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1996-08-26
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About this Manual
It is the nature of Drakkar that it is constantly changing. There may
be changes and additions that this manual does not reflect. But that
too is Drakkar, a world to experience and explore.
The section entitled "A Walk Through Nork" is essentially the
tutorial for playing this game. For a basic 'how to' introduction to
the game, read the Drakkar QuickStart Manual available through
the Help toolbar in the Drakkar Conference Rooms.
Table of Contents
ABOUT THIS MANUAL 1
TABLE OF CONTENTS 2
INTRODUCTION 7
THE KINGDOM OF DRAKKAR 7
WHAT IS MPG-NET? 8
LAWS OF THE LAND 9
GETTING HELP 9
SYSTEM ACCESS SOFTWARE 10
THE MPG-NET SYSTEM ACCESS SOFTWARE (SAS) 10
LOGGING ON FOR THE FIRST TIME 10
CREATING AND PLAYING THE GAME 10
THE CONFERENCE ROOMS 11
THE HISTORY OF THE KINGDOM OF DRAKKAR 14
TOWN OF NORK 14
PROVINCE OF MAELING 15
VOLCANO TOWN 16
CITY-STATE OF FRORE 16
CHARACTERS IN DRAKKAR 18
WHAT ARE CHARACTERS? 18
CREATING A CHARACTER 19
Races in Drakkar 19
THE CHARACTER ROLLER 20
Attribute List 21
Alignment 23
After Creating a Character 23
If you already have Created a Character 24
THE GAME SCREEN 25
MANUAL AND GAME CONVENTIONS 25
Menu bar 26
Terrain Window 27
Experience Points Display 28
Command Line 28
Command Buffer 29
Health Points Display 29
Round timer 29
Energy Points Display 29
Sack, Pouch and Belt Buttons 30
Attack Command buttons 31
Initiate Attack button 31
Right and Left hands 31
Face 31
Form Disciplines and Disciplines Buttons 31
Initiate Action and Action Commands 32
Encumbrance 32
Ground button 32
Drop Twig button 32
Drink Bottle button 32
Inventory, Disciplines and Ground Button 32
Narrative window 33
Identity (ID) box 33
A WALK THROUGH NORK 35
MOVING AROUND IN THE GAME 36
TAKING A LOOK AROUND 36
To look at an item on the ground 36
To take items from the ground 37
To look at an item in your hand 37
To look at yourself 37
To look at others 38
To look in a direction 38
To look at scrolls 38
OTHER CHARACTERS AND CREATURES 39
Hostile and Non-Hostile Creatures 39
COMMUNICATING WITH OTHER CHARACTERS 40
To talk to other player characters 40
To address an individual player 40
To Greet an individual player 40
To Hug a character or player 41
To shout 41
OPENING AND CLOSING DOORS 41
SHOPS AND TRAINERS 42
The Bank of Nork, West 42
The Tanner 43
The Fighter Trainer 43
Alchemist Shop 45
To drink an IH or health pot 46
To buy a potion (or any item from a shopkeeper): 46
The Last Chance Saloon 46
To sell your treasures for gold 47
To have an item appraised 47
The Market 48
Scroll Vendors 48
To buy a scroll: 48
To make Succor twigs 49
Steel Flower Pub 50
Lockers 50
Thieves' Guild 51
OTHER SHOPS 52
The Weapons Shop and the Armor Shop 52
Martial Arts Trainer 52
Mentalist Trainer 52
Healer Trainer 53
Portal to Maeling 53
The Gambler 54
Warehouse 54
Jeweler 54
PREPARING TO ADVENTURE BENEATH NORK 56
CHOOSING PROFESSIONS 56
ARMOR, PROTECTIVE GEAR AND JEWELRY 57
To see what you are wearing 57
To wear gear or jewelry 57
More on wearing items 59
Tied or Attuned Items 59
Sensing Items 59
WEAPONS 60
General Weapon List 61
Weapon Skill Categories 61
HEALTH POTIONS 63
TWIGS 64
PROFESSIONS 65
FIGHTERS 65
MARTIAL ARTISTS 66
MENTALISTS 66
HEALERS 67
BARBARIANS 67
THIEVES 68
Other Classes 69
ADVENTURING IN NORK -1 70
To descend (or ascend) stairs 70
FACING THE ENEMY 70
To attack a hostile creature 70
Why am I in the middle of a dust cloud? 71
SEARCHING A CORPSE 71
To search a corpse 71
To take an item from a corpse pile 72
To take multiple items of the same type 72
I THINK I'M ABOUT TO DIE 72
Run Away 73
Health Potions 73
Kill that Critter! 73
Twigging 73
BEING DEAD, THAT CAN'T BE DONE...... 73
RETURNING FROM THE DEAD 74
CritCure 74
GET TAKEN TO A HEALER TRAINER 74
Restore 74
Recall 74
MORE ON COMBAT 75
Rest 75
CREATURES IN DRAKKAR 76
DEVELOPING YOUR CHARACTER(S) 80
EXPERIENCE POINTS (XPS) 81
REST 81
Healing 81
Advancing in Experience Levels 82
SKILLS 82
SKILL LEVELS 82
Weapons Skill Levels 82
Healing Skill Levels 83
Martial Arts Skill Levels 84
Mentalist Skill Levels 85
Thieving Skill Levels 85
Developing Your Character...A Final Word 86
TRAINING 87
Skill Training 87
Class Training 88
DEATH PILES, GETTING EATEN
AND GETTING STRIPPED 88
QUESTS 88
Talking to NPCs 89
MACROS 89
Creating your own Macros. 90
MORE ON GAME PLAY 94
ADVENTURING IN A PARTY 94
AGING 95
REROLLING YOUR CHARACTER 95
Major and Minor Constitution Bottles 96
PROFESSIONAL DEVELOPMENT 97
Psionic Disciplines 97
Psionic Energy 97
Forming Disciplines 97
Discipline Costs 98
HEALER SKILL LEVEL GAINS 99
MENTALIST SKILL LEVEL GAINS 100
BARBARIAN EXPERIENCE LEVEL GAINS 101
MARTIAL ARTISTS SKILL GAINS 103
PALADIN SKILL GAINS 106
THIEF SKILL GAINS 110
COMMANDS SUMMARY 115
COMMAND LIST 115
DISCIPLINES 122
EXPERIENCE LEVELS CHART 138
GAME ITEMS 139
GAME OPTIONS 139
INDEX 142
Confessions of a Drakkar Addict
"It's not my fault. Really, it isn't!. There I was peacefully
minding my own business when one of the guys called us all
into his office to see this great new game. Well...it did look
pretty fun.
There he was, swinging away, felling Orcs and Stunners and
Thumpers and Mummies like nobody's business. Of course,
he'd been playing for a while, which explained why he was
so good with that Firebreath Discipline. And the stuff he got
as he searched the dead bodies! Diamonds, emerald logs,
gold coins, psi gear; it made my mouth water.
Then he took us on a tour through where he was fighting in
Drakkar. On the way out of the caves I was amazed at the
piles of stuff just waiting to be picked up. After swimming
across the channel and fending off a Shark (animated, no
less) , we were the city of Nork. He explained that this is
where newbie players get started and outfitted before facing
the perils in the dungeons beneath Nork. It did seem easy
enough, with a point and click interface and crisp, clean
graphics.
I was intrigued. It looked easy. It looked fun. I decided to
take the plunge. I don't play many computer games, but this
one caught my eye. Armed with a credit card, I visited the
web page and got my account.
That was 6 months ago. My Ment just joined a party going
after the Chipper staff for Ravensclaw. Chipper was hitting
us and hitting us hard...luckily we had some big Healers
along or we would have been toast. Even with my Mama
scales I died twice...about average for the rest of the group.
Finally after 45 minutes of fast and furious fighting, we
triumphed, and Ravensclaw got his Staff. We retired to the
Pub to take a few deep breaths, crow about the victory, and
plan the next Lair hunt.
Yeah, I'm hooked. But hey, it keeps me off the streets.
Introduction
Welcome to the Multi-Player Games Network and The Kingdom
of Drakkar!
The Kingdom of Drakkar
The Kingdom of Drakkar(c) is an online multi-player adventure
game available on MPG-Net(tm). Since it is a multi-player type of
game, players from around the world can adventure simultaneously
in the same fantasy game.
Multi-player games harness communication networks to bring
computer players together in the comfort of their own homes.
Players can chat, tackle problems, and journey to distant lands.
The Kingdom of Drakkar spans over 250,000 hexes of playing
area. To give you an idea of how vast Drakkar is, the City of Nork
and all its dungeons account for perhaps a quarter of game play
area. And there are players who have never exhausted even the
Norken dungeons.
These 250, 000 hexes cover a wide variety of cultures, dangerous
creatures, and terrain. New areas, game items, and quests are
constantly being developed, so Drakkar is an ever-changing and
ever-expanding world.
You begin Drakkar with little but the shirt on your back and your
fierce heart, but soon you will have acquired weapons, armor, and
the skills you need to venture forth in search of creatures to kill,
quests to solve, and treasure to acquire.
First, find a trainer in your favorite Profession. Which one?
Although advanced classes such as Paladins exist, initially you will
dedicate to one of the six basic character Professions; Fighter,
Martial Artist, Mentalist, Healer, Thief, or Barbarian. Supply
yourself with armor, a weapon, healing potions and now you're
ready to venture into the twisting labyrinths that lie below.
Here you'll find challenging monsters such as orcs, troglodites and
ogres; treasure such as gems, gold, and jewelry; weapons such as
maces, axes, and longswords; all types of armor; and mysterious
scrolls, some of which contain valuable clues.
Search out a maze in the dungeons beneath Nork only to find
yourself trapped until you defeat the King Minotaur himself. Brave
the frozen fields of Frore in search of a deep lake. There a
mysterious monster lies in wait, for the brave or the foolhardy.
