*** Kareth *** Ideas V 1.2
- Kareth, name can be changed, is an arena within Nork segment (under Frore), accessible
by one point only (entrance/exit)
- entrance/exit is to be located somewhere remote, Homlet is chosen; entrance is allowed
upon completion of quest
** Introduction quest: Kareth's will **
- Kareth was a hunter, who hunted for food, furs and other
animal/monster products to sell in Frore market; his hobby were trophies
- one day, he went to explore "newly discovered ground" - he
never came back.
- his wife asks you to find Kareth or at least his corpse; have to
return with him or his ring.
- have to ask townies for clues where Kareth went
- most of them will say he went through east Frore gate
- one will remember seeing him go into that rocky hill southeast of
frore (Homlet)
- npc in homlet says he was here to buy some supplies then went into
caves (homlet)
- a broken arrow somewhere in homlet, next to secret door
- in small room lies Kareth's corpse; obviously he retreated here, but
death caught him here
- take ring upon searching (only available if you were asked by his
wife to find him) and return it to his wife
- she will mourn the loss, talk to her again; she will mention Kareth's
will he wrote in evening before the last hunt
- a scroll is handed... text:
" Dear Ralna and children,
if you are reading this, I did not make
it back from caves I discovered the last
week. I did not want to leave my beloved
family alone, however if I returned alive,
if I caught that beast I saw... its horns
would make up for the rest of life for us
all! Dont cry, my beloved, for I am always
with you all; I will look after you until
I know for sure you are okay. I will not
rest till then!
Ralna, hand this scroll to able adventurer
that would avenge my death, slay beast and
bring its horns to you! These horns belong
only to you, for they are my last gift to you.
If he gives you horns, please hand him my
bow, which has served me well in all my life.
Dear adventurer, please do me a great
favor; seek the caves I discovered. Seek
the broken arrow in Homlet caves. There
is a secret passage; inside you will find
a small trench, which is invisible to you
at first glance. However, if you look at it
from the end of passage, it will reveal.
Go through it, there is a long passage
which ends in a huge cave. Beyond that point
be extremely careful, for these caves house
extreme dangers. There are many creatures
which can not do a thing to you; there are
same creatures which can rip your body apart.
No creature is similar to other creature;
all creatures have its unique abilities,
strengths and weaknesses. You may be able to
kill one with but a glancing glow; yet it may
happen to you, as well. You may have long
battle with creature, which can not damage
you a bit. Then again, you may meet a creature,
which would need many many blows to kill, yet
it can rip you apart with one blow.
Be very careful; retreat when you meet
dangerous creatures. However if you manage
to slay them, rewards are great indeed.
Please seek a beast with large horns;
it has a bull-like body with fierce jaws.
Its horns heal it, so prepare for long battle;
its horns are priceless. Its horns will support
my family for the rest of their life, so I beg
you, find the beast, slay it, take its horns
and give them to my family, so I wont have to
worry.
My payment shall be the knowledge of exsistence
of these caves. There are many treasures,
which you have never seen before. I trust you
will give horns to my family; you will be
given my bow, which has been my friend since
the childhood. Treat it well and it will serve
you well.
Farewell and good luck,
love to my beloved Ralna and our children,
Kareth"
[ to Beast quest ]
- a crit can enter Kareth only when he holds the Kareth's will when entering Kareth for
the first time... after that, Kareth's will is not needed anymore (but it has to be tied,
so cant give to other crits)
* Geography *
- all of Kareth is no-twig zone, but some rare twig spots (entrance,
hermit for example)
- corridors and caves around main cavern, which has a lake with
hermit's island
- hermit's island - green island, safe zone, hermit's hut with hermit
inside, of course :)
- some minor islands with entrances to lairs
- some lairs in caves around the lake
- some lairs open, other closed (stairs, teleport, climb spot etc.)
