--
Living in the universe known as Drinal
Teashot -- Wood Elf Ranger of 25 journeys.
Tealeef -- Barbarian Shaman of 22 seasons.
Teacure -- Halfling Cleric of 14 doses.
Teacast -- High Elf Enchanter of 8 circles.
Teabomb -- Gnome Wizard of 8 blasts.
Teaword -- Dark Elf Magician of 6 summonings.
------
My email has been sabotaged. If you
can't figure out the fake part,
you're not supposed to write me.
A Ranger and Shaman might make a great combo.
You will have the healing and buffs of the Shaman and the
tracking of the Ranger. You could pick a human
or half-elf Ranger and start in Surefall Glade with
a Barbarian Shaman starting in Halas/everfrost area
you would not be that far from each other.
A really great combo I have found to be great is the
Iksar Shaman and Monk. Very versatile and lots of
places to play in Kunark. If you have not played in Kunark
much I recommend it, the old world gets old after a while. =)
"Annie M. Benson-Lennaman" <annie...@yahoo.com> wrote in message
news:3BB884AA...@yahoo.com...
>
The monk / shaman is nice as others have pointed out. It seems to me,
though, that you are interested in traveling ( from your post ). With the
ranger and Wiz you have tracking, DD, minor healing, and travel ( ports ).
I'm weak on what races can be what, but I was under the impression that
Humans can be just about everything but Shamen, so...
To get a mix like that, you could go with a Human Druid ( start in Qeynos? )
and an Erudian Mage ( Don't know if I've ever seen one, but I assume it's
possible ). Decent DD, pet, SoW, Tracking later on, some healing, and
ports.
It wouldn't be your standard Dynamic Duo, but could be fun. A little late
getting tracking, though.
--
Zymyool, 29th lvl Gnomish Chanter ( successfully camped Pyzjn x 4 )
Pheilmi, 21st lvl Gnomish Necro ( heading to the Lake of Ill Manners )
Draglorvin, 19th lvl Dwarven Warrior ( *cough* twink *cough* )
Duesservus, 6th lvl Dwarven Cleric ( Draglorvin stole my shit! )
Karana Server
Druid/Warrior.
Unstoppable at all levels, able to travel
safely from level 14 on (plus ports, later),
and a welcome duo in a group or backbone
for a group all the way to level 50.
With druid, you keep your tracking, and
he always has that taunt button.
Druid/Necro or Druid/Mage is good, too.
3 person group for the price of 2, plus
travel benefits.
Druid/Monk
Drywit 54 Druid Erollisi Marr
"Mark A. Rimer" <locu...@bellsouth.net> wrote in message
news:C7au7.33030$2H2.2...@e3500-atl1.usenetserver.com...
Annie <--- Fighting the urge to pitch a paladin/
rogue combo to him when he's drunk
and malleable.
> Good suggestions, all. I have to admit, though,
> I have an unreasonable bias against playing a
> druid (and I would be the main spell caster of
> the duo). Not because of any inherent fault
> with the class. No, my problem is that I hate
> playing a class that is over represented. I have
> no doubts but that druids will be very, maybe
> insanely popular on the new server. I just
> can't bring into being _another_ damned druid.
Be a Human druid... You'll be near as damn unique. With Hanrahan, I can
meditate at the EC tunnel mouth for an hour, and never get asked for a SoW.
--
Hanrahan Thornhide, Druid
Parsifal, Bard
Rhialto, Enchanter Fennin Ro
You would not be able to talk to each other with that combination
until you had both sunk sufficient points into human common I believe.
> My husband and I just read the features of the
>new role-playing server, FV. We've decided we'd
>like to dynamic duo it. So, any thoughts as to
>what would be the best to start out as?
> On Drinal, we've had lots of fun, so far, with
>Woodelf Ranger and Gnome Wizard. I'm leaning
>towards this with the roleplaying server.
My dark elf started with dark elf as a language and the ability to
only train human from zero. In languages I can switch to I also have
elder elvish but no skill in it apparently (other elf races who have
it can't understand me) nor can I train in it.
So basically you and hubby are going to have to be the SAME race in
order to talk to each other. Wow, what fun roleplaying.
Email: dstephenAThomeDOTcom
Worse, you have to be the same alignment to group. So that puts a
serious limit on what can group. I don't think druid/necro can be valid
as a result.
-Tiru
who considered it, but the only way possible is with smellie humans, and
the alignment change at 10th level.
Has anyone done a matrix of what class\race\alignment matches there can
be?
I was thinking about trying to work it out so that I could have
suggestions for my play group.
For example is there a race/alignment mix that allows a starting group
(e.g. common language) of CLE,WAR,DRU,ROG,MAG,ENC ?
Anyone ?
Cheers,
Jim
"Annie M. Benson-Lennaman" wrote:
> Annie <--- Fighting the urge to pitch a paladin/
> rogue combo to him when he's drunk
> and malleable.
If you are willing to step outside your porting box,
consider cleric/ranger.
Once you hit level 9 you'll have snare and fear, and
rangers are quite considerable damage producers
when they don't have to worry about tanking. While
fear kiting the cleric will be able to melee too, or
even nuke credibly.
Both of you will have root available to park adds,
and when you level up into the thirties, the cleric
will get atone, which allows you to root park stuff
and then forget about it.
The cleric can also make the ranger more credible
in the tanking role with HP and AC buffs, and won't
start whining about how inefficient healing a ranger is
till the mid 40's, by which point you should be looking
at more of a full group to do anything serious, and
just pick up a warrior as part of the team.
With a cleric you'll have no trouble getting groups
when you want them up thru 60, even when you
tell them its a package deal, you and a ranger. Rangers
aren't, unfortunately, all that looked for at higher levels,
but its not because they are crap by any means, just
not as optimal as some of the other classes.
Bergh Brelltender
52 Vicar
PS I'm sure a high elf cleric and wood elf ranger
will share a common language and alignment choice.
On the other hand, a half elf ranger and dwarf cleric
will have more languages to teach each other, since
you have voice phone contact and don't -need-
language to communicate, the question being this
alignment issue. Haven't seen anything posted on
that subject yet, no idea how it works.
I do think it would be interesting for you to group
with people where only one of you speaks their
language, so you can translate for each other. Not
sure it would be prudent, but interesting.
Nightblind Human/barbarian.
Also could likely pull it off on Feydwer with language options of
gnome/dorf/elf for some variety. Language would be dicey, but faction
should be adequate. I'm thinking CLE/War Dorf dru/Rog wood-elf and
Mag/enc Highelf or Gnome. with that configuration, it would be feasable
to level to 5 as a duo and then group up for language stuffs.
StanMann
--
OK, I have tremendous admiration for someone who goes to the trouble of
learning American English when it isn't their native tongue, but there
is
precious little that is funnier than someone cursing in English when
they
aren't completely fluent in it. It's made even funnier when they're
apopleptic with rage, as Arnaud here is.--Brandon Blackmoor
StanMann wrote:
>
> Jim Monk wrote:
> >
> > georg wrote:
> > >
> > > dstep wrote:
> > > >
> > > > So basically you and hubby are going to have to be the SAME race in
> > > > order to talk to each other. Wow, what fun roleplaying.
> > >
> > > Worse, you have to be the same alignment to group. So that puts a
> > > serious limit on what can group. I don't think druid/necro can be valid
> > > as a result.
> > >
> >
> > Has anyone done a matrix of what class\race\alignment matches there can
> > be?
> > I was thinking about trying to work it out so that I could have
> > suggestions for my play group.
> > For example is there a race/alignment mix that allows a starting group
> > (e.g. common language) of CLE,WAR,DRU,ROG,MAG,ENC ?
> >
>
> Nightblind Human/barbarian.
>
> Also could likely pull it off on Feydwer with language options of
> gnome/dorf/elf for some variety. Language would be dicey, but faction
> should be adequate. I'm thinking CLE/War Dorf dru/Rog wood-elf and
> Mag/enc Highelf or Gnome. with that configuration, it would be feasable
> to level to 5 as a duo and then group up for language stuffs.
>
Sorry if this comes out as a right mess.
I hope that it just fits.
Since that mail on sony's site was such a mess here are some tables.
I hope that they come out ok.
If not they are tab deliminated and you should be able to paste into an
app.
Any one see a similarity between these alignments and D&D ?