The open-ended game of Drakkar allows you to set unlimited
goals. You will want to gain character experience and hone your
skills, therefore becoming strong enough to survive more exciting
adventures. And don't forget, much of the fun of Drakkar is in
meeting fellow players and forming parties to conquer the untamed
lands.
The Kingdom of Drakkar undergoes constant improvement. New
weapons, disciplines and play areas are always being developed.
For the most current information on the game, be sure to check the
version notes on the Help Toolbar.
What is MPG-Net?
MPG-Net is FUN! Come and play our games with other
adventurers like you. Meet with players from around the world. We
are the online entertainment network to watch, because we have
more for you to see. Our colorful system interface provides a
realistic, user-friendly, mouse-based, and completely graphic
driven environment. MPG-Net online gaming network is open 24
hours a day, 7 days a week. Convenient!
Our System Access Software (the SAS, your online 'browser')
provides one consistent physical environment. Our mouse-based
'point, click, and drag' standard format makes it easy for you to
navigate the network. All of our games share the same graphical
environment and ease of communication and use, making them fun
and simple to play. We are your entertainment choice, bringing you
the games that take you into the new world of multi-player on-line
gaming.
LAWS OF THE LAND
Killing other players is strictly forbidden, even the annoying
ones*.
Killing non-hostile creatures is left to your discretion, but be
warned that slaughtering innocents will affect your alignment.
Killing hostile creatures is the point of the game! That's how
you build your experience and skill.
*The one exception to this rule concerns thieves. If you notice a
thief attempting to steal from you (the game will tell you that you
have 'noticed') then all bets are off.
Getting Help
Besides this manual, you can get online Help about The Kingdom
of Drakkar in the following ways:
Once within Drakkar, go to the pull down menu and select
Options, then Preferences. Click to enable Tooltips. You can
also refer to the Help Menu within the game.
Hang around the Pub, or the lockers, and talk to other players.
They're generally a friendly, helpful bunch.
Read the forums for player comments and advice.
THERE is also a QuickStart Manual which just gives you the
basics of playing the game. In the Drakkar pub click on the Help
toolbar (Question mark at the bottom of your screen). On the Help
toolbar click on the QuickStart Manual button to get you started in
the game.
System Access Software
There I am, minding my own business in the Pub and then
some guy named Gimli buys the table (including a couple of
characters named Death and @@Kadavar--friendly guys
like that) a round of Champagne. "Cool" I think, "I could get
to like this".
Where on earth could you be? Nowhere on earth...you're
online and in the MPG-Net System Access Software.
The MPG-Net System Access Software (SAS)
The SAS is the interface for MPG-Net games such as the Kingdom
of Drakkar and Empire Builder. You can also create an online
persona, communicate with other players, and send e-mail.
Logging on for the First Time
To play Drakkar you must access it through the SAS.
The first time you log onto MPG-Net, you begin in the Control
Room where you can create an online identity. Your online
identity, or persona is how others 'see' you, and consists of both a
Face and a Shield.
A persona is your SAS identity, not a game character for Drakkar.
In Drakkar you will be asked to create a character specifically for
Drakkar. For more information on how to create a Persona, please
refer to the online Help.
Creating and Playing the Game
To play Drakkar
select the Navigation toolbar from the Goldbar at the bottom of
the screen. Click on the Lobby button.
select the Game Room (click on the hand)
Now click on the Fantasy Games door, and then click within
the arch labeled Drakkar.
You are now in the Drakkar Conference Room (the Pub).
Once you have entered the Drakkar Pub click on the Drakkar icon
to access the Game toolbar.
Click on the Start Game button (a running shoe) to start
Drakkar.
If this is your first time playing Drakkar, you will be prompted to
create a Character.
Click on the Create Character button (a bust being sculpted)
to create a character for Drakkar (see Characters in Drakkar).
The Conference Rooms
Affectionately called Pubs, these are areas set aside within each
game that allow players to sit down at a table and chat with each
other. Also, when you enter any MPG-Net game you will go to it's
Pub. If there are other players to communicate with in the Pub, you
will see them seated at a table.
Click on the table to sit down.
The faces in the crystal balls are the personas of the other players
seated at the table. To them your face also appears in a crystal ball.
Begin typing a message and the message field appears.
To send your message, press <Enter>,
and it will appear in the middle of the table.
If you want to send a private message, click on the crystal ball of
the player you wish to send the message to. Then type and enter
your message. To go back to public broadcast mode, click once in
the center of the table.
You can use the dragon on the right side of the table to scroll
through the table conversation (but only the conversation you've
been present for). Click on the tail to scroll back, the head to scroll
forward. To access Pub help, summon the Infobot by typing '/help'.
Other Cool Things to do in the Pub
Take off your hat or glasses (if, of course, your persona is
wearing them) At the Pub Table type
:takes off hat <enter>
in the text line to remove your hat or
:takes off glasses <enter>
to remove any glasses you may be wearing. Use
:puts on <item> to put your hat or glasses back on.
Buy everyone Champagne or Flowers
At the Pub Table type
:buys <whomever> champagne.
To buy the entire table champagne
:buys $ champagne.
Use the same syntax to send that special person flowers.
You may also change Personas any time in the SAS, for instance,
while at the Pub table. Open your Active Persona box and your
Wallet. Drag a business card from your Wallet to your Active
Persona box to change to that business card.
There are other ways to communicate with players other than
conversations in the Pub.
For more information about the SAS, read the Help manual by
clicking on the Help toolbar button("?") at the bottom of your
screen on the Goldbar. Click on Help (book icon) on the Help
bluebar or toolbar.
The History of the Kingdom of Drakkar
Welcome, bold adventurer, to the Kingdom of Drakkar! The
Kingdom teems with treasure-hoarding creatures who attack
sometimes with tooth and fang, others with exotic weapons.
Beware, still others can unleash the power of the mind with
devastating effect.
Fractured into different islands after the last Empress of Drakkar
released Evil into the kingdom centuries ago, the remnants of this
once united and prosperous land are lonely outcroppings of
civilization and the magic portals that connect them. The men and
women who live on these islands lead isolated lives, protecting
their homes with whatever means they can. Ice fields, deserts,
volcanoes, and treacherous oceans keep them from venturing too
far. Those who wander, soon discover lands and beasts formerly
existing only in the baroque nightmares of Salvador Dali disciples.
Town of Nork
Nork is the most hospitable town. The weather is warm and sunny,
and the citizens are usually friendly. Visitors can find food,
reasonable lodging, and shops. Lucky people have found fortune
within Nork itself. Keep in mind though, Nork and it's Dungeons
comprise only a small portion of the land of Drakkar.
Nork is not without its dangers, however. Centuries ago, the people
of Nork formed an Elite Guard to protect them from the Evil the
Empress had loosed. The Guard was housed in dungeons dating
back to an even more ancient time, which formed an almost
impenetrable Gordian knot beneath the town. The Guard kept a
constant watch, ready to defend the town and pursue attackers at a
moment's notice. A strong and fierce crew, the Guard consisted of
the most highly-skilled warriors ever assembled.
No one knows why the Guard turned against Nork, but soon after
the establishment of the Officers' barracks (where rumor claimed
the treasure of the Guard was hidden), the Guard launched a
ruthless attack from deep within the labyrinth, slashing their way
toward the surface, leaving only destruction in their wake.
Confused and terrified by this unexpected turn of events, the
people of Nork called upon all the resources of the Land. The most
powerful Mentalists, esteemed Healers, and famous Paladins of the
land were called into service. Not forgotten either were the skills of
the wily and devious Thieves, or the strength of the untamed
Barbarian. Just within the reach of victory, the Guard contingents
were forced to retreat to the dark shadows of their tunnels, there to
remain a menacing, silent threat.
Fearing another assault, the loyal Norken forces called upon the
great Mentalists of the land, led by the mighty Dwarkeneth, skilled
in psionic power, to create an unbreakable seal around the Officers
barracks and prevent the rebel forces from returning to the surface.
Through the years, the dungeons beneath Nork became home to the
myriad evils released by the mighty yet twisted Empress. Orcs,
Trolls, Lizardmen and worse, far worse, claim the tunnels of the
dungeons as their own, fighting fiercely against any brave enough
to venture beneath Nork in search of fame and treasure.
Intrepid adventurers below Nork have recounted tales of strange
noises rising up from the sealed barracks, and some claim to have
witnessed ghostly apparitions. Many have never returned.
Province of Maeling
Burning with the ambition of youth, seven Martial Artists left Nork
long ago seeking adventure. They traveled for many years facing
fierce and exotic creatures before finally coming upon a gentle and
prosperous valley. There, they built Maeling in honor of their Dojo
in Nork.
Inside the fortified walls of the city, the streets are dark but full of
small shops and secret gardens. The walled pathway, etched with
griffons and brightly colored dragons, follows the edge of the
buildings, adding protection against the untamed creatures that
roam outside.
After many years the travelers longed for a glimpse of the city of
their youth. They called upon the strongest Mentalist in the land to
teleport them home to Nork. Wisely, they also requested a way to
return home to Maeling. The Mentalist constructed in Nork a
Portal so they could return home. Unfortunately, the Portal was
flawed and could only be used one way.
Maeling is an exotic city and the shops sell unusual wares. Outside
the fortified wall of the city, a forest leans back against mountains,
honeycombed with caves. Strange beasts inhabit the Maeling
wilderness, where only the very brave and skillful survive.
Volcano Town
Far to the East of Nork, only Volcano Town remains of a once
proud and peaceful land. Now its dark spires tower above a hot and
sulfurous sea. Volcano Town is numbingly hot and dry, and
adventurers, disoriented from the heat, often fall from the cliffs in
into the sea. A large well in the center of town emits noxious
fumes, and the constant threat of volcanic eruption has deterred
many merchants from opening shops.
Such an inhospitable town has few residents and even fewer
visitors, but for the bold and the brave the rewards can be great.
Typically though, the inhospitable Volcano Town is favored by
Thieves.
