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Appendix C - Crossfire Pantheon

The following is a summary and description of the various cults in Crossfire. Use the command crossfire -m8 to check if the information presented here is accurate. (Note: you need to have compiled with the DUMP\_SWITCHES and MULTIPLE_GODS flags for this to work!) The boxed attributes have meaning as follows:

Table of Contents

Name of god Alternate titles
Name of the enemy god Self explanatory.
Race: Names of races friendly to the cult. The priest of this cult has greater power over these creatures. In some cases the prayer "summon cult monsters" will summon these monsters to help the priest.
Enemy race(s): Names of races hated by the cult. "Holy word" prayers of this god may be used to kill these creatures.
Attacktype(s): Attacktype(s) used by this god's avatar and by cult "cause wounds" prayers.
Resistance(s): How much damage will be subtracted from successful hits made upon the character by the listed attacktype. For non damaging attacktypes, the resistance value affects saving throw and reduces duration. Higher values are better.
Vulnerable: Given to a cult priest by the "curse" prayer. Also means the character takes double damage from the listed attacktype. For non damaging attacktypes, the resistance value affects saving throw and increases duration.
Attuned: The cult priest is attuned to these spellpaths. This means spells of this type are easier to learn, take less mana or spell points to cast, and cause more damage.
Repelled: The cult priest is repelled to these spellpaths. This is the opposite of Attuned - harder to learn, take more mana or spell points to cast, and cause less damage.
Denied: The cult priest is denied use of these spellpaths. That means you are unable to use or cast spells of this type.
Special: A cult priest has these additional benefits and/or restrictions.
Granted Spell(s): Unique spells only available to followers of this particular cult. The spells are obtained when the amount of Grace is the following:
  • low = 100 grace (= 50 without altar)
  • medium = 300 grace (= 150 without altar)
  • high = 600 grace (= 300 without altar)
Altar Effect(s): Special effects or abilities granted to the cult follower while praying over an altar, which are granted when Grace reaches the following:
  • low = 100 grace (= 50 without altar)
  • medium = 300 grace (= 150 without altar)
  • high = 600 grace (= 300 without altar)
Weapon enchantment goes by the following:
  • enchant_weapon_low = weapon bonus +3 is max
  • enchant_weapon_medium = weapon bonus +7 is max
  • enchant_weapon_high = weapon bonus +12 is max
Starting at level 10 in praying, you can obtain twice the maximum amount of Grace by praying on an altar dedicated to your cult/god
Holy Relic(s): Special items granted to the cult follower. Items are granted when Grace level reaches:
  • low = 100 grace (= 50 without altar)
  • medium = 300 grace (= 150 without altar)
  • high = 600 grace (= 300 without altar)
Rarity is a measure of the chance of obtaining the item while praying over the alter. This can be influenced by the characters Luck.
Avatar: Dimensions and stats of summoned Avatar with a link to the full stats in the Spoiler
Description: Summary of the gods overall abilities

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Gnarg Father of Goblins, Lord Troll, Master of Poisons, Patron of Assassins, The Unclean One
Name of the enemy god: Mostrai
Race: Goblin, Giant, Troll
Enemy race(s): Faerie, Dwarf
Attacktype(s): Poison
Resistance(s): Poison +30 (Holy Possession: Poison +95)
Vulnerable: Magic -20
Attuned: Missiles, Wounding
Repelled: Protection, Turning
Denied: n/a
Special: n/a
Granted Spell(s): Poison Fog (low level), Cause Smallpox (medium level), Cause Rabies (high level),
Altar Effect(s): Remove Damnation, Remove Curse, Remove Depletion, Enchant Weapon (high)
Holy Relics: Gnarg's Orc Helmet (low level, rare),
(Dex+1)(ac+3)(item_power +2)(Spell regen penalty 1)(armour +20)(resist poison +30) Bracers of Gnarg (medium, rare)
Strength +2
resist_physical 30, resist_cold 20
Damage +15
Health_Regen +1
Avatar:
[Full Stats]
1x1, 500 hp, ac -5 wc -3 dam 50 armour 40 Attacktypes: Poison, Physical
Description: Gnarg is definitely a god for warrior-priests, suiting low-levels for granting smallpox and poison resist. At higher levels, the magic -20 might hurt, but due to poison fog and the disease Gnarg remains a good choice for a whole player's life.