NN is neutral (true neutral)
OG NG DG ON NN DN OE NE DE
Barb x x x x x x
DarkE x x x
Dorf x x x
Erud x x x
Heretic x x
Gnome x x x x x x
HalfE x x x x x x x x x
Halflg x x x x
HighE x x x
Human x x x x x x x x x
Iksar x x
Ogre x x x
Troll x x
WoodE x x x x
OG NG DG ON NN DN OE NE DE
Bard x x x x x x x x x
Cleric x x x x x x x x x
Druid x
Enc x x x x x x x x x
Mage x x x x x x x x x
Monk x x x
Necro x x x
Pal x x
Ran x x x x x x
Rog x x x x x x
SK x x
Sham x x x x x x x x x
War x x x x x x x x x
Wiz x x x x x x x x x
OG NG DG ON NN DN OE NE DE
Agnos x x x x x x x x x
Bertox x x
Brell S x x x x x x
Cazic T x x x
Fizzl B x x x x x x
Innork x x x
Karana x x x x
Eroli M x x x
Mith M x x
Prexus x x x x x x
Quel x x x x
Rall Z x x x x x x
Rodc N x x x
Sol R x x x x x x
Trib x x x
Tunare x x x x x x
Veeshn x
Jim
NOTE I HAVE NO EVIDENCE FOR THE FOLLOWING I COULD BE WRONG
Sorry about shouting.
Also reading between the lines I'm guessing that the xp bonus/penalty
will work something like this :
OG NG DG ON NN DN OE NE DE
OG ++ + - + == - NO NO NO
NG + ++ + = == = NO NO NO
DG - + ++ - == + NO NO NO
ON + == - ++ == - + == -
NN == == == == == == == == ==
DN - == + - == ++ - == +
OE NO NO NO + == - ++ + -
NE NO NO NO = == = + ++ +
DE NO NO NO - == + - + ++
Where
++ is "lots" of bonus
+ is a little bonus
== is no effect
- is a penalty ("up to the grouping bouns")
NO is they can't group silly.
Anyone with numbers who can post them would be a hero.
Cheers,
Jim
Using Jim's charts and rearranging for convenience:
OG:
Barb shaman rogue warrior
Erud cleric enchanter mage paladin wizard
Half elf bard paladin ranger warrior
High elf cleric enchanter mage paladin wizard
Human bard cleric enchanter mage monk paladin ranger warrior wizard
BUT they must worship:
Agnostic, Brell, Erolsi Marr, Mith Marr, Prexus, Quellious, Rodcet Nife,
Tribune, or Tunare.
NG:
Barb shaman rogue warrior
Erud cleric enchanter mage paladin wizard
Gnome cleric enchanter mage rogue warrior wizard
Half elf bard paladin ranger warrior
High elf cleric enchanter mage paladin wizard
Human bard cleric enchanter mage paladin ranger rogue warrior wizard
Wood elf bar ranger rogue warrior
BUT they must worship:
Agnostic, Brell, Fizzle, Karana, Erolsi Marr, Mith Marr, Prexus,
Quellious, Rodcet Nife, Solusek Ro or Tunare.
DG:
Barb shaman warrior
Gnome cleric enchanter mage warrior wizard
Halfling cleric warrior
Half elf bard ranger warrior
High elf cleric enchanter mage wizard
Human bard cleric enchanter mage ranger warrior wizard
Wood elf bard ranger warrior
BUT they must worship: Agnostic, Brell, Fizzle, Karana, Erolsi Marr,
Prexus, Rodcet Nife, Solusek Ro, Tunare. (Note: All barbarian shamans
must worship the Tribune, making that option impossible)
ON:
Barb shaman warrior
Dwarf cleric warrior
Erudite cleric enchanter mage wizard
Half elf bard cleric ranger warrior
High elf cleric enchanter mage wizard
Human bard cleric enchanter mage monk ranger warrior wizard
BUT they must worship: Agnostic, Brell, Prexus, Quellious, Rall Z,
Tribune, Tunare
NN:
Barb rogue shaman warrior
Dwarf cleric rogue warrior
Gnome cleric enchanter mage rogue warrior wizard
Half elf bard druid ranger rogue warrior
Halfling cleric druid rogue warrior
Human bard cleric druid enchanter mage ranger rogue warrior wizard
Wood elf bard druid ranger rogue warrior
BUT they must worship: Agnostic, Brell, Fizzle, Karana, Quellious,
Rodcet Nife, Solusek Ro, Tribune, Tunare, Veeshan.
DN:
Barb rogue shaman warrior
Dwarf cleric rogue warrior
Gnome cleric enchanter mage rogue warrior wizard
Half elf bard ranger rogue warrior
Halfling cleric rogue warrior
Human bard cleric enchanter mage ranger rogue warrior wizard
Wood elf bard ranger rogue warrior
BUT they must worship: Agnostic, Brell, Fizzle, Karana, Prexus, Rall Z,
Solusek Ro, Tunare
OE:
Dark elf cleric enchanter mage necromancer shadowknight warrior wizard
Heretic cleric enchanter mage necromancer shadowknight wizard
Half elf bard cleric warrior
Human bard cleric enchanter mage monk necromancer shadowknight warrior
wizard
Iksar monk necromancer shadowknight shaman warrior
Ogre shadowknight shaman warrior
BUT they must worship: Agnostic, Cazic, Inn, Rall Z.
NE:
Dark elf cleric enchanter mage necromancer rogue shadowknight warrior
wizard
Gnome cleric enchanter mage necromancer rogue shadowknight warrior
wizard
Heretic cleric enchanter mage necromancer shadowknight wizard
Half elf bard cleric warrior
Human bard cleric enchanter mage necromancer rogue shadowknight warrior
wizard
Iksar necromancer shadowknight shaman warrior
Ogre shadowknight shaman warrior
Troll shadowknight shaman warrior
BUT they must worship: Agnostic, Bertox, Cazic, Fizzle, Inn, Rall Z,
Solusek Ro.
DE:
Dark elf cleric enchanter mage necromancer rogue warrior wizard
Gnome cleric enchanter mage necromancer rogue warrior wizard
Half elf bard rogue warrior
Human bard cleric enchanter mage necromancer rogue warrior wizard
Ogre shaman warrior
Troll shaman warrior
BUT they must worship: Agnostic, Bertox, Cazic, Fizzle, Inn, Rall Z,
Solusek Ro.
Some combinations do not work due to deirty restrictions, as far as I
know. Hope this helps someone plan their duo/grouping.
-Tiru
Choosing an alignment
With this server we have decided to introduce the idea of alignment
into the world of
Norrath. This is an idea used in many roleplaying games to help the
players and the game
master to further describe their characters, to express their social
and emotional personality
in much the same way that we take the time to describe a character's
physical appearance.
Because this concept is new to EverQuest, we have written descriptions
of each of the nine
possible alignments. Each description is an outline of the ideals of
these alignment types;
characters can, of course, move around within the border of those
ideals as they see fit. We
encourage you to choose an alignment that suits the personality of your
character. A
character that is in all ways neutral, but refuses to aid a dark elf or
troll because he believes
them to be evil, might be neutral good, not neutral.
These are things that often develop as you play your character. When
you started out with
a new character you may have had certain designs in mind for her. You
might have seen her
as tolerant of both good and evil, willing to help anyone that needed
it. But as she travels
and meets people she might realize that helping evil people has never
been a pleasant
experience, and that indeed she feels obliged to obey the rules and
learns to despise rogues.
A character that you thought would be neutral when you created her may
end up being
neutral good after the two of you experience Norrath a bit.
This is why you will not be able to choose the alignment of your
character until you reach
10th level. Instead, your character will be given an alignment when you
choose his class,
race and deity. That alignment will match the ideals of that
character's teachers. If your
character starts as an agnostic human warrior, he will have left his
training with all the
impressions that his teachers gave him about the world. Because the
character spent so long
under the tutelage of people who insisted that a warrior must follow
the middle road and be
willing to fight when and where he was needed, he will enter his career
as a neutral. But
adventuring changes people, and after ten levels of such adventure you
will be able to
decide your character's alignment, within restrictions determined by
that character's race,
class and deity. For example, high elves must be good, and will be
restricted to good
alignment options when they reach tenth level, or at any time
thereafter.
This will be the only time that you will be able to make this decision,
so choose wisely. Get
to know your character before choosing.
Below we have included several documents that might be useful for you
to read over before
choosing what character to play on this server.
Alignment Descriptions - outlines the general beliefs of characters of
each of the possible
alignments.
Racial Alignments - outlines the alignment options for each race.
Deity Alignments - outlines the alignment options for characters that
follow each of the gods
that are available to worship.
Class Alignments - outlines the alignment options for each class.
These last three (racial, deity and class) essentially form a matrix
that will determine the
alignment options that your character will have, and also have a hand
in determining the
alignment that your character begins with.