- traps (strip, teleport, damage, FATE) - use DETECT discipline to
discover these
- for detecting traps, higher skill allows you to see more dangerous
traps
- lots of secret doors, passageways
* Bestiary *
- creatures are RANDOM
- ALL stats are randomized: - even pic of creature; all are used but NPC, player and lair
crits
- health of creature, ranging from 1 hp to enormous
- random stats, random attacks, random damage
- random resistance to elements, lightning, acid, psi, enmiss etc.
- random resistance to status affect disciplines (charm, blind, poison etc.)
- random disciplines (i.e. some can get poison, some EC, maybe even elance)
- for balance, average creature should be of m-2 crits strength (hp, damage etc.)
- lots of weak crits, few TUFF crits
- The Beast doesnt have a lair, is wandering, doesnt eat
- some crits may EAT skill, exp etc.
- some crits may SUCK skill, exp etc.
- treasure they drops is also random, can be nothing to a fortune :)
- pots
- gems of random value
- RANDOM SPECIAL DROPS (discussed further)
- experience and skill gain also random, but should depend on the power of crit...
- it is possible for 1 hp crit to give 1M exp and for 100k hp crit to give just 10k exp
- also, crits may be hostile or not (hostiles > non-hostiles)
- random aligment - dont attack non-hostile g/g creature if you dont want to lose aligment
:)
- crits may attack each other
** LAIRS **
- seeded through Kareth
- lair crits are slightly random, too... but
not so random as normal crits
- Stats may range up to 20% off preset value
(hp, strength, exp, skill etc.)
- some have quest items to trade at Hermit
Gold dragon: EATER
- GD scales are better than BD; good EC
protection, 150/150 fire/ice protection
- GD uses EC, is slightly tougher than BD
- drops EC bracers (of low level) and ec prot
amulet
Bashers:
- a pair of huge ogres; one uses MA, other mace
- knock down alot
- on-contact push
- 1st basher drops basher gaunts (on-contact
push, knock a lot, +5 offence, +1 str)
- 2nd basher drops basher mace (on-contact
push, knock a lot, +5, +1 str)
(note: should push often)
The Bros: three highly skilled NPCs, brothers, share the lair
Blade:
- hostile lair NPC with long sword, hits HARD
and blocks very good
- not very many hp, though
- drops Blade, +5/5 longsword, glowing,
non-proning, very good block rate, damage like saber
- drops Blade's sash; +1 to longsword skill, +1
agi +1 str
Halbert:
- hostile lair NPC, hally master, VERY HARD
hitting and good blocking
- slightly more hp than Blade
- drops +5/5 hally, glowing, proning, high
damage, good blocking rate (better than FG hally)
- drops Halbert's sash, +1 to polearm skill, +2
str
Archie:
- hostile lair NPC, bow master, hard hitting
and decent blocking
- his hp is above Blade's and below Halbert's
- drops non-proning glowing +5/5 bow, way
better damage than km5 bow, decent block rate
- drops Archie's sash, +1 to bow skill, +2 agi
All three brothers drop untied SD scales
Kalyndrel: renegade fighter/mentalist
- uses random weapon, which ties, trade it to
Hermit for Hermit's staff
- highly skilled, tough fight (espear, es etc.)
- a small zoo of his pets (random, limited to
certain size - FF!)
- Hermit's staff: +4, +2 wis, silver glowing,
non-proning, +20 ep, +2 ep regen, +1 skill to all healing disciplines (MEND, HEAL, PWH)
(HEALER ONLY)
The Great Roc: giant roc, EATER
- charges, prones, 100-400 average damage, lots
of hp
- drops one feather, trade to Hermit for
Hermit's robe
- tan for feathers, +4/4, 120/120 fire/ice, 60
lighning, 60 acid, 60 EC, 60 enmiss prot, block like sd scales, on-contact featherfall and
respirate
- Hermit's robe: 50
fire,ice,lightning,acid,enmiss,ec protections, +1 will, +1 con, on-contact ES (small),
poison resistance - in general, robe that makes you resistant to everything
Lil one: a goblin with huge hally
- a small goblin wielding a huge hally can
really woop ya off :)
- halberd - +5 silver glowing, prones,
on-contact firestorm (decent level), some firestorm protection
- hat - funny hat - just funny :) ok, +2 luck
and some more FS prot
The Demon: the messenger from the Dark.
