Ideas for classes
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
- merchant can dedicate to alchemist
- 1st alchemist trainer at Alchemist's in Nork
- depends on INT, WIS and LUCK stats (luck for
effect and successful making of damage pots without BOOM)
- can make potions - need an empty bottle, a
recipe and ingredients
- first few skill levels can make mends etc.
- higher levels can make ihs, zaps etc.
- top skill: stat pot making! (more below)
- ingredients be added into game; monsters drop
them, sold in stores or forage outside (forest, caves etc.)
- mushrooms, holly, blood, bones etc.
- recipes have to be learned from alchemist
(class train); a command #recipe mend tells you what ingredients you need
- higher skill, more effective potion is made
(i.e. lvl 1 mend gives 8 hp or so, while level 5 mend can give 40-60 hp)
- can make damaging potions for throwing (fire,
ice, acid, EC, lightning, poison etc.) - effect is skill depedent
- need empty bottles to make potions - hint:
can drink bottles empty then use them again :) too bad you lose them if you throw them
- TRANSMUTE discipline - much better than thief
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)
- ENCHANT discipline - just like mentalist's;
can enchant other gear (armor, gaunts, boots) too.
RANGER - bow expert, hunter
- fighter class extension (fighter/ranger)
- bow expertise: for each 4 bow skill levels 1
additional attack (for example, at 28 bow skill BASE + 7 attacks; at 12 bow skill +3
attacks)
- can HIDE (hunter!), like km4 archers
- can EAT, however mammal animals ONLY (bear,
deer, wolf etc.)
- eat heals some or all hp (depents on
creature)
- limited alchemy: can make mend/healing
potions (detox, ih)
- disciplines (gained through bow skill):
- 6 - AIM (additional
bonus to hit, increases with skill)
- 7 - FIRE ARROW (adds
fire damage) (in advance: elemental damages are skill depedent)
- ICE ARROW (adds ice
damage)
- 8 - POISON ARROW
(attacks & poisons target) - note: if you have poison bow, higher level poison is used
(bow's or ranger's)
- 9 - KNOCK (knocks
& 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
- 10 - EXPLODING ARROW
(blast on contact)
- 11 - LIGHTNING ARROW
(attack target & lightning damage on target's hex)
- 12 - HAIL (summons
animals to fight for you, similar to FINDFRIENDLY but may have more animals at once -
skill depedent)
- 13 - FIRESTORM ARROW
(attack target & FS damage on target's hex)
- 14 - AMBUSH (when
hidden, attacks target with increased damage and accuracy, losing hide, similar to BS)
- 15 - HARRY (attacks
& moves away from target, as opposite to CHARGE)
- 16 - PIERCE (pierces
shield and armor)
- 17 - STEALTH
(improved hide, can hide in open place, may NOT attack, break stealth 1st before
attacking)
- 18 - MULTIPLE ARROWS
(fires 2 or more arrows, skill and attacks depedent; may hit same or different targets) -
note: efficent zoo cleaner, number hit is limited tho
- 21 - WHIRLWIND (turns
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
- 22 - SWARM (similar
to MA's RP - multiple arrows in one round fired at single target - OUCH!!!)
- 23 - EC ARROW
(earthcrush damage on target's hex) - aging
- 26 - DIVINE BOW (bow
is temporarily enchanced +8, silver, glowing, power weapon, huge damage) - stressful
- 27 - DEATH ARROW (may
KILL target, similar to thief's ASSASINATE, but with more success) - very stressful
- 29 - INVISIBILITY
(invisible, can be seen by key crits only (lairs), may attack with normal attack only) -
stressful!!!
- 30 - COUNTERATTACK
(if attacked, counterattacks immediatelly, state like parry) - that is how you can fight
those invisible rangers hehe
THIEF - modifications to existing class:
- APPRAISE item - thieves can appraise item
they hold, useful
- ASSASINATE - attempts to kill creature;
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)
- will always succeed
on much weaker creatures, like n-1… this is to save rounds to kill one weaker creature,
if it has lots of hp.
- STEALTH - improved hide, can hide in open
place, may NOT attack, break stealth 1st to attack
- limited alchemy: can make DARKNESS, POISON
and such potions
PALADIN - modifications to existing class:
- AVENGE - if someone in party is killed,
Paladin focuses his emotions into fierce state… with each party member's death paladin
grows into powerful avenger, comparable to barb's zerk
- increased attack
damage & to hit adds
- increased willpower
- increased move rate
- AURA - Palladin is a blessed warrior; his
aura bestows bonuses to his friends (party members)
- to hit, defend
bonuses, willpower, attacks, move rate…
- highly skilled
paladins aura can give strength, int, wis, agility etc.
- maybe even skill
bonus (+1 skills for duration of AURA)
- bonuses increase with
level, charisma, willpower and skill of paladin
- in order for aura to
take effect, party members must be close to paladin (i.e. hear range)
BARBARIAN - modifications to existing class:
- EAT - can eat kills to gain experience and
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.)
- healthy eat gives
some or all hp
- skill from eat goes
to weapon last used, so eat after each kill (or eat all at once after last kill); skill is
creature depedent
- experience is
creature depedent
- some creatures may be
extremely poisonous, damaging or killing barb!
- no cannibalism - may
NOT eat any human crits (npc, players, lair npc)
- at certain exp level, give more HP bonus to
zerk! we need more ;) I suggest additional 10% each zerk at exp level 21 and 24 (Resulting
in 30% hp bonus each zerk)
- MULTISTRIKE ability (with melee or thrown)
- HOWL (barbarian howls, scaring nearby hostile
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:
- COUNTERATTACK - state like parry, MA
counterattacks any attacks but ranged. Put a MA into huge zoo and see it reduced into tiny
zoo of fleeing crits :)
- BANDAGE - MA mends himself, may mend others
MENTALIST - modifications to existing class:
- DRAIN (drains hpfrom target; effect increases
with skill, at certain skill can drain ep, too)
- FORCE FIELD (puts a transparent force field
around target)
- force field has its
health - creatures attacking crits with force field cause damage to force field instead of
crits
- once force fields
health drops to zero, it dissolves
- health of force field
increases with ment's skill
- mind disciplines
(psionic attacks etc.) ignore force field
HEALER - modifications to existing class:
- FIRST AID - mends, cures poison, disease
& vision, all in one
- CONVERSION - converts hostile crits into
allies (hehe)
- REGENERATE - improved hp regen, faster
recovery from stun, prone, flat etc.
- SYMBIOSIS - healer links his health to
target's health
- damage done to target
or healer is split up between them
- healer heals linked
hp evenly
- example: barbarian
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
- example2: from above
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
- example3: if barb has
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
- symbiosis dissolves
after some minutes; it can be manually broken
- symbiosis possible
between player crits ONLY [ Top ]
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