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

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