Alignment Descriptions
Neutral (N)
A person of neutral alignment can be very different from another person
of the
same alignment. For example, a druid might actively defend the center,
holding a
strong desire that neither good nor evil, order nor discord gain
control in the
world, for each of them is inherently unbalanced and unnatural. But a
warrior of
neutral alignment might be unconcerned about such things and simply
wish that
all those with such strong opinions keep them to themselves. In either
case, the
neutral character is not strongly allied with the ideas of order or
discord, good or
evil.
Discordant Neutral (DN)
This is a character of unruly nature; whether in opposition to the
tenets of order
or just because they prefer to be unconstrained, is immaterial. These
folk tend to
be unmindful of the rules of society, preferring to do what seems
correct to them
at the moment. This isn't a destructive kind of chaos such as would
make a
person evil, nor is it a gentle chiding of the rules intended to show
where
constraints hinder the ability for one to do what is good. Folks of
this alignment
are most often just unable to understand why others have the right to
blanket
their lives with rules when those rules can't be accurate for any of
the specific
situations that they find themselves in.
Orderly Neutral (ON)
Characters of this alignment believe foremost that sentient races must
have
rules to abide by, or they will become lost in uncivilized discord.
This does not
necessarily make them proselytizers of order. It is just as likely that
one of this
alignment would only hold themselves to such restrictions. But even so,
their
belief in the ordering of things is strong and they will often find it
challenging to
allow discord to work around them. One of this alignment will follow
the rules of
any society he finds himself in, and will tend to avoid the company of
those that
hold no rules or laws important.
Neutral Good (NG)
Characters of this alignment believe that being good is more important
than being
orderly or chaotic. If rules make certain people happy, then they
should have
such rules. If rules cause others to be troubled, then they should be
able to go
where such rules do not apply. But neither rules nor a hatred of such
rules should
be an excuse for a person to be evil. Above all else, being good is
what matters.
This may only be a personal goal, or it might be something that the
character
desires for others. In any case, such a person will be unable to abide
evil in any
form. How they respond to such evil will vary from person to person,
but they will
never encourage evil and will never aid one that does evil.
Neutral Evil (NE)
Characters of this alignment are uninterested in order or discord. Such
disinterest
might stem from a lack of concern, or it might spring from disdain. For
the most
part, a person of this alignment strives primarily to achieve evil
ends. Their goals
might be personal, or they may wish to impress evil upon others. But
evil is in
them, and they can not tolerate goodness. They will never aid a person
of
goodly demeanor, and depending on their personal desires will either
hinder them
or shun them.
Orderly Evil (OE)
Characters of this alignment form the heart of many evil societies.
Their rules
may be cruel, perhaps even frightening, but they are the devices that
keep
society in line. Evil to the core, these characters understand the
power of
organization and order, and they know that the way of discord is the
way of
self-destruction. If you want your dreams to come true, either as a
person or as
a society, then you must have the strength of order to build on.
Structure is
what makes evil terrible and mighty. Ambitious orderly evils desire the
destruction
of all that is good, and often have a plan for making that happen.
Chaotic Evil (CE)
Characters of this alignment eschew rules as restrictive to the purpose
of evil.
They believe that confusion and mayhem are the most effective tools
available.
They find those of order to be far too constrained by their own rules
to be
effective. Only those willing to throw off the shackles of order can
ever truly be
great. Seething chaos is the soil that nourishes true evil. Honor is
for fools and
paladins, both of which make fine mulch for the garden.
Orderly Good (OG)
Characters of this alignment believe that good is enhanced by order.
True peace
can only be achieved through the foundation of just rules and true
goodness.
Discord breeds evil, for those who are unwilling to follow rules most
often do so
because those rules enforce what is good. Certainly some rules are
unjust and
should be defied. But such rules are only created by those who are evil
at heart.
Societies, families, and individuals alike should be willing to do what
is right, and
to set what is right down as law. Some might be asked to make
sacrifices for the
good of others. Those unwilling to do so, those who say that rules are
too
constraining and are unwilling to abide by them because it discomforts
them to
do so, are selfish. Selfishness often leads to evil. Evil is
intolerable.
Discordant Good (CG)
Characters of this alignment believe that being good is an internal
measure, not a
societal one. Many of the rules that societies create have nothing to
do with
being good, but are designed to restrict people so that they can't be
evil. A fine
distinction, to be sure. But how can a rule, written onto a piece of
paper or
carved into stone by someone days, months or even years prior have any
pertinence to an action taking place right now? Stealing is against the
rules in
many places, but it is not by its very nature evil. It is only the
intent of the
person doing the stealing that determines the goodness of the act.
Stealing
money from an evil man and using that money to feed those who have
little is a
good act, not an evil one. Rules hinder many acts that are indeed good.
Racial Alignments
Each of the races of Norrath has a society, and that is where they
learn how to behave
themselves (or, for some, how to misbehave). Below are very brief
descriptions of the
alignment tendencies of each race. The alignments available to
characters of each race are
listed in parentheses after the description. The most common alignments
will appear first,
with those after each successive dash being less common than those
previous.
Barbarians
These isolationists tend toward neutrality and slightly toward
goodness. They
also tend to be orderly, primarily because the most commonly worshipped
deity in
Halas is the Tribunal. However, they are a wild people in a wild land,
and not a
few of them feel constrained by rules and follow the ways of discord.
For the
most part their society honors bravery and skill over trickery and
greed, and
desires of power or other evil thoughts are channeled and controlled by
the
overwhelming need to prove themselves to their people. (N/NG/ON -
OG/DG/DN)
Dark Elves
Driven primarily by the hatred that created them, dark elves are
strongly evil.
Their society is orderly (as order is the only thing that keeps their
society
stable). But in some the urge for evil is unrestrained by the rules of
their society,
and there are discordant elements among the dark elves, primarily among
those
of the necromantic arts. Upward movement in the society of Neriak
requires
great cunning and self-control, however, and it is rare that those who
do not
posses orderly minds gain power in those circles. But dark elves are
driven by all
kinds of hatred- wild, flaring, dangerous hatred as well as cold,
seething,
dangerous hatred. (OE/NE - DE )
Dwarves
As sturdy of mind as they are of body, dwarves tend strongly toward
order.
Moved more by the smooth strength of steel and the beauty of precious
stones,
they are rarely motivated by the temptations of good or evil. However,
through
long, if strained, relationship with the high and wood elves and from
continuous
battle with the evil of the goblins, they will stray toward goodness
rather than
evil, if indeed they stray at all. The dwarven society prides itself on
its honor,
steadfastness in times of trouble, and its loyalty to its kin. (ON -
N/NG)
Erudites
A people of two societies. The first was founded by Erud himself and
still hold his
strong beliefs at the core. Meticulous might be a good way to describe
these
folk. Their lives are ever bent toward discoveries of the mind. Their
society
reflects this. They are generally peaceful and orderly, and have become
even
more dedicated to the ideals of peace and order since their civil war
gave a face
to those among them who were dedicated to evil. It isn't unreasonable
to
envision those Erudites and the heretics as distillations of the two
faces of
order…
The heretics of Paineel are just as orderly and meticulous as their
estranged
cousins in Erudin. Where the Erudites see order as a device that allows
people
the freedom to be good, the heretics see it as a tool that gives
strength to their
evil. They are no less organized in their daily lives than the people
of Erudin are,
but the goals of their society involve powers of dark necromancy and
evil, rather
than the enlightenment of good and kindness.
Both societies have a tendency to be harsh in their adherence to order,
as they
have very real evidence of what can happen when one strays from the
path of
good/evil. Erudites (ON/OG/NG), Heretics (OE - NE)
Gnomes
Gnomes run the gamut, being as likely to follow one path as any other.
They are,
however, unlikely to follow the strict life of order. They tend to be
an
unstructured people, and their amazing skill with detailed work seems
to come
from an inherent understanding of things, rather than any strict
organizational
skills. The rising influence of Bertoxxulous in Ak'Anon is considered
by some
among other races as evidence of the disorganization of the gnomes.
There
exists an odd truce between the worshippers of the gods of the gnomes,
almost
as if they are too busy or absentminded to take notice of the potential
conflict
that exists within the cavern walls of their clockwork city.
(N/DN/NG/NE/DG/DE)
Half Elves
Being born of humans and wood elves, and having a tendency to be
independent
of either society in any case, half elves can be of any alignment. They
tend to
fall into professions and worship that suit their dispositions rather
than
conforming to the needs of any society. It is possible to find half
elves as
members of almost any religion. In this fashion they take after their
human
parents. (ANY)
Halflings
These little folk tend to be kindly and warm, outgoing and inquisitive.
