What is the "Invader's Refuge"?

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curiousredmonkey
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What is the "Invader's Refuge"?

Post by curiousredmonkey »

Brad,

You have asked us to supply ideas for items and quests, but I do not know the reason Invader's Refuge exists. Who are these invaders? Where do they come from? What is it they are fleeing? A refuge from what form of attack (physical, psionic, memes)? How did they find the refuge? Do they have family/friends they care about back where they came from? Can you supply a blurb on why IR has its name, how it fits within the Drakkar story lines, and so on. That way any ideas we have are relevant.

NOTE: I have offered some suggestions previously, but do not know if you still find them relevant. I will summarize here: Pots and gear should drop that give actual protection from tier attacks (from NPCs and traps), platinum coins should be divvied up in a party, you should be able to know your general area of hunting or death, seller items like thief traps are cool but not useful (they currently kill the thief and not the NPCs), each area should drop things that make sense to that room (meat or veggies in the kitchen, etc.), the garden areas should have animals (which give instant arcane points upon their deaths), <find other posts under CuriousRedMonkey>, ...

SHOT IN THE DARK (without knowing the meaning of IR): Have portals to an invader's land, the invader's land is a new/existing scenario, have portals from that land back to sections of IR that are hard to get to otherwise, drop recipes, brewing in a kitchen will produce new editable items, brewing in deeper levels will produce more powerful stews/pots/bottles, libraries should drop new books/tiers, questers that can enhance your sullen keep armor and weapons, regenerative gear, more scalable weapons, questers that speed up arcane gains, certain non-human npcs give instant arcane points upon their deaths, other non-human questers sell or cast tiers that boost platinum/arcane-points earnings, a Wiseman quester (think of Boone and Cobrahn stat pots or the GDH Captain and Antistun) which moves to a new location after giving you or your party a random item or boost, ...
Last edited by curiousredmonkey on Mon Jul 17, 2017 8:44 am, edited 1 time in total.

Brad
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Re: What is the "Invader's Refuge"?

Post by Brad »

I appreciate your thoughts, keep in mind that the scenarios are discovery based.. i really don't need help with the mythos part (i'll take care of that), i am just looking for ideas for items, breaking up gameplay, encounter related equipment, etc.

As with all one man shows i like to start with a core idea and have it flow based on what the players like and don't like (and balancing monty hall with carrot/stick). Drakkar is a different type of game, its not "here swallow this", i like to throw out some ideas and see where the players go.

Oh, I *DO* like some of your ideas about the rooms also! I'll look at merging some of that in with this next round of "imaginings"

Brad

curiousredmonkey
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Re: What is the "Invader's Refuge"?

Post by curiousredmonkey »

Invader's Channel = A tier that redirects any psi/tier attacks that are directed at the FM away from him toward the nearest hostile NPC. If no hostiles are in view then other effects take over.
  • Game Play:
    • The FM has to be strategic in the use of this tier, since 90% of the time it is not available to the FM. But when it is up it can be a powerful aid against tier tossing NPCs.
    • For the solo FM it can easily get them killed when hitting a door trap but this is in the spirit of Refuge traps; random benefits vs random nasty, even when have maxxed out arcane quirks and abilities.
    • Helpful for Refuge lairs that use tiers and that may/may-not have support NPCs.
  • Range: N/A (Is only formed upon self)
  • Cost: 1000 eps
  • Duration: 100 rounds
  • Cool-Down: 1000 rounds
  • Stress: Minor
  • Effect:
    • The amount of redirected energy is 10-90% of the incoming attack/trap. The redirected energy goes against the nearest hostile. They get no saving throw. It cannot be deflected or reflected back onto the FM.
    • When no NPC is in view and the FM hits a trap, then one of the following can occur: 25% of doubling the trap damage, 25% of damaging an item, 25% chance to boost HPs, and 25% chance to boost EPs. So effectively a 50/50 chance of something good/bad happening when no NPC is in view.
  • Future: Allow an FM to build arcane abilities that change the "Effect" percentages (above) to be more in their favor.
Brotherly Absorption = A tier that absorbs modest physical damage. It chews up EPS when cast upon each party member. It acts like a glowing piece of armor that surrounds the player (SK silver FP armor).
  • Game Play:
    • The solo FM takes less physical damage.
    • Makes the FM a desired addition to advance area party play.
    • Promotes helping up and comers to play in the Refuge.
    • Another tool in the FM's arsenal for Refuge lairs.
  • Range: Formed upon self and players. It remains in effect unless the player moves out of view. However, it does regain its effect when player comes back into view again.
  • Cost: 250 per round (for each cast)
  • Duration: 1000 rounds or until player logs/clicks-it-off/goes-out-of-range-for-too-long
  • Cool-Down: Immediate
  • Stress: Heavy
  • Effect: 1000 physical damage absorption
  • Future:
    • Refuge items that regen 750-1000 EPs/HPs per round.
    • A new line of Brother's "Keepers" items/brews, which increase effectiveness when each member has the same tier running on them; they are in tune and so add to each others power/duration/etc.
    • The "Keepers" line could also affect fighting abilities for each party member that is wearing the same type of gear/item/weapon. Visually cool when each member holds the same item/weapon and gets a boost because of that.
Last edited by curiousredmonkey on Sun Jul 16, 2017 7:59 pm, edited 1 time in total.

curiousredmonkey
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Re: What is the "Invader's Refuge"?

Post by curiousredmonkey »

Brad wrote:
Fri Jul 14, 2017 10:07 pm
I appreciate your thoughts, keep in mind that the scenarios are discovery based.. i really don't need help with the mythos part (i'll take care of that), i am just looking for ideas for items, breaking up gameplay, encounter related equipment, etc.

As with all one man shows i like to start with a core idea and have it flow based on what the players like and don't like (and balancing monty hall with carrot/stick). Drakkar is a different type of game, its not "here swallow this", i like to throw out some ideas and see where the players go.

Oh, I *DO* like some of your ideas about the rooms also! I'll look at merging some of that in with this next round of "imaginings"

Brad
I am not sure what you mean by "breaking up gameplay". Do you have an example in other parts of the game that would be a guide?

curiousredmonkey
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Re: What is the "Invader's Refuge"?

Post by curiousredmonkey »

Maybe this will help: My solo play experiences in Refuge and Sullen Keep from the perspective of a 98/42/* Thief, 99/42/* Barb, and 88/40/41 FM. They all have the top gear, weapons, and tiers. My party play experiences are too varied to be cohesive, so I will ignore those here.

Armor blocks in SK and Refuge is a challenge for all of my toons. And, the number of hits on the NPCs is so high that it can take minutes to kill a single NPC. Both of these issues definitely need addressing in the new Refuge content. Maybe the following experiences will guide what items, tiers, and NPCs make sense.

Thief (98/42/42): The changes to the Blade of Deceit really helped in SK and Refuge. In Refuge, a single kill in initial _0 area went down from 1-2 minutes to 5-20 seconds. A single kill in _25 went down from 5-8 minutes to 2-3 minutes. Still grueling but I am hoping you will bring more to the Blade and Shadow lines that will help reduce movement, damage amount, cutting passed armor, reducing NPC saving throws, and so on. All of which will reduce kill times. And also, keep NPCs in range of the thief by halting or slowing them down further/longer. NOTE: I still do not use backstab directly because of the high number of armor blocks. Nor do I use the traps, which kill the thief and not the NPCs.

Barb (99/42): He dies often in the initial _0 area. His vamp healing doesn't kick in often enough because of armor blocks. It is definitely improved over a few months ago, after you reduced the skill on some NPC types, but it is still not enough for him to take on more than a few NPCs at a time. I have not bothered to try to take him deeper, since he didn't survive even _0. I don't recall how long it took him to kill one NPC since it has been a few months since the barb was there, but I "think" it was 30seconds-1minute. It was just too hard for him and I had a thief I could at least have some satisfaction with. I tried both killer and SK weapons.

FM (88/40/41): He rarely lives long in the initial _0 area because when a stunner and another NPC shows up he is toast. He can handle 1 NPC, but it takes a couple minutes to kill it. I have not taken him further in. In SK cave or Silver area it takes him 1-2 minutes to kill 1 NPC because of armor blocks (thankfully there are attack and assist tiers). I have resorted to continuously using Primal Form, a constant supply of SK black pots and attack brews, paying for upper guild hall boosts (I am on the platinum plan), using the winter globe boosts, and drinking youth pots every 15 minutes. His vamp healing doesn't kick in often enough because the armor blocks, so I have had to improvise.:-) Some of the NPC types in refuge are easier to hit than SK and other are impossible. RUMOR: I have been told over and over again that the FM is a monster at the high end. That has kept me moving him forward. So, keep this in mind as I describe my current FM situation.
Last edited by curiousredmonkey on Sat Jul 29, 2017 8:39 pm, edited 1 time in total.

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Re: What is the "Invader's Refuge"?

Post by curiousredmonkey »

Regen: Up the regen of NPCs? Currently, parties can wipe out the regen for quite a while. For solo players it is not an issue, unless you play a Mentalist.

Barrack Stat Items: Bring PNork random stat gear to the "Barrack" rooms? The idea is that the "Barracks" NPCs collected that gear and keep it with them in their private bedroom space.
  • If the item drops from a Barracks NPC then it is always a random stat item.
  • If it drops from a non-Barracks NPC (anywhere in Refuge) then it is a percent chance that it is a random stat item.
  • If you make the items decay outside of Refuge then I think you will have to create a bunch of lockers so people can not lose what they earn.
  • If you do not make items decay and can be taken outside of Refuge then place a cool description on those items, so that people outside of Refuge want to come there. A description something like your "Legendary" text but instead has the words "Invader" or "Refuge" in it.
Auto-sensing Items: Make all refuge items have autosense on them? The autosense on some SK items is helpful and very cool. It will help those classes who do not have the "sense" discipline. And people not big enough for Refuge can see just how amazing Refuge gear is when they look at another player's gear.