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Lythander Elven god of Luck, Huntsman of Goblins, Trollslayer, The Trickster
Name of the enemy god: Gnarg
Race: Faerie
Enemy race(s): Goblin, Troll
Attacktype(s): Slow, Confusion
Resistance(s): Confusion +100
Vulnerable: Acid -15, Poison -30
Attuned: Missiles
Repelled: n/a
Denied: Detonation
Special: Spell_Regen +1, Luck +2, Stealth
Granted Spell(s): Conflict (medium level), Defense (medium level)
Altar Effect(s): Remove Damnation, Remove Curse, Enchant Weapon (medium)
Holy Relic(s): Lythander's Elven Bow, Lythander's Magic Pipe
Avatar:
[Full Stats]
1x1, 350 hp, ac -7 wc -1 dam 40 armour 50 Attacktypes: Confusion, Physical
Description: Lythander is an allarounder. An effective holy word (priest), increased spell-regen (wizards) and confuse-immu (warriors) are a powerful combo, especially for low level. The price to pay is denied detonation (no create bomb) and great troubles with acid/poison (Elves don't like "dirty" stuff). Real useful special-prayers for high levels are missing too.
Additional Comments: Attacktypes Slow and Confuse is a really useless attacktype on a weapon, it makes the opponent almost impossible to predict. Slow is useful, but confuse should make combat still abit tricky for the trickster. The resistances are just messed, -40 acid is stupid, and -40 poison is mean. Resist_Acid -15 (one cloak of acid resist and your items don't get destroyed, this seems alittle more reasonable). Resist_Poison -30 (not much less, but at least you can get to 0 with one low level item). Currently I will leave denied explosions, this of course denies one of the most useful spells in the game. The sp + might make up for it so I wont change this.

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Gaea Goddess of Peace, Guardian of Life, Mother of Nature
Name of the enemy god: Devourers
Race: Animals, Elementals
Enemy race(s): Undead, Unnatural
Attacktype(s): NONE
Resistance(s): Drain +100, Depletion +100, Death +100
Vulnerable: Fear -100
Attuned: Protection, Summoning
Repelled: n/a
Denied: Death, Wounding
Special: Health_Regen +2, Grace_Regen +3, NO WEAPONS
Granted Spell(s): Spiderweb (low level), Wall of Thorns (low level), Insect Plague (low level), Remove Damnation (medium level), Daylight (medium level), Sanctuary (medium level), Ironwood Skin (medium level), Nightfall (medium level), Peace (medium level), Raise Dead/Resurrection (medium level), Reincarnation (high level)
Altar Effect(s): Remove Damnation, Remove Curse
Holy Relic(s): Gaea's Shield of Earth (high level, rare), Gaea's Tears (health potion, high level, frequently), Flowers (high level, frequently) Gloves of the Sun +1 (Dex+2)(wc+2)(dam+2)(ac+1)(item_power +2)(Attacks: physical, fire) (medium level, medium)
Avatar:
[Full Stats]
1x1, 500 hp, ac -5 wc -1 dam 50 armour 50 Attacktypes: Physical
Description: Gaea's disadvantage is well-known: "NO WEAPON". To balance this out, gaea grants a huge amount of special prayers, fast hp/grace-regen, valuable path-attunes and drain/deplete-immu. The "goddess of peace" is surely not designed for the newbies. But I think it is well possible to build a character from this cult.
Additional Comments: I have added Glove of the sun which will grant the monk the attack_type of fire (it is a pair of gloves) to make up for the massive hole there.

