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Ideas for Classes by Mihey |
| [ Ranger ] [ Thief ] [ Paladin ] [ Barbarian ] [ Mentalist ] [ 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 ] |