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guides:class_ideas_mihey

Class Ideas — Mihey

Category: Guide | Region: Nork | Difficulty: Beginner

Community-proposed class ideas and modifications for the Kingdom of Drakkar. Written by Mihey of PHNX Guild. These are player suggestions, not official content.

Alchemist (New Class)

Expert in potion-making and item alteration. Merchant can dedicate to Alchemist at the Alchemist's in Nork. Depends on INT, WIS, and LUCK stats.

  • Can make potions with empty bottle + recipe + ingredients
  • Low skill: mends; Mid skill: IHs, zaps; High skill: stat pots
  • Ingredients: mushrooms, holly, blood, bones — dropped by monsters, sold in stores, or foraged
  • Higher skill = more effective potions (level 1 mend ~8 HP, level 5 mend 40-60 HP)
  • Can make damaging potions for throwing (fire, ice, acid, EC, lightning, poison)
  • Transmute discipline — much better than thief/ment's version, high skill = 100% value
  • Enchant discipline — like mentalist's, but can also enchant armor, gauntlets, boots

Ranger (New Class)

Bow expert and hunter. Fighter class extension (fighter/ranger).

  • Bow expertise: +1 additional attack per 4 bow skill levels
  • Can HIDE (like KM4 archers)
  • Can EAT mammal animals (bear, deer, wolf) to heal HP
  • Limited alchemy: can make mend/healing potions

Ranger Disciplines:

Skill Ability Effect
6 Aim Additional hit bonus, increases with skill
7 Fire Arrow Adds fire damage
7 Ice Arrow Adds ice damage
8 Poison Arrow Attacks & poisons target
9 Knock Stun & knock down target
10 Exploding Arrow Blast on contact
11 Lightning Arrow Lightning damage on target's hex
12 Hail Summon animals to fight for you
13 Firestorm Arrow FS damage on target's hex
14 Ambush When hidden, attack with increased damage (like BS)
15 Harry Attack & move away from target (opposite of Charge)
16 Pierce Ignores shield and armor
17 Stealth Improved hide, can hide in open, must break before attacking
18 Multiple Arrows Fire 2+ arrows at same or different targets
21 Whirlwind Fire arrows at all visible AND invisible crits
22 Swarm Multiple arrows at single target (like MA's RP)
23 EC Arrow Earthcrush on target's hex (aging)
26 Divine Bow Temporary +8 enchant, silver/glowing, huge damage (stressful)
27 Death Arrow May KILL target instantly (very stressful)
29 Invisibility Invisible, can only use normal attacks (stressful)
30 Counterattack Automatically counterattacks all attacks (state like parry)

Thief Modifications

  • Appraise — identify item value
  • Assassinate — attempt to kill creature instantly; success depends on thief's skill and target's size. Greatly reduced on lairs but big thief can one-shot RD.
  • Stealth — improved hide, works in open areas
  • Limited alchemy: darkness and poison potions

Paladin Modifications

  • Avenge — when a party member dies, paladin enters fierce state (like zerk). Grows stronger with each death.
  • Aura — passive bonus to party members (to-hit, defense, willpower, move rate). High skill adds stat bonuses.

Barbarian Modifications

  • Eat — consume kills for exp, skill, and possibly stats. Healing on eat. Some creatures may be poisonous.
  • Higher zerk HP bonus at levels 21 and 24 (30% total)
  • Multistrike ability
  • Howl — scare nearby hostiles, reduce their defense/move rate

Martial Artist Modifications

  • Counterattack — counterattacks all melee attacks (state like parry)
  • Bandage — self-heal, can heal others

Mentalist Modifications

  • Drain — drains HP from target; at high skill can drain EP too
  • Force Field — transparent barrier with its own HP that absorbs physical damage; psionic attacks bypass it

Healer Modifications

  • First Aid — mend, cure poison, disease & vision all in one
  • Conversion — convert hostile crits into allies
  • Regenerate — improved HP regen, faster recovery from stun/prone/flat
  • Symbiosis — link health with target; damage and healing are distributed between both crits proportionally

See Also

guides/class_ideas_mihey.txt · Last modified: by 127.0.0.1

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