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Devourers Soul Eaters, Harbingers of Death, Nameless Lords of the Tomb
Name of the enemy god: Gaea
Race: Undead
Enemy race(s): n/a
Attacktype(s): Drain, Depletion, Death, Life Stealing
Resistance(s): Cold +15, Poison +30, Ghost Hit +50, Fear +100, Drain +100, Depletion +100, Death +100
Vulnerable: Fire -5
Attuned: Death, Wounding
Repelled: Protection, Restoration, Light
Denied: Fire, Turning
Special: Immune Diseases, Health_Regen -1, Sustenance +100, Infravision
Granted Spell(s): Nightfall (medium level), Finger of Death (medium level), Face of Death (medium level), Cause Many Wounds (medium level), Cause Red Death (medium level), Cause Black Death (high level)
Altar Effect(s): Enchant Weapon (medium)
Holy Relic(s): n/a
Avatar:
[Full Stats]
1x1, 350 hp, ac -12 wc -1 dam 50 armour -12 Attack Type: Cold, Drain, Depletion, Death
Description: Devourers fire vuln/path_denied make them very unattractive at first glance. The question is: Will the combo of "black/red death" and disease-immu make up for that? Might this even be an exploit or does it just suck? Anyway, at low levels devourers will be hard to play yet.
Additional Comments: Black and red death are under close watch. It would appear restoration has come back as a spell for devourers. None the less, devourers is not a god for those who enjoy magic, no fire causes a massive hole.
Life stealing works like this: dam/10 = damage dealt to monster damage dealt/3 = hp given to player
NOTE: Once a player becomes a follower of Devourers, their race will change to Undead (along with all of it's penalties, specifically vulnerable to holy word spells!) Players who leave the Devourer's cult will revert back to their original race.

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Ruggilli Chaos god of Slaughter and Terror, Consuming Worm, Greedy Gut
Name of the enemy god: Ixalovh
Race: Fire Creatures
Enemy race(s): Chaotic water creatures
Attacktype(s): Physical, Fire
Resistance(s): Fire +30 (Holy Possession: Fire +95), Magic +30, Armour +30
Vulnerable: Cold -30
Attuned: Fire, Wounding
Repelled: Cold, Creation, Restoration
Denied: Turning
Special: Reflect_Missiles, Health_Regen +1, No_Armour, Immolation - a special attack that works like poison in that the victim continues to take (fire) damage once "infected"
Granted Spell(s): Flaming Aura (medium level), Rage (medium level), Retributive Strike (high level)
Altar Effect(s): Remove Curse, Enchant Weapon (medium)
Holy Relic(s): Burning Tail of many lashings of Ruggilli (high, rare)
Damage: 40
resist_cold 25, resist_fire 15
attacktype: fire, paralyze, physical (this is the real ouch of this weapon, fire and paralyze..)
magic 15 (burning tail +15)
speed: 0.4 (slow)
NOTE: This is the first whip in the game...
Avatar:
[Full Stats]
1x1, 400 hp, ac -5 wc -3 dam 60 armour 40 Attack Type(s): Physical, Fire
Description: Honestly, I have no idea how that ruggilli scheme will work out. Needs some testing.
Additional Comments: Ruggilli remains a problem, I have added a temple in scorn for those who wish to experiment. I must warn that it is very hard to play and should only be tried with fire born or Qs. Immolation adds massive damage with just a touch at high levels, Rage adds excessive speed and general improvement to everything. Flaming Aura and Ret. strike should add the real meat of the attack. No idea if Ruggilli is yet comparable, many relics yet to be added.

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Gorokh Demon King, Duke of Hell, Tempter and Tormentor
Name of the enemy god: Valriel
Race: Demon
Enemy race(s): Angel
Attacktype(s): Fear
Resistance(s): Magic +30, Fear +100
Vulnerable: Cold -5
Attuned: Wounding
Repelled: Protection, Restoration
Denied: n/a
Special: Health_Regen -2, Spell_Regen -1, Luck -1, -5 Resist_Cold (which means maximum resistance to cold is 90% instead of 95%)
Granted Spell(s): Flaming Aura (medium level), Rage (medium level), Vitriol (medium level)
Altar Effect(s): Remove Curse, Enchant Weapon (medium)
Holy Relic(s): n/a
Avatar:
[Full Stats]
1x1, 350 hp, ac -5 wc -3 dam 50 armour 50, Attacktype(s): Fear, Physical
Description: Gorokh is the demon-god, and loves blood and pain. He is reluctant to answer prayers for healing or protection, but eagerly answers prayers to cause harm. Devotees receive magic resistance, and the extremely powerful vitriol spell at high levels.
Additional Comments: Recent changes: -2 hp regen (1 less than it was).
-1 sp regen (1 less than it was) and -5 cold (just to slow down a high level gorokh player a little)