City-State of Frore
Far to the south, as the windswept plains turn into fields of ice, is
found a forbidding place, the land of Frore.
Long ago, four mighty warriors took it upon themselves to rid the
southernmost lands of all danger and established the City-State of
Frore. They destroyed all beasts who threatening their new city,
save one. The giant Snow Beast.
The fearsome cry of this monster sliced the air on many a frigid
evening. The sound terrified the townspeople into fortifying their
city-state with double walls and Golden Dragons. Fear of the Snow
Beast made the citizens prisoners within their own homes.
These citizens pleaded with the four warriors who had brought
them into this possessed land. The Four, as they had come to be
known, agreed. Each sought a way to destroy the vile Snow Beast.
One sought the seclusion of the Northern Caves. Another built a
fortress west of the city. A third excavated a complex to the south.
The last built a castle directly above the city proper.
The Four became fanatical in their quests, slipping deeper and
deeper into madness and despair. One strayed too close to the
forces of Evil and became a mere shadow of his former humanity.
Another made a fearsome pact with the Queen of Wyrms. The third
designed a weapon of such evil that it drove him from the forces of
Light. The last went insane.
Now the lands of Frore exist as a shattered kingdom. Its citizens
live in fear of the Snow Beast and of the Four who were meant to
save them.
Between these vestiges of a once great civilization are vast and
dangerous lands inhabited by Griffons, Dragons, Vampires and
more. These guard their captured treasurers covetously.
Characters in Drakkar
You may create up to four characters per MPG-Net account,
although you can only play one character at a time. Having
multiple characters allows you to play characters with different
skills and abilities. For example, one character might be a male
City Dweller dedicated as a Fighter, and one might be a female
Woodlands Dweller dedicated as a Mentalist.
What are Characters?
A character consists of Attributes, Skills, Alignment, and
Experience points (Xps).
Attributes
describe the physical and mental aspects of your character. They
determine your relative strengths or weaknesses.
Skills
rate your character's current proficiency in a given area such as
Martial Arts or Longsword. Your Skills are developed through
practice and training.
Alignment
is the relative moral quality of your character; good, neutral, or
evil, with some shades of gray.
Experience points (Xps)
are the sum total of the character's life experiences. The more
characters do, the more Xps they accrue. With more Xps, they
become more powerful, more resistant to psionic attacks and more
difficult to kill (and they get to do more cool stuff).
Gender has no effect on your character's attributes, but Race does.
The first time you visit Drakkar, a prompt will suggest that you
dedicate to the Fighter Profession, the easiest class to play. Your
skill at your chosen Profession; Fighter, Mentalist, Thief, or one of
the other professions, will depend in part on your Attributes.
Successful Fighters need to be very strong, so it would make sense
to choose as a race a City Dweller or a Mountain Dweller, races
known for their strength. This increases the chance that your
Strength Attribute will be higher, making you a better Fighter.
Creating a Character
If this is your first time playing Drakkar, you must create a
character.
Click on the Create Character button
on the Games Toolbar. After creating a character you will be
automatically returned to the Pub.
You will be asked to choose one of the four characters allotted to
your MPGN account. Select one (primary, secondary, etc..) and
click Okay. The next few screens will walk you through several
character choices.
First select a Gender. (This is easy as there are only two
choices.)
The next screen is Race. Remember that Race does have an effect
on Attributes, which will have an effect on how successful you are
at your chosen Profession.
Races in Drakkar
City Dwellers
City Dwellers are the most common race in the Kingdom of
Drakkar. An all-purpose character, human in appearance, they
enjoy socializing and the hustle and bustle of city life. City
Dwellers are apt to be strong and to have very good luck, which
they need given their love for gambling.
Forest Dwellers
Forest Dwellers are tall, slim, humanoids with pointed ears. They
are very elegant and delicate in appearance, and speak in a
melodius tongue. They tend to be agile and extremely charismatic,
with high intelligence. Some say that when their voices lift in song,
the trees around them are apt to tremble at their beauty.
Mountain Dwellers
Mountain Dwellers are short, stocky, hardy individuals with
leathery skin. They have good constitutions and are very strong.
They tend to have terrible luck but start out with more gold pieces
than any other race. And their skills as fighters keep their sacks
full.
Outcasts
Outcasts, as the name implies, are shunned by most other races.
Long ago a mark was placed upon every Outcast's face so that all
might know to avoid them, but everyone has mellowed with the
passage of time. The legends imply that the reason for this marking
goes back to the days when the Drakkar's power was great, and
mortal traitors bent to her will. Outcasts' strength and weaknesses
have long been hidden due to their secretive and solitary existence,
but they are rumored to have great strength but little luck.
Underground Dwellers
Underground Dwellers are extremely short and somewhat childlike
in appearance. But don't underestimate them, because they are
great fun once you get a few ales down them. In addition, they are
extremely agile and have strong constitutions. As with Outcast's
Lady Luck rarely smiles on the Underground Dweller.
Woodlands Dwellers
The Woodlands Dweller is a racial blend of City Dweller and
Forest Dweller, being neither one nor the other, but something both
in between and unique. They tend to have good agility, intelligence
and willpower. Many of the great Mentalists of Drakkar are
Woodlands Dwellers.
The Character Roller
This screen displays your character---your chosen race, gender,
name, and a list of attributes to the right of the screen with
numbers beside them.
Attributes
The computer randomly generates values for each physical and
mental attribute based on race. These values are your statistics
(stats).
These stats initially range in value from three to eighteen, with
eighteen being exceptional and three, well, you don't want any
three's. The reroll button generates a new set of numbers. You
may use the reroll option as many times as you wish until you are
satisfied with your stats.
**Hint** As you are rolling your character, pay attention to the
bonuses that are awarded for rolling high numbers in strength and
agility. These bonuses (which are shown in boxes next to the
attributes of strength and agility) are very important to the life of
your character. The bonuses increase your abilities in these areas.
The higher the bonus, the better your abilities.
Also, pay special attention to the Health of your character. A high
Health number indicates a hardy character, one who is likely to
survive better damage inflicted during combat. If you have low
Hps, you may spend most of your 'life' dying.
You should try to roll a high number for your Constitution
because your Constitution determines;
how many times your character can die and be raised back to
life
effects the health point increases that your character will be
awarded with each experience level (the higher the
constitution, the greater the increase in health points), and.
determines how resistant your character will be to psionic
attacks and stuns.
Once you've rolled up the character you like, click Accept.
Attribute List
Strength
Strength determines how much damage you inflict when you attack
with a weapon, and how much weight you can carry without
becoming encumbered.
Intelligence
Intelligence determines how much psionic energy points(Eps) a
psionic user character initially possesses and how much energy he
or she gains at each experience level. (Like constitution and Hps).
Intelligence is essential for forming psionic disciplines.
Wisdom
Wisdom measures your character's common sense and is needed to
form healing disciplines.
Willpower
Determines your tenacity and ability to resist the effects of psionic
disciplines.
Constitution
Constitution determines the number of Health points you initially
possess and the number of Health points you gain per experience
level .
Agility
This stat determines your accuracy to hit and your ability to dodge
blows in combat. Agility enhances a thief's ability to steal, mug,
and backstab.
Charisma
This determines how well you get along with others. If you are
particularly charismatic, you might get better prices from the
shopkeepers or have a better chance of forming disciplines that
influence creatures.
Health
Your health measures how much physical damage you can sustain
before dying. Your Constitution determines your initial health
points and modifies the number of Health points you gain as you
achieve each experience level. Fighting types tend to have more
Hps than practitioners of psionic disciplines.
Gold
This value indicates the number of gold coins in your sack.
Luck
Your luck will influence the outcome of random events. For
instance, the higher your luck, the better your chances will be of
successfully forming psionic disciplines or setting and disarming
traps.
Most stats remain the same throughout a character's life, although
you may increase some through potions (you will notice lots of
players in the forums looking for con pots. These are expensive
potions that increase your Constitution).
Your Constitution stat decreases each time you are killed, which is
why you want to start with as high a number as possible.
Sometimes you lose only one point, sometimes if you really get
walloped (stripped or eaten) you may lose more. The lower your
Constitution stat, the more damage you suffer in combat, and the
more easily you are killed.
Alignment
In addition to Attributes and Skills, Alignment measures your
character's morality. All new characters begin life with an
alignment of Good, with Good tendencies. Each non-hostile
creature that your character kills will move your character one step
closer toward Evil.
Your Alignment will affect your ability to become a Paladin (see
Professions) and your ability to wear and use some of the clothing
and objects in the game. A character with Evil Alignment also
appears as hostile to Paladins in the game.
After Creating a Character
After you have created a character, you will be returned to the Pub.
Click on the Game Toolbar button.
Now select the Start Game button, and you will be transported
to the Kingdom of Drakkar.
All new player-characters initially begin as merchants. As you
enter the game you will prompted to choose a profession.
If you already have Created a Character
If you have already created a character on one of your four slots,
and you want to reroll on that slot, Drakkar will ask first if you
want to erase the character already there.
In addition, after you have finished rolling the character, you will
be given the option to cancel the whole process, and whatever
character existed when you first entered the character generator
will be restored.
This is to safeguard against accidental erasure of your character. It
also provides you with a way to experiment with the generator.
If you choose to cancel, you will exit back to the pub, where you
can chat with players or enter Drakkar.
The Game Screen
This section describes the buttons, windows, and fields of the game
screen (also referred to as the interface) where you play Drakkar.
Most information is displayed in the main game screen.
You can display other windows in addition to this main screen by
clicking on some of the buttons described in the following table.
All of the windows on the game screen may be 'dragged' to any
position you desire*.
*to drag items, click and hold down on the item with your left
mouse button. Now with your LMB still held down, move the
pointer to another location on the screen. Now release the button,
moving the item to that location.
If enabled, the Tooltips will describe what part of the game screen
you are looking at as you move your mouse pointer around the
screen.
To enable the Tooltips go to the Options pull down menu at the
top of the game screen, select Preferences and click on
Tooltips.