Report Stats Affected: Make all Refuge items that modify your stats say which stats are affected? And maybe by how much? Again something cool, useful, and unique to Refuge.

Quirky Age: An arcane quirk that turns on the ability to see your age value? Could just be text reporting for now, instead of an icon or floating window. Whatever is fast, easy, and doesn't need much testing. Like using the existing pop-up message box, saying that your age has changed to its new value/description. Another existing area that could be used is your floating damage windows on the right side of the client application, which in this case would now include age values in some new color/font.

Quirky Basics: An arcane quirk that turns on the ability to see your base stats, in addition to your current stats? Could just be text reporting for now, instead of a dedicated new window. Eventually, a new live window would be helpful, especially if IR Bosses are able to temporarily/permanently affect your stats. Allows your hatred of the lair to be immediate, like when battling Ozo in SK. <Update: Is no longer needed - see the new Drakkar client>
Last edited by curiousredmonkey on Sat Jul 29, 2017 8:43 pm, edited 1 time in total.

curiousredmonkey
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Re: What is the "Invader's Refuge"?

Post by curiousredmonkey »

Two new quests:
  1. The first transforms your weapon specializations into an "arcane" one. It should be your class trainer (if they are added to IR near its initial entry point) otherwise a new "Arcania" questor will need to be added.
  2. The second is a complex questor, which will "proclaim" you specialized in each additional weapon you quest for. It could be another class trainer deeper in IR or an entirely new questor. Let's call him the "Proclaimer" for now.
Completing the first quest does two things, it boosts your existing specializations and then turns on the "Proclaimer" quest. However, if you have more than one existing specialization then it means that you will have to do the initial quest over again for each of them before the "Proclaimer" will talk to you. If you have no existing specializations then just talking to the first class trainer (or "Arcania") will turn on access to the "Proclaimer".
  1. Click a new "Specialize" button on your Class Trainer (or when talking to "Arcania"): Your existing specialization becomes "arcane" once completed. This is a +20 to your skill level instead of the existing +2. And is reported in your "show skills" list with a new word "arcane", which is inserted into your existing specialization message. Example: "You are a arcane specialist in Dagger class weapons". You must already be skill 41 and specialized in the weapon held to start the quest.
  2. "Proclaimer": The second quester allows you to raise every weapon to a new proclamation and power level. Each weapon will have its own arcane quirk, which means you need not max one weapon quirk before starting the next one. The quirk values max out at 10. Each quirk point adds +1 to your specialization skill. The quirk names would be something like, "Proclaimed Specialist in <skill name>". This should cover all of the skills currently in the game. You must be skill 42 in the weapon held to start/repeat the quest (gauntlets/boots for MA, returning weapons for throw, and so on). As you complete each point you also gain the new word in the "show skills" list. See the list of proclamation titles below. Examples: "You are a Acclaimed arcane specialist in Dagger class weapons". "You are a Mythical arcane specialist in Bow class weapons".
Titles:
  1. Acclaimed
  2. Distinguished
  3. Renowned
  4. Esteemed
  5. Revered
  6. Famous
  7. Illustrious
  8. Heroic
  9. Legendary
  10. Mythical
The boosts to weapon specialization should be of value to get through the armor blocks in SK and Refuge. So if +1 is not enough for each quirk point then make it +1000, since it's value is behind the scenes. Only its effectiveness and title is what is noticed. And so likewise, if behind the scenes each point is actually doing a tier which evades the armor and weapon of the NPC then so be it.

MAs I have not forgotten about you. ;-)
  1. Clicking the "Specialize" button on your class trainer (or on "Arcania") will allow you to add +20 to your MA and receive a similar "show skills" message that other classes have. However, it requires a new message since specialization was not part of the MA class before. Something like: "You are an arcane specialist in Open Handed combat".
  2. As to the second class trainer (or the "Proclaimer"), you will have a choice no one else gets when holding gauntlets or boots in the right hand. Once you have completed your MA specialization and are a 10/10 in "Proclaimed Specialist in Martial Arts". You will be allowed to repeat the quest and take it to 100. Or, to specialize in new Martial techniques that will make the class interesting in its messaging and style. Things that are entertaining and automatically applied during combat (you do not have to do anything special). Things like "Broken Toe Technique" (to reduce NPC movement to 1), "Three Stooges Technique" (temporarily blinds the NPC), "Monkey Grabs Fruit Technique" (temporarily stuns the NPC), "Straight Jacket Technique" (temporarily stops the NPC from using its weapon), etc. The messages show to you and other players in view. Example: "MA-Name reduces NPC-Name's movements using the Broken Toe Technique".
And yes, the non-MA classes do get to do the "Proclaimer" for their MA skill. However, you will never be an MA but you can pretend to be (and survive a little better now when doing DP rescues, etc.) You will have a slightly different proclamation message than the true MA or your other weapon skills. Something like, "You are Acclaimed in Open Handed combat". The words arcane and specialist are not seen as the MA sees theirs, nor is the word class and weapon.

Thieves I have not forgotten about you either, but this post is long enough already. Adding to the one Cobrahn thief specialization is a no brainer. However, making something unique and powerful for their "Proclaimer"'s 2nd pass will be fun and thiefy. So, I will end this post now.
Last edited by curiousredmonkey on Sat Jul 29, 2017 8:50 pm, edited 1 time in total.

Brad
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Re: What is the "Invader's Refuge"?

Post by Brad »

Okay.. a weeee bit more sophisticated than what i was shooting for, but lots of fresh ideas!.. I'm sure some of them will end up somewhere!

curiousredmonkey
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Re: What is the "Invader's Refuge"?

Post by curiousredmonkey »

Thanks.

If you start dropping a lot more items in IR then sack space might need some attention too. And since I doubt that larger sacks or additional sacks are on the table, I was thinking about how to conserve space. Your NL youth pot quester "Youpor" inspired me...

Distiller: A new IR quester. Allows the user to combine multiple Primal brews into a multi-ounce Primal one. Stop at 10 ounces like "Youpor" or keep going to 100? Note: If you place "Distiller" in Nameless then please allow Titanic brews to be combined there.

While thinking about brews, if you would like to allow players to create custom brews:
  • Brewer: A new quester.
    • A "quick and dirty" first pass at it: Player holds in each hand the brews to create. Clicking the quester replaces the two held brews with a new "custom" brew. The quester message states that, "You have created a custom brew." Drinking the custom brew is like drinking the two original brews in quick succession. Example: Drinking an attack brew followed by a health brew. Note: Holding two attack brews would waste one of your attack brews. This is quick and dirty after all.

      If that was easy and works, then two minor things to complete the "quick and dirty":
      • Looking at the brewed bottle simply says "You are looking at a vial which contains an organic fluid. It is a custom brew."
      • Sensing the brew states that, "The organic fluid boosts <brew1> and <brew2>. Created by <player name>". Example: "The organic fluid boosts attack and health. Created by ShaDeth".
      If user feedback is good, then maybe some more advanced features in the future:
      • Allow the user to save one custom recipe? This will then allow the player to brew their recipe at any brew pot and not have to come back to the Brewer quester again and again.
      • Allow the user to combine two of the same types (ie. 2 attack brews) for a more powerful potion? Example: 1 Primal attack brew + 1 Primal attack brew = 1 Arcane attack brew.
      • Allow the "Distiller" quester to accept custom brews to conserver sack space.
      • Additional custom brew descriptions can be added later; level of the brew, number of ounces, etc.
  • Reciper: A new quester. Allows the user to save a unique recipe of their own making. This would require game mechanics as to why ingredients do what they do when going into a recipe. Probably not a good fit for Drakkar. Unless the Stylus and Parchment idea works - see below.
  • Stylus: A new item that allows you to write a recipe onto a blank parchment and give it to another player for them to learn the recipe. Seems like a good fit for Drakkar but will require more fleshing out. There is no reason to register the recipe; the player already figured it out.
    1. Alternative: The stylus can be worn in the gauntlets slot while doing the writing, the right hand would hold a blank parchment (see below), and the left hand would hold an IR Drakkar scroll with the recipe.
    2. Alternative: They could always tell other players in chat rooms or on fan sites. So, if you want to curtail that, then the player must take the parchment to a quester (like "Reciper") to know how to brew the recipe at a brew pot. A little too complicated in my opinion, but if that is a requirement then it needs to be done. And the issue of anyone who learns the recipe can then teach anyone else the recipe will need to be fleshed out as well.[/i]
  • Blank parchment: A new item that allows you to learn a custom recipe.
I image you have some fun brews coming (that use your IR flowers) as well as additional brew skills passed 18. I am looking forward to them.
Last edited by curiousredmonkey on Sat Jul 29, 2017 9:01 pm, edited 1 time in total.

curiousredmonkey
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Re: What is the "Invader's Refuge"?

Post by curiousredmonkey »

Note that I have no idea about the current Refuge Dragons, other than I instantly died and was stripped upon unlocking a door. But, I wanted to finish off this thread with something fresh, hard to accomplish, and powerfully rewarding.

Dragon Spirit Abilities: Each ability affects each of the classes differently. It is really hard to earn even 1 ability point. (See the Crusader, Incubators, and Dragon Lairs far below for details. <Placing the abilities in a window similar to the "Arcane Abilities" window should work well.>

Note: After the following tables, you will find new quests, items, lairs, tiers, titles, explanations and more.

BarbarianEach ability has a 10 point maximum
Attention Your attentive swings come after your normal and out of control (ooc) attacks.

1 point = adds 1 extra swing against one target.
...
10 points = adds 10 extra swings against one target.
Subversion Subverts the civilized side of an NPC each time you hit them.