Some are
less friendly and some are less disorderly, but for the most part they
are a
pleasant people. While some will take up duties and keep at them
tenaciously,
this is stubbornness rather than orderliness. Unfettered and
gregarious, these
folk tend to chafe at rules they don't understand. Sure, it's wrong to
hurt
people, but everyone knows that, so why do you have to make a rule that
says
you can't? Despite what is often seen as rashness by some of the more
stoic
races of Norrath, halflings are never swayed to evil. (DG/NG/DN/N)
High Elf
These children of Tunare embody her sense of order and goodness. They
are a
people of high values and great light. While some might be slightly
less lawful or
marginally less good than others, high elves are incapable of evil and
chaos. This
does not make them immune to errors in judgement, and it is not
uncommon for
them to appear haughty and even rude due to their strong sense of
self-worth.
As a society, they value actions over words, though even so they do not
take
words lightly. They value the good hearts of their cousins, the wood
elves, but
find their flightiness disconcerting. (OG - ON/NG)
Humans
Diversity is their strength as well as their weakness. Humans can be of
any
alignment, and much like their half elven kin, they tend to take up
professions
that suit their desires. Those who feel a need for structure in their
lives will often
settle in the cities they have built on Antonica. But it is just as
likely that you
will meet a lawless human brigand on the road as a pleasant human
cleric. With a
human you can never know what to expect until you get to know the
individual.
(ANY)
Iksar
Even though their empire has fallen, the Iksar are still an orderly
society. Evil to
the core, there is very little variance from the path of order and evil
among the
Iksar of Cabilis. Those who are too disorderly are exiled into the
wilderness of
Kunark, where most find only death. Those who are too weak are often
killed
trying to prove their strength. Their single-minded acceptance of Fear
has given
their society its strength, and has given them the reputation as a
terrible and
dangerous people. (OE - NE)
Ogres
Perhaps at the height of their society (if you believe such rumors),
ogres were
the epitome of order and the strength of evil. But these days they are
just too
stupid to have much need for laws. Somewhat mellower than their
green-skinned
neighbors, ogres tend to be just evil, as chaos and law require more
work. Their
society decays as their attentiveness to their old ways slowly fades.
They can't
be anything other than evil, but they can be motivated to be orderly or
discordant, depending on how frequently they were dropped as children
and on
what part of their body they landed. (NE - DE/OE)
Trolls
Trolls are more motivated to destruction than ogres. They are, in fact,
a people
bent on destruction and tend to be both discordant and evil. There is
no reason
to believe that trolls as a people ever had a society to speak of. They
are ruled
by the strongest among them and their society shifts with the latest
battle,
rarely fixating on a long-term goal. Their ferocity is their strength,
serving them
well enough in the place of rules. They are never other than evil,
though some
are less disorderly than the rest. (DE - NE)
Wood Elves
As the high elves are an orderly folk, the wood elves are wild. They
tend to be
chaotic and willful. They represent all that is untamed in the forest
and in their
beloved Mother of All. They are at heart a loving people though they do
stray,
some becoming more wild than good. They are never evil, however, no
matter
the consternation they may cause their high elven cousins. Their
society is built
on respect more than on a sense of order. It is only reasonable to take
the
advice of one's betters, but that does not mean that one is constrained
to obey
that advice as if it were the only path. (DG/DN - N/NG)
Class Alignments
Bard
Travelers, arbiters, tale-spinners, lore masters and often heroes,
bards have
many personalities. While it is not uncommon for any given bard to have
several
personalities all his own, as a group they are as diverse as the gods
they follow.
(ANY)
Cleric
A cleric is often the pinnacle of his society. Spiritual leader, often
lore master for
the tales of a society or of the god that they worship. Only those
whose souls
are most closely bound to their deity will become clerics, and so they
have
alignments restricted by that of their deity and of their race. (ANY)
Druid
A druid fights for the balance. Not content to be a bystander in the
battles that
often occur between factions both religious and racial, a druid might
actively
defend a forest from the ravages of good or evil alike. (N)
Enchanter
Enchanters are often known for their ability to disguise themselves and
to cloud
the minds of others. There is a tendency, therefore, for such a person
to
understand other races and to at least study them somewhat. (ANY)
Magician
Elemental mastery and the power over the servants of the elements is
not
preclusive to any attitude. The only true requirement for this
profession is a
strong will and perhaps an equally strong ego. (ANY)
Monk
In order to be able to control one's body to the degree that a monk is
capable,
one must first control the mind. Monks must be orderly to follow the
path that
leads only along the razor's edge. (ON/OG/OE)
Necromancer
The desire to raise and manipulate the corpses of the dead is an
unpleasant one
at best. Most societies make rules against such activities, as
disturbing the dead
can have accursed consequences. Necromancers, therefore, are always
evil and
they rarely concern themselves with order. (DE - NE/OE)
Paladin
Paladins are the heroic knights of legend. They are the epitome of
their people
and their gods. This means that they must be goodly, and are most often
orderly, but can be neutral good. (OG - NG)
Ranger
Rangers are the warriors of nature. They shy away from no duty that
calls them
to the service of their god. They share many of the beliefs of the
druids, though
their methods may vary. A ranger can not be evil and tend indeed to be
neutral
as do druids. But they are closer to paladins in this regard, they are
more closely
tied to the desires of their deity than to the balance of things. (N/DN
- DG/NG -
OG/ON)
Rogue
Rogues are just that, rogues. They find rules amusing things; obstacles
at worst,
toys at their best. A rogue may not be orderly. They, in fact, tend to
be
discordant. (DN/N - DG/DE/NG/NE)
Shadowknight
Often seen as the counterpoint to the paladin, and justifiably so.
They, too, are
knights of legend, though of the dark sort. A shadowknight must be
evil, and
tends to be orderly or discordant in resonance with their deity and
society.
(LE/CE)
Shaman
Much like clerics, shamans are the spiritual leaders of their people.
Those who
are most like unto their deity will be called to be shamans. (ANY)
Warrior
The warrior is as varied in personality as the battles he fights. They
tend to be
less extreme, for those of highly religious nature tend to become
paladins and
shadowknights, but this does not mean that a warrior can't be just as
righteous
as any paladin. (ANY)
Wizard
Theirs is only the desire for knowledge and power. Their intent for
that
knowledge and power is dependent only on their character. (ANY)
Deity Alignments
Agnostic
Followers of no specific god, these characters are not restricted to
any
particular alignment, though they do tend to be neutral. (ANY)
Bertoxxulous
The god of disease and decay. A seditious and unpleasant creeping comes
to
mind when thoughts turn to Bertoxxulous. It is often thought that
without this
god things might never fall into chaos and age. His followers are never
good, nor
are they orderly. (DE - NE)
Brell Serilis
A complicated god to define. His most prominent worshippers are, of
course, the
dwarves of Kaladim. However, if the rumors are indeed true, he is the
creator of
many races, both good and evil, orderly and discordant. Regardless of
the truth
of the matter, many evil races do indeed worship Brell. However, the
belief that
he created such creatures is not held among most races of Norrath. In
fact, the
course of his worship among most societies has been that he is not
evil, but a
lover of creation in its purest form. He is worshiped as a non-evil
deity, and is
most often considered an orderly being. Modern worship of him follows
that
course. (N/ON - NG/OG - DN/DG)
Cazic-Thule
God of Fear. Mindless terror. Order and discord are irrelevant to this
god; he
cares only for the paralyzation of fear. As long as the result is fear,
the cause or
method is of little consequence. How his followers choose to direct
terror is up to
them. His followers must be evil. (NE - DE/OE)
Fizzlethorpe Bristlebane
God of thieves. His followers accept only one tenet, that laws are
something to
be ridiculed. As his following among the dark elves might indicate, he
is not
necessarily only a god of fun and tricks. While each society will have
a slightly
different understanding of his nature, non of his followers can be
orderly. (DN -
DG/N/DE/NE/NG)
Innoruuk
God of Hate. His primary places of worship lie deep within Neriak but
his power is
universal; it touches everyone at some in their lives. He has followers
among
many people of Norrath. His followers must be evil. (LE - NE/CE)
Karana
God of Storms. His essence is the torrential rain and fury of the
storm, the
discord of the storm and the goodness of the nourishing rain. His
followers can't
be evil or orderly. (N/DN/NG - DG)
Erollisi Marr
Goddess of Love. Her designs are in direct opposition to those of the
god of
Hate. It might indeed be true that her influence is as far reaching as
is
Innoruuk's, and that even the darkest heart can be touched by Love. Her
followers must be good. (NG/DG/OG)
Mithaniel Marr
God of Righteousness and Truth. His is a more forceful goodness than
that of his
sister, Erollisi. Order and goodness are his realm, and his sword arm
defends
both. His followers must be good and can not be discordant. (OG - NG)
Prexus
God of the oceans. Most often worshipped by those who sail the seas.
