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guilds:billythebarb:pro

Profession

  
  
  **Martial
    Artist**
    Martial Artists Attack or Kick their opponents with their hands or feet
    rather than using weapons. As they advance in skill level, Martial Artists
    can also Jumpkick, Sweep, and attack their opponents using the Chi art
    forms. Highly skilled Martial Artists eventually abandon armor and rely
    solely on their agility to avoid physical damage.
    Martial Artists need particular abilities to survive in the kingdom. They
    must have sufficient agility to kick, jump, block and parry blows, and
    move quickly in close quarters. They must also have sufficient strength to
    damage their opponents and a strong constitution to withstand injuries
    from physical combat.


  
  
  **Mentalist**
    Mentalists focus the power of their minds into psionic energy. They must
    be intelligent so that they do not exhaust their psionic energy and have
    to resort to physical combat. They can slay their foes quickly and from a
    distance, without dirtying their hands in physical combat. However,
    Mentalists must concentrate and make each psionic attack count to avoid
    wastefully depleting their psionic energy.
    Mentalists need particular abilities to survive in the kingdom. They must
    have sufficient intelligence to form psionic disciplines. Intelligence
    also determines how much psionic energy Mentalists initially possess and
    how many psionic energy points
    they gain at each experience level.
    True Mentalists who attain the psionics skill level of Wizard begin to
    regain their psionic energy at an accelerated rate.


  
  
  **Healer**
    Healers are skilled in the use of both weapons and psionics. Although they
    rely primarily on psionics, Healers should also be adept with weapons. A
    Healer uses more psionic energy to form an offensive psionic discipline
    than a Mentalist uses, so when Healers are in heavy combat, they might
    deplete their psionic energy and have to fall back on physical combat.
    Also, Healers, unlike Mentalists, only regain psionic energy points over
    time if they are undamaged, so they must stay fully healed.
    Healers need particular abilities to survive in the kingdom. They must
    have sufficient wisdom to form psionic disciplines and sufficient strength
    to wield weapons. Wisdom also determines how much psionic energy Healers
    initially possess and how many psionic energy points they gain at each
    experience level.
    Healers use some of the same disciplines as Mentalists and have some
    disciplines of their own. Healers have the special ability to use the Heal
    discipline to heal damage to themselves and others. A good Healer is
    always aware of the health of others and is willing to lay a healing hand
    upon the wounded. Healers who attain the healing skill level of Healer can
    restore life to a corpse using the CritCure discipline.


  
  
  **Thief**
    Thieves prefer hiding in the shadows and backstabbing their foes in
    surprise attacks rather than engaging in prolonged physical combat. They
    also enjoy picking locks and pilfering the possessions of other characters
    by stealing, mugging, and using traps. Thieves are also able to form
    psionic disciplines; however, they draw on their health points each time
    they form a discipline.
    Thieves need particular abilities to survive in the kingdom. They must
    have sufficient agility to set and disarm traps, sufficient strength to
    backstab, and sufficient intelligence to form disciplines.


  
  **Fighter**
    Fighters are masters of weapons who Attack, Shoot
    or Stab their opponents.
    Fighters need particular abilities to survive in the kingdom. They must
    have sufficient strength to damage their opponents in combat, sufficient
    agility to hit accurately and parry blows, and a strong constitution to
    withstand injuries from physical combat.
    Fighters who attain the 8th experience level with an alignment of good
    with good tendencies can become Paladins.
    Fighters who attain the 15th, 17th, and 20th experience levels can
    specialize in a weapon and thus receive greater skill gains and inflict
    increased damage in combat.


  
  **Barbarian**
    Barbarians are fierce warriors who thrive on chaos and are able to carry
    great amounts of weight without becoming encumbered. Their distrust of
    psionics makes them resistant to psionic attack; however, it also makes it
    difficult for them to use psionically-imbued items. They like to break
    powerful items and sometimes go berserk in combat.
    Barbarians need particular abilities to survive in the kingdom. They must
    have sufficient strength to damage their opponents in combat, sufficient
    agility to hit accurately and parry blows, and a strong constitution to
    withstand injuries from physical combat.
    Barbarians who attain the 15th, 17th, and 20th experience levels can
    specialize in a weapon and thus receive greater skill gains and inflict
    increased damage in combat.
    Note The Barbarian trainer is on a remote and dangerous island east of
    Nork. If you are a beginning player, it would be wise to dedicate to one
    of the other professions until you are familiar with the kingdom.


  
  **Paladin**
    Paladins are noble Fighters who have attained the 8th experience level
    with an alignment of good with good tendencies. Fighters can become
    Paladins by dedicating to the Paladin trainer. Paladins can continue to
    receive weapons training from the Fighter trainer, but they must go to the
    Paladin trainer for specialization training.
    Paladins have greater combat abilities than Fighters and are more
    resistant to psionic attack. However, Paladins must remain faithful to the
    forces of good. If they slay a non-hostile creature, even accidentally,
    they are stripped of their Paladinhood and must seek atonement in order to
    regain it.
    Paladins who attain the 15th, 17th, and 20th experience levels can
    specialize in a weapon and thus receive greater skill gains and inflict
    increased damage in combat.

guilds/billythebarb/pro.txt ยท Last modified: by 127.0.0.1

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