1 point = Starts with a 1% chance that an NPC will drop their weapons and some armor. Every time the Barbarian now hits the NPC the % chance goes up by 0.01%. Side effect: If subverted the NPC's HPs go up, as well as their HPs regen.
...
10 points = Starts with a 10% chance that an NPC will drop their weapons and some armor. % now builds by 0.1%.
Insight Your wild insight converts an NPC's energy points into some healing. Your every swing knocks some energy loose.

1 point = 10% chance to reduce that target's current energy points by 2%. 10% of the energy knocked loose goes into healing you.
...
10 points = 100% chance to reduce the target's current energy points by 20%. 100% of the energy knocked loose goes into healing you.
Hope You can now cleave NPCs and Bosses, without losing Berserk points. You hope to be the one to kill the Boss and like practicing on little guys first.

1 point = 10% chance per point that you will not be blocked by armor or a weapon. Cleave damage is the normal value.
2 points = 20% chance will not be blocked. 2 times the damage of a normal cleave.
...
10 points = 100% chance will not be blocked. 10 times the damage of a normal cleave.
Courage Courage barely describes you, as you seek out the hordes of NPCs. The more enemies in view the more your attacks per round go up. The more foes you see the more of them you attack (in a single round). The more hostiles against you, the more incensed you become. Is it courage or something else?

1 point = every 10 NPCs gives you an extra ooc attack. So, 20 NPCs gives 2 oocs, 30 NPCs gives 3 oocs, and so on.
2 points = every 10 NPCs gives you an extra +5 to Strength
3 points = every 10 NPCs gives you an extra +5 to Con. Strength is now +10.
4 points = every 10 NPCs gives you an extra +5 to Attacks. Strength is now +15, Con is now +10.
5 points = every 10 NPCs gives you an extra +5 to Weapon Adds. Strength is now +20, Con is now +15, and Attacks are +10.
6 points = you turn upon a 2nd target, with 5 ooc attacks. And gain the ability to ooc through Primal Stun (or anything that makes him lose rounds)
7 points = you turn upon a 3rd target, with 5 ooc attacks. If Primal Stunned (or whatever) then recovers control by one round faster.
8 points = you turn upon a 4th target, with 5 ooc attacks. If Primal Stunned (etc.) then recovers +1 rounds faster.
9 points = you turn upon a 5th target, with 5 oocs and is immune to Primal Stun or whatever when zerked.
10 points = continues to attack all 5 targets with ooc and is now immune to Calming effects too. Your Strength is +45, Con is +40, etc.
Trickery You never know what the wild man or woman will do. In addition to your normal or "out of control" (ooc) attacks, you can now deliver an unexpected attack.

1 point = You either throw in a kick, a random tier, or a Dragon Spirit attack. This comes after your normal or ooc attacks. If the random attack is a kick and is not blocked then it will stun the NPC. Physical damage multipliers are by points: i.e. 1 point = 1x, 2 points = 2x, 3 points = 3x, ... A random tier attack does not have a multiplier. The same is true for the random Dragon Spirit attack. However, having 10 points in that ability can produce a huge boost (if you only have 1 point in it then is just a nice surprise). Example: 10 points in Attention will bring 10 extra attacks, 10 points in Hope will cleave with 10 power, 10 points in Courage whacks other NPCs too, and so on.
...
10 points = 10 random attacks, which can be any mix of physical, tier, or spirit.
Restoration While in the field, you can repair (or make whole) any weapon, eventually bringing its condition up to "Dragon's Spirit" (one above "Unearthly"). You need to hold the weapon for a certain #of rounds, to complete your repairs. The weapon does not need to be attuned to you.

1 point = can take a broken weapon and make it whole in one round. Improves the condition of a weapon by +1 every 10 rounds. Note that its condition is "Useless" in that first round, but will improve until it reaches the condition of Average,
2 points = Can work on two weapons at the same time and can take them to the condition of Above Average,
3 points = +2 to each weapon's condition each round and can take them to Fine,
4 points = +3 to each weapon's condition each round and can take them to Very Fine,
5 points = +4 to each weapon's condition each round and can take them to Exceptional,
6 points = +5 to each weapon's condition each round and can take them to Unearthly,
7 points = It takes 100 rounds to go from Unearthly to Dragon Spirit. If the condition of the weapon is Unearthly, then improving it will age you and do damage for 1000 hit points per round,
8 points = It takes 50 rounds to go from Unearthly to Dragon Spirit. It does not age you as much and does 500 hits points damage each round,
9 points = it takes 25 rounds to improve to Dragon Spirit. It only slightly ages you and does no damage per round.
10 points = can create a new weapon out of raw materials or broken parts. The weapon is of condition of Dragon Spirit in one round. There is no stress to creating or repairing weapons now.
Transform You can transform into 10 different animals. You can choose which animal spirit it will be, in a new *Transform command. (see the new "*Transform" command far below)
Ignorance NPCs are blunt instruments. But hey, so are you! Every time you are hit, your berserk points increase. Once your rage becomes too much, it is unleashed!

I am assuming that there is a maximum number of Berserk points that cannot be added to; because after a certain point typing "b" does not extend its cool down time. Let's call this maximum, the "Max". And remember how hard it is to get these Spirit Points, so the rewards may be way too small. We might need new Barb stuff, like: New Barbarian states called "Primitives" where the Barb "Grunt"s to reach higher states. No idea what these states would do yet. Also, keep in mind that eventually other Spirit Abilities will fire concurrently. That is why I kept the %s so low. They can be increased based on feedback.

1 point = for each 1000 HPs of damage done to the Barb, add 1% to the Barb's current Berserk level. When the Barb reaches the "Max" then attack the attacker with an Out of Control (ooc) attack. 10% chance to "Grunt" at the target. What does this do? No clue!
2 points = each 900 HPs of damage, adds 2%.
3 points = each 800 HPs of damage, adds 3%.
...
10 points = each 100 HPs of damage, adds 10%. 100% chance to Grunt at the target.
Command You call upon your pet or hire. You have limited command ability. A pet or hire will fight for you. See the *Pet and *Hire commands far below.

A pet is an animal. A pet costs 1 gold coin per round (to keep them feed, cleaned, etc.) Use the new *Pet command to call and command your pet.

A hire is humanoid, with their own weapons and gear. A Hire costs you 1 platinum coin per round. Use the new *Hire command to call and command your hire.

HealerEach ability has a 10 point maximum
Attention You attend to the sick and dying, as well as to those that would do them harm.

1 point = automatically casts the new *Primal Health tier upon the most hurt party member (including self, ability also works when solo).
2 points = automatically launch a retaliatory attack upon the target that did the last attack,
...
10 points = automatically casts the new *Primal Health tier on another party member, but if no one is hurt then launch an attack (this means if no healing is needed for the party or when solo then up to 9 retaliatory attacks can be launch per round).
Subversion You subvert your enemies' regenerative healing. It takes time but you know the art of subversion now. Once it is subverted it is permanent.

1 point = your every successful physical attack reduces a target's regen value by 1%. It will take 100 successful strikes to stop their regen.
...
10 points = your every successful physical attack reduces a target's regen value by 10%. It will take 10 successful strikes to stop their regen.
Insight Your insights into the healing arts allow you to reduce the potential hit points of a target.

1 point = every time you successfully hit a target there is a 50% chance to reduce that target's maximum hit points by 1%, in addition to your weapon's damage.
...
10 points = your every successful physical attack gives a 50% chance to reduce the target's maximum hit points by 1%.
Hope An NPC finds their situation hopeless and so surrenders to you.

1 point = 1% chance that any NPCs will surrender. The check for a surrender only happens once for a given NPC (probably when the NPC hits its last HPs notch, which is long before it tries to run away). Effectively a surrender is a kill shot with auto-looting (but with no corpse left on the ground): You gain XP, skill, items, coins, and arcane points as usual. The solo healer gets a bonus heal for each surrender and if in a party all party members get the same bonus heal.
...
10 points = 10% chance that any NPC, which just hit their last health notch, will surrender.
Courage It takes courage to lend assistance to others while the magic-bullets are flying. The new tier, ****PrimalWord Heal, is cast every round on all party members except the Healer. The amount of the healing depends on the #of Dragon Spirit points you have. Everyone except the Healer receives a bonus to their defensive capabilities too; the Healer receives a bonus to his offensive capabilities.

1 point = 1x ****PrimalWord Heal. 10% less EPs and aging of a normal ****PrimalWord Heal cast.
...
10 points = 10x ****PrimalWord Heal. No EPs is spent, nor does it age the Healer.
Trickery You make your enemies into flower children (well almost).

1 point = 1% chance that any NPCs in view will become a "flower child", where they belt their weapons and instead hold flowers in each hand and then contemplate the meaning of beauty in nature. This is an assault upon the spirit of each NPC individually, so some may make their saving throw while others do not. They can still attack using the flowers or discs/tiers, but sing "Be sure to wear flowers in your hair" for the next 10 rounds. Side effect: Their health and energy regens are boosted during this time period. If they lost regens earlier then they begin to regain again.
...
10 points = 10% chance that any NPC in view will become a "flower child". If a bunch of them are singing, kill them, or suffer the chance that you too become a flower child (or that another party member joins in song).
Restoration As the healer earns more restorative points every discipline/tier below will costs 10% less per point earned. If the player has enabled the "Restoration" ability then recasting occurs when a disc/tier runs down. No hostile need be in view.