Manual and Game Conventions
Almost everything in Drakkar can be accomplished by pointing
and clicking with your mouse: moving from place to place, fighting
creatures and searching their corpses for treasure.
Pointing, clicking, and dragging often accomplishes multiple
actions. For example, if you drag a gem from your sack to the
counter of a merchant, you are actually executing two commands;
Take gem from sack and
Drop gem on counter.
You use the left mouse button click (click) to accomplish the
majority of actions in Drakkar. The right mouse button click
(RMB) is used in another manner. After you have entered a
command in the Command Line, you must send it to activate it.
You may send commands either by pressing <enter>, clicking
the RMB, or selecting the Send Command Line button in the Game
window.
Instead of giving each option each time, simply remember that all
commands must be sent to be activated. Use the <enter> or RMB
option (if you have enabled it), whichever is easiest.
The Game Screen
Menu bar
At the top of the Game Screen are the pull down menus. Scroll
your mouse cursor along the top of the screen to activate the menu
bar. The menus from left to right are;
File
Quit:
Exits you from the game.
Show
There are several options available under this heading
Locker
Shows the contents of your locker if you are standing on your
locker in the Steel Flower Pub. (You must be standing on it to
activate it.) The locker is where you can store game items (see also
A Walk Through Nork).
Counter
Shows the contents of any Shopkeeper's counter you are standing
next to. Shopkeepers are scattered throughout the realm of
Drakkar.
Stats
Shows your current statistics, or value, of your abilities you rolled
in the character generator.
Skills
Shows your skill level in weapons or disciplines skills. Refer to
this after Training to see how your Skills have increased.
Options
These Options allow you to tailor Drakkar to your preferences. As
you play Drakkar, you might find some options better suited to
your own particular style of play. These Options are explained,
along with other game options, in the descriptively entitled "Game
Options" section.
Preferences.
There are several options to choose from under this menu heading.
'Right mouse button sends command line'
'tooltips' enabled
are two important default settings. 'RMB sends command line'
allows you to process commands with a click. Having the tooltips
enabled will help you figure out the screen elements.
Macros
This menu option allows you to create and set Macros. (see
Macros)
Help
Look for help in Drakkar
by topic (contents),
by index (specific subjects),
and by word or phrase (find).
Beneath the Menu Bar is the Terrain Window.
Terrain Window
This is your view of your immediate surroundings within the vast
Kingdom of Drakkar. This screen updates so that you are always in
the center of the screen. If terrain in your vicinity is blocked by
walls or other obstructions, it will appear blacked out. Similarly, if
a door is closed, you won't be able to see what's on the other side
unless you open it.
If there are other characters or creatures nearby, you'll see them in
the Terrain Window. They each have little lettered flags attached to
them which correspond with their Identity boxes (ID) (ID boxes
are in the upper right hand corner of the game screen). All
characters and creatures of the same type look the same in the
Terrain, but you will be able to distinguish them from their ID
boxes.
Surrounding the Terrain Window are command buttons and menus
for playing Drakkar.
We have listed here the most basic ones for activity in Drakkar.
Please see "Game Options" for a description of every item.
Experience Points Display
The Experience points display shows either your current Xps or
current Experience Level.
Click on the scroll button to the left of the display to toggle
between your point total and your level.
As you gamble, drink liquor, or kill creatures (crits) you can watch
your Xps increase in this field (or decrease, as the case may be).
Command Line
Most commands in Drakkar are entered from the Command line.
For instance, if you click the Drink Button, you will see the
command flash momentarily in the command line before it is
automatically entered.
Press the RMB to send commands in the command line.
During combat, attack commands are automatically sent.
Click on the ID box (name) to place the name of that character
or creature on the command line,
after which you can type a message or add a command.(see also A
Walk Through Nork).
Command Buffer
Though not shown, commands are stored in the command buffer
until the game processes them. If you fill up the buffer, you may
lose additional commands that you enter.
Keep this in mind when in combat, it may be a good idea to enter
only one command per round.
Communicating with other players is not, however, considered an
action. So you can yell for help (@help!) as you drink health
potions. (see A Walk Through Nork).
Health Points Display
The Health points display shows your current (left side) and
maximum (right side) Health points (Hps), which indicate how
much damage you can take before you die. Keep an eye on this
display when you are in battle. As you are 'hit' you will see your
Hps decrease.
You can display your health points as numbers or as a bar gauge.
To toggle the Health display, click the heart beside the health
display field.
Round timer
In Drakkar, the action occurs in rounds, which are five seconds
long. For instance, if you have a move rate of three, you can move
three paces every round (or five seconds). Beginning characters can
hit (attack) crits (critters/creatures) once each round.
When the round timer is green, you can enter commands and take
action. When the round timer is red, your last command is still
being processed.
Energy Points Display
The Energy display indicates your current and maximum psionic
Energy Points (Eps), if your character is a psionic user.
Sack, Pouch and Belt Buttons
You will become very familiar with your Sack, Belt, and Pouch in
Drakkar.
Click on these buttons to display the contents of each window.
Many players leave these windows open as they journey through
Drakkar.
Carrying Items
You will find weapons, bottles, scrolls, and other treasure as you
adventure in Drakkar. You can carry items in your hands, but since
you generally need to keep your weapon in your hand(s) to do
battle, carry extra items in your sack, pouch, and belt.
Click on an item and drag it to your sack, pouch or belt window
to carry it.
You must drag to a space on your Sack, Belt or Pouch window, not
the button itself. These buttons only open the items. Drag by
clicking and holding down the mouse button.
Sack and Pouch
Your sack (and your pouch) hold most small and medium-sized
items, such as gems, scrolls, succor twigs, bottles, and anything
you can wear except armor, cloaks, and robes. Daggers are the only
weapon small enough to put in your sack or pouch. Other weapons
hang from your belt. Your sack is the only place you can stash
coins (other than the bank).
Belt
There is space on your belt for five items. Your belt holds shields
and most weapons, except halberds and polearms. Scrolls and
twigs are the only non-weapon items that can hang on your belt.
Most other items fit in your sack or pouch.
To take items from your Sack, Pouch, and Belt, or to drag items for
storage TO these areas, these windows must be open. Again, you
cannot drag items to the buttons themselves.
When you start the game each time, be sure to take stock of what
you are carrying in your hands, and in your sack, pouch, and belt.
Attack Command buttons
Just under your character's picture are the two Attack Command
buttons.
Click on a button to access the pop up menu. Choose an attack
form by selecting it.
If you choose the generic Attack command, you will attack with
whatever weapon you happen to be carrying. The two commands
allow you to alternate between two types of weapons or different
types of attacks like weapons and martial arts.
This is one of the reasons we suggest starting as a Fighter. You can
use the generic Attack quite successfully to destroy the creatures in
your path.
Initiate Attack button
Click on this button to send the Attack command.
Right and Left hands
Shows what you are carrying in your right and left hands. Right
and left for your character is MIRROR IMAGE for you.
Face
This displays your character's portrait. Your expression will
change when you are stunned, charmed, dead or any other myriad
nasty things that might happen to you in Drakkar.
Form Disciplines and Disciplines Buttons
These buttons and menus function like the Initiate Attack and
Attack Commands buttons.
Initiate Action and Action Commands
These buttons and menus function like the Initiate Attack and
Attack Commands buttons.
Encumbrance
This shows how encumbered you are (from zero to three weights).
Loot can get heavy, and when you are more encumbered, you move
more slowly (effecting your combat abilities, as well).
Ground button
Click this button to look at the ground (hex) where you are
standing.
Drop Twig button
Click this button to drop a succor twig.
Drink Bottle button
Click this button to drink a healing potion.
This button only works for healing potions. If you want to drink
some of Stan's Pure Grain (Wowza!) you'll have to drag the bottle
to your face to drink it.
Inventory, Disciplines and Ground Button
This 3-way toggle button displays your Inventory window, the
Disciplines window, and the Ground window.
Click once to show what you are wearing,
click again to show what psionic disciplines are active
and again to show the ground and items on the ground.
Narrative window
Shows information such as the play-by-play during combat, your
conversations with other characters (but not your own text), the
contents of any scrolls you read, and other game information.
Identity (ID) box
In the upper right portion of your screen an Identity (ID) box
appears for each creature and character near you. This box is
divided into six different areas showing different information about
the characters and creatures around you.
Name box
of the creature. The name box is very important!! Friendly
creatures have names that appear in black letters on a white
background,. If a creature's name appears in white on a red
background, it is HOSTILE to your character.
Flag
The letter on the flag tells you which creature it corresponds to in
the terrain window. The flag disappears when you and a
character or creature are on the same hex.
Right and left hands
Shows what is held in the left and right hands of other players and
creatures. Aquerix has a longsword in his right hand.
Armor
This shows what other creatures and players are wearing.
Health display (heart )
The heart is fully red when the creature is undamaged but, as it
sustains wounds, blood will drain from the heart.
Important! This level indicates how near death-or how relatively
undamaged-a creature is.
If you build it....they will come.
One night, as Soyer was out walking the Kansas cornfields,
a slight rustling among the young corn diverted his attention
from thoughts of Mary Lou Summox. Slowly he began to
make out the words, to make sense of what the whispers
were telling him. They promised him glory. They promised
him fame...if he would only build them a world. A world of
magic and mystery.
In the morning, after milking the cows and feeding the
chickens, Soyer went as if in a trance, to the Bank of
Sineville to withdraw his meager funds and stockpile a
supply of powdered donuts. He had a mission. Feverishly he
set to work.
He built a city and called it Nork. He began to fill his city with
things adventurers might need. He created Fighter trainers
with stout hearts and strong arms. Now Nork rang with
hammer and anvil, and the racks of the great Armories.
There were Tanners where the hides of exotic creatures
could be tanned. And then too, the dabblers of the
apothecary art, where all manner of potions could be
bought.
