spells. Also really important for the troll is the limb regen, since losing a hand in this guild is near certain death. Red claws combined with trollish strength is a good combo. The high Con also means you can go WoV and play with the affinities. Flamra armour becomes a true boon.
Orrid says: No races with low max attributes are advised for OIA; OIA is far too spec intensive for adequate progression. Melee may be a good option for this race, but OIA lacks any serious spec access to melee skills which will hinder your progression. Combine the low max attributes and OIA's spec intensive nature, and joining other spec-intensive guilds for the purposes of gaining access to melee skills (such as Maidens of the Spear) is not a wise option. Although, using Wandslingers as your primary means of attack while using OIA as support (by placing specs in slinger skills over OIA) is an option with all races. You may wish to aim for melee potential through flamra conjurations and the few buffs OIA possesses--all of which are truly fantastic buffs--and neglect casting if you insist on this particular race or races like it.--Adevna 13:33, 18 July 2011 (EDT)
Zuth
Aviar
Kentaur
Advenus
Orrid says: It is unknown whether or not a psychic race will be served by joining OIA, but it is certain that OIA--because it is a magickal guild--lessens the chance for gaining wild talents.--Adevna 13:33, 18 July 2011 (EDT)
Dracon
Orrid says: The Dracon are supposed to be quite good at manipulating fire; even more than the Phaethon in some areas, if rumor around the Guildhall can be trusted, and it usually can. I believe Dracons also gain bonuses to spell ratings, as well as numerous phlogiston-based spells, allowing their breath attacks to gain their full potential, or diminishing their opponent's. There are many other spells capable of increasing the Dracon's natural deadliness, such as Red Claws. Full melee is recommended as you will get no size bonuses to dodge and thus rely on deflection and your skill in concentration.--Adevna 09:28, 18 July 2011 (EDT)
Drow
Duergar
Dana
Kielleth
Thond
Faerie
Flight, high speed, high dex, high cha, high int, and access to Magick Affinity. Not many spells are unlocked by the affinity, but it does some nice damage on the altered spells. Faeries don't breathe, so they can make better use of the Smoke Bomb spell, since it seems to go off in the same room. Wait til the opponents are starting to panic and choke, then nuke them with your attacks spells.
Orrid says: Faeries make EXCELLENT OIA candidates. High attribute maxes make any race a prime OIA candidate, but Faeries can take the potential for spell casting even further by lowering their size and gaining a significant bonus to their dodge rating. By focusing on dodging and speed a faerie can handle even the largest of mobs with ease while utilizing OIA's Area of Effect damage spells. Faeries are the epitome of a dodge-nuker. Be aware, however, that dodge ratings of 8k+ will be required for any truly serious work with this race, which could take quite a bit of effort.--Adevna 13:33, 18 July 2011 (EDT)
Gnome
Goblin
Kobold
The high assim is a huge benefit, especially since the xp from Burnt Offerings is modified by assim. roam around the mud collecting exploration points and cleaning up the messes left by others, and you can rake in enough xp to easily make level 20, plus since you get xp from a lot of the quests (and quests are important to the guild), you can get a huge head start in the guild in passive mode, which will give you enough time and points to get your attributes up. The high assim also means you'll be getting a lot more per train, which unlocks more spells faster.
Orrid says: The viability of this race has not been tested with the latest incarnation of OIA and the advice about leveling with Burnt Offerings holds far less water than it did in the past, but the prior advice may still hold some relevance.--Adevna 13:33, 18 July 2011 (EDT)
Orc
Orrid says: No races with low max attributes are advised for OIA; OIA is far too spec intensive for adequate progression. Melee may be a good option for this race, but OIA lacks any serious spec access to melee skills which will hinder your progression. Combine the low max attributes and OIA's spec intensive nature, and joining other spec-intensive guilds for the purposes of gaining access to melee skills (such as Maidens of the Spear) is not a wise option. Although, using Wandslingers as your primary means of attack while using OIA as support (by placing specs in slinger skills over OIA) is an option with all races. You may wish to aim for melee potential through flamra conjurations and the few buffs OIA possesses--all of which are truly fantastic buffs--and neglect casting if you insist on this particular race or races like it.
HOWEVER: Should you take this race into some serious consideration and place a great deal of effort into the character, you would be rewarded with (potentially) one of the most amazing OIA races ever. OIA has many holy/unholy and order/chaos spells that would make a Hellwalker quite deadly. As of yet, none of attempted an Orc OIA with any depth of sincerity since the recent changes.--Adevna 13:33, 18 July 2011 (EDT)
Human
Invae
Suzumei
Suzumei are hard pressed in this guild. Their lack of unarmed attacks are not compensated for by Red Claws at all, and they are usually so big that they cannot fit through a lot of door, which means you miss out on a lot of the lower level teachers that are easily found. The main benefits is that they can fly, they can take some damage, and they get access to the venom based spells. Not much compensation for the assim penalty.