For many,
such worship is not just a desire to avoid his wrath while at sea.
Prexus despises
Bertoxxulous and calls Rodcet Nife ally. His followers can not be evil,
but you will
find as many who love the seas for their wild waves as for their calm
on a clear
night. (N/NG/OG/DG/DN/ON)
Quellious
Goddess of peace and harmony. As seekers of inner peace, her followers
can
never be discordant or evil, and are most commonly both orderly and
good. (OG -
N/NG/ON)
Rallos Zek
God of war and battle lust. While there are indeed good and just
reasons to do
battle, those are not the only reasons. Rallos worshippers are those
who love
battle for any cause, and reason. They can never be good, though some
are not
as evil as others. (DE/NE/OE - N/DN/ON)
Rodcet Nife
Prime Healer. Only those of good heart can follow the god of healing.
Whether
they choose the path of order or discord is not important, as long as
they heal
the hurts and destroy the disease of the world as they travel that
path.
(NG/OG/DG)
Solusek Ro
God of Fire. Fire is, of its very nature, a discordant element. Often
his followers
worship him as a destructive force, a power of chaos and ruin.. But not
all of
those who follow the Burning Prince see him that way, and some even see
fire as
a cleansing thing. His followers can't be orderly and tend not to be
good. (DN/DE
- N/NE - DG/NG)
Tribunal
God(s) of Justice. Justice is by no means the same thing as the truth
and valor
of Mithaniel Marr. For followers of the Tribunal, order is the primary
concern.
Some followers of the Tribunal believe that justice can not exist
without a
measure of concern for those it affects, but it is argued (often and at
great
length) by most followers that this is a tainting of justice, not a
tempering of it.
Followers are almost always orderly, and some are good. (ON- OG - N)
Tunare
Mother of All. It is said that she created the elves, who in time
became the
orderly high elves and the more discordant wood elves. Her power is
that of
growth and life, encompassing both order and discord as forces of
nature. Her
followers can be of any non-evil alignment. (N/NG/OG/DG/ON/DN)
Veeshan
Virtually unknown in Norrath, only bards know much of her mythology and
are still
willing to worship her. She is believed to be the mother of all dragons
and dragon
kin. Otherwise, the lore about the nature of her worship is all but
lost. Her
followers interpreted what little they know about her and, perhaps as
much
through ignorance as from truth, have created a path of worship to her
that
eschews order, discord, good and evil in equal amounts. (N)
>"Annie M. Benson-Lennaman" <annie...@yahoo.com> wrote in message
>news:3BB884AA...@yahoo.com...
>>
>> My husband and I just read the features of the
>> new role-playing server, FV. We've decided we'd
>> like to dynamic duo it. So, any thoughts as to
>> what would be the best to start out as?
>
>The monk / shaman is nice as others have pointed out. It seems to me,
>though, that you are interested in traveling ( from your post ). With the
>ranger and Wiz you have tracking, DD, minor healing, and travel ( ports ).
>
>I'm weak on what races can be what, but I was under the impression that
>Humans can be just about everything but Shamen, so...
>
>To get a mix like that, you could go with a Human Druid ( start in Qeynos? )
>and an Erudian Mage ( Don't know if I've ever seen one, but I assume it's
>possible ). Decent DD, pet, SoW, Tracking later on, some healing, and
>ports.
>
>It wouldn't be your standard Dynamic Duo, but could be fun. A little late
>getting tracking, though.
Monk/Druid is good too. You could almost say better than monk/shaman,
since druids have damage shields and ports.
.>>conwict
.>>short.bus.tripod.com
>dstep wrote:
>>
>> So basically you and hubby are going to have to be the SAME race in
>> order to talk to each other. Wow, what fun roleplaying.
>
>Worse, you have to be the same alignment to group. So that puts a
>serious limit on what can group. I don't think druid/necro can be valid
>as a result.
Actually it is since Druid is neutral so can group with anyone ;)
Most of the combos she named at least one can be neutral so they'd be
fine.
Email: dstephenAThomeDOTcom
>"Annie M. Benson-Lennaman" <annie...@yahoo.com> wrote in message
>news:3BB884AA...@yahoo.com...
>>
>> My husband and I just read the features of the
>> new role-playing server, FV. We've decided we'd
>> like to dynamic duo it. So, any thoughts as to
>> what would be the best to start out as?
>To get a mix like that, you could go with a Human Druid ( start in Qeynos? )
>and an Erudian Mage ( Don't know if I've ever seen one, but I assume it's
>possible ). Decent DD, pet, SoW, Tracking later on, some healing, and
>ports.
>
>It wouldn't be your standard Dynamic Duo, but could be fun. A little late
>getting tracking, though.
Heck, I was going to recommend that duo, but wood elf druid/gnome mage
as an alternative to the ranger/wizard suggestion. You get
transportation, ghetto tracking, all the healing you'll need, a pocket
tank and nukes, in addition to having the language learning without
having to cross half of Norrath. The druid would be stuck as neutral
(not fair!) and the magician could choose to be neutral to avoid any
alignment conflicts.
Celaeno Duskwalker
Fier'dal wanderer of Erollisi Marr
>Good suggestions, all. I have to admit, though,
>I have an unreasonable bias against playing a
>druid (and I would be the main spell caster of
>the duo). Not because of any inherent fault
>with the class. No, my problem is that I hate
>playing a class that is over represented.
Then play a shaman to go with that monk or warrior instead.
>I have
>no doubts but that druids will be very, maybe
>insanely popular on the new server. I just
>can't bring into being _another_ damned druid.
> He, being of the tank mentality, simply
>cannot tolerate the idea of being a monk.
>The weight restriction gets to him, you see.
You could always carry his excess baggage...
>And neither of us really want to be lizards.
Your husband could be a human and your shaman a barbarian. They would
start pretty close, Qeynos and Halas.
>We simply feel there is more travel opportunity
>with the Old World races, and yes, travel is
>going to be important to us.
>Annie <--- Fighting the urge to pitch a paladin/
> rogue combo to him when he's drunk
> and malleable.
Paladin and Rogue would be decent, I guess. But it wouldn't make much
sense in a roleplaying aspect. Opposite ends of the spectrum.
--
conwict
the gene pool could use a little chlorene
short.bus.tripod.com
Excellent idea. The main reason I would say druid over
shaman is for one, very simple, tiny reason...ports.
Shaman can SoW, which is great for travel, but I bet
if a soloing shaman and a soloing druid raced from
Butcherblock to Toxulia at level 40, the druid would
win (and make plat on the stops in between :-) ).
> > He, being of the tank mentality, simply
> >cannot tolerate the idea of being a monk.
> >The weight restriction gets to him, you see.
Actually, this is the one time I _WOULD_ want
to play a monk. If I had somebody along 100% of the
time to hold loot and change for me always every
day when I played, I'd never pick a warrior over
the monk. Especially on a new server where you can't
just drop some Wu's on the monk without saving every
copper until level 30.
> >Annie <--- Fighting the urge to pitch a paladin/
> > rogue combo to him when he's drunk
> > and malleable.
>
> Paladin and Rogue would be decent, I guess. But it wouldn't make much
> sense in a roleplaying aspect. Opposite ends of the spectrum.
Why? The rogue class isn't limited to "thieves" or
"assassins." It's just a warrior with a slightly
different approach to fighting. Heck, my half
elf was raised by dwarves, and learned her
skills as a respected tunnel rat, scouting out
new tunnels and stealthily fighting off hordes
of goblins and orcs underground. She's never
broken into a house or killed an innocent for
money, but her screen still says "rogue."
My main, though, is a halfling rogue. Dirtiest
thief you'd ever meet...
:-)
georg wrote:
>
> dstep wrote:
> >
> > So basically you and hubby are going to have to be the SAME race in
> > order to talk to each other. Wow, what fun roleplaying.
>
> Worse, you have to be the same alignment to group. So that puts a
> serious limit on what can group. I don't think druid/necro can be valid
> as a result.
Well, as I said originally, we'll be able to speak with each
in RL. And easy doesn't always mean fun. If it did, we'd all be
playing pong right now. The inherent challenges presented in the
new server are what is intriguing to us about it. Granted, after
playing it for a while, even maybe even a short while, we might
decide that we are not up the the challenge. But I'll be damned
it it doesn't seem fun to the both of us to give it a try.
I'm set on playing a wizard. So the only class to figure out
is his. Right now we are leaning towards Dark Elf Wizard/Ogre Shaman.
