Talk:Ordo Ignis Aeternis

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-Here's a preliminary spell summary. I still have some more spells to add in, but this should be a good enough of a start for the main articles.+=Race Combos with the Guild=
- /--------------------------------- Ordo Ignis Aeternis Spell Summary ---------------------------------\+==Amberite==
- | Spell rating (%) Description s f h n |+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.
- >-----------------------------------------------------------------------------------------------------<+
- | angel fire 576 (79%) directed angelic flame attack 27 7 0 0 |+
- | argent blaze 544 (65%) order-based fire attack 31 17 10 0 |+
- | argent radiance 519 (54%) exploding silvery fire area attack 91 36 73 0 |+
- | ashen ward 620 (68%) explosixe area attack 155 0 27 0 |+
- | blaze of the Exoma 607 (77%) chaotic flame attack 41 41 0 0 |+
- | blaze of the heavens 577 (8%) angelfire area attack 48 0 58 0 |+
- | blazing twister 546 (0%) heat and fire cyclone attack 60 60 60 0 |+
- | bloodfire 432 (51%) fire-enhanced poison attack 46 58 4 0 |+
- | blue flame 532 (0%) warping counter spell 250 320 0 0 |+
- | brimstone portal 650 (100%) teleportation to guildhall 19 0 0 0 |+
- | burn undead 579 (54%) directed fiery attack against undead 33 19 11 0 |+
- | burning fever 400 (100%) disease remedy 29 29 0 0 |+
- | burning gout 550 (100%) dragon-style breath attack 22 28 11 0 |+
- | burning light 559 (45%) explosive photonic area attack 60 46 9 0 |+
- | burning redemption 562 (0%) holy fire attack with holy caust 45 25 0 0 |+
- | burning vitriol 514 (75%) directed alchemical attack 28 16 9 0 |+
- | burnt offerings 644 (99%) sacrifice to sentient flame 5 2 0 0 |+
- | calm heartfires 687 (85%) soothe the inner fire of anger and rage 33 46 3 0 |+
- | candlelight 600 (100%) light production 10 13 0 0 |+
- | cauterize 428 (41%) wound cauterization 24 4 40 0 |+
- | comforting warmth 345 (60%) soothing heat 38 15 31 0 |+
- | dancing needle 542 (75%) inerrant phosphorous attack 46 33 33 0 |+
- | darkfire bolt 647 (90%) dark flame attack 19 25 0 0 |+
- | deplete phlogiston 429 (43%) phlogiston depletion 41 25 21 0 |+
- | desiccate remains 312 (81%) corpse preservation 6 15 18 0 |+
- | disperse personal flame 375 (100%) heat vulnerability 10 1 1 0 |+
- | earthfire beam 640 (85%) basic earthfire attack 26 29 0 0 |+
- | emblazon heartfires 687 (83%) enrage the inner fires 34 47 3 0 |+
- | enhance phlogiston 425 (47%) phlogiston replenishment 41 57 20 0 |+
- | fan of flames 508 (70%) fan-shaped fire attack 17 17 17 0 |+
- | feed inner flame 475 (100%) boost fire affinity and satiate hunger 20 23 13 0 |+
- | fiery temper 695 (66%) empassioned combat enhancement 42 42 0 0 |+
- | fire barrage 736 (97%) exploding fire area attack 126 84 84 0 |+
- | fire bolt 519 (63%) basic fire attack 7 5 0 0 |+
- | fire bomb 700 (100%) fiery explosion 79 39 39 0 |+
- | fire gem 450 (100%) conjure fire gem 41 29 0 0 |+
- | fire knives 650 (100%) directed slashing fire attack 16 16 5 0 |+
- | fire rain 775 (95%) raining fire attack 170 170 102 0 |+
- | fire spikes 450 (100%) basic fire attack 13 13 0 0 |+
- | fire web 531 (85%) ensnaring web of flame 1 1 1 0 |+
- | fireball 600 (100%) caustic fire area attack 40 33 23 0 |+
- | firedarts 650 (100%) directed piercing fire attack 9 5 3 0 |+
- | flame dagger 552 (90%) dagger conjuration 66 40 13 0 |+
- | flame of knowledge 400 (100%) identification 6 5 0 0 |+
- | flame shield 400 (100%) multipurpose protection spell 25 20 30 0 |+
- | flaming skeleton 661 (84%) summon flaming skeleton 214 85 0 0 |+
- | flamra armour 548 (87%) armour conjuration 54 54 14 0 |+
- | flamra bolt 455 (28%) bolt 4 5 0 0 |+
- | flamra crossbow 535 (43%) crossbow weapon 103 74 0 0 |+
- | flamra staff 502 (80%) staff weapon 84 50 0 0 |+
- | flare 500 (100%) blinding flash attack 13 8 0 0 |+
- | frostfire bolt 479 (42%) cold flame attack 21 8 0 0 |+