Orrid says: Red Claws is a hard spell to gain enough rating to use, so the above information is fairly moot. A ring of shrinking can fix any size problems. As with Dracons, OIA has much to offer the eructation-enabled. However, you will need to go full melee, and plan accordingly.--Adevna 13:33, 18 July 2011 (EDT)
Erechthyion
Lothar
Minotaur
Nyloc
Nyloc in this guild gain many benefits. One of the first is fire affinity, since nylocs are so vulnerable to fire. There are also spells to help with dazzle and heliocausticity. Nylocs can also start with Eskaric Affinity and Water Affinity. Eskaric Affinity affects a lot of the base fire spells into a damage type that most things won't resist, and can poison the target. Flight is a welcome bonus, and the Flamra Armour adapts to nyloc anatomy.
Orrid says: The above information is so antiquated that it's laughable. Nylocs gain no affinities other than Shadow in this age of LS. Shadow Affinity is one of the strongest, most unique affinities in the MUD. Take a peak at the help file of Shadow Affinity if you are not informed of its properties. Nylocs gain the potential to partially negate water's effect on OIA's lovely flames. One of the Nyloc's greatest weaknesses is the utter lack of armour choices; Para or obsidian armours are the Nyloc's primary choices. However, the Nyloc's prayers are answered in OIA with one of OIA's greatest boons: flamra armour. The difficulty comes in the Nyloc weakness to light. However, even this is handled by the wonder of OIA's magickal pantheon. Smudge negates light sensitivity and Smoke Veil negates heliocausicity, while Protection from elements helps cover some of Shadow's weaknesses. These gifts are not without effort though. Even so, Nyloc have great potential in OIA.--Adevna 13:33, 18 July 2011 (EDT)
Ogre
Phaethon
Orrid says: Phaethon, at first glance, are the primary candidate for an OIA. They have natural access to fire affinity, have fire wing attacks, fly, and have fae capabilities, among other things. There are many reasons why anyone should choose a Phaethon for their OIA experience, and most are very good ones. However, the same boons to fire are also downfalls. Phaethon are not suited for dodge-nuking, so a focus in melee is preferable. Plan accordingly for a grand first-strike, and a protracted engagement.--Adevna 13:33, 18 July 2011 (EDT)
Quess
Orrid says: They're water-based. I don't believe the guild even allows them to join. You can try though.--Adevna 13:33, 18 July 2011 (EDT)
Sekh
Skaven
Orrid says: Disease Affinity does not combine with the inner flame to generate interesting affine bolt/blazes/other, and resistances hurt an OIA, so take care with this choice.--Adevna 13:33, 18 July 2011 (EDT)
Slaan
Sleestak
Sleestak, despite starting with a low Int and Cha, can actually fare really well in this guild. They are just really slow to start up. Once they get going, they get all of the draconic spells, and are one of the few races that can make use of Tail Ember.
Orrid says: I am unaware of a committed Sleestak OIA so I have no comments here other than the fact that Tail Ember is currently not in the spell pantheon, and may never return.--Adevna 13:33, 18 July 2011 (EDT)
Svirfneblin
Dragon
Dragons completely pwn in this guild. All of the draconic buff spells stack on top of the dragons formidible natural abilities, making them really tough in physical combat. Enhance Phlogiston and Feed Inner Flame come in really handy. A dragon is a flying tank, ad in this guild, that tank gets an arsenal of attack types to dish out in addition to teeth, claws, wing buffets, tail slap (Tail Ember works), and breath attack. The same affinities that affect spells also affect breath attacks, so you can learn different techniques to tweak it how you want it.
Orrid says: Dragons are good in almost everything. Refer to the comment above about Tail Ember and other comments about spells like Red Claws. Breath attacks are the same here as they are with all other element breathers and OIA supports their habit like a charitable crack dealer.--Adevna 13:33, 18 July 2011 (EDT)
Urln
Yeti
Bezhuldaar
Orrid says: Anti-magick field will negate all help that OIAs spells would offer. Best going else-where. I'm also unsure if eye-stalks can be used to cast spells with, but I assume so?--Adevna 13:33, 18 July 2011 (EDT)
Angel
Dakshin
Naga
Drochnei
Mantid
Mazikah
Oni
Powrie
Orrid says: Powries are like faeries in so many ways, but some say that they are far better. It's really up to personal choice I believe, but OIA can help them with areas, like being a sanguivore, that many guilds simply cannot.--Adevna 13:33, 18 July 2011 (EDT)