Ogre or Troll Shadowknight is running a very close second. One of
the reasons this looks good to us is that we think that port/sow
capable evils might be in short supply, and thus in high demand.
And it sounds like it might be fun.
Annie <--- Remembers having fun playing pong.
--
Living in the universe known as Drinal
Teashot -- Wood Elf Ranger of 25 journeys.
Tealeef -- Barbarian Shaman of 22 seasons.
Teacure -- Halfling Cleric of 14 doses.
Teabomb -- Gnome Wizard of 9 blasts.
Teacast -- High Elf Enchanter of 8 circles.
Jim
Woot 2nd reply to my self !
From the follow ups from Brad I think I can ajust this a bit ...
> NOTE I HAVE NO EVIDENCE FOR THE FOLLOWING I COULD BE WRONG
> Sorry about shouting.
>
This is still true !
> Also reading between the lines I'm guessing that the xp bonus/penalty
> will work something like this :
>
> OG NG DG ON NN DN OE NE DE
> OG ++ + == + == - NO NO NO
> NG + + + == == == NO NO NO
> DG == + ++ - == + NO NO NO
> ON + == - + == - + == -
> NN == == == == == == == == ==
> DN - == + - == + - == +
> OE NO NO NO + == - ++ + ==
> NE NO NO NO = == = + + +
> DE NO NO NO - == + == + ++
>
Table changed slightly e.g. OG with DG is == not -
> Where
> ++ is "lots" of bonus
> + is a little bonus
> == is no effect
> - is a penalty ("up to the grouping bouns")
> NO is they can't group silly.
>
I think form what they said about "equivelent to grouping bonus" that a
full group of OG (for example) would get a 20% bonus. This would mean
that each + is about +2% and each - about -2%.
EG a group of OG,OG,OG,NG,NG,DG
OGs get ++,++,+,+,- or +++++ or +10%
NGs Get +,+,+,+,+ or +++++ or +10%
DGs get =,=,=,+,+ or ++ or 4%
Of course this could all be wrong :-P
HTH,
Jim
True but Druids don't get haste spells. Which turn monks into killing machines.
I was in a group once with 3 monks, a bard, and a chanter. OMFG! were were
like a mob blender.
--
Go here and click every day:
http://www.thehungersite.com
OG:
Barb
shaman (trib)
rogue (Ag)
warrior (Ag, Trib)
Erud
cleric (Prexus, Quellious)
enchanter (Ag, Prexus, Quellious)
mage (Ag, Prexus, Quellious)
paladin (Prexus, Quellious)
wizard (Ag, Prexus, Quellious)
Half elf
bard (Agnostic, Erolsi Marr, Mith Marr, Prexus, Quellious, Rodcet Nife,
Tribune, or Tunare)
paladin (Erolsi Marr, Mith Marr, Rodcet Nife, Tunare)
ranger (Tunare)
warrior (Agnostic, Erolsi Marr, Mith Marr, Prexus, Rodcet Nife, Tribune,
or Tunare)
High elf
cleric (Tunare)
enchanter (Agnostic, Erolsi Marr, Mith Marr, Tunare)
mage (Agnostic, Erolsi Marr, Mith Marr, Tunare)
paladin (Tunare)
wizard (Agnostic, Erolsi Marr, Mith Marr, Tunare)
Human
bard (Agnostic, Brell, Erolsi Marr, Mith Marr, Prexus, Quellious, Rodcet
Nife, Tribune, or Tunare)
cleric (Prexus, Quellious, Rodcet Nife, Tunare)
enchanter (Agnostic, Prexus, Quellious, Rodcet Nife, Tunare)
mage (Agnostic, Prexus, Quellious, Rodcet Nife, Tunare)
monk (Agnostic, Quellious)
paladin (Erolsi Marr, Mith Marr, Rodcet Nife)
ranger (Tunare)
warrior (Agnostic, Brell, Erolsi Marr, Mith Marr, Prexus, Quellious,
Rodcet Nife, Tribune, or Tunare)
wizard (Agnostic, Erolsi Marr, Mith Marr, Rodcet Nife).
NG:
Barb
shaman (NOT VIABLE)
rogue (Ag, Bristlebane)
warrior (Ag)
Erud
cleric (Prexus, Quellious)
enchanter (Agnostic, Prexus, Quellious)
mage (Agnostic, Prexus, Quellious)
paladin (Prexus, Quellious)
wizard (Agnostic, Prexus, Quellious, Solusek Ro)
Gnome
cleric (Brell, Fizzle)
enchanter (Agnostic, Brell)
mage (Agnostic, Brell)
rogue (Agnostic, Brell)
warrior (Agnostic, Brell, Fizzle)
wizard (Agnostic, Brell, Solusek Ro)
Half elf
bard (Agnostic, Brell, Fizzle, Karana, Erolsi Marr, Mith Marr, Prexus,
Quellious, Rodcet Nife, Tunare)
paladin (Karana, Erolsi Marr, Mith Marr, Rodcet Nife, Tunare)
ranger (Karana, Tunare)
warrior (Agnostic, Karana, Erolsi Marr, Mith Marr, Prexus, Rodcet Nife,
Solusek Ro, Tunare)
High elf
cleric (Tunare)
enchanter (Agnostic, Karana, Erolsi Marr, Mith Marr, Tunare)
mage (Agnostic, Karana, Erolsi Marr, Mith Marr,Tunare)
paladin (Tunare)
wizard (Agnostic, Karana, Erolsi Marr, Mith Marr, Solusek Ro, Tunare)
Human
bard (Agnostic, Brell, Fizzle, Karana, Erolsi Marr, Mith Marr, Prexus,
Quellious, Rodcet Nife, Solusek Ro, Tunare)
cleric (Karana, Erolsi Marr, Mith Marr, Rodcet Nife, )
enchanter (Agnostic, Karana, Erolsi Marr, Mith Marr, Rodcet Nife)
mage (Agnostic, Karana, Erolsi Marr, Mith Marr, Rodcet Nife)
paladin (Karana, Erolsi Marr, Mith Marr, Rodcet Nife)
ranger (Karana, Tunare)
rogue (Agnostic, Fizzle, Karana, Erolsi Marr, Rodcet Nife)
warrior (Agnostic, Karana, Erolsi Marr, Mith Marr, Rodcet Nife)
wizard (Agnostic, Karana, Erolsi Marr, Mith Marr, Rodcet Nife, Solusek
Ro)
Wood elf
bard (Agnostic, Brell, Fizzle, Karana, Erolsi Marr, Mith Marr, Prexus,
Quellious, Rodcet Nife, Solusek Ro, Tunare)
ranger (Tunare)
rogue (Agnostic, Fizzle, Karana, Tunare)
warrior (Agnostic, Karana, Tunare)
DG:
Barb
shaman (not viable)
warrior (Agnostic)
Gnome
cleric (Brell, Fizzle)
enchanter (Agnostic, Brell, Fizzle)
mage (Agnostic, Brell, Fizzle)
warrior (Agnostic, Brell, Fizzle)
wizard (Agnostic, Brell, Fizzle, Solusek Ro)
Halfling
cleric (Fizzle)
warrior (Agnostic, Brell)
Half elf
bard (Agnostic, Brell, Fizzle, Karana, Erolsi Marr, Prexus, Rodcet Nife,
Solusek Ro, Tunare)
ranger (Karana, Tunare)
warrior (Agnostic, Karana, Erolsi Marr, Prexus, Rodcet Nife, Tunare)
High elf
cleric (Tunare)
enchanter (Agnostic, Karana, Erolsi Marr, Tunare)
mage (Agnostic, Karana, Erolsi Marr, Tunare)
wizard (Agnostic, Karana, Erolsi Marr, Solusek Ro, Tunare)
Human
bard (Agnostic, Brell, Fizzle, Karana, Erolsi Marr, Prexus, Rodcet Nife,
Solusek Ro, Tunare)
cleric (Karana, Erolsi Marr, Prexus, Rodcet Nife)
enchanter (Agnostic, Karana, Erolsi Marr, Rodcet Nife)
mage (Agnostic, Karana, Erolsi Marr, Rodcet Nife)
ranger (Karana, Tunare)
warrior (Agnostic, Karana, Erolsi Marr, Rodcet Nife, Solusek Ro)
wizard (Agnostic, Karana, Erolsi Marr, Rodcet Nife, Solusek Ro)
Wood elf
bard (Agnostic, Brell, Fizzle, Karana, Erolsi Marr, Prexus, Rodcet Nife,
Solusek Ro, Tunare)
ranger (Tunare)
warrior(Agnostic, Karana, Tunare)
ON:
Barb
shaman (trib)
warrior (Agnostic, Rall Z, Tribune)
Dwarf
cleric (Brell)
warrior (Agnostic, Brell)
Erudite
cleric (Prexus, Quellious)
enchanter (Agnostic, Prexus, Quellious)