- | funeral pyre 350 (100%) rejuvenation and cold protection 1 1 0 0 |+
- | globe of darkfire 710 (65%) encompasses area in darkfire 37 18 44 0 |+
- | heat ball 499 (60%) heat attack 23 0 19 0 |+
- | heat darts 450 (100%) directed piercing heat attack 5 3 7 0 |+
- | heat knives 450 (100%) directed slashing heat attack 12 3 5 0 |+
- | heat staff 552 (88%) aurast staff manifestation 67 13 54 0 |+
- | heat vent 400 (100%) modified heat attack 26 0 18 0 |+
- | hellfire bolt 592 (78%) bolt of hellfire attack 17 10 0 0 |+
- | hellfire gout 483 (28%) multi-target blast of hellfire 66 22 0 0 |+
- | immolate 612 (55%) fiery shroud 0 65 0 0 |+
- | incinerate magick 664 (35%) magick consuming attack 184 184 92 0 |+
- | inferno 766 (38%) intense directed fire attack 322 172 129 0 |+
- | internal warmth 450 (100%) cold and frost protection 12 21 53 0 |+
- | irradiant darkness 626 (17%) explosive area attack 73 34 49 0 |+
- | magick embers 200 (100%) detect magick 10 0 0 0 |+
- | magma burst 522 (88%) magma spray attack 24 9 27 0 |+
- | magma spray 509 (40%) magma area attack 140 93 93 0 |+
- | mark of the phoenix 600 (100%) phoenix protection charm 88 44 0 0 |+
- | nether bolt 487 (33%) corruptive, flesh consuming darkfire blast 52 17 39 0 |+
- | netherball 564 (16%) area necromantic burning spell 47 0 56 0 |+
- | obscuring smoke 633 (76%) scrying protection 93 37 0 0 |+
- | phoenix claws 530 (78%) clawed slashing attack 36 9 0 0 |+
- | piercing flame 535 (59%) flaming weapon enhancement 57 42 0 0 |+
- | protection from fire 475 (100%) fire and heat resistance 10 1 1 0 |+
- | protection from hellfire 689 (85%) resistance to hellfire 13 10 8 0 |+
- | purging flame 400 (100%) antidote 12 12 0 0 |+
- | pyrotechnic surge 300 (100%) explosive pyrotechnics attack 21 14 0 0 |+
- | radiant pillar 710 (35%) multi-target light-based fire attack 64 30 34 0 |+
- | raging fire 631 (92%) clinging fire attack 61 27 34 0 |+
- | red claws 500 (100%) blazing unarmed combat enhancement 28 22 22 0 |+
- | righteous fire 512 (37%) explosive angelfire area attack 113 38 75 0 |+
- | ruby shield 508 (69%) minor shield conjuration 74 30 59 0 |+
- | scorching venom 674 (94%) venomous flaming attack 27 21 0 0 |+
- | searing heat 325 (100%) searing heat attack 13 0 25 0 |+
- | shadow fire 650 (100%) fiery spell from Zadnothruin 18 13 0 0 |+
- | silver flare 594 (0%) multi-target order-influenced fire attack 110 35 80 0 |+
- | smoke and mirrors 235 (0%) conjure smoke image 100 50 100 0 |+
- | smoke bolt 622 (95%) solidified smoke attack 3 0 0 0 |+
- | smoke bomb 659 (93%) smoke cloud 22 11 0 0 |+
- | smoke rings 615 (86%) constrictive rings of smoke 1 0 0 0 |+
- | solar fire 655 (62%) explosive solar fire area attack 67 27 54 0 |+
- | solar flare 653 (41%) storm of solar energies 216 129 173 0 |+
- | soulblight 409 (0%) exploding entropic area attack 150 100 100 0 |+
- | soulfire 425 (100%) fire attack modified by holiness 44 26 18 0 |+
- | spark of intensity 613 (33%) enhanced fire attack 148 49 49 49 |+
- | star fire 736 (94%) explosive star fire area attack 63 38 51 0 |+
- | star knives 650 (100%) directed starknife attack 22 22 29 0 |+
- | starburst 691 (0%) multi-target starfire attack 70 60 100 0 |+
- | stardarts 621 (92%) directed stardart attack 10 10 14 0 |+
- | starfire bolt 650 (100%) directed starfire attack 16 9 12 0 |+
- | sunbeam 550 (100%) photonic pillar attack 22 11 17 0 |+
- | sunburst 614 (29%) multi-target sunfire attack 81 27 81 0 |+
- | sunfire bolt 650 (100%) directed sunfire attack 12 9 12 0 |+
- | tail ember 500 (100%) fiery tail enhancement 28 22 22 0 |+
- | therapeutic heat 696 (88%) muscle relaxation 28 6 28 0 |+
- | torrid tempest 549 (16%) fire and heat attack 38 27 52 0 |+
- | toxic cloud 519 (20%) raining fire attack 234 140 140 0 |+
- | triad of fire 570 (90%) triple fire bolt attack 17 9 4 0 |+
- | urfire 585 (71%) urfire attack 28 14 0 0 |+
- | urfire bolt 624 (81%) silvery flame attack 13 13 0 0 |+
