Ideas for Classes
by Mihey
—-
[ [[#ranger|Ranger]] ] [ [[#thief|Thief]]
] [ [[#paladin|Paladin]] ] [ [[#barbarian|Barbarian]] ] [ [[#mentalist|Mentalist]] ] [ [[#healer|Healer]] ]
ALCHEMIST
- a player character class, expert in potionsmaking and altering items in any way
effect and successful making of damage pots without BOOM)
recipe and ingredients
them, sold in stores or forage outside (forest, caves etc.)
(class train); a command #recipe mend tells you what ingredients you need
(i.e. lvl 1 mend gives 8 hp or so, while level 5 mend can give 40-60 hp)
ice, acid, EC, lightning, poison etc.) - effect is skill depedent
can drink bottles empty then use them again :) too bad you lose them if you throw them
and mentalist's transmute, highly skilled alchemist may transmute at 100% worth (no need
to sell in stores anymore, if in party, can save trips to stores)
can enchant other gear (armor, gaunts, boots) too.
RANGER - bow expert, hunter
additional attack (for example, at 28 bow skill BASE + 7 attacks; at 12 bow skill +3
attacks)
deer, wolf etc.)
creature)
potions (detox, ih)
bonus to hit, increases with skill)
fire damage) (in advance: elemental damages are skill depedent)
damage)
(attacks & poisons target) - note: if you have poison bow, higher level poison is used
(bow's or ranger's)
& stuns down target, success is determined by skill and target's level) - note: bow
may still knock down at random, if it is able to
(blast on contact)
(attack target & lightning damage on target's hex)
animals to fight for you, similar to FINDFRIENDLY but may have more animals at once -
skill depedent)
(attack target & FS damage on target's hex)
hidden, attacks target with increased damage and accuracy, losing hide, similar to BS)
& moves away from target, as opposite to CHARGE)
shield and armor)
(improved hide, can hide in open place, may NOT attack, break stealth 1st before
attacking)
(fires 2 or more arrows, skill and attacks depedent; may hit same or different targets) -
note: efficent zoo cleaner, number hit is limited tho
around, firing arrows and damaging visible AND invisible crits) - note: efficent zoo
cleaner, hits ALL but ranger, helpful where are hidden crits or when blind
to MA's RP - multiple arrows in one round fired at single target - OUCH!!!)
(earthcrush damage on target's hex) - aging
is temporarily enchanced +8, silver, glowing, power weapon, huge damage) - stressful
KILL target, similar to thief's ASSASINATE, but with more success) - very stressful
(invisible, can be seen by key crits only (lairs), may attack with normal attack only) -
stressful!!!
(if attacked, counterattacks immediatelly, state like parry) - that is how you can fight
those invisible rangers hehe
THIEF - modifications to existing class:
they hold, useful
success is depedent on thief's skill and target's size (better success if thief has killed
more of the same type before) - POWERFUL skill, success is greatly reduced on lairs (but BIG thief can kill RD in one single turn)
on much weaker creatures, like n-1… this is to save rounds to kill one weaker creature,
if it has lots of hp.
place, may NOT attack, break stealth 1st to attack
and such potions
PALADIN - modifications to existing class:
Paladin focuses his emotions into fierce state… with each party member's death paladin
grows into powerful avenger, comparable to barb's zerk
damage & to hit adds
aura bestows bonuses to his friends (party members)
bonuses, willpower, attacks, move rate…
paladins aura can give strength, int, wis, agility etc.
bonus (+1 skills for duration of AURA)
level, charisma, willpower and skill of paladin
take effect, party members must be close to paladin (i.e. hear range)
BARBARIAN - modifications to existing class:
skill, maybe stats (eating tuff corpses) - certain stat limit for each corpse (n-1 goblin
all stats limit 1, so no stat gain; snowbeast 24-32 str, 5 wis/int etc.)
some or all hp
to weapon last used, so eat after each kill (or eat all at once after last kill); skill is
creature depedent
creature depedent
extremely poisonous, damaging or killing barb!
NOT eat any human crits (npc, players, lair npc)
zerk! we need more ;) I suggest additional 10% each zerk at exp level 21 and 24 (Resulting
in 30% hp bonus each zerk)
creatures; the effect increases with exp level and zerk level) - big barbs can reduce
hostiles's defence and move rate...
MARTIAL ARTIST - modifications to existing class:
counterattacks any attacks but ranged. Put a MA into huge zoo and see it reduced into tiny
zoo of fleeing crits :)
MENTALIST - modifications to existing class:
with skill, at certain skill can drain ep, too)
around target)
health - creatures attacking crits with force field cause damage to force field instead of
crits
health drops to zero, it dissolves
increases with ment's skill
(psionic attacks etc.) ignore force field
HEALER - modifications to existing class:
& vision, all in one
allies (hehe)
recovery from stun, prone, flat etc.
target's health
or healer is split up between them
hp evenly
1000 hp, healer 400 hp… symbiosis links these two: 1000+400 → 1400 hp total… a
monster attacks healer for 500 damage, it splits up evenly - 143 damage is done to healer, the rest goes to barb
example, assume barb has 500 current hp and healer 200… healer heals for 500 hp, which
is distributed between barb and healer: healer heals himself for 143 hp, barb gets the rest
500 current hp and healer 10 hp only and damage done to healer is 400, healer is killed
(he receives 114 damage), symbiosis is terminated
after some minutes; it can be manually broken
between player crits ONLY [ Top ]
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