mage (Agnostic, Prexus, Quellious)
wizard (Agnostic, Prexus, Quellious)
Half elf
bard (Agnostic, Brell, Prexus, Quellious, Rall Z, Tribune, Tunare)
ranger (Tunare)
warrior (Agnostic, Prexus, Rall Z, Tribune, Tunare)
High elf
cleric (Tunare)
enchanter (Agnostic, Tunare)
mage (Agnostic, Tunare)
wizard (Agnostic, Tunare)
Human
bard (Agnostic, Brell, Prexus, Quellious, Rall Z, Tribune, Tunare)
cleric (not possible)
enchanter (Agnostic)
mage (Agnostic)
monk (Agnostic, Quellious)
ranger (Tunare)
warrior (Agnostic, Rall Z)
wizard (Agnostic)
NN:
Barb
rogue (Agnostic, Fizzle, Tribune)
shaman (Tribune)
warrior (Agnostic, Tribune)
Dwarf
cleric (Brell)
rogue (Agnostic, Brell, Fizzle)
warrior(Agnostic, Brell)
Gnome
cleric (Brell, Fizzle)
enchanter (Agnostic, Brell)
mage (Agnostic, Brell)
rogue (Agnostic, Brell, Fizzle)
warrior (Agnostic, Brell)
wizard (Agnostic, Brell, Solusek Ro)
Half elf
bard (Agnostic, Brell, Fizzle, Karana, Quellious, Rodcet Nife, Solusek
Ro, Tribune, Tunare, Veeshan)
druid (Karana, Tunare)
ranger (Karana, Tunare)
rogue (Agnostic, Fizzle, Karana, Rodcet Nife, Tunare)
warrior (Agnostic, Karana, Rodcet Nife, Solusek Ro, Tribune, Tunare)
Halfling
cleric (Fizzle)
druid (Karana)
rogue (Agnostic, Brell, Fizzle)
warrior (Agnostic, Brell)
Human
bard (Agnostic, Brell, Fizzle, Karana, Quellious, Rodcet Nife, Solusek
Ro, Tribune, Tunare, Veeshan)
cleric (Karana, Rodcet Nife)
druid (Karana, Tunare)
enchanter (Agnostic, Karana, Rodcet Nife)
mage (Agnostic, Karana, Rodcet Nife)
ranger (Karana, Tunare)
rogue (Agnostic, Fizzle, Karana, Rodcet Nife)
warrior (Agnostic, Karana, Rodcet Nife)
wizard (Agnostic, Karana, Rodcet Nife, Solusek Ro)
Wood elf
bard (Agnostic, Brell, Fizzle, Karana, Quellious, Rodcet Nife, Solusek
Ro, Tribune, Tunare, Veeshan)
druid (Tunare)
ranger (Tunare)
rogue (Agnostic, Fizzle, Karana, Tunare)
warrior (Agnostic, Karana, Tunare)
DN:
Barb
rogue (Agnostic, Fizzle)
shaman (not viable)
warrior (Agnostic, Rall Z)
Dwarf
cleric (Brell)
rogue (Agnostic, Brell, Fizzle)
warrior (Agnostic, Brell, Rall Z)
Gnome
cleric (Brell, Fizzle)
enchanter (Agnostic, Brell)
mage (Agnostic, Brell)
rogue (Agnostic, Brell, Fizzle)
warrior (Agnostic, Brell, Rall Z)
wizard (Agnostic, Brell, Solusek Ro)
Half elf
bard (Agnostic, Brell, Fizzle, Karana, Prexus, Rall Z, Solusek Ro,
Tunare)
ranger (Karana, Tunare)
rogue (Agnostic, Fizzle, Karana, Tunare)
warrior (Agnostic, Karana, Prexus, Rall Z, Tunare)
Halfling
cleric (Fizzle)
rogue (Agnostic, Brell, Fizzle)
warrior (Agnostic, Brell, Rall Z)
Human
bard (Agnostic, Brell, Fizzle, Karana, Prexus, Rall Z, Solusek Ro,
Tunare)
cleric (Karana)
enchanter (Agnostic, Karana)
mage (Agnostic, Karana)
ranger (Karana, Tunare)
rogue (Agnostic, Fizzle, Karana)
warrior (Agnostic, Karana, Rall Z)
wizard (Agnostic, Karana, Solusek Ro)
Wood elf
bard (Agnostic, Brell, Fizzle, Karana, Prexus, Rall Z, Solusek Ro,
Tunare)
ranger (Tunare)
rogue (Agnostic, Fizzle, Karana, Tunare)
warrior (Agnostic, Karana, Rall Z, Tunare)
OE:
Dark elf
cleric (Innoruuk)
enchanter (Agnostic, Innoruuk)
mage (Agnostic, Innoruuk)
necromancer (Innoruuk)
shadowknight (Innoruuk)
warrior (Agnostic, Innoruuk, Rall Z)
wizard(Agnostic, Innoruuk)
Heretic
cleric (Cazic)
enchanter (Agnostic, Cazic)
mage (Agnostic, Cazic)
necromancer (Cazic)
shadowknight (Cazic)
wizard(Agnostic, Cazic)
Half elf
bard (Agnostic, Rall Z)
cleric (not possible)
warrior (Agnostic, Innoruuk, Rall Z)
Human
bard (Agnostic, Rall Z)
cleric (Agnostic, Innoruuk)
enchanter (Agnostic, Innoruuk)
mage (Agnostic, Innoruuk)
monk (Agnostic)
necromancer (Innoruuk)
shadowknight (Innoruuk)
warrior (Agnostic, Innoruuk, Rall Z)
wizard(Agnostic, Innoruuk)
Iksar
monk (Cazic)
necromancer (Cazic)
shadowknight (Cazic)
shaman (Cazic)
warrior(Cazic)
Ogre
shadowknight (Cazic, Rall Z)
shaman (Rall Z)
warrior (Agnostic, Cazic, Rall Z)
NE:
Dark elf
cleric (Innoruuk)
enchanter (Agnostic, Innoruuk)
mage (Agnostic, Innoruuk)
necromancer (Innoruuk)
rogue (Agnostic, Fizzle, Innoruuk)
shadowknight (Innoruuk)
warrior (Agnostic, Innoruuk, Rall Z)
wizard (Agnostic, Innoruuk, Solusek Ro)
Gnome
cleric (Bertox, Fizzle)
enchanter (Agnostic, Bertox)
mage (Agnostic, Bertox)
necromancer (Bertox)
rogue (Agnostic, Bertox, Fizzle)
shadowknight (Bertox)
warrior (Agnostic, Bertox, Rall Z)
wizard (Agnostic, Bertox, Solusek Ro)
Heretic
cleric (Cazic)
enchanter (Agnostic, Cazic)
mage (Agnostic, Cazic)
necromancer (Cazic)
shadowknight (Cazic)
wizard(Agnostic, Cazic, Solusek Ro)
Half elf
bard (Agnostic, Fizzle, Rall Z, Solusek Ro)
cleric (not possible)
warrior (Agnostic, Bertox, Innoruuk, Rall Z)
Human
bard (Agnostic, Fizzle, Rall Z, Solusek Ro)
cleric (Bertox, Innoruuk)
enchanter (Agnostic, Bertox, Innoruuk)
mage (Agnostic, Bertox, Innoruuk)
necromancer (Bertox, Innoruuk)
rogue (Agnostic, Bertox, Fizzle, Innoruuk)
shadowknight (Bertox, Innoruuk)
warrior (Agnostic, Bertox, Innoruuk, Rall Z)
wizard (Agnostic, Bertox, Innoruuk, Solusek Ro)
Iksar
necromancer (Cazic)
shadowknight (Cazic)
shaman (Cazic)
warrior(Cazic)
Ogre
shadowknight (Cazic, Rall Z)
shaman Rall Z)
warrior(Agnostic, Cazic, Rall Z)
Troll
shadowknight (Cazic, Innoruuk)
shaman (Cazic, Innoruuk)
warrior (Agnostic, Cazic, Innoruuk, Rall Z)
DE:
Dark elf
cleric (Innoruuk)
enchanter (Agnostic, Innoruuk)
mage (Agnostic, Innoruuk)
necromancer (Innoruuk)
rogue (Agnostic, Fizzle, Innoruuk)
warrior (Agnostic, Innoruuk, Rall Z)
wizard (Agnostic, Innoruuk, Solusek Ro)
Gnome
cleric (Bertox, Fizzle)
enchanter (Agnostic, Bertox)
mage (Agnostic, Bertox)
necromancer ( Bertox)
rogue (Agnostic, Bertox)
warrior (Agnostic, Bertox, Rall Z)
wizard (Agnostic, Bertox, Solusek Ro)
Half elf
bard (Agnostic, Fizzle, Rall Z, Solusek Ro)
rogue (Agnostic, Bertox, Fizzle)
warrior(Agnostic, Bertox, Rall Z)
Human
bard (Agnostic, Fizzle, Rall Z, Solusek Ro)
cleric (Bertox, Innoruuk)
enchanter (Agnostic, Bertox, Innoruuk)
mage (Agnostic, Bertox, Innoruuk)
necromancer (Bertox, Innoruuk)
rogue (Agnostic, Bertox, Fizzle, Innoruuk,)
warrior (Agnostic, Bertox, Innoruuk, Rall Z)
wizard (Agnostic, Bertox, Innoruuk, Solusek Ro)
Ogre
shaman (Rall Z)
warrior(Agnostic, Cazic, Rall Z)
Troll
shaman (Cazic, Innoruuk)
warrior (Agnostic, Cazic, Innoruuk, Rall Z)
Feel free to repost as needed.
