Introduction

Unbelievers can be quite powerful foes indeed, as antimagic hinders (and when high-level nullifies for most monsters) the chance foes have to cast spells. Though in turn they forfeit the ability to cast any spells or use magical abilities of their own. While they start with a darksword, it is more effective skillpoint-wise to make a swordmaster and train in Antimagic.

Playing an Unbeliever

If you decide to actually start with an unbeliever, you'll notice as I stated above, that you start with a darksword instead of a broadsword. Unless you find something far powerful like a *Thanc dagger, it is recommended you keep this for quite a while. Note that enchanting the darksword will actually lessen the sword's effect on generating an antimagic field, at 1% per + on the sword I believe. Early on traps will be a problem to avoid, as you cannot use wands or staffs. As you progress, you will be able to detect traps using your antimagic skill, which needs to be at least level 25. At antimagic skill level 35 detecting traps also destroys adjacent traps.

Skills to Train

I would recommend maxing swordmastery, weaponmastery, combat, and antimagic; then place any remaining points into archery.

Race and Subrace to choose

I cannot think of a better candidate for an unbeliever than a zombie half-troll. They get 15 hit dice, the highest possible, and start with sustain strength, hold life, resist poison, see invisible, and slow digestion. At character level 5 they get resist cold, and at character level 15 they get regeneration, which increases your hunger and healing rate, but slow digestion counters the first part.

Written By

Armada

Spoilers/Classes/Unbeliever (last edited 2008-05-07 03:34:07 by draeath)