1 point = auto raise any fallen member. Critcure costs 5% less in EPs.
2 points = casts the new *Primal Health tier. The tier costs 10% in EPs. All EPs costs are 5% * # of points.
3 points = casts autoheal and regeneration on the raised,
4 points = casts agility and aid on the raised,
5 points = casts Gift of Healing,
6 points = casts Crystalline Regeneration,
7 points = casts Boon of Remedy,
8 points = casts the new **Primal Calm tier,
9 points = casts the new ***Primal Charm tier,

10 points = allows the Healer to turn off all or some of the above automatic casts, as well as add other restorative discs/tiers with the ****Restoration command; all costs are 50% EPs.
Transform You can transform into 10 different animals. You can choose which animal spirit it will be, in a new *Transform command. (see the new "*Transform" command far below)
Ignorance Many NPCs are blunt instruments. However, many of them are not; especially their Bosses. But hey, you know the healer arts! Surely, there must be a way to reduce your ignorance of a specific NPC. So you finally look deeper... (a new "Knowledge" window that is updated every rounds?)

1 point = sees who the NPC is targeting,
2 points = sees how many Hit Points they have left,
3 points = sees how many EPs they have left,

4 points = sees how many Strength points they have, (not sure if this is useful)
5 points = sees how many Agility points they have, (not sure if this is useful)
6 points = sees how many Constitution points they have, (not sure if this is useful)
7 points = sees how many Intelligence points they have, (not sure if this is useful)
8 points = sees how many Wisdom points they have, (not sure if this is useful)

9 points = sees their max EPs,
10 points = sees their max HPs.
Command You call upon your pet or hire. You have limited command ability. A pet or hire will fight for you. See the *Pet and *Hire commands far below.

A pet is an animal. A pet costs 1 gold coin per round (to keep them feed, cleaned, etc.) Use the new *Pet command to call and command your pet.

A hire is humanoid, with their own weapons and gear. A Hire costs you 1 platinum coin per round. Use the new *Hire command to call and command your hire.

Fighter/MentalistEach ability has a 10 point maximum
Attention An attentive Fighter/Mentalist is a thing of beauty.

1 point = +2% to any other ability. If the other Dragon Spirit ability is already at (or now becomes) 100% then +2% to any attack damage (regular or dragon spirit).
...
10 points = +20% to any other ability. If the other Dragon Spirit ability is already at (or now becomes) 100% then +20% to any attack damage (regular or dragon spirit).
Subversion Do not cross a Fighter/Mentalist. It may be the last thing you ever do.

1 point = 5% chance for the other hostiles to turn their attack upon your attacker, for that round.
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10 points = 50% chance for the other hostiles to turn their attack upon your attacker, for that round.
Insight The insights of a Fighter/Mentalist is scary.

1 point = 10% chance to do 10x physical damage.
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10 points = 100% chance to do 10x physical damage.
Hope Hope allows you to achieve things you once thought was impossible.

1 point = 10% chance to do 100x damage when using a tier or discipline.
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10 points = 100% chance to do 100x tier/disc damage.
Courage You reduce the courage of NPCs in view. It takes the form of reducing NPC saving throws, stats, skills, and adds. The effects stack with other FMs and Mentalists, but the stacking is random so sometimes affects the same NPC and sometimes affects a different NPC. If any player character (PC) should die then the effects are broken on ALL NPCs, for as long as the PCs are dead. Once all of the PCs are risen we begin to whittle at the courage of the NPCs once again.

1 point = 1% reduction in saving throws, -1 in a random stat, -1 level in a random skill, and random -1 adds on a weapon or gear item's effectiveness. Duration is additive by 1 point * 1 round. #of NPCs that can be affected is times the point value. Examples: If one FM is in the party, then the effects only last for one round. If five FMs are in the party battling only 1 NPC in view, then the effects last for 5 rounds. However, if battling 5 NPCs in view, then the effects are 1-5 rounds depending on which NPCs were affected more than once.
2 points = another 1% reduction and doubles the duration. The FM can now affect a second NPC.
...
10 points = a total of 10% reduction in saving throws, -10 in a random stat, -10 level in a random skill, and -10 adds on an item. Lasts for up to 10 rounds. And up to 10 NPCs may be affected. Examples: A party of 10 FMs with 10 points battling 1 NPC means that NPC is going down fast. And versus 10 PCs then they are going down soon, but not right away.
Trickery You play tricks upon an NPC's peripheral vision. You do this by 0round summoning the weakest of creatures right next to the NPC (actually is on hex, but in principle it is to the right or left of him). The trick goes further. Whichever NPC should kill the creature will be fired upon, by you, with a random tier attack. The trickery goes further. If it was the target NPC who killed the creature then additional Dragon Spirit attacks will fire (see below).

1 point = fires a random tier upon the NPC who killed the creature. No Dragon Spirit attack (see more points that follow),
2 points = fires a random tier upon the NPC who killed the creature. Dragon Spirit "Subversion" will now fire at killer (if they are your original target),
3 points = fires a random tier upon the NPC who killed the creature. And if the killer is the original target, then the FM fires "Insight",
4 points = ... Hope ...,
5 points = ... Courage ...,
6 points = ... Attention applied to Subversion ...,
7 points = ... Attention applied to Insight ...,
8 points = ... Attention applied to Hope ...,
9 points = ... Attention applied to Courage ...
10 points = fires a random tier upon the NPC who killed the creature. If the NPC is the target and the FM has points in Attention, Subversion, Insight, Hope, and Courage then all of those fire on the NPC too. A nasty trick indeed!
Restoration In the field, you can now repair or make whole any gear item. Gear items (accessories) like amulets, sashes, earrings, ... Not gear items like armor. The Paladin does those. Brings the gear item's condition up to a new value called "Dragon's Spirit", which is above "Unearthly". The FM just needs to hold and work on it for a certain #of rounds. It not need be tied/attuned to him. He is also rumored to be able to create a gear items out of junk, but that his best work is made from special materials.

1 point = can take a broken gear Item and make it whole in one round. Improves the condition of an gear item by +1 every 10 rounds. Note that its condition is "Useless" that first round, but will improve each round held; up to the condition of Average (the FM is applying his mystical and arcane ways to its restoration).
...
10 points = can create a new gear Items out of raw materials or broken parts. The gear item is of condition of Dragon Spirit in one round. There is no stress to creating or repairing gear Items now.
Transform You can transform into 10 different animals. You can choose which animal spirit it will be, in a new *Transform command. (see the new "*Transform" command far below)
Ignorance Surely, there must be a way to reduce your ignorance of a specific NPC. So you extend your inner vision... ("Knowledge" window)

1 point = sees who the NPC is targeting,
2 points = sees how many Hit Points they have left,
3 points = sees how many EPs they have left,
4 points = sees which disciplines are available to them,
5 points = sees which tiers are available to them,
6 points = sees which physical or discipline attack they last used,
7 points = sees which attack tier they last used,
8 points = sees which assist tier they last used,
9 points = sees their max EPs,
10 points = sees their max HPs.
Command You call upon your pet or hire. You have limited command ability. A pet or hire will fight for you. See the *Pet and *Hire commands far below.

A pet is an animal. A pet costs 1 gold coin per round (to keep them feed, cleaned, etc.) Use the new *Pet command to call and command your pet.

A hire is humanoid, with their own weapons and gear. A Hire costs you 1 platinum coin per round. Use the new *Hire command to call and command your hire.

Martial ArtistEach ability has a 10 point maximum
Attention An attentive Martial Artist is a force of nature.

1 point = +3% to any other ability. If the other Dragon Spirit ability is already at (or now becomes) 100% then +3% to any attack damage (regular or dragon spirit).
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10 points = +30% to any other ability. If the other Dragon Spirit ability is already at (or now becomes) 100% then +30% to any attack damage (regular or dragon spirit).
Subversion Your are renown. NPCs will wait to see what you do.

1 point = 1 NPC will hesitate for 1 round, to see what the MA will do next. Once you do something, or they are attacked by another player, then their hesitation ends. The number of rounds they hesitate will scale by total subversion points applied. If there are other MAs in the party then their subversion points add to yours. The code checks every 100 rounds, divided by your points. Example: In a party of 5 MAs, each with 1 subversion point, then 5 NPCs will hesitate for 5 rounds, every 20 rounds.
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10 points = 10 NPCs hesitate for 10 rounds, every 10 rounds. Example: In a party of 10 MAs, each with 10 subversion points, then every NPC in view will is be subverted every round
Insight Your insights teach you how to reflect a physical force back upon your adversary.

1 point = 10% chance to reflect any incoming physical damage back onto the target, with the reflect value being 5% of the original attack,
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10pts = 100% chance to reflect 50% back.
Hope Your hopes are shared by every Martial Artist, that you will become more confident, unafraid, and able to end conflict with grace. This ability will raise your stat caps and skill potential by +10. Eventually leading to +10 in all stats and +10 to skill level. See Courage which is what actually raises the stats/skill to their new caps.

Point 1 = +10 to Agility cap,
Point 2 = +10 to Strength cap,
Point 3 = +10 to Constitution cap,
Point 4 = +10 to Willpower cap,
Point 5 = +10 to Attacks,
Point 6 = +10 to Luck cap,
Point 7 = +10 to Intelligence cap,
Point 8 = +10 to Wisdom cap,
Point 9 = +10 to Charisma cap,
Point 10 = +10 to your potential skill level.
Courage Each Courage point raises an your current stats and skill to their Dragon Spirit Hopes. Courage plus Hope, fulfills part of an MA's potential. The hope of every martial artist is to become more confident, unafraid, and able to end conflict with grace. See Hope which is what actually raises the stats/skill caps.

Point 1 = sets Agility to its hopeful cap,
Point 2 = sets Strength to its hopeful cap,
Point 3 = sets Constitution to its cap,
Point 4 = sets Willpower to its cap,
Point 5 = sets Attacks to its cap,
Point 6 = sets Luck to its cap,
Point 7 = sets Intelligence to its cap,
Point 8 = sets Wisdom to its cap,
Point 9 = sets Charisma to its cap,
Point 10 = sets effective Martial skill level to its cap.
Trickery You attempt to distract all NPCs by a ground stomp or hand clap. Each point can trick up to 10% of the NPCs in view.