- slow regen!
- a large humanoid creature with horns, bat
wings and such things
- e/e of course :)
- not very many hp (only for paladins!), but
hits HARD (300 average), charges, prones, casts fear, uses disciplines such as poison,
dark, firebreath, firestorm, etc.
- only paladins can fight the Demon (Jala's
Quest)
- has a trident, +5, glowing, evil aligned,
proner, BIG damage - give to Jala to complete the quest
- when (well, IF) killed, it shouts before
dying that he is only the first and not the least. The future of Drakkar is doomed. Yeah,
right. ;)
Ogre masher: a huge ogre wielding a huge axe
- VERY HARD hitting (400-600 normal), doesnt
charge, non-proner, tons of hp
- drops butcher axe, HUGE damage, +5/-5, NO
blocking/def. abilities (negative), +60 hp, glowing and silver, ignores shield, +4 str, -2
agi (bulky), the hardest hitting weapon in Nork (although you will suffer defensive
penalties!)
Ancient Dragon: a HUGE dragon sleeping in hidden cavern, EATER
- the most hp of all lairs in Nork and Aleria
(about five-ten times snowbeast's hp)
- hits for 1000-4000, prones a lot
- casts shockwave and firebreath (REALLY HOT)
- immune to status affect disciplines (stun,
blind, poison etc.)
- almost impossible to kill... but everyone
will want to kill it eventually, so they will grow and grow to be able to do ancient
dragon hunt
- tanned ancient dragon gives THE BEST armor in
Nork (maybe better than even seahag plate)
- 500 fire/ice, 150
lightning, acid, enmiss, EC protect, 6/6
- drops a load of random rare treasures
- Ancient Dragon's skull: helmet, 6/6,
on-contact respirate, featherfall, ES, absorb, IV
- ancient dragon's lair is the richest lair in
Nork
(more lair crits to include)
** QUESTS **
*** Hermit - found on Hermit's isle in middle of Kareth's lake (SAFE
ZONE, twig spot) ***
- The Great Roc - slay it and bring feather - receive Hermit's robe
- Kalyndrel - slay the foul renegade and bring its weapon - receive
Hermit's staff
- The Bros - bring all their weapons and sashes - receive Hermit's ring
- ring of the Saint - good aligned, +5/5, +2
cha, +2 luck, on contact ES (good)
- ring of the Hermit - neutral aligned, +5/5,
+2 wis, +2 will, good psi-cutter, on-contact ES (smaller than Saint)
- ring of the Villain- evil aligned, +5/5, +2
str, +2 agi, on-contact IV, DETECT, on-contact ES (smaller than Saint)
- Pilgrimage 1 - seek an item Hermit randomly chooses - receive
Hermit's rejuvenation potion (full HP/EP recovery, multi uses, cures poison)
- Pilgrimage 2 - seek an critter Hermit names, slay and bring it -
receive Hermit's Bitter soup (eat to gain +1 con - up to 18 and hp up to hit doc's max +
20 by 1-2)
- Pilgrimage 3 - find and bring Hermit's dog back ALIVE - receive atone
up to n/n
- Pilgrimage 4 - find a certain ingredient (random drop) - receive
Hermit's bitter juice - recover lost hp due to death *** Beast ***
- if you find the beast (large bull-like creature with fearsome
jaws and claws, should have TONS of hp and hit for 200-500 average, proning and flattening
often, its horns heal it - fast hp regen, poison on bite) and manage to kill it, it drops:
- horns; give it to Ralna, Kareth's wife, to
get Kareth's hunter bow:
- +6 silver glowing
bow, on-contact poison (matches stiletto's), non-proning
- on-contact IV (when
wielded), good damage and block, +1 attack, +1 agi, +1 luck
- claw gaunts (glowing, proning, of strength of
alerian grips, +1/1 - +5/5 combat adds, +5 HP regen)
- claw boots (glowing, proning, higher damage
than dancers for kicking, +1/1 -+5/5 combat adds, +5 HP regen)
- beast fur ( +1/1 - +5/5 adds, +2 str, +2 con,
+5 HP regen, +50 HP, block like BD scales, level3-4 ES (furs absorb some damage), NO
fire/ice/lightning/acid/psi/enmiss protections)
- beast's tail - trades for one of sashes (at