- | volcanic eruption 631 (58%) conjure volcanic eruption 202 121 141 0 |+
- | wailing flame 499 (54%) modified fire attack 23 16 10 0 |+
- | wavering heat 542 (37%) subtle mirage 69 0 46 0 |+
- | withdraw heat 694 (52%) decrease thermal acceleration 0 0 151 0 |+
- | wraith fire 446 (47%) spiritual fire attack 55 21 17 0 |+
- | wrath 607 (45%) invokes the burning, ireful wrath of a god 240 144 144 0 |+
- \-----------------------------------------------------------------------------------------------------/+
-I'll post again once I complete out the spell lists. --[[User:Bladestorm|Bladestorm]] 00:15, 5 November 2009 (EST)+ 
 +==Chaosborn==
 + 
 + 
 +==Fomor==
 + 
 + 
 +==Tuatha==
 + 
 + 
 +==Aethoss==
 +Aethoss do not work well for this guild. OIA play with fire, and sometimes get burned in the process; Aethoss are just big sticks of kindling ready to be ignited. Dancing flame notoriously nukes the caster, consuming them as it does a common torch. Aethoss are also slow, so unless you have flight by some other means, the main maps are torturous until you get Immolate. This is made even worse since the better trainers are scattered to the far edges of the map. You will get a lot of use from your limb regeneration, since most of the area attacks will rip your own limbs off at lower levels, until you get enough heat and fire resistance/affinity.
 + 
 + 
 +==Imp==
 + 
 + 
 +==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 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.
 + 
 +==Zuth==
 + 
 +==Aviar==
 + 
 +==Kentaur==
 + 
 +==Advenus==
 + 
 +==Dracon==
 + 
 +==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. 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.
 + 
 +==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. 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.
 + 
 +==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.
 + 
 +==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.
 + 
 +==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.
 + 
 + 
 +==Ogre==
 + 
 +==Phaethon==
 + 
 +==Quess==
 + 
 +==Sekh==
 + 
 +==Skaven==
 + 
 +==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.
 + 
 +==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.
 + 
 +==Urln==
 + 
 +==Yeti==
 + 
 +==Bezhuldaar==
 + 
 +==Angel==
 + 
 +==Dakshin==
 + 
 +==Naga==
 + 
 +==Drochnei==
 + 
 +==Mantid==
 + 
 +==Mazikah==
 + 
 +==Oni==
 + 
 +==Powrie==
 + 
 +==Raktorak==
 + 
 +==Zenun==

Revision as of 18:42, 12 March 2010

Contents

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. OIA play with fire, and sometimes get burned in the process; Aethoss are just big sticks of kindling ready to be ignited. Dancing flame notoriously nukes the caster, consuming them as it does a common torch. Aethoss are also slow, so unless you have flight by some other means, the main maps are torturous until you get Immolate. This is made even worse since the better trainers are scattered to the far edges of the map. You will get a lot of use from your limb regeneration, since most of the area attacks will rip your own limbs off at lower levels, until you get enough heat and fire resistance/affinity.


Imp

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 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.

Zuth

Aviar

Kentaur

Advenus

Dracon

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. 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.

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. 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.

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.

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.

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.


Ogre

Phaethon

Quess

Sekh

Skaven

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.

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.

Urln

Yeti

Bezhuldaar

Angel

Dakshin

Naga

Drochnei

Mantid

Mazikah

Oni

Powrie

Raktorak

Zenun