1 point = 10% chance that all NPCs can be distracted. The percent chance is applied to each NPC individually, so some may make their saving throw while others do not. If they do not make their saving throw then they do nothing for 5 rounds.
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10 points = 100% chance that all NPCs can be distracted by a ground stomp or hand clap. If they do not make their saving throw then they do nothing for 5 rounds.
Restoration You can now restore hit points per round like no other. Each spirit point will regenerate your hits by 500/round.

1 point = 500/round,
2 points = 1000/round,
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10 points = 5000/round. Lets see them try and kill you now!
Transform You can transform into 10 different animals. You can choose which animal spirit it will be, in a new *Transform command. (see the new "*Transform" command far below)
Ignorance You apply a small force to the right place and you can control a mountain. This is knowledge only you have.

1 point = 10% chance to grab an NPC by it ear (including its meridian point). % chance increases by 10%, per Spirit point.
  • Ear message: "<player name> holds <NPC name> in place, by its ear."
  • If successful, the NPC must stay on hex and cannot target another player/pet/hire.
  • The NPC can no longer cast a discipline or tier, because of the pressure now blocking their energy flow.
  • Duration: 5 rounds (per successful grab). The time it takes for the NPC to break free.
  • DoT damage: 1000/round. It continues to increase by 1000/round for each Spirit point.
  • The NPC has lost its leverage, so their physical attacks are reduced to 5% against you.
  • After the ear, comes an attempt upon the nose (ear % / 2, so is 5% right now).
  • Nose message: "<player name> hold <NPC name> in place, by its nostrils."
  • Best case (ear + nose) is a DoT 1000 for 10 rounds.
  • Side Effect: If the NPC is held then your adds, attacks, and agility are each reduced by 5 (during the holding). Side effects lessen by 1, the more Spirit points you have.
2 points = 20% chance for the ear grab. 10% nose grab.
  • Best case (ear + nose) is a DoT 2000 for 10 rounds.
  • Side Effect: If successful then adds, attacks, and agility are reduced by 4, while the NPC is held.
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6 points = 60% chance for first ear. 30% nose grab.
  • Best case (ear + nose) is Dot 6000 for 10 rounds.
  • No more side effects.
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10 points = 100% ear grab. 50% nose grab.
  • Best case (ear + nose) is DoT 10000 for 10 rounds, with the NPC held in place for the entire time and NPC unable to attack anyone else.
Command You call upon your pet or hire. You have limited command ability. A pet or hire will fight for you. See the *Pet and *Hire commands far below.

A pet is an animal. A pet costs 1 gold coin per round (to keep them feed, cleaned, etc.) Use the new *Pet command to call and command your pet.

A hire is humanoid, with their own weapons and gear. A Hire costs you 1 platinum coin per round. Use the new *Hire command to call and command your hire.

MentalistEach ability has a 10 point maximum
Attention You control the attention of all.

1 point = #of fireworks that distract #of NPCs. The fireworks cause them to miss more often when attacking, occasionally they will miss a round, and reduces the amount of physical damage they can do. Example: 1 fireworks goes off in 1 NPC's eyes increasing their miss rate by 1%, their chance to miss a round by 1%, and reducing their damage output by 1%.
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10 points = 10 fireworks can flash in 10 NPC eyes. NPC miss rate is increase by 10%, chance to miss a round by 10%, and their damage output by 10%.
Subversion You subvert the vision of your enemies. Some see non-existent hostiles.

1 point = 5% chance for any hostiles to attack (physical, disc, and tier) a non-existent target.
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10 points = 50% chance for any hostiles to attack a non-existent target.
Insight Your insights into your tiers has improved.

1 point = 10% chance to do 3x tier damage.
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10 points = 100% chance to do 3x tier damage.
Hope You reduce the hopes of your enemies by using "shock and awe" tactics. As your earn more of the following points then their costs are reduced by 5% less per point earned. If the "Hope" ability is enabled by the player, then the following only execute when a hostile appears. Any defensive disc/tier is automatically recast when it runs down (unless you decide otherwise in the new ****Hope command; see those details far below).

1 point = attempts to cast the "Kelvinic Ceiling" tier at all NPCs,
2 points = attempts to cast the "Kelvinic Floor" tier at all NPCs,
3 points = attempts to cast 0round Primal versions of EnergyShield, Absorption, and Featherfall on every player, <casts discs as a fallback>,
4 points = attempts to cast 0round Primal versions of ProtFire, ProtIce, and Respirate on every player, <casts discs as a fallback>,
5 points = attempts to cast 0round Primal versions of EnergySiphon, followed by Deplete on every NPC, <casts disc versions as a fallback>,
6 points = attempts to cast the "Illumnic Hammer" tier at all NPCs,
7 points = attempts to cast the "Lightning of Constriction" tier at all NPCs,
8 points = attempts to cast the new "1." (see far below) "Primal Thunder Cap" tier,
9 points = attempts to cast the new "2." (see far below) "Primal Deluge" tier,
10 points = executes the *****Hope command can turn off all or some of the above automatic casts as well as give the Mentalist a way to control and add additional discs/tiers to the list of casts; all costs are 50% EPs.
Courage You reduce the courage of NPCs in view. It takes the form of reducing NPC saving throws, stats, skills, and adds. The effects stack with other FMs and Mentalists, but the stacking is random so sometimes affects the same NPC and sometimes affects a different NPC. If any player character (PC) should die then the effects are broken on ALL NPCs, for as long as the PCs are dead. Once all of the PCs are risen we begin to whittle at the courage of the NPCs once again.

1 point = 1% reduction in saving throws, -1 in a random stat, -1 level in a random skill, and random -1 adds on a weapon or gear item's effectiveness. Duration is additive by 1 point * 1 round. #of NPCs that can be affected is times the point value. Example: If one Mentalist is in the party, then the effects only last for one round. If five Mentalists are in the party battling only 1 NPC in view, then the effects last for 5 rounds. However, if battling 5 NPCs in view, then the effects are 1-5 rounds depending on which NPCs were affected more than once.
2 points = another 1% reduction and doubles the duration. The Mentalist can now affect a second NPC.
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10 points = a total of 10% reduction in saving throws, -10 in a random stat, -10 level in a random skill, and -10 adds on an item. Lasts for up to 10 rounds. And up to 10 NPCs may be affected. A party of 10 FMs with 10 points battling 1 NPC means that NPC is going down fast. And versus 10 PCs then they are going down soon, but not right away.
Trickery You trick some NPCs into not recognizing what is happening before them. Effectively, making them dream while awake; they "zone out".

1 point = 2% chance that all NPCs can mentally "zone out" because part of their mind goes to sleep. This is an attack upon the mind of each NPC individually, so some may make their saving throw while others do not. They do nothing for 8 rounds.
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10 points = 20% chance that all NPCs can be made to mentally "zone out".
Restoration In the field, you can now enhance any item (be it weapon, armor, accessory, ...) which is already of Dragon Spirit condition. See FM, Paladin, and Barbarian restorations.

1 point = Can enhance the item with Hit Point Regen. As the #of points is increased then the item is enhanced with more Hit Points, #of heals per round, and so on. Scales something like 100 HPs * #of points and heals every 10 / #of Points. Example: 1 point does 100 HPs every 10 rounds and 10 Spirit points does 1000 HPs every round,
2 points = the enhanced item can now regen your energy per round,
3 points = the enhanced item can now boosts your total hits and eps,
4 points = the enhanced item can now boost your constitution and strength,
5 points = the enhanced item can now boost your intelligence and wisdom,
6 points = the enhanced item can now boost your willpower and luck,
7 points = the enhanced item can now boost your charisma and attacks,
8 points = the enhanced item can now increase weapon adds,
9 points = the enhanced item can now increase armor adds,
10 points = the enhanced item now accept a random Dragon Spirit Tier upon it (weapon, armor, or items should allow any tier upon it).
Transform You can transform into 10 different animals. You can choose which animal spirit it will be, in a new *Transform command. (see the new "*Transform" command far below)
Ignorance Surely, there must be a way to reduce your ignorance of a specific NPC. So you extend your inner vision... ("Knowledge" window)

1 point = sees who the NPC is targeting,
2 points = sees how many Hit Points they have left,
3 points = sees how many EPs they have left,
4 points = sees which disciplines are available to them,
5 points = sees which tiers are available to them,
6 points = sees which physical or discipline attack they last used,
7 points = sees which attack tier they last used,
8 points = sees which assist tier they last used,
9 points = sees their max EPs,
10 points = sees their max HPs.
Command You call upon your pet or hire. You have limited command ability. A pet or hire will fight for you. See the *Pet and *Hire commands far below.

A pet is an animal. A pet costs 1 gold coin per round (to keep them feed, cleaned, etc.) Use the new *Pet command to call and command your pet.

A hire is humanoid, with their own weapons and gear. A Hire costs you 1 platinum coin per round. Use the new *Hire command to call and command your hire.

PaladinEach ability has a 10 point maximum
Attention Your attention pays off in the defense of your companions. You attempt to redirect the hostile action onto you or onto one of your enemies.

1 point = 5% chance to divert an attack (that is upon your comrade). 2% chance the attack will divert onto another hostile. 1% chance the attack will divert onto the paladin. Only works for physical attacks.
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10 points = 50% chance to divert an attack upon another party member. 20% chance the attack will divert onto another hostile. 10% chance the attack will divert onto the paladin.
Subversion Your aura now extends to the surrounding area and makes the undead no longer see the living as the enemy. Sometimes, you are able to also turn evil's eye from your party.