Nork grew in the ways of war and toil. Now new trainers
appeared. Specialist they were: Healers, Mentalists, Martial
Artists and Thieves. And places where weapons could be
hardened or encrusted with gems. Out of the mists of time ,
there appeared a doorway to a once mighty land. A Town
Crier spoke of treasure and glory.
Soyer looked with pride at his accomplishment. Consumed
by thirst, Soyer created bars such as the Last Chance
Saloon where returning heroes could trade their hard gotten
gains into the coin of the realm and the Steel Flower Pub
where valuable items could be stored. Soon Nork was full of
Shopkeepers and Scroll sellers who could provide a weary
sojourner with protection or ways ease the travel of weary
feet. There seemed to be no limit to what he could
accomplish, fueled by caffeine and powdered donuts.
But evil and danger lurked nearby, for dark stairways led to
vast dungeons where danger, fame, and fortune awaited the
bold.
It was time to begin the game......
A Walk Through Nork
In this section, let's take your character through the first steps to get
you started in the Kingdom of Drakkar.
First, generate a character with the Character Roller. You like gold,
and you have a feeling that your character would also. Mountain
Dwellers get a good break on how many gold pieces they get to
start with, and they make good first characters, so that's what we'll
use in this example.
Your character is a relatively agile, tough, gold-loving Mountain
Dweller with a good constitution -- an ideal Fighter. All characters
begin the game as merchants. There are no benefits to being a
higher level merchant though, so one of the first things you will
want to do is to go to the Fighter Trainer's hut and Dedicate to the
Fighter Profession..
When you first enter Drakkar, you'll find your character in the town
of Nork. This town is home to many people and creatures. You
find yourself in the southern part of the city of Nork. You'll see
signs saying 'Weapons' and 'Armor' pointing to the east.
Go to the pull-down help menu, and under Help topics, type in
"map" for a Map of Drakkar. You may want to print this map to
refer to as you walk through Nork.
There are several things that you will need to learn immediately;
how to move
how to look around
and how to talk to other players
Remember the manual conventions. You accomplish actions in
Drakkar with either a left mouse button click (click), a right
mouse button click (RMB), or by typing commands in the
Command Line.
After you have entered a command in the Command Line, you
must send it to activate it. You send commands either by pressing
<enter>, clicking the RMB, or selecting the Send Command Line
button in the Game window.
*NOTE* Instead of giving each option each time, simply
remember that you must enter commands to activate them. Some
commands are entered automatically.
Remember too that the RMB must be enabled to send commands
in the command line. Do this under your Preferences menu.
Moving around in the Game
There are several ways to move or navigate your character in
Drakkar.
Click where you wish to go on the terrain window. You can
only move up to three hexes each round. If you click one hex
away from your present position, footprints will appear. To
move that one hex, RMB.
Type in the command line the direction you wish to go (N N N
for three steps north.
Use the number keys to enter directions (the Num Lock
function must be disabled).
Taking a Look Around
Nork is not always such a tidy place. If you look around, you'll
often see something on the ground (often something worth selling--
or wearing.) Pick it up! . Looking at items on the ground and
taking them are important skills to learn.
To look at an item on the ground
Stand on the item or pile of items.
Click the Show Ground button (remember, it looks like an eye).
The items appear in the Ground Window. The left column is the
category column. It shows what categories of items are on the
ground. The right column shows the individual items themselves.
For instance, you might see a gem icon in the category window,
within that category there might be several different types of gems.
To take items from the ground
One of your hands must be empty to pick up items. If the item you
want to pick up is in the RIGHT column of the Ground window,
drag the item to your hand, pouch, sack or belt icons in the
Ground Window.
If the item you want to pick up is in the LEFT column of the
Ground window,
click on the item.
This moves it to the right column of the Ground Window. Now
you can drag the item to your hand (or pouch, etc..).
To move multiple items of the SAME KIND to your pouch or
other area,
hold down the SHIFT key, click on one item, and then drag the
item from the right column.
You will use this often in the dungeons and elsewhere when
picking up multiple items like jewels. This is the same manner that
you move around other individual and multiple items in the game.
To look at an item in your hand
Double click on it.
A description of the item appears in the Narrative window.
To look at yourself
type: list self then <enter>
You can get other information about your character by typing:
list stats, which gives a description of your attributes, and
list skills, which gives a description of your weapon skill.
Remember that you must enter commands to process them.
You can also show this information by going to the Show heading
of the pull-down menu and
select Stats or Skills.
This will give you a graphical display of your characters abilities.
Next to each category in the Stats or Skills window is your stat or
skill number. Click on graphic and number boxes for more
information.
To look at others
Type: look at and then click the Identity box of the character
you want to look at.
The character's description appears in the Narrative window.
To look in a direction
Type look and then type the direction you want to look.
For example, to look one square north, type look n or to look two
squares north, type look n n. A description of the items you can see
appears in the Narrative window.
To look at scrolls
To read the scrolls you come across,
drag them to your face.
The text on the scroll will appear in the Narrative window.
Other Characters and Creatures
The Kingdom is filled with creatures. Some are good, and some are
bad. You can distinguish them by looking at the color of the
creatures name tag in his or her ID box.
Most of the characters that you will encounter in the city will be
non-player characters (NPCs). NPCs are human characters that
are generated and controlled by the game itself. Shopkeepers, scroll
vendors, the Town Crier, and all trainers are NPCs. In addition,
there are many NPCs who wander around the town as law
enforcement for the city.
Since, at the outset, NPCs are probably more powerful and skilled
than you are, and since there are stiff penalties for killing non-
hostile creatures and characters, it is probably best that you do not
molest the wandering NPCs at all, no matter how much you might
like to. If you behave yourself, the city of Nork is not a particularly
dangerous place.
Hostile and Non-Hostile Creatures
It is important for you to learn early on to distinguish between
creatures that are hostile to your character and creatures that are not
hostile.
Unless attacked, the NPCs you see in the city of Nork, will not be
hostile to your character. The background of their name boxes will
be clear or blue. You can talk to many NPCs.
HOSTILE creatures' names show in their Identity box as white
letters on a red background. Whenever you see a creature with a
red background in the name section of the Identity box, it is
HOSTILE to you and is likely to attack. This is also known as 'red
tagged'. You will find plenty of hostile creatures in the dungeons
beneath and the countryside surrounding Nork.
Remember that if you attack or try to steal from any of the town
NPCs, your character will appear as hostile to that NPC. That NPC
is going to remember your poor manners for a long time and he
will try to attack you whenever he sees you.
Also, he will know the name of your other characters on your
account and he will try to attack them, even if they are not the
character that took a hostile action against him. It may not be fair,
but that's the way things work in Nork. Unless you want to spend a
lot of time running away from the town NPCs, it is better not to
attack anything unless it is marked with a hostile marker.
Communicating with Other Characters
Of course you'll want to say hello.... it's part of the Drakkar
experience.
Other player characters like you have clear name boxes like NPCs,
but can usually be differentiated by their terrain window character
icon, which looks like the race that they are (Mountain Dweller,
Woodlands Dweller, etc.) They are also often wearing items not
found among the merchant class.
To talk to other player characters
When you speak in a normal tone, anyone you can see on screen
can 'hear' you.
Type a quotation mark ("), and then type your message.
For example, type: "Happy hunting! You do not need to end your
message with a quotation mark.
To address an individual player
Click the character's ID box. Then type your message.
To Greet an individual player
Click the Action Commands pop-up menu and select Greet.
Then click the Identity box (ID box) of the character you want
to greet.
Watch how clicking on the buttons enters that command in the
command line.
To Hug a character or player
Hugging a player character who has accidentally attacked another
player character returns the color of the offending character's ID
box from red to clear again.
Hugging a character or creature you have accidentally targeted also
removes the bull's-eye from the ID box. The bulls eye appears
when you select an ID box for attack.
Click the Action Commands pop-up menu and select Hug.
Then click the Identity box (ID box) of the character you want
to greet.
To shout
When you shout, those within five hexes of you can hear you, even
if you cannot see them.
Type @ and then type your message.
For example, if you wander away from your adventuring party,
type: @Hey! Where is everyone?
Opening and Closing Doors
As you wander through Nork, you will occasionally have to open
doors to enter shops or accomplish other activities.
You can open or close doors by standing one hex away and
double-clicking on the door.
Remember you must RMB to enter a command!.
You can also stand one hex from the door and type: Open
<direction>.
For example, if you wanted to open a door to your east, you would
type: open e.
Close works in exactly the same fashion. Closing doors can be
important in the dungeons of Nork. Many creatures are not-
intelligent enough to figure out the tricky door.
Shops and Trainers
Nork is full of shops where you can buy and sell equipment and
supplies. There, you will also find Trainers who will Dedicate and
train you in your chosen Profession-for a price.
Let's begin the tour of Nork by heading west towards the Fighter
Trainer. The first shop you will come to is the Bank.
The Bank of Nork, West
The southernmost shop in the western portion of the city of Nork is
the First National Bank of Nork. All of the banks in all of the cities
in the game are part of the Great Bank of Drakkar, and the FNB of
Nork is just the first of these.
If you deposit your coins in the Nork branch, those funds will be
available to you in every city. This makes transferring funds from
one city to another both easy and safe. The gold piece is the
standard coin throughout the Kingdom of Drakkar.
You don't have enough gold to bother with a deposit yet, but you
will one day, so it's useful to know how to conduct transactions. To
use the bank, you must go inside and stand in front of the
counter.
Click on the ID box of the teller (NPC) behind the counter.
This will bring up the Bank screen.
This is the same way you interact with all NPCs with blue name
boxes, like the shopkeepers and trainers. With some NPCs you
must stand directly on their hex.
On the Bank screen is a picture of the teller and four buttons:
Account Balance, Deposit, Withdrawal, and Exit.
Click on Deposit, enter the amount of coins you wish to
deposit, and click okay.
Withdrawal and Account Balance work in exactly the same
manner. Click Exit when you are finished with your transaction.