hermit in caves, more below):
- MA sash - +2 agil, +1
con, +4/4
- barb sash - +2 str,
+1 con, +4/4, +20 HP
- fighter sash - +1
str, +1 agi, +1 con, +4/4
- paladin sash - +2
will, +1 agi, +4/4
- thief sash - +2 agil,
+1 luck, +4/4
- fighter/mentalist
sash - +1 str, +1 agi, +1 int, +4/4
- mentalist sash - +2
int, +4/4, +20 EP
- healer sash - +2 wis,
+4/4, +20 EP
(values may be changed
to balance sashes for classes)
*** Shadow's challenge - a quest for THIEVES only. ***
- find Shadow in one of secret rooms in Kareth
- he challenges you to steal from The Bros
(all)(only HIDDEN items count) - return stolen items to Shadow
- then he challenges you to to steal from
Kalyndrel (hidden item)
- finally, he challenges you to steal from
Hermit.
- Hermit catches you and says, "Oh, Shadow
is up at it again..." then tells a story about Shadow looking to get Hermit's little
secret - which remains a secret.
- Shadow will call you loser, steal from him
(hidden item).
- Shadow will admit his defeat and offer you
one of rewards...
Rewards:- Shadow dagger, +4, +1 to backstab
skill, silver glowing
- Shadow gloves - +4/4,
+1 to steal and mug, +1 agility
- Shadow cloak - +4/4,
40/40 psi/enmiss protection
- Shadow boots - +4/4,
on-contact featherfall, +1 agi
- Shadow cap - +4/4,
on-contact IV, no combat stun protection
- Shadow bracers - +1
cha, +1 luck, on-contact DETECT
- Shadow ring - +4/4,
+1 agi, +1 move
- Shadow studded
leather armor - +5 def., 120/120 fire/ice, better than SD scales
- Shadow sash - +4/4,
+1 to hide, +1 agi, +1 luck
- Shadow amulet - 50
lightning, acid protection
- can repeat as necessary in order to get ALL
Shadow gear ;)
(NOTE! Shadow will STEAL ALL gold from you :P)
*** Jala's Quest - a quest for PALADINS only ***
- find a female paladin deep in dark caverns...
who knows why is she there?
- Jala will give this quest to paladins only
- Jala's story: she has been sealing an army of
fierce creatures off the Kindgom od Drakkar. But lately her faith was weakened by the
influence of one very dark soul, which has arisen amongst that army. She needs someone to
go through the Seal, find and slay whatever is housing the dark soul. Bring the throphy.
- Jala will open the Seal (a special hex) for
you to pass
- there is a long cavern full of strong evil
creatures (tougher than km5 minos!) that cast fear, dark and such creepy things
- there at the end of this cavern is a lair of
the Demon. Kill it and bring its trident to Jala.
- Jala will praise your victory and offer you
one of the following (can repeat quest):
- Light mace - +5/5
silver glowing, good damage, very good block, additional damage against evil aligned
creatures, +1 skill to multistrike, -10 HP
- Light tower shield -
+5 def., ultimate paladin's shield, better block than bresh/duke, on-contact ES level 5,
+1 skill to parry, -25 HP
- Light full plate - +5
def., great blocking (better than levi fp), psi-cutter, 150/150 fire/ice, 75 acid,
lightning, FS protection, +2 will, on-contact ES level 5, -25 HP
- Light greathelm - +5
def., combat stun prot., +2 will, resist fear, -10 HP
- Light gauntlets -
+5/5, +1 agility, +1 str, silver glowing, hella good blocking, -10 HP
- Light boots - +5/5,
+1 move, +2 agility
- Light bracers -
psi-cutter, 75 EC protection
- Light sash - +5/5, +2
will, +2 cha
- Light ring - +5/5,
on-contact lvl 3-4 ES, +1 cha
- Light amulet - +2
will, when stunned/knocked prone/knocked down, put on HIGH level ES and ABS, autoheal at
1/10 hp when proned/stunned/flattened - LIFESAVER, -10 HP
- Light cloak - +5/5,
+1 agil, +1 will, 50/50 fire/ice, 25 acid, lightning, FS, EC prot, -10 HP
Get the full Light gear
and be almost invincible :) although you will have less hp
NOTE: Gear will pe POOF
(gone) if you lose pallyhood while wearing it...! So better be VERY careful.