-Tiru
I'm not sure whether 30% haste (alacrity) or a 24 point damage shield
does more damage. But the ports are definitely a plus.
georg wrote:
>
> georg wrote:
> >
> Using Jim's charts & the Prima guide, and rearranging for convenience.
> NOTE I have edited out the impossible ones due to gods, and rearranged
> for what they can worship. This may contain errors if they monkeyed with
> who can worship what, like they did on the other server (RZ):
Woo thanks !
Jim
Iksar shaman and necro would be hard to beat, assuming you wanted to start
in the same city and speak the same language.
-Grim
>georg wrote:
>>
> Using Jim's charts & the Prima guide, and rearranging for convenience.
>NOTE I have edited out the impossible ones due to gods, and rearranged
>for what they can worship. This may contain errors if they monkeyed with
>who can worship what, like they did on the other server (RZ):
>NG:
>Barb
>shaman (NOT VIABLE)
What's with these not viable shamans you've listed?
>On Wed, 3 Oct 2001 12:43:00 -0400, "John M Clancy" <sp...@spark.com>
>wrote:
>
>>
>>"conwict" <conwict...@aol.com> wrote in message
>>news:o1bkrt4vq9g0i4gf5...@4ax.com...
>>> On Mon, 1 Oct 2001 12:41:08 -0500, "Brian E. Parker"
>>> <bepa...@reply.in.the.group.plz> wrote:
>>>
>>> >"Annie M. Benson-Lennaman" <annie...@yahoo.com> wrote in message
>>> >news:3BB884AA...@yahoo.com...
>>> >>
>>> >> My husband and I just read the features of the
>>> >> new role-playing server, FV. We've decided we'd
>>> >> like to dynamic duo it. So, any thoughts as to
>>> >> what would be the best to start out as?
>>> >
>>> >The monk / shaman is nice as others have pointed out. It seems to me,
>>> >though, that you are interested in traveling ( from your post ). With the
>>> >ranger and Wiz you have tracking, DD, minor healing, and travel ( ports ).
>>> >
>>> >To get a mix like that, you could go with a Human Druid ( start in Qeynos? )
>>> >and an Erudian Mage ( Don't know if I've ever seen one, but I assume it's
>>> >possible ). Decent DD, pet, SoW, Tracking later on, some healing, and
>>> >ports.
>>> >
>>> >It wouldn't be your standard Dynamic Duo, but could be fun. A little late
>>> >getting tracking, though.
>>>
>>> Monk/Druid is good too. You could almost say better than monk/shaman,
>>> since druids have damage shields and ports.
>>
>>True but Druids don't get haste spells. Which turn monks into killing machines.
>>
>>I was in a group once with 3 monks, a bard, and a chanter. OMFG! were were
>>like a mob blender.
>
>I'm not sure whether 30% haste (alacrity) or a 24 point damage shield
>does more damage. But the ports are definitely a plus.
Shamans work way better than druids in a duo. The haste and slow is
all the difference, way more effective than the damage shield.
Shaman +melee is definately the best pure duo. Also possibilities with
two casters, one enchanter and one other.
Ben Sisson
"You've got to remember that these are just simple farmers. These are people
of the land. The common clay of the new West. You know... morons."
Shamen can be any alignment.
Barbarians can be any non-evil alignment.
However Barb Shamen can only worship Tribunal and tribunal worshipers
can only only be OG, ON or DG.
Thus you can't be NG or DG like you might think you could.
HTH,
Jim
You forgot N.
Tribunal, shaman and barbarian can all also be just plain N so that
is also one the shaman can be though maybe his chart did not show
that..
Barbarian
(N/NG/ON - OG/DG/DN)
Shaman
(ANY)
Tribunal
(ON- OG - N)
= ON, OG or N As shaman barb choice.
but not DG.... oh I see now you put "DG" and then said you can't be
"DG" so I think you meant to put "N".
Email: dstephenAThomeDOTcom
It should say NN
> >Thus you can't be NG or DG like you might think you could.
>
> You forgot N.
>
> but not DG.... oh I see now you put "DG" and then said you can't be
> "DG" so I think you meant to put "N".
>
What he said.
Tibunal = OG ON NN
Thus Barb shamen (must be Tribunal) can only be these.
They cant be NG DG and DN
Sorry,
Jim
>Celaeno wrote:
>> What's with these not viable shamans you've listed?
>>
>
>Shamen can be any alignment.
>Barbarians can be any non-evil alignment.
>However Barb Shamen can only worship Tribunal and tribunal worshipers
>can only only be OG, ON or DG.
>Thus you can't be NG or DG like you might think you could.
Well, no. Since the alignments are limited by race AND class AND
deity, I wouldn't have listed the 'non viable why aren't these
shamans' in the first place. It's kinda like if you'd tried listing a
good aligned druid as non viable since tunare followers can be good,
wood elves can be good, but druids can only be neutral. With the non
viable listing, it's as if you're assuming only the race and class
limitations matter and the deity limitation is something separate.
They're not non viable, they're impossible, just like lawful good dark
elves.
I agree except for one thing: Teleports. I'm tempted to buy a
a second account and have my 34 druid moved to it simply
as a self-taxi. Having an ALWAYS ready, willing, and free
'port to any destinations can turn an otherwise 2-hour travel
time into productive exp'ing, leveling, trade-skilling, fishing,
etc. time. I'm in a great guild that usually has a 'porter available,
and free, at that, but I'm not demanding. If it's the least bit
out-of-the-way for the Druid/Wizard, I'll just hoof it. Having that
always available port would be nice.
>OG:
>NG: < Neutral Good
>DG:
>ON:
>NN: < True Neutral
>DN:
>OE:
>NE: < Neutral Evil
>DE:
And the others are...?
A Shaman can be NG or DG
A Barbarian can be NG or DG
So it is only when you choose alignment that you can't be these.
I agree that I would just have not listed them, but this does seem to be
the only case where the religion removes options.
In all other cases there is at least one religion that alowes you to be
any of the race/class alowable alignments.
Hth,
Jim
Ken Andrews wrote:
>
> On Wed, 03 Oct 2001 00:16:33 -0400, georg <theg...@servtech.com>
> wrote:
>
> And the others are...?
> >OG: < Ordered Good (Lawful Good)
> >NG: < Neutral Good
> >DG: < Discordant Good (Chaotic Good)
> >ON: < Ordered Neutral
> >NN: < True Neutral
> >DN: < Discordant Neutral
> >OE: < Ordered Evil
> >NE: < Neutral Evil
> >DE: < Discordant Evil
>
D=disorder (think Chaotic in AD&D)
O=order (think lawful in AD&D)
You can figure it out from there. I did mention that in the start of my
post, and assumed perhaps too much.
-georg
>Celaeno wrote:
Yes quite.
A wood elf can be NG
A Tunare worshipper can be NG
So it's only when you choose to be a druid you can't be that.
Get my point yet, or do I have to look for a case where chosing a race
prevents you from being an alignment class and religion would allow?
Sometimes race will remove options. Sometimes class will remove
options. Sometimes religion will remove options.
All three are equally important, and singling out the cases where
religion will remove options and listing them as non-viable is
pointless. I'd appreciate it if you'd stop treating the religious
limitations as different from the class limitations and race
limitations - there's a reason all 3 are involved in alignments.