The Tanner
As you walk north a few steps from the bank, visit the Tanner's
shop. If you wish to have a coat or armor made from the skin of an
animal or creature just slain, you must take the body to the Tanner,
stand directly on his hex and drop the corpse at his feet.
Type Name, tan
As in: Gar, tan. and the Tanner will skin and tailor an item of
apparel from the hide of the slain creature. The Tanner works
quickly.
Look on the Ground, and see what he has fashioned.
Some creatures' hides do not lend themselves to the manufacture of
apparel. Other creatures, however, will yield an attractive vest or
coat which, in addition to their fashion value, might confer benefit
as armor or protection against Disciplines.
To wear an item, drag it to your face.
To see where the item is worn,
click once on the Body, Disciplines, Ground button.
The Fighter Trainer
The adjacent building north of the Tanner's is the headquarters for
the Brotherhood of the Fighter. You can do several things in the
Fighter Trainer's shop, but first you need to Dedicate to the Fighter
Profession.
Stand on the same hex as the trainer and click on his ID box.
*Note* when you are standing on the same hex as someone else,
their lettered ID box flag disappears
This brings up the Fighter trainer screen.
Click on the Dedicate button.
You will receive a message welcoming you to the fighter
brotherhood. If you select Show Stats or Show Skills from the pull
down menu you will see that you are now a member of the Fighter
Brotherhood.
You could get in your first training session while you are here, IF
you have chosen to train with the weapon you entered the game
with. New characters have some skill in the weapon they begin
Drakkar with, but you are not required to fight or train with this
weapon.
Around the trainer you will see a selection of weapons. These are
the weapon skill categories in which you can train.
Click on the button of the weapon skill you wish to train in.
You do NOT have to have that weapon on you or in your hand.
Then click Skill Train.
The trainer will ask you how much you wish to spend. Skill
training is a good investment. We recommend you spend as much
as you can.
Type in an amount and then click OK.
If you type in more than necessary, the Trainer returns the surplus
to you.
Once you have trained up to your current limit, the trainer will tell
you to go forth to practice your Skill before he can train you more.
You should now see numbers underneath the Skill you chose to
train in. They reflect how far you are (percentage-wise) towards the
NEXT Skill level.
After each training session, check your Skills. When you are first
starting out, you will progress up through the first few Skill levels
fairly rapidly. To view your current level of weapon Skill
select Show Skills from the pull-down menus.
This command will list all the weapon skills your character is
eligible for. Each skill level is identified by a name and a number.
For example, skill level 0 is considered Unskilled. The Fighter
Trainer will not train you in a weapon if you are Unskilled. So just
use that weapon to bash some heads for a while!
Expect to get what you pay for. If you pay a little, you get a little
training; if you pay a lot, you get a lot of training. Training is one
of the most expensive things you can do in the Kingdom. Good
training costs.
Since the use of weapons is important to all professions, the
Brotherhood of the Fighter has decided to provide training in the
use of weapons to ANYONE who can pay for it. Of course, the
fighter Brotherhood favors the members of their own Brotherhood
over, say, the members of the Brotherhood of Healers. Members of
the Fighter's Brotherhood get a discount on their training.
For more on weapons and weapon skill categories see 'Preparing
to Adventure Beneath Nork'.
Alchemist Shop
As you continue north up the path from the Fighter Trainer's hut,
you will find the Alchemist Shop. In the Alchemist Shop you can
buy potions to aid you in your adventures.
Before you hunt through the dungeons, buy a few Health potions
(health pots) to heal your combat wounds. Like with every
Shopkeeper,
approach the counter and click on the ID box of the NPC
tending the counter. This brings up the shopkeeper window.
In all shops, the prices for the items are listed beneath the item in
this window. The Alchemist usually only has a few items for sale,
health pots and Instant Health(IH).
Instant Health (IH) will heal ALL damage you take in combat,
which is why they are priced accordingly at 500 coins. The regular
health pots have varying strengths, some might heal 30 points of
damage, some might heal 80. Thus in combat, you might have to
drink several of the regular health pots.
To drink an IH or health pot
click on the Drink Bottle button.
Note that this button only works for IH bottles and health pots. To
drink other bottles,
drag them to your face.
To buy a potion (or any item from a shopkeeper):
Click on the item and drag it to the sack, pouch, or belt icon at
the bottom of the Shopkeeper's window(wherever you want to
put it).
You will be asked how many you wish to buy.
Type in a number and click OK.
Your stash of gold will be debited accordingly. Click on Exit when
you are done. Use this format for all of your purchases with
Shopkeepers. Scroll Vendors are slightly different.
Remember that the Drink button looks in your sack before your
pouch for a health pot.
The Last Chance Saloon
As you turn east from the Alchemist, you will come across the
entrance to the Last Chance Saloon. As soon as you enter the Last
Chance, you will see the Barkeep behind the counter on your right.
If you continue down the hall and to the left, you will see the
counters of three small shops inside the Last Chance.
Each of these little shops has a few things for sale, (weapons,
armor, health pots, in that order) but their main function is to
provide a place for adventurers to sell their treasure as they return
from the dungeon.
To sell your treasures for gold
Use this same format with for all shopkeepers.
Stand in front of the counter and click on the shopkeeper's ID
box.
Drag the items you wish to sell from your pouch, sack, or belt
to the shopkeeper's face.
If you wish to sell multiple items,
hold the shift key down and click on the items.
This 'links' them together.
Now drag one of the linked items to the shopkeeper's face.
If you want to know how much a shopkeeper will pay you for an
item before you sell it, ask for an appraisal. Because of the close
examination required, items are always appraised one at a time.
To have an item appraised
put the item on the counter. Use the Show Counter option from
the pull down menu and drag the item to the counter.
Now type: the name or first three letters of the shopkeeper's
name, Appraise (item).
If the shopkeeper's name was Pixja you would type; Pix, appraise
bottle
The shopkeeper will tell you what he will give you for that
particular gem. Why do you want to appraise? Different
shopkeepers and (bartenders) will give you different prices for the
same items. It might pay to look around.
You might also look at the Counter whenever you are in a shop.
Sometimes there are items left from a previous sale.
At the end of the hall, a stairway leads into the first level of Nork's
dungeons (-1 Nork). Reading "Preparing to Adventure beneath
Nork" and "Adventuring in -1 Nork" is advised before you venture
down the stairs.
The Market
When you leave the Last Chance, head south to the central part of
town. There you will see a wooden sign that says "Market" and
double wooden doors. Inside the Market are Norks' scroll vendors.
Scroll Vendors
Here you'll find a small bazaar where several NPCs sell various
scrolls, such as Succor, Respirate, Protassault* and ProtStun*.
Succor scrolls can be made into succor twigs, which allow you to
teleport to the location where you made the twig. This is a handy
escape when you are in the dungeons and in danger of being killed.
Respirate scrolls allow you to cross water at your normal
movement rate. You CAN cross water without them, it just takes
you longer as you can only move at one step per round.
*Refer to Disciplines for a full description of these disciplines.
To buy a scroll:
Stand on the hex of the Scroll Vendor and click on their ID
box.
This displays the scroll vendor window, which is a little different
than the other shopkeeper windows. A message will appear telling
you the type and price of the scroll that this particular vendor sells.
Click on the button with two heads.
If you have the funds, you will now see a scroll in one of your
hands (one hand must be empty). Your gold will be debited
automatically.
If you have several scrolls in your sack you can 'read' them (drag
them to your face) to determine which scroll has which Discipline
on it.
To make Succor twigs
To form any Discipline using a scroll,
hold the scroll in your right hand and select that disc from the
disciplines menu.
For example, if you want to make a succor twig hold the succor
scroll in your right hand. At this point in your career, you don't
have any disciplines, so the only thing showing on your disciplines
menu is Succor.
Click on the Form Disc button.
You should now see the 'form SUCCOR' command in the
command line.
Now, click with your RMB to send the command and voila!
you have a twig.
When you throw this twig to the ground or use the Drop Succor
Twig button, you will be instantly transported back to this spot
where you formed the twig. Store this twig in your belt, since this
is the first place the Twig button looks for twigs.
Clicking the Drop Twig button will take the twig from your belt,
sack or pouch and drop it. Dropping the twig is what triggers the
actual teleportation, whether accidentally or on purpose.
You can even make a transport system with Succor twigs, with one
being set back to a safe place in town and another being set to a
relatively safe place somewhere in the dungeons, a process known
familiarly among player characters as "twigging" This bit of
planning can save you a lot of time when you want to move
between towns and dungeons.
Some places within the Kingdom are magic-sinks, and are "No
Twigging Zones." If you suspect you are in one of these spots, be
sure to look at your Succor twig. If it does not give off a faint
amber glow, you are in a "No Twigging Zone".
Though only Succor will produce a twig, other twigs imbued with
various Disciplines can be found here and there. When you activate
a scroll to form a Discipline, something will happen to your
character to indicate that the Discipline worked.
For example, if you form the Discipline of Respirate, the scroll will
crumble to dust and small slits will form on your neck. Respirate
enables your character to move at a normal pace (three spaces per
round) through water.
Steel Flower Pub
As you exit the Market, turn and continue back north. Follow the
path as it meanders to the east. The next building you come to is
the Steel Flower Pub.
The Steel Flower is a favorite stopover for adventurers. There, you
can buy some drinks or sell treasure. In the eastern section a long
hallway leads to several smaller rooms. In the first room to the
south is the locker area.
Lockers
All adventurers eventually go to the locker area to store up to
twenty items (thieves have some additional storage areas). Almost
all items can be stored in lockers.
To see the contents of your locker, stand directly on or in front
of the locker and click Show Locker from the pull down menu.
To transfer items in and out of your locker window,
click and drag them as you would manipulate all game items.
For instance, drag a stored helm to your Inventory window or store
a special longsword by dragging it from your belt to your locker.