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Valriel Lord of Angels, Duke of the Heavens, Healer and Protector
Name of the enemy god: Gorokh
Race: Angel
Enemy race(s): Demon
Attacktype(s): Blinding
Resistance(s): Fear +100, Confusion +20, Blinding +100
Vulnerable: n/a
Attuned: Mind, Protection, Light
Repelled: n/a
Denied: Death, Wounding
Special: Permanent Glow
Granted Spell(s): Sunspear (medium level), Daylight (medium level), Wrathful Eye (medium level)
Altar Effect(s): Remove Damnation, Remove Curse, Enchant Weapon (low)
Holy Relic(s): n/a
Avatar:
[Full Stats]
1x1, 350 hp, ac -7 wc -1 dam 50 armour 50 Attacktype(s): Blinding, Physical
Description: Valriel is the god of light and "positive aura". This god has no serious penalties, in return he won't support you much in general combat. His advantages are a mighty slaying (demon) and vision on dark maps. However, the permanent glow of Valriel's disciples is a mixed blessing, since monsters will spot these players more easily.
Additional Comments: "Wrathful eye" is a cone based blinding spell, can basically be used like paralyze. Sunspear is now given only to Valriel players, a powerful firebolt like spell. All Valriel players now glow, when they enter a cave it is as if they always have a torch alight.

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Sorig Lord of Storms, King of Thunder and Lightning, Sky Lord
Name of the enemy god: n/a
Race: Lightning and Air Elementals
Enemy race(s): n/a
Attacktype(s): Electricity
Resistance(s): Electricity +30 (Holy Possession: Electricity +95)
Vulnerable: n/a
Attuned: Electricity, Wounding, Missiles
Repelled: Restoration
Denied: Protection, Turning
Special: n/a
Granted Spell(s): Forked Lightning (low), Divine Shock (low level), Cause Critical Wounds (medium level), Windstorm (medium level), Cause Many Wounds (medium level)
Altar Effect(s): Remove Curse, Enchant Weapon (medium)
Holy Relic(s): Mithril Chainmail of Electricity (high level, rare)
Avatar:
[Full Stats]
1x1, 300 hp, ac -5 wc -1 dam 40 armour 40 Attack Type(s): Electricity
Description: Sorig is one mighty god when it comes to attack-spells, very suitable for the "true" priests. Cause many wounds and divine shock can kill almost anything in short time. The high elec-resist is very helpful as well. To prevent everybody playing sorig again, I left him "deny protection". Lack of protection spells hurt, especially at low levels.
Additional Comments: Sorigs "Divine shock" is a very powerful weapon, perhaps the strongest god given spell

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Mostrai Dwarven Diety of Metal Smithing and Warcraft, Giant Basher, Delver of Secrets
Name of the enemy god: Gnarg
Race: Dwarf
Enemy race(s): Goblin, Giant
Attacktype(s): Weaponmagic
Resistance(s): Fire +20
Vulnerable: Slow -50, Confusion -10
Attuned: Creation, Transmutation
Repelled: Summoning
Denied: n/a
Special: n/a
Granted Spell(s): Wall of Thorns (medium level)
Altar Effect(s): Remove Damnation, Remove Curse, Enchant Weapon (high)
Holy Relic(s): Mostrai's Plate Mail (low level, rare)
Avatar:
[Full Stats]
1x1, 350 hp, ac -10 wc -6 dam 50 armour 75 Attack Type(s): Weaponmagic
Description: Good old mostrai. Having the most powerful holy word & avatar and maybe the most desirable blessing for weapons, leveling up with Mostrai seems like a cakewalk. Even more: fire +30! Mostrai is probably the best choice for newbies. But reaching higher levels, Mostrai has some drawbacks too: Confusion -10 looks harmless, but at a certain level it starts to hurt. Also, there are no great special-spells waiting at higher levels.
Additional Comments: No longer Paralyze -20, that was too extreme. Resist Fire was lowered to 20 (from 30).