*** Avenger sword ***
- somewhere in Frore lives a smith... he is
mourning the loss of his family, which was ambushed by a swarm of marauding monsters of
different races. His saddness and hatred motivate him to make an ultimate weapon - deadly
to a certain race.
- he will require you to bring him items
usually found on that type of monster you want to "genocide"
- then he needs a certain metal, only to be
found in Kareth, very rare
- a smith's assistant disappears, must find
him...
- search for him in Frore, you will find him
lying drunk in the building with stans and ale hexes...
- take him to smith, but you will have some
trouble with drunkard :) easier said than done... will get stunned sometimes, wander off
etc.
- smith will make him sober fast <G>
- finally, you must bring a corpse of creature
that belongs to a race you want sword be potent against
- smith will forge a sword for certain amount
of credits
Avenger sword: +4, non-glowing, non-silver,
doesnt prone neither knock, crappy damage (as strong as griffy sword) - practically sword.
But it will hit the race it is potent against HARD, even harder than masher axe :) for it
to work against lair creatures, you have to kill and bring corpse of it (reggie -> kill
one reggie to get an avenger for reggies)... works against crits that need glowing and/or
silver, as long as it is designed for that type.
You may have as many different Avengers as possible. Ties.
*** Guru Quests ***
DIVINE AURA is a discipline that can be used by
healer and ment.
- There is one weirdo sitting on a top of rocks
on one of smaller island in Kareth lake. He is meditating.
- He will teach you how to archieve DIVINE
AURA... remember the exact mantras he teaches you
- then go find your own rock :) somewhere
near... stand on it and type mantras in command mode
- if it is succesful, you feel "your soul
lift" and such...
- oh, I forgot to mention there were some tuff
crits not happy with your presence... ;)
- return to guru and he will teach you DIVINE
AURA
DIVINE AURA (100 EP) - a discipline that can be
formed on yourself or other crits. A crit with AURA gains willpower, charisma and +? to
skill (concentration) bonuses. The power of bonuses depends on former's willpower,
experience and skill level (mentalist or healer). Depletes after a certain time, depending
on above factors.
ETHEREAL is a discipline that can be used by
healer and ment.
- Again, you must chit-chat with guru... he
knows some facts about you before he even seen you... You ask him how can he do... well,
he releases his soul, that travels and can see things far from his body.
- He may be willing to teach you how to do
so... for a certain price.
- Bring him a stan from Darwin :)
- You have to bring him more and more stans
until he is satisfied. should range from 50-150 (We know ya gonna fill your sack, right?
;))
- then he has a taste for ale... lol, just one
will do, he will get disquised by it and will stick with stans :)
- finally, he will tell you some mantras...
memorize them, go to that rock where you were before (for AURA) and type mantras in
command mode (on certain hex).
- again, there is some mean zoo. Dont get
interrupted by them... or might want to kill them all, but regen is fast :)
- your soul gets carried away - congrats! Uh
oh, there is something wrong...
- Guru will sense your danger and, while your
soul is still hovering over body, he comes to you in his soul and tell how to get back.
- return to him. he will teach you ETHEREAL.
Congrats :)
ETHEREAL (100EP) - similar to SCRY, but you can
move your "soul" anywhere - through walls, etc. to observe far locations. But
you can ONLY OBSERVE. Good to check what is below that hole instead of leaping down :)
Depletes as you activate #return command or something... your body will be there where you
left it. If you get killed, well, you will be dead. You will see your health dropping if
you are attacked, though, so you can cancel trip anytime.