The locker is also a good place to store extra equipment that you
might lose if you die. Your locker's contents remain safely tucked
away, even if you decide to reroll your character. While all the
items that your character is wearing or carrying are lost during a
reroll, the items in your locker are saved and are available to
whatever successor character you might create. Just as you think of
your alternate character(s) as your primary character's brother,
sister, cousin or roommate, think of successor characters as heirs to
your original character. That heir inherits everything you leave,
including the gold in the bank. (see Rerolling for more
information.)
It is rumored that the Merchants of Nork have decorated their
shops with carvings of the great lair crits of Drakkar.
Thieves' Guild
Continuing east through the hallway, the hall appears to come to a
dead end. This is an illusion. The wall is not actually a wall at all --
it is a door. To pass through an illusionary wall simply move into
it. If you walk through this illusionary wall you will find the local
Thieves' Guild.
In Nork, the Thieves' Guild is accessible to all character classes.
The Thieves' Guild always has bottles of IH for sale. You can also
buy twigs here that have Disciplines on them.
Here you'll also find Thief Trainer. The Thief Trainer works like
all other trainers in the game. (See Fighter trainer section.) Of
course, the Trainer will only train you if you dedicate to the Thief
Profession.
Other Shops
You should by now have learned how to move, speak, and
manipulate items in Drakkar, as well as having gained a working
knowledge of Nork. The same commands used for looking, buying,
and selling work in all areas of Drakkar.
Below is a listing of some of the other shops and there functions in
Nork. Refer to Help in Drakkar for additional information.
The Weapons Shop and the Armor Shop
Buy weapons and armor here.
Martial Arts Trainer
In this dojo, Martial Artists come to train in the very specialized
forms of hand-to-hand combat that has made won them renown.
Note that all character classes can gain skill in the Martial Arts by
simply punching or kicking, but only Martial Artists can buy
training from the Martial Arts. While the Martial Arts are difficult
to master, a skilled Martial Artist can be a deadly opponent in close
combat.
Mentalist Trainer
Here, aspiring Mentalists come to dedicate themselves to the
Brotherhood of Mentalists, to train and to learn new Disciplines
(see Psionic Disciplines). The Trainer will train the Mentalist in all
the Disciplines the Trainer deems appropriate for that level.
With each new experience level, a Mentalist should visit the
Trainer to train and learn new Disciplines (Discs). When the trainer
tells you to use your new Disciplines wisely, type:
list disciplines
this will display a list of Disciplines that you are now able to form.
You will also see how many Energy Points (Eps) it takes to form
each Discipline. For example, if your Mentalist has just reached the
3rd skill level, and you look at your Discipline list, you would see:
enmiss (5) detect (10) sense (10)
This means at the 3rd skill level, your Mentalist is capable of
forming Enmiss (Energy Missile), Detect and Sense. You can form
any of these Disciplines as many times as you wish, as long as your
Eps do not fall below the amount it takes to form the Discipline.
For example, if you have only 9 Eps you cannot form either Detect
or Sense. You must wait until your Eps have regenerated to 10 or
above. Your Energy Points regenerate automatically over time.
Your mentalist skill level determines Ep regeneration rate and the
power level of that spell.
Once your Mentalist has learned new disciplines, you may pay for
additional mentalist training in these disciplines until the Mentalist
Trainer tells you to go out and practice what you have already
learned.
Healer Trainer
A Healer is a also psionist like a Mentalist. A Healer must buy new
Disciplines as he advances in skill just as a Mentalist does. Healers
buy training from the Healer Trainer . The Healer trainer will
advise you to use your new Disciplines wisely and will send you
off adventuring when you are trained to your current limit.
Healers, unlike mentalist, only gain Eps back when they are
undamaged. Thus it is important for a healer to stay fully healed.
The Healer Trainer has a small alchemist shop just inside the door.
Portal to Maeling
To the west of the Healer's kiosk stands a small building with a
recessed doorway. Inside this building, an ominous black portal
will teleport you to the Oriental City of Maeling. To operate the
portal, step into the doorway. You will be immediately teleported
to Maeling.
DANGER!! The portal is one-way; if you go through the portal to
Maeling you will discover there is no portal back to the city of
Nork. Use of this portal automatically erases all your Succor twigs,
so you cannot go through the portal and twig back to Nork.
You can swim back from Maeling, but it is a long and dangerous
journey. Until your character has grown a bit, it is probably not a
good idea for you to venture into Maeling.
The Gambler
On the far eastern outskirts of the city of Nork, you should find a
building with double doors. This is the Casino, which is run by the
Gambler.
To gamble,
drop your bet at his feet by dragging your gold from your sack
to the ground.
The gambler will prompt you to enter the amount you wish to bet;
the rest is returned to your sack. Then type:
< name > Gamble on <number>
where number is the number (1-10) you are betting on. For
example: Ari, gamble on 2
The Gambler will spin his wheel, and if the wheel lands on the
number you have picked, he will pay out as much as you bet. In
addition, since you are betting your hard-earned treasure, your
character will gain one Experience Point per coin. If you pick the
wrong number, you lose your coins but you still gain your Xps for
the hard lessons learned gambling.
Warehouse
A few steps southeast of the Mentalist Trainer's shop you will find
a dilapidated warehouse with a trap door in the floor. This opens to
a stairway that leads down to the basement. Sometimes you'll find
weak creatures rummaging through the debris.
Jeweler
A Jeweler has recently set up shop on the eastern edge of town. He
can encrust jewels onto items. For example, he can combine a
plain gold ring with a small red gem so that the description of the
new ring reads, "a gold ring set with a small red gem." To use
his services,
Hold the item to be encrusted in your right hand and the gem in
your left
Then click on his ID box, then click on the two-heads button
Once an item has been encrusted with gems, the gems become
permanent and cannot be removed. Some magical weapons are
ruined by setting them with gems.
This ends A Walk Through Nork. Now do some exploring of your
own.
Preparing to Adventure Beneath Nork
Before venturing into the dank and dangerous dungeons you'll
want to make a few preparations. This section covers those
preparations.
As you've learned in a Walk Through Nork, the first thing you
should do is dedicate to a Profession. Though we suggested
starting with a Fighter character, other professions are available.
For more information about each Profession, see the section on
"Professions".
After Choosing a Profession, keep an eye out for better clothing,
Armor, and Weapons. They might be lying on the ground or
offered in one of the shops.
As a newbie player, you won't have much money to buy the best
Armor or Weapons, but as you take gold off slain creatures, you'll
soon have the necessary funds to make purchases. You can also try
selling some of the weapons and clothing. This will also increase
your cash flow.
When starting off, buy all the Health Potions you can afford. You
might also buy a Succor scroll so that you can make a Twig.
After returning from your first ventures into the dungeons beneath
Nork, you'll begin to Develop Your Character. Make sure to
develop your Skill by Training. This makes you more effective in
battle.
Choosing Professions
Once you've rolled up a character and entered the game, you must
find the trainer for your chosen Profession and dedicate yourself to
that Profession. Thus, if you've rolled up a City Dweller and want
him to be a Mentalist, go to the Mentalist Trainer and dedicate.
New players begin as merchants, and since merchants make for
poor adventurers, find a new Profession quickly. From your Walk
Through Nork, you should now know the location of several
Trainers. Choose your Profession wisely. Once dedicated, your
character will pursue that Profession for life.
You might get a message to Rest before you have dedicated.
Always dedicate to a Profession before you Rest (see Developing
Your Character), or your character will gain none of the benefits of
higher rank
See A Walk Through Nork for how to Dedicate and Train.
Armor, Protective Gear and Jewelry
In Drakkar, players may wear one suit of armor at a time. All
players begin the game with one of the following basic armor
forms: leather, studded, and chain (in ascending order of
protection). Generally, the higher the cost, the better the item.
You should also wear other protective items. You can buy or find
garments to protect you from physical and psionic attack.
The tanned skins, furs, feathers, and scales of several creatures
make armor or beautiful cloaks that can protect you from heat, ice
and the powerful hits of the more dangerous creatures.
To see what you are wearing
click the Inventory button.
To wear gear or jewelry
Drag the item to your face or body.
If you already have one of these items, consider storing a few
extras in your locker. Or, you can always sell them. The following
details the types of wearable items in the game.
Amulets
While some amulets are purely ornamental, others will protect you
against psionic attacks, or have other abilities. You can wear only
one amulet at a time
Armor
Armor protects you against physical attacks. You can purchase
armor at the armor shops throughout the kingdom, or you can find
it as treasure.
You can wear only one suit of armor at a time. There are four basic
types of armor---leather, studded, chainmail, and plate armor. You
can also have the tanner make armor from the skin, fur, feathers, or
scales of some creature that you have killed.
Boots
While most boots protect you against physical attacks, others will
also protect you against psionic attacks or are psionically imbued.
You can wear only one pair of boots.
Bracers
Some bracers are purely ornamental, but others protect against
physical or psionic attacks. You can wear only one set of bracers.
Cloaks
Cloaks protect you against physical attacks, and some cloaks also
protect against psionic attacks. In addition to your armor, you can
wear two cloaks, or a cloak and a robe. Some of the creatures that
you kill and tan will provide you with cloaks.
Gauntlets
Gauntlets protect you from physical attacks and improve your
ability to attack with your hands. You can wear only one set of
gauntlets.
Helms
Helms protect you against physical attacks. Some also protect you
against psionic attacks or are psionically imbued. You can wear
one helm.
Rings
Some rings are purely ornamental, some protect against physical or
psionic attacks, and some are psionically imbued. You can wear
only one ring on each hand.
Robes
Robes protect you against physical attacks, and some will protect
against psionic attacks. In addition to your armor, you can wear
two robes, or a robe and a cloak.
Sashes
Some sashes are purely ornamental. Others protect you against
physical attacks or improve your ability to attack in combat. You
can wear only one sash.
More on wearing items
Characters may wear one suit of armor beneath two cloaks. The
armor must be worn before the character puts on any cloaks. Since
cloaks are worn in order, you have to remove the outermost cloak
before you can remove the innermost cloak. Also, you have to
remove your cloaks, if any, before you can remove armor. If you
wear a robe and a cloak, the robe will always go on over the cloak.