1 point = The hostility flag of the undead/evil can be temporarily turned off. The undead are check first and get no saving throw, but the evil NPCs do. However, the evil NPCs will eventually be subverted as your points grow. The more Paladins in a party the more points available. Hordes: If anyone attacks any one of the subverted then they all turn hostile at once!
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10 points = Up to 10 undead/evil are subverted when they come into view. So, a Paladin (or party of Paladins) with 10 points each can move through Refuge, turning most of the undead and evil they encounter to white hats.
Insight Your insights into armor and weapons allow you to use tactics which take advantage of openings others do not see.

1 point = 10% chance to bypass both the armor and weapon blocks of the target and deal 5x damage.
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10 points = 100% chance to bypass both armor and weapon blocks and deal 5x damage directly upon the flesh.
Hope Your hope is to fight for what is right, to vanquish evil, and to protect the innocent with humility. Those hopes permeate your thoughts and body, effectively raising your skills and willpower. Dragon Spirit Hope operates similar to weapon specializations.

Point 1 = +1 to all skills and +1 to Willpower,
Point 2 = adds another +1 to all skills and +1 to Willpower,
...
Point 10 = has increased all of your effective skills by +10 and your Willpower by +10.
Courage Your courage defines you. Along with your Dragon Spirit of Hope (see above) you have the will of steel, the courage of a Dragon, and can resist any evil influence.

1 point = increase your willpower by 2 and saving throws by 50%.
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10 points = has increased your willpower by 20 and saving throws by 500%.
Trickery You trick and guide your enemies into positions and attacks advantageous to you.

1 point = The hit point damage that would have been applied to the Paladin, will instead be applied to another NPC. They have guide-deflected an incoming attack onto another NPC. Only works for physical attacks.
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10 points = up to 10 attacks may be guide-deflected, in one round. It can be 10 attacks from the same NPC (if they can do that in one round) or 1 from 10 different NPCs.
Restoration In the field, you can repair any armor. You can bring its condition up to a new value called "Dragon's Spirit", which is above "Unearthly". You just need to hold and work on it for a certain #of rounds. It need not be attuned to you. There are rumors that you can make armor out of junk, but that your best work is made from arcane materials.

1 point = can take broken armor and make it whole in one round. Improves the condition of any armor by +1 every 10 rounds. Note that its condition is "Useless" in that first round, but will improve until it reaches the condition of Average,
2 points = Can work on two pieces of armor at the same time and can take them to the condition of Above Average,
3 points = +2 to each armor's condition each round and can take them to Fine,
4 points = +3 to each armor's condition each round and can take them to Very Fine,
5 points = +4 to each armor's condition each round and can take them to Exceptional,
6 points = +5 to each armor's condition each round and can take them to Unearthly,
7 points = It takes 100 rounds to go from Unearthly to Dragon Spirit. If the condition of the armor is Unearthly, then improving it will age you and do damage for 1000 hit points per round,
8 points = It takes 50 rounds to go from Unearthly to Dragon Spirit. It does not age you as much and does 500 hits points damage each round,
9 points = it takes 25 rounds to improve to Dragon Spirit. It only slightly ages you and does no damage per round.
10 points = can repair any armor. Can create new armor out of raw materials or broken parts. The armor is of condition of Dragon Spirit in one round (whether repaired or created). There is no stress to creating or repairing armor now.
Transform You can transform into 10 different animals. You can choose which animal spirit it will be, in a new *Transform command. (see the new "*Transform" command far below)
Ignorance There is only your way. However, your ignorance may be showing. You raise your visor and focus upon a specific NPC... ("Knowledge" window)

1 point = sees who the NPC is targeting,
2 points = sees how many Hit Points they have left,
3 points = sees their skill levels,

4 points = sees what tactics are at their disposal, (I do not know if the game mechanics support this kind of information)
5 points = sees what strategies are at their disposal, (I do not know if the game mechanics support this kind of information)
6 points = sees which tactics they are currently using, (I do not know if the game mechanics support this kind of information)
7 points = sees which strategies they are currently using, (I do not know if the game mechanics support this kind of information)
8 points = sees any special abilities unknown to player classes, (I do not know if the game mechanics support this kind of information)

9 points = sees their armor classes,
10 points = sees their max HPs.
Command You call upon your pet or hire. You have limited command ability. A pet or hire will fight for you. See the *Pet and *Hire commands far below.

A pet is an animal. A pet costs 1 gold coin per round (to keep them feed, cleaned, etc.) Use the new *Pet command to call and command your pet.

A hire is humanoid, with their own weapons and gear. A Hire costs you 1 platinum coin per round. Use the new *Hire command to call and command your hire.

ThiefEach ability has a 10 point maximum
Attention Your attention slows down time and increases the number and accuracy of your attacks.

1 point = accuracy increases,
2 points = auto faces for optimum attack,
3 points = #of attacks per round is increased by 50%,
4 points = #of attacks per round is increased by another 50%,
5 points = he is boosted by the new tier **Primal Aid,
6 points = #of attacks per round is increased by 50%,
7 points = he is boosted by the new tier ***Primal Clarity,
8 points = 5% of the time he will attempt a kicking trip to his target (a successful trip will land the NPC prone for 1 round and any attack upon the prone NPC by another player will produce 2x damage; however, the thief will do 5x damage),
9 points = 10% of the time he will attempt a kicking trip to his target (a successful trip will prone the NPC for 2 rounds, where other Player attacks do 3x damage and the thief's does 10x),
10 points = 15% attempt a kicking trip (a success will prone an NPC for 3 rounds. Other Player attacks now do 4x damage and the thief's does 20x)
Subversion You somehow subvert the desire to live in one enemy. Or is it something less arcane than that? You do not speak of it, so it remains a mystery.

1 point = 5% chance for the target of your attack to turn their weapon upon themselves for that round.
...
10 points = 50% chance for the target of your attack to turn their weapon upon themselves for that round.
Insight Thieves have a 6th sense about finding things. They can find vulnerabilities in an NPCs armor as well as finding an item on the map. As far as finding map items, see the new "*Primal Reveal" tier (far below).

1 point = 5% chance that any of the thief's attacks will be of backstab value.
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10 points = 50% chance to do backstab damage. Also, executes the new ****Insight command, which can bubble up certain items that are on the ground. No need to search every hex. (see far below, for details on the command and how the new *Primal Reveal tier works).
Hope You hope that you land a truly massive excellent backstab. And if some coins or a hidden item happens to fall from the target's pocket into your sack then all the better.

1 point = every attack (including tiers like Blade of Deceit) has a 50% chance to land a maximum backstab,
2 points = Executes a free **Primal Mug from now on (in every round),
3 points = every attack has a 75% chance to land a max bs,
4 points = every attack is now a backstab,
5 points = weapons in the left hand will now automatically have a 25% chance to attack too,
6 points = left hand chance increases by another 25%,
7 points = left hand increases by another 25% chance,
8 points = left hand increases to 100% chance too,
9 points = backstabs will now cut container straps (all sack, pouch, or belt items will drop to the ground),
10 points = backstabs will now cut armor straps (armor begins to drop to the ground)
Courage You can now hide in plain sight. With this Ability on, you can be unhidden and cannot be attacked; not even by a Lair Boss! However, you cannot attack anyone either.

The ability is automatically disabled when joining a party and cannot be turned back on while partied. When the ability changes state (to disabled or to enabled) then all of your DoTs, Subversion effects, etc. stop; and are flushed. As long as the Ability is turned on (even with just 1 point), then the server will ignore any directly hostile actions from the thief.

A thief can still die by the triggering of a map trap (door, chest, ...) or by any another map effect (water, fire, ...). Note: NPCs in range of a map trap going off are obviously attacked, but not directly from the thief (the Thief earns no XP) so that is fine.

1 point = This turns on the benefits of the ability. It requires "Courage" be enabled in the "Dragon Spirit Abilities" window,
2 points = The thief can lay some traps, without breaking the rules of the effect. However, the traps will not activate, until the thief disables "Courage". The total #of traps that can be set are: 10 * (point value - 1). So, for these 2 points you may set up to 10 traps.
3 points = Up to a total of 20 traps may be set.
...
10 points = Up to a total of 90 traps may be set. Can 90 traps going off at once finally kill some IR NPCs? I hope so!
Trickery You are a shady character. How are you attacking so many NPCs in one round? Did you set some traps, are there other thieves in hiding assisting you, or are you over-hasted? You are not telling? Well, fine!

1 point = the number of additional NPCs that will be attacked.
...
If there are 10 hostiles present then your 10 Dragon Spirit points will auto-attack a total of 10 hostiles.
Restoration You will never be seen when in the open, unless you wish it. You strike from the shadows and open spaces in ways that confound your enemies.

1 point = if is unhidden, then will attempt to 0round Hide (a new Primal Hide tier too?),
2 points = if unhidden, then will cast 0round Darkness followed by 0round Hide,
3 points = if unhidden, then will cast 0round Darkness followed by 0round Infravision followed by 0round Hide,
4 points = same as 3 but now casts the new tier ***Primal Camouflage
5 points = same as 4 but now confounds his enemies using a new tier called ****Primal Entangement,
6 points = same as 5 but now attacks using a new tier called *****Primal Constrictions,
7 points = same as 6 but adds "Cloaks" to his attacks (see *****Primal Constrictions far below),
8 points = same as 7 but adds "Sashes",
9 points = same as 8 but adds "Amulets",
10 points = same as 9 but adds "Body" to his attacks
Transform You can transform into 10 different animals. You can choose which animal spirit it will be, in a new *Transform command. (see the new "*Transform" command far below)
Ignorance You can now plant a trap upon the body of an NPC. The trap moves with the NPC and they are ignorant of it.

Traps do more damage when planted on an NPC's body. Each point multiplies the damage by 10x-100x. The thief can attach only 1 trap per NPC and has a 100% success rate if the NPC is on hex. If the NPC is not on hex then the %chance goes down by 25% per hex away. So, 1 hex away is 75%, 2 away is 50%, 3 away is 25%, and 4+ away is 0%. They do not move to the target. Instead they use some arcane distance traveling secret.