(more quests to be added)
*** ITEMS *** (that are not
mentioned above) - apply in Kareth only
- GEMS
diamond, green, red gems - normal norken value
- ruby - 1-30k (highly random value)
- scarab - 10k-50k (rare, random value in range)
- jade - 500k (VERY rare)
- lair diamond (in some lairs) - 50k-100k
Sure this is much coins, however keep in mind that Kareth is a highly
dangerous place - you may meet a wrong creature and be stripped of all gems :) and it may
be eater hehe or pop all your gear.
- POTIONS
- mend bottle - norken normal
- with a blend
(description) - gives overmax hp (or heals, if you are wounded)
- IH bottle - normal IH
- with a blend - gives
overmax hp, a lot more (or heals you to 99%-100% if wounded)
- zap bottle - normal - restores EP 100%
- with a blend - gives
overmax EP
Note: bottles with a blend are rarer than normal bottles
- normal norken stat pots may be dropped
- very rare: charisma pot, luck pot (off the most powerful creatures)
- multi-stat bottle (a bottle with rainbow colors, sparking in the
light) - raises all stats simultanously by 1 up to 20 max (extremely rare, gonna be more
valuable than youth :))
- youth pots - a bottle with blend - make them random effect: some
restore to extremely young, some to middle aged etc.
- potion of doom - a black bottle with liquid as dark as it can be -
random effects:
- no stat affect, instant death, restore and
lose 1 con
- increase a random stat by 1-3(random), max
unknown, instant death (with restore)
- decrease a random stat by 1-3(random), min
unknown, instand death (with restore)
- increase a random stat by 1-3(random), no
instant death
- decrease a random stat by 1-3(random), no
instant death
NOTE: no info when sensed... neither Sal cant
tell what it does. Take care :)
- molotov coctail - firebreath effect when thrown, level 10-30 (ouchie)
MISC
- combat rings: 1/0-6/0, 0/1-0/6, 1/1-6/6
- crits gear has random adds - no adds up to +6 (the best being the
rarest)
- amulets - random protection (10-200 if single, 10-50 if multi -
several types in one)
- leather rings - may find stat rings with up to +6 stat bonus, hp, ep
rings up to +100
- common gear has random attributes, sense and test them all, you might
find an ultimate leather armor better than seahag plate :) also, it may be untied!
woo-hoo!
(more stuff to be added)
*** Kareth NOTES ***
- Kareth is very dangerous place to hunt in, you may be one-shotted by
occacional strong crit (that got very good stats when randomized - for example max str,
max hp, charge and hit for 2000+ etc)
- hence the very good treasures...
- I bet everyone will make trash crits to search for exceptional items
(remember, you may find an ultimate leather armor that is better than seahag plate) and
coin (run, grab and hide). You are always at risk of seeing the following message:
"Being death that cant be done" when in Kareth :) Enclosed lairs are somewhat
safe, since there are only lair crits (and their pets). Hermit's isle is the only safe
spot in Kareth.
- mostly no-twig, so it makes it much more dangerous; however, there
are some twig spots... discover and exploit these.
- hunts were made to be little better than norken hunts, but not too
much... the hardest part is getting to lairs alive, though :)
- liminv may work on most of crits, while some may still see you ;)
- it is a challenging to get full gear (Shadow or Light... I will add
more classes later :))
- maybe add an ultimate lair, home of Drakkar... if none exist yet ;)
- Kareth is suitable for bigger size crits, however small-medicore
crits may live (for a sec). 13/11 may get lucky not to meet one of them huge creatures,
while 50/30 may be one-shotted by one.
- Party is A MUST in Kareth, preferably with several healers and
scouters. But entire party may be annihilated by just one huge shockwave from one
"innocent small creature" with 1 hp :)
- Expect to die often. Expect to get lousy junk; expect to get
incredible treasures. Expect ANYTHING.
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