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Ixalovh Chaos Goddess of many tentacles, Sea Serpent and Ocean Wave
Name of the enemy god: Ruggilli
Race: Ice/Water Creatures, Tenticles
Enemy race(s): Consuming fire creatures
Attacktype(s): Cold, Physical
Resistance(s): Cold +80, Magic +20, Physical (armour) +20
Vulnerable: Fire -30
Attuned: Frost, Transmutation
Repelled: Fire, Detonation
Denied: Turning
Special: n/a
Granted Spell(s): Insect Plague (low level), Wave (medium level), Siren Call (medium level)
Altar Effect(s): Remove Curse, Remove Damnation (not sure about this one..), Enchant Weapon (high), Restores Spellpoints (this is the only god who does this)
Holy Relic(s): horn of the Sirens (high level, rare), horn of Ocean Waves (high level, rare)
Avatar:
1x1, 400 hp, ac -5 wc -3 dam 60 Attack Type(s): Physical, Cold
Description: Ixalovh seems to be a god(dess) that would work for most characters. A nice weapon blessing for warriors, while the attunement to cold spells helps those spellcasters kill things a bit faster with cold spells (like icestorm). She grants many useful resistances; armour +20 really helps out those who can't use or wear good equipment, and magic +20 furthers your protection. The only downside to following this god is fire spells are reduced effectiveness, and fire -30 means that fireball might prove fatal. Fireborns should probably stay away from her, though Quetzecotls might work well if they can get 150 grace for medium spells. In all, quite powerful, she's only missing artifacts that could be a bit more useful.
Additional Comments: Keeping an eye on the horn of Sirens relic and the Siren Call spell since it's mass charm ability might be overpowered. Ruggili is also now enemy to Ixalovh with slaying set accordingly too. Neither allows turning of their enemies as they prefer to anniliate each other.

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Updates & Changes

  • Changes on 12-june-2004
    • Updated stats and info (in bold) on Ixalovh
  • Changes on 09-june-2004
    • Added stats for Ixalovh
  • Changes on 07-jun-2004
    • Updated/corrected the resistances for Devourers (fire is -5 instead of -30, added resist poison +30 andresist ghost hit +50)
  • Changes on 21-dec-2001
    • Change for Devourers, has attacktype lifestealing which restores life points to the player based on the damage they are causing.
  • Changes on 17-dec-2001
    • Changes for Gorokh, -2 hp regen (1 less than it was), -1 sp regen (1 less than it was), -5 cold (just to slow down a high level gorokh player alittle, maximum resistance to ice is 90% and frost is 95%)
    • Poison Fog spell for Gnarg is now a low level spell (requires 50 grace)
  • Changes on 11-dec-2001
    • Added attack type slow for Lythander, reduced acid resistance to -15 (from -40) and poison resistance to -30 (from -40)
    • Reduced Mostrai's fire resistance, now +20 (instead of +30)
  • Changes on 12-nov-2001
    • Avatar updates for Gea (Ent to Panther, 1000 hp to 500 hp) Gnarg (Large Troll to Small Troll, 1000 hp to 500 hp) and Ruggilli (Flaming Skull to Fire Elemental, 650 hp to 400 hp) Note: The spoiler does not reflect these changes yet.
  • Changes on 02-nov-2001
    • New holy Relic items for Ruggilli (Burning Tail whip) and Gnarg (Bracers of Gnarg)
  • Changes on 10-sep-2001
    • Devourers is repelled to path Light instead of denied.
  • Changes on 23-mar-2001
    • Description update for Gorokh
  • Changes on 19-Mar-2001
    • Avatar of Devourers now has Attack Type: Cold
  • Changes on 14-Mar-2001
    • Avatar of Mostrai now has Fire Resistance of 60%, instead of 30%
  • Changes on 12-Feb-2001, with additional comments by dnh:
    • Granted spells by Gorokh (Rage and Vitriol) changed from high to medium.
    • Gorokh followers no longer Attuned to Death.
    • Gorokh followers no longer Denied Restoration (now Repelled).
    • Gorokh followers Health_Regen +0 (no longer -2).
    • Mostrai followers no longer have Paralyze -20 (now Confusion -10).
    • Gaea's granted spells wall of thorns and insect plague changed from medium to low. Ironwood skin changed from high to medium.
    • Glove of the Sun added to Gaea's Holy Relics list.
    • Ruggilli followers not have access to remove_curse from praying on their altars.

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