1 point = 10x-100x,
2 points = 20x-200x,
...
10 points = 100x-1000x.
Command You call upon your pet or hire. You have limited command ability. A pet or hire will fight for you. See the *Pet and *Hire commands far below.

A pet is an animal. A pet costs 1 gold coin per round (to keep them feed, cleaned, etc.) Use the new *Pet command to call and command your pet.

A hire is humanoid, with their own weapons and gear. A Hire costs you 1 platinum coin per round. Use the new *Hire command to call and command your hire.

Most of the above abilities scale flatly. Namely, 10 points is simply 1 point applied 10 times. There are a handful of exceptions to this and should have been noticeable. The abilities are applied in order because the early ones can make improvements to the later ones. So, first is Attention, then Subversion, followed by Insight, and down the line.

* Primal Health = a new Healer tier where EPs cost is by the number of hits restored (1 EPs heals 100 HPs?) and always is for total healing.
Always give the maximum heal of available EPs (Example: 11 EPs and target needs 1234 HPs healed, then EPs goes to 0 and healing of 1100 occurs). There is no maximum number of hits that get healed, as long as the Healer has the EPs available. Stress is low.

** Primal Calm = a new Healer tier where all NPCs will stop moving, attacking, or anything else for a few rounds. Stress is medium.

*** Primal Charm = a new Healer tier where all NPCs will stop moving, attacking, or anything else for many rounds. Stress is moderate. Can command the NPCs during this period.

****Restoration command = a new Healer command. A way for the healer to form many "restorative" disciplines and tiers upon all party members, once they have 10 points in the Dragon Spirit ability of Restoration. Some optional keywords:
  • help {when placed anywhere in your Restoration command, the parser will spit out a report (without actually forming the tiers/discs). Can also use help from the command line directly, to list all keywords (and a couple examples).}
  • explicitly {required; to turn off the automatic application of points 1-9. If not used then all Spirit Points are applied automatically.},
  • uses | form | forms {optional; just helps with readability},
  • when EPs are available {required; to turn off the automatic formation of a tier/disc without consideration of your EPs},
  • in the presence of hostiles {required; to turn off automatic application when no NPCs are in view},
  • and | , {required; when you want to apply more than one above options},
  • end {optional}, ...

Restoration Example: "Restoration explicitly uses PowerWord Heal in the presence of hostiles, form AutoHeal when EPs are available, forms Aid, ..., end". Note that EPs cost may be 50%, but aging still applies for each disc/tier cast.

*****PrimalWord = Has three versions just like its cousin PowerWord. PrimalWord (PW) Heal will deliver 10-100x what the PWH (PowerWord Heal) discipline does. "PW Stun" attempts to do "Primal Stun" on each NPC. "PrimalWord Death" then deliver 10-100x what PowerWord Death" does.

*Primal Reveal = a new Thief tier where the thief can call out (highlight) specific game items on the map. Allows the player to ignore map trash completely (only seeing what they are looking for) or to continue to see trash (but with the items they are looking for on top). Format: PrimalReveal {only | [any]} {item type | item ID}, {item type | item ID} ... Example: "PrimalReveal [any] fullplate, *30876, bottles" will show normal treasure on map hexes but will bubble up 3 type of items as the top images. Example: "PrimalReveal only fullplate, *30876, bottles" will show no trash or item images, except for 3 item types specified.

**Primal Mug = a new Thief tier where the thief can now mug when his hands are full. If his sack is full the item hits the ground. If his sack cannot take more gold coins then those hit the ground. At higher skill he can mug multiple items at the same time.

***Primal Camouflage = a new Thief tier where the thief can now hide out in the open as long as he is stationary or moving slowly (only one hex at a time.

****Primal Entanglement = a new Thief tier that allows the thief to cause certain NPC gear to keep getting in the way. Randomly reduces movement rate, attack numbers, adds/defenses, and speed of all NPCs in view. No one know how the Thief does it, but they are able to get certain NPC gear to keep getting in the way of NPCs movements, defenses, and attacks. Messages like "<npc name>'s cloak moves in a way that reduces their stroke", "<npc name>'s sash entangles their block for a moment", etc. The duration of the tier is 10-100 rounds.

*****Primal Constriction = a new Thief tier that allows certain of an NPC's gear to entangle and constrict to the point of terrible damage. The NPCs own strength, agility, and number of attacks ends up their worse enemy. The stronger they are the more damage they do to themselves and their gear. The more agile they are the slower their movements become. The higher their number of attacks the more they struggle and end up hurting themselves and gear further. When the tier takes no parameters it randomizes the item that constricts the NPC. However, the thief may use one of a few parameters to further the impact of constriction and cause a targeted item to take damage as well (until it finally breaks and drops to the ground). Optional Parameters: cloaks, sashes, amulets, and body. Only one item can be specified at a time. If the NPC is wearing a droppable gear item specified then the damage to the NPC and item is increased. If the NPC is not wearing a droppable gear item specified then the damage is normal to its type and the tier. Example: Primal Constriction [by] Cloaks. The "body" parameter is the nastiest since it causes the NPC's own body parts to grow/shrink in size so that their armor/gear no longer fits so well and worse still causes their blood flow to reduce, so that they take damage by the self constriction of the flesh itself or by the constriction of the item around their body parts or by both. The duration of the tier is 10-100 rounds.

****Insight command = a new Thief command that allows the player to state explicitly which items they are looking for. The client/server will show those items at the top of the heap (on the map). So, if looking for a "SK Shortbow" (or its item code ID "*30876") then that graphic will show as "on top" of any other map graphic. The command (for now) only supports parameters to the new "*Primal Reveal" tier. The keywords "is for items" is optional and the default. This will show the map as it currently is (generic treasure image with one or two items on top). However, if the keyword "only" is used then no other map treasure images will show except for the called out items. Example: Lets say someone died somewhere, but cannot remember exactly where that was. Then you can set up your insights either of two ways: "Insight [is for items] *30876", fullplate". Which will continue to show a generic treasure image for most hexes, but now ensures that only Shortbows and Fullplate Armors images will show as top items. Or you can set your Insight more narrowly: "Insight only *30876", fullplate". Which will not show the generic treasure image, but only images which have a Shortbow or Fullplate Armor on them.

Trap: (see Thief's "Ignorance" Dragon Spirit Ability above for usage) Add three new parameters to the "Trap" command.
  1. Delay = {#of rounds | 5 (the default value)} It is like a fuse on a bomb. Example: trap (sets the trap on hex for the default delay time). Example: trap N delay=15 (sets the trap one hex north, which will auto-activate in 15 rounds), Example: trap <power> N carrying <item> delay=10 (activates in 10 rounds, unless it was already triggered because an NPC/PC carrying the item).
  2. At {NPC id# | NPC name}. Example: trap at #1234567890 (ONLY A THIEF CAN SET BODY TRAPS: sets a trap on the body of an NPC, which will auto-activate when its timer hits 0.).
  3. Activate: This will activate any traps with a Delay count that is still counting down. Example sets two type of traps, each with a different delay count, but activates them at the same time[/b]: trap delay=500 and trap delay=100 at Dragon and 20 rounds later type "trap activate" (will activate both the ground and body traps).
**Primal Aid = a new Healer tier that can auto launch on a thief. A super version of the Aid discipline (and?).

***Primal Clarity = a new FM tier that can auto launch on a thief. An advanced version of Discerning Eye tier (and?).

****Hope command = a new Mentalist command that states explicitly which disc/tier will be cast and why. A way for the mentalist to mix many disciplines and tiers together, applying some upon all party members and others upon all hostile NPCs, once they have 10 points in the Dragon Spirit ability of Hope. Some optional keywords: help {required when running the parser in debug mode or for command line help}, explicitly {required, when turning off points the automatic application of points 1-9}, for {is optional}, when eps available {is optional}, when hostiles appear {or the shorthand version, npcs}, and|, {required, when more than one option will be applied}, end {is optional}, ... Example: Hope explicitly for energyshield, absorption, Advance Denial when eps available and npcs, Anarchy when hostiles appear. Note that EPs cost and aging is 50% of normal.

*Transform command = a new command open to all classes. They can transform into 1 of 10 different animals. They do so, so that they can take advantage of a strange new medium (see Incubators further below). They fight as the normal character, but have some extra abilities that are unique to that animal form. Gryphons fly, Dolphins swim, etc. Yes, you can finally fly in Drakkar! Hopefully, these forms will also allow you to travel to new future lands that cannot be gotten to by current portal technology. The player creates a list of their animal spirits in a new *Transform command (use the "set" keyword), use the "list" keyword to see the list, specifies which one they wish to use by number or by name (number takes precedence), and can test them to make sure they all work using the "test" keyword (changing form every 5 seconds). Format: Transform {set|list|test|#} [into] {name} {list of 10 animal names} Example: Transform set Dragon, Griffon, Sea Serpent, Yeti, Salamander, Frog, Beholder, Wyrm, Dog, Cat. Example: Transform list (lists them all). Example: Transform test (cycles through the list; if one fails then you revert to normal form and a text message displays the offending text in a pop-up and continues on and displays a pop-up "Completed".) Example: Transform 5 (will attempt to transform into the 5th animal in the list) Example: Transform into Dog (will attempt to find the name of the animal in your list and transform into that one). Display a pop-up message when fails to find the index number or name of animal. NOTE: When in Primal Form or Dark Knowledge Form you get the advantages of Dragons for that medium.

*Pet command = a new command open to all classes. You may only have one pet called to you at a time. The pet will only attack an NPC if it or you are attacked. If the pet dies or chases an NPC off screen you must call it again. If it makes sense, make the pet a duplicate of your experience and skills. Format: Pet {type|call|dismiss}. Type = name of the animal (Ex: wolf). Call = brings the pet to your hex. Dismiss=Allow them to leave. Logging/Noding dismisses the pet.

