Talk:Ordo Ignis Aeternis

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(updated/removed antiquated information; commented on various races.)
 
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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.+=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.
- /--------------------------------- Ordo Ignis Aeternis Spell Summary ---------------------------------\+You may ask what these methods of warfare have to do with race, and the answer would be: EVERYTHING.
- | Spell rating (%) Description s f h n |+
- >-----------------------------------------------------------------------------------------------------<+
- | 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)+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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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.''--[[User:Adevna|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?''--[[User:Adevna|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.''--[[User:Adevna|Adevna]] 13:33, 18 July 2011 (EDT)
 + 
 +==Raktorak==
 + 
 +==Zenun==

Current revision

Contents

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)

Raktorak

Zenun

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