Difference between revisions of "Demonseeds"
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* '''[[Racial TNL |Racial TNL]]:''' 1515 XP. | * '''[[Racial TNL |Racial TNL]]:''' 1515 XP. | ||
− | * '''Well-Suited to Be:''' | + | * '''Well-Suited to Be:''' [[:Category: Archers |archers]], [[:Category: Fusiliers |fusiliers]], [[:Category: Monks |monks]], [[:Category: Assassins |assassins]], [[:Category: Rogues |rogues]], [[:Category: Shadowfists |shadowfists]], [[:Category: Wizards |wizards]]'''*''', [[:Category: Stormlords |stormlords]]'''*''', [[:Category: Mages |mages]], [[:Category: Sorcerers |sorcerers]]. |
− | * '''Ill-Suited to Be:''' [[:Category: Bodyguards |bodyguards]]. | + | * '''Ill-Suited to Be:''' [[:Category: Bodyguards |bodyguards]]'''*''', [[:Category: Priests |priests]]. |
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[[Racial Spell Cost Modifier |Spell cost discount]] is roughly 10% with another 3% on arcane spells. They are no-fail on arcane spells at 95%, and can tingle any spell to nofail at 97%. Their mana and hp are roughly the same as drow. | [[Racial Spell Cost Modifier |Spell cost discount]] is roughly 10% with another 3% on arcane spells. They are no-fail on arcane spells at 95%, and can tingle any spell to nofail at 97%. Their mana and hp are roughly the same as drow. | ||
− | In brute-related roles they do not hit particularly well. They do have a small [[Racial Damage Modifier |racial damage modifier]] (less than orc or ogre), but they get below-average HP and low strength. They have | + | In brute-related roles they do not hit particularly well. They do have a small [[Racial Damage Modifier |racial damage modifier]] (less than orc or ogre), but they get below-average HP and low strength. They have the highest dexterity of any race and a very high [[Racial Stealth Modifier |racial stealth]]. |
Thanks to high dex, small size, and a decent [[Racial Archery Modifier |archery modifier]], they make excellent [[:Category:Fusiliers |fusiliers]]. They have a better archery modifier than sprites, but they're size small, so sprites (which are size very small) will hit better against some mobs. At lord, size is less of an issue, since most lord mobs are size medium or higher. | Thanks to high dex, small size, and a decent [[Racial Archery Modifier |archery modifier]], they make excellent [[:Category:Fusiliers |fusiliers]]. They have a better archery modifier than sprites, but they're size small, so sprites (which are size very small) will hit better against some mobs. At lord, size is less of an issue, since most lord mobs are size medium or higher. |
Revision as of 22:03, 2 May 2014
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Pure Demons can't exist on Midgaardia without the support of some major Magic. To bypass this, Demonkind occasionally impregnate human mothers, and the result is a Demonseed. These children stop aging at about 10 years old, and begin to develop a demonic appearance. They are incredibly fast, surprisingly powerful magically and physically, and irredeemably evil.
- Abbreviation: Dsd.
- Racial Size: small.
- Racial TNL: 1515 XP.
- Well-Suited to Be: archers, fusiliers, monks, assassins, rogues, shadowfists, wizards*, stormlords*, mages, sorcerers.
- Ill-Suited to Be: bodyguards*, priests.
*Must attain prestige before remort.
Comments
Demonseeds are racially evil, which is a real headache when dealing with enchanted equipment. Aside from this, they are a versatile race capable of serving many roles.
Spell cost discount is roughly 10% with another 3% on arcane spells. They are no-fail on arcane spells at 95%, and can tingle any spell to nofail at 97%. Their mana and hp are roughly the same as drow.
In brute-related roles they do not hit particularly well. They do have a small racial damage modifier (less than orc or ogre), but they get below-average HP and low strength. They have the highest dexterity of any race and a very high racial stealth.
Thanks to high dex, small size, and a decent archery modifier, they make excellent fusiliers. They have a better archery modifier than sprites, but they're size small, so sprites (which are size very small) will hit better against some mobs. At lord, size is less of an issue, since most lord mobs are size medium or higher.
They have racial-evil which does not mean that they will always stay evil, but that moving towards evil alignment is faster and moving towards good alignment is slower. Thus they can potentially change towards good alignment if they keep killing evil mobs, which can create issues with gear zapping off. The Dark Acolyte Quest can help as it gives an insignia which grants Demonic Intent at 100%, which should keep your align from easily going to good.