*Hire command = a new command open to all classes. You may only have one hire called to you at a time. The hire will only attack an NPC if it or you are attacked. If the hire dies you must call it again. The Hire is a duplicate of your experience, skills (your best skill level is duplicated across all of its skills), weapons, and gear. The Hire can be of a different class than you. The Hire cost is a flat rate per round. Payment is 1 platinum and is taken from your sack each round. Format: Hire {type|call|dismiss} (see *Pet command for meaning of keywords.) Type = Barb|Healer|FM|MA|Ment|Paladin|Thief.

Upon the death of the dragon some of its essence enters you. You earn 1 point per kill of a Refuge lair Dragon (not the wandering Dragon). You spend the points at the end of the hunt (see Coro lair for example). Each person in the party earns a point per the rules of Drakkar.

All abilities stack. That should be obvious, but I thought I should state it explicitly. Also, I have refrained from mentioning how players currently play their toons and how those existing abilities/discs/tiers dovetail the Dragon Spirit Abilities. I wanted to leave some discovery and experimentation. But if one of the abilities seems too weak or too strong then I will reply to comments that either demonstrate how that is not the case or fix the problem or replace the ability with something more reasonable.

If you can do 10 lair dragons then you earn an additional line in your character's description: "<player name> is permeated by the spirit of the Dragon." This is an ego booster, knowing that if someone looks at you then they will see this special message. In fact, Drakkar might want to make this message pop up instead - so that it is in the viewer's face - just how amazing your character is. Could also add this pop up when they right click on your character, to see what you are wearing.

If you can do 100 lair dragons then a Dragon Spirit Manifestation (see Primal Form and Dark Knowledge) replaces your normal character's icon, which can be turned on/off by the player. Maybe a quirk that is called "Manifestations of the Dragon's Spirit"? Turning it on does something beyond me and I hope will look extremely cool. And note that all the above abilities could be listed under a new Quirk window tab, which includes the "Manifestations of the Dragon's Spirit" quirk. I just see these abilities to be much more that Quirks is all.

Each ability can be toggled on or off by the player.

Please note that if the Refuge lair Dragons (not the wandering one) have these abilities inherent to them then they will be very nasty customers to kill. Thankfully they do not band together or they would be impossible to kill.

Incubators/Hatcheries should exist for two reasons: Single players need a way to advance (in the spirit of the original Nork lairs). And parties of the strongest players may not be able to initially take down a Dragon. And they also, may need a leg up. More on this below.

A new Quester should sit just outside the Dragon lair and ask for your help. Lets call him the "Crusader" for now. He has locked the Dragon in and you use him to enter their Incubators. He will tell you of his failure to kill the dragons, and even their offspring are beyond him and his brethren now; he and they have been permanently maimed from trying (they have been eaten so many times that they are all like Level 60). He needs your help and if you agree to aid him, he will lead you to this Lair's Incubator to kill the foul progeny. He will sit inside the Incubator with you until you are ready to leave. His fellow crusaders also guard the entrance to each of the other Incubators. A lot of story can go here, especially since he knows how to make Dragon weapons and armors from pieces of the corpses. How they figured this out is a sad but triumphant story that can be fleshed out later. Maybe the dragons are related to Coro, to explain why the Hatchlings exist where they do (and maybe the lairs too, but I died too quick to notice), and the potential for more cool backstory.

The Hatchlings are no push overs. A single 99/42 player of any class should be able to do it in 20 minutes (once you know how to beat the Hatchling!). An equal party of 4 members should be able to do it in 5 minutes (again once you have figured out how!). Hatchlings only give 1/100 of a point, so you must do 100 to get a single point. And 10,000 hatchling to earn all points, if you should not take on a full size lair Dragon before maxxing out. Giving the corpse to the Crusader will earn you a small part toward a new armor/weapon that will eventually help you survive the Hatchling and eventually the lair Dragon. A single Lair Dragon corpse, turned into the same Quester rewards you with a large part toward a new armor/weapon (or may even the completed part - I dunno). The Hatchling's small parts build toward the Spirit Armor/Weapon of Essence 1, the large Lair Dragon parts build toward the Spirit Armor/Weapon of Essence 2. Each lair and incubator allows you to gain different gear and weapons that together allow you to contain the "Manifestation of the Dragon Spirit" once it is turned on. This might be too restrictive, but there it is.

Incubators: A place where a Dragon egg incubates until it hatches. The eggs are massive and therefore the baby Dragons are likewise huge upon emergence; and they are very hungry! I don't know how many Dragon lairs there are in IR, but here are twelve ideas for each of their Lairs/Hatcheries. Each presents its own challenges:
  • In the Clouds - The Hatchling does "Primal Thunder Clap" (see new FM/Ment tiers below) as well as physical attacks,
  • In the Clouds - The Hatchling does "Primal Lightning" - an existing tier (boosted to do damage to weapons/armor) and physical attacks,
  • In the Clouds - The Hatchling does "Primal Deluge" (see new FM/Ment tiers below)) as well as physical attacks,
  • In the Clouds - The Hatchling does "Storms of the Air" (see new FM/Ment tiers below) with the rare physical attack,
  • In the Air - The Hatchling does "Primal Gale" (see new FM/Ment tiers below)) with the rare physical attack,
  • Mountain Top with Pools - The Hatchling does "Primal Fog of Blindness" (see new FM/Ment tiers below) and physical attacks,
  • Fire Plane - The Hatchling does "Primal Fire" - an existing tier but is slightly modified to target your weapons and gear. The weapons and gear will do DoT damage to you because they get so hot. Your gear takes serious damage from being ignited again and again. The Hatchling does physical attacks too,
  • Glacier - The Hatchling does "Primal Ice" - an existing tier but is slightly modified to target your weapons and gear. The weapons and gear will do DoT damage to you because they get so cold. Your gear takes serious damage from being frozen again and again. The Hatchling does physical attacks too,
  • In The Mud (up to your neck in it now!) - The Hatchling does "Mud Bath" (a new NPC only tier) which reduces all movement rates, reduces any non-amphibian type NPC's physical damage, and nullifies the formation of disciplines and tiers. Hatchling does physical attacks too. Oh my!,
  • The Blackness of Space - An area of 5x5 (the total viewport). In the center is a giant egg which begins to crack open and a Hatchling emerges - the battle is in an area and of a strategy we have not seen in Drakkar. (see new FM/Ment tiers below, for the details) The Hatchling does energy attacks, does not move, and will apply a crushing physical attack if you get too close. Holy moly!,
  • SDC Type Forest - It is the forest which casts the new "Primal Planter" (see new FM/Ment tiers below) tier, not the Hatchling! The Hatchling does only physical damage. What the .... ?!,
  • Under the Ocean - The Hatchling forms "Primals of the Deep" (see new FM/Ment tiers below) to populate the waters. Weapon/tier/disc damage is greatly reduced - as is movement rate, like you would expect when fighting under water. The Hatchling rarely does any physical attacks (unless you come too close). It leaves that to the monsters it summoned at the beginning of the encounter. Beware!.
New FM/Mentalist tiers, as spelled out in the Incubators above (not sure if some are only for a Ment or only a FM):
  1. Primal Thunder Clap - a new tier that knocks the target about and does serious sound damage (with the chance of producing fractures in a player's weapon and armor, thus reducing it effectiveness until repaired),
  2. Primal Deluge - a new area tier that makes keeping your footing difficult, as well as slowing all movement rates when on land. It does water damage (occasionally encumbers the player from the soakings),
  3. Storms of the Air - a combination of Thunder, Lightning, and Deluge,
  4. Primal Gale - a 5x5 wind so strong it makes it hard to approach a target and fight close range. Can occasional blind most NPCs/Players for one round (round after random round) from the dust kicked up and does minor damage from all the debris in the wind. Ranged weapons are useless as are some disciplines and tiers. Enjoy!,
  5. Primal Fog of Blindness - a blinding fog that also does acid damage (can damage weapons/armor too),
  6. The Blackness of Space - a new Mentalist only DoT tier that can form a 3x3 area (9 hexes in total) and does progressively harsher suffocating damage each round until it finally ends. Some disciplines and tiers will not work there. When it that space you cannot move directly. However, each time you are attacked or do a physical attack you slowly float away from the target and spin to face a random direction. Enough said!,
  7. Primal Planter - a new tier which will summon plants as seen in the SDC Betrayer area - as well as some new ones like *Dripping Vines, ..., Takes 5k(?) EPs to summon one plant.
  8. Primals of the Deep - a new Mentalist tier which can summon a monster from the deep ocean [not yet seen in Drakkar]. Giant Squid, Jaekelopterus, Liopleurodon, etc. Takes 50k(?) EPs to summon one monster.
*Dripping Vines: A new Refuge NPC, whose thorns are poisonous (DoT) and paralyzing (10 rounds unless nullified by a Healer or by your saving throw that round) as well as oozing acid (DoT that can also damage your gear) while constricting you to its hex with tighter squeezing (DoT that can also damage your gear).

For a bit of stressful fun, the quest calculates when it starts: Does its mama lair Dragon show up during the battle? It should have a 1% chance * #of players of show up at some point during the battle. If she shows up, you have 10 seconds to leave - she is building her rage and will then attack - and the mother Dragon once enraged will enrage more (the longer you stay). Note: The hatchling will not strip you, so that you have time to leave with your dead and their dropped items - in case she shows up. However, the mother will strip you!
Last edited by curiousredmonkey on Sat Jul 29, 2017 9:28 pm, edited 23 times in total.

Brad
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Re: What is the "Invader's Refuge"?

Post by Brad »

Wow!

Thanks for the detailed layout!

Lots of fun stuff here!

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