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Revision as of 14:08, 12 February 2022
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"Perhaps this is yet another reason why the Goddess cries." - Elder Thurin
Much like Golems, the Ignati are not so much as birthed as magically created. In the long distant past a group of dwarven mages decided they needed a new defence against the perils of Midgaard. They created a hellish forge which they linked directly to the Plane of Fire. The material they were forging were their own bodies which often resulted in death. Those that survived emerged as a glowing wonder - part flesh, part metal.
The process was considered too dangerous and forge was sealed ... until now. A rumour abounds that a portal to the heart of the forge has been discovered.
Ignati are a planar race with a strong affinity for fire. They naturally glow and are able to produce a powerful fireaura. They are constructs which hamper their ability to heal however this is mitigated by their innervate ability which helps them to be healed as well as speeding up their otherwise poor regeneration. They retain their dwarven affinity for crafting and using two handed weapons however the reforging process strips them of their dwarven connection to the divine.
Ignati are a magical creation and are reasonably proficient in the arcane arts. They are especially good at fire related magics.
The only way to become an Ignatur is through the Dwarf or Duergar race and the remort command.
- Abbreviation: IGN.
- Racial Size: small.
- Racial TNL: 2857 XP.
- Well-Suited to Be: fusiliers.
- Ill-Suited to Be:.
Diplomatic Corps
Ignatur may participate in the Diplomatic Corps every 10 levels at lowmort. All Ignaturs should report to the Genizah when they are ready to begin.
Comments
Ignaturs excel in hardiness and sustainability with good HP gains, best in game armor (tied with Dragons) and Racial Fireaura. Because of these characteristics, they make excellent fusiliers.
Ignaturs receive -8% arcane spell cost reduction (-15% for fire based spells) [TBD: divine/psi spell cost modifier]. They may have a slight Racial Damage Modifier [confirmation of testing?].
Ignaturs receive strong resistances against fire ("reasonably") and conversely, receive increase susceptibility to ice (also "reasonably"). It is worth while to focus on fire based enemies early on and to avoid ice based enemies until you are larger.
A downside of being an Ignatur is having Racial Construct which reduces healing from divine sources by 50%. This is somewhat mitigated by Racial Innervate which is an active racial that increases HP regeneration by 120% with hit with fire. A trick is to proc your innervate prior to a run in order to receive increased healing for the first ~20 tics - the Ancient Gold Dragon is an easy way to do this at hero (pp Chaplain Jerrold, head east). If an Artificer Blessing is present, an Ignatur will receive a huge boost in healing power from divine sources. Racial Construct's receive bonuses to healing from arcane sources, include mage-types brandishing heal staffs (which is handy if tanking).
Before you can remort to an Ignatur you must complete an exploration quest. It is advised that do this quest without any gear or anything in your inventory and to ensure that you have heighten senses up. The quote at the top is a hint to help you find this quest.