Many items 'tie' to their owner.
Tied or Attuned Items
Many items in Drakkar 'tie' or 'attune' to their owner, meaning that
they can't be worn by anyone else. This is particularly true of
tanned gear. So...if you want a Yeti cloak, you'll have to go and kill
one yourself.
You know that an item has 'tied' to you if you put it on and receive
the message, "You feel a twinge at the base of your neck". If you
pick up an item and read a "you feel an electric shock" message,
it probably belongs to someone else.
Sensing Items
As we mentioned earlier, you will see an abundance of Armor and
protective clothing strewn about Nork and it's dungeons. Some
items are purely ornamental, while others have special abilities.
You can determine if an item has magical qualities in the following
ways:
You might happen across a Sense scroll.
This is one of the reasons why it is worth the time to read the
scrolls that you come across.
Use a Sense scroll by holding it in your left hand and the object
you want to Sense in your right (remember that left and right
are mirror image of your own).
Click on the Form Discipline button.
The text window will describe the item in your hand. There are a
limited number of uses on a Sense scroll.
If you are a Mentalist or a Thief, you will learn the Sense
Discipline as you increase in Experience Levels. How much you
can discover about an item is based on how skilled you are in that
discipline.
You can hold the item in your hand and double click on it. This
will give you a brief description of what you are holding as in, " a
Longsword with a faint golden glow." This indicates that it is
magical, but not necessarily what it's special qualities are. Using
Sense will give you more specific information as in what combat
bonuses the weapon might possess.
Another helpful player might either know of the item or
volunteer to help you with Sense.
Weapons
Any Profession can train with Weapons. Each character class
begins with a weapon and a small amount of skill in that weapon.
You may use that weapon or change to another. Once you have
decided upon a weapon to develop skill in, go to a trainer.
It's generally advised to choose one weapon and build your skill as
high as possible in the use of that weapon, instead of building a
little skill in multiple weapons.
With most weapons, you must stand on the same hex as the
creature you are attacking. Pole-arms can attack creatures on
adjacent hexes. Bows fire from several hexes away. Remember to
carry your weapon in your right hand.
Note that damage potential should not be your only consideration.
While a wooden staff might not do as much damage as a
greatsword, it generally blocks better. If you are a Healer, blocking
is important because you can't regain your energy points (necessary
for casting disciplines) unless you are unwounded. And although a
Thief can use the greatsword for Backstab, the size of the weapon
affects his ability to Hide, and he must be hidden to backstab. So
there are many complex reasons for making a weapons choice.
The following general weapon list is arranged from least
damaging to hardest hitting (approximately). And, there are special
weapons in each class that outshine all the rest.
General Weapon List
C= close combat (must be used while standing on same hex)
E= extended combat (can be used from one hex away)
L= long range (can be used from anywhere on the screen
dagger C and L
staff C
gauntlets C
shortsword C
shortbow C
mace C
flail C
hammer C
longbow L
broadsword C
crossbow L
pole-arm E
axe C
greatsword C
All weapons may be thrown, but only magical daggers will return
to you. You can also use bows as close-combat weapons.
Weapon Skill Categories
There are many more weapons than these to find and use, but all
weapons will fall under one of the above weapons categories.
Remember though that weapons categories are different than
weapon SKILL categories. Weapon skill categories are the
categories that you train in. For example, to use a greatsword
effectively, you would build Skill in the Two-Handed Skill
category, as it takes two-handed skill to wield the mighty
greatsword.
Skill categories
Axe
Weapon types: all axes. Some of the great axes of Drakkar are also
throwing weapons.
Bow
Weapon types: all bows; longbow, crossbow, and shortbow. You
can use a bow to attack from a distance and on the same hex. You
must hold the bow in your right hand, and your left hand must be
empty to draw the bow.
Dagger
Weapon types: all daggers. Magical daggers are also throwing
weapons, and return to the user.
Longsword
Weapon types: longswords and broadswords.
Mace
Weapon types: all maces, flails and hammers. Some hammers may
also be thrown.
Martial Arts
Weapon types: gauntlets. Although Martial Arts is its own skill
category, the gauntlet is a martial arts weapon.
Pole-arm
Weapon types: all pole-arms and halberds. These weapons can be
used from one hex away. To inflict maximum combat damage
using a halberd or polearm, your left hand must be empty. You
cannot put a halberd or polearm on your belt.
Shortsword
Weapon types: all shortswords.
Staff
Weapon types: all staffs and spears.
Thrown
Weapon types: grenades, daggers. All weapons and other items
may be thrown in Drakkar (you could pick up a corpse and throw
it, for instance). Grenades can only be thrown.
Two-handed
Weapon types: greatswords, bisentos. These weapons specifically
take two hands to wield.
Health Potions
Even with the best Armor and Weapons in Drakkar, you're still
going to get hit. Getting hit depletes your Health Points, and when
they are completely depleted, you die. Health potions restore your
Health Points.
There are two types of health pots, the weaker of the two, costs an
average of eighty gold pieces per bottle and will only heal a part of
your damage. The strength of the potion and therefore the amount
of damage it will heal varies from bottle to bottle.
The second potion is called "Instant Health." These bottles sell
for at least 500 gold pieces but will cure you of all damage. Buy
health potions from the Alchemist in the northwest corner of Nork.
To buy from any shopkeeper
Stand in front of the counter.
Click the shopkeeper's Identity box. The shopkeeper appears.
The items for sale are displayed on the shelves. The cost of
each item is beneath the item.
Drag the item you want to buy to your hand, sack, belt, or
pouch.
Type the number of items you want to buy, or click Maximum.
Twigs
Scroll vendors stand in the busy areas of the kingdom and shout
what they sell and how much they charge. Scroll vendors sell a
variety of scrolls imbued with psionic disciplines such as
ProtAssault, Succor, Respirate, and ProtStun. Succor scrolls can be
turned into Twigs.
Succor twigs are very important because, with them, you have the
ability to teleport yourself immediately back to the place where you
first formed the Succor discipline. For example, if you are in the
dungeons, and you found yourself about to die, drop that Succor
twig as a "panic button" to get out fast.
To create a succor twig from a succor scroll
Stand in the location you want to return to when you use the
succor twig.
Hold the succor scroll in your right hand.
Click the Disciplines pop-up menu, and then point to Succor.
Click the Form Discipline button. The succor scroll crumbles
to dust, and a succor twig appears in your right hand.
You have dedicated to a Profession, you have armor, a weapon,
health pots, a twig (if you can afford it), and a desire for adventure.
You're ready for the first Dungeon beneath Nork, Nork -1.
Professions
Drakkar has several Professions to choose from. Among them are
Fighter, Mentalist, Healer, Martial Artist, Barbarian and
Thief. Basically, Fighters, Martial Artists and Barbarians use
physical attacks with weapons to subdue foes, while the Mentalist
and Healer classes generally favor psionic disciplines.
Thieves use a combination of psionics and physical attacks
augmenting them with stealth and trickery. Of course, there is no
rule that says your Healer cannot use a longsword to dispatch foes.
As you gain game experience in the various classes you will, no
doubt, develop your own techniques and strategies to use against
the forces of darkness.
The following is a synopsis of what attributes your character will
need to excel in each Profession.
Look in the section "More on Game Play" for more information
on professions, like advanced character skills and gains such as
disciplines. All Disciplines you gain are based on your character's
Skill Level. The "More on Game Play" section also provides a
complete list of techniques and abilities you attain for each
Experience Level.
Fighters
A Fighter is probably the best choice for a beginning player.
Fighters don't usually worry too much about tactics; they just wade
into melee swinging their weapons. Strength is probably the most
important attribute for fighters because that determines how hard
they will hit.
As with all classes, Constitution is very important for a Fighter
because Constitution modifies your Health Points. Fighters need
high Health Points (Hps) to be able to weather the physical
punishment they often suffer. Fighters get higher Hps gains as they
advance through experience levels. Agility is also important for
fighters, because that determines how well they can dodge and
avoid attacks.
The goal of most Fighters is to become a Paladin. Fighters can
dedicate to the Paladin Brotherhood after reaching 8th level.
Martial Artists
A Martial Artist (MA) uses hand-to-hand combat, in the form of
martial arts, to attack enemies. Since Martial Artists also use
physical combat to advance, Strength and Constitution are
important.
Probably the most important attribute for the Martial Artist is
Agility. Martial Artists depend on their skill in martial arts both to
avoid and block attacks as well as deal out damage. Their ability to
move quickly and with agility in close quarters is crucial to their
survival.
As Martial Artists progress in Skill, they will usually abandon
armor (since heavy armor is an encumbrance) and rely solely on
their skill and agility to avoid physical damage. Martial Artists also
get good Hp gains as they advance in Experience, because they will
spend most of their time in close quarters combat with little armor
or weaponry.
Martial Artists have profession specific commands, two are Sweep
and Jumpkick. Sweep allows the Martial Artist to attack multiple
opponents in his square. Jumpkick allows the Martial Artist to leap
through the air and strike a creature some distance away.
Mentalists
A Mentalist (Ment) devotes all energy toward the perfection of
Psionic Disciplines (discs). Since Mentalists concentrate on
developing the powers of the mind, Intelligence is most important
to them.
The Mentalist's Intelligence determines the beginning psionic or
mental Energy level (Eps). In addition, high Intelligence will grant
the Mentalist more Energy Points bonuses with each succeeding
experience level, like with Constitution and Hps.
The forming of Psionic Disciplines (which is how Mentalists
protect themselves and attack) take a great deal of concentration,
and each Discipline that is formed depletes the Mentalist's energy.
The more EPs a Mentalist has, the more Disciplines a Ment can
form without having to replenish. Energy points regenerate
automatically with the passage of time.
Mentalists get fewer Health Point gains than any other character
class. Ideally, Mentalists should try to avoid close combat and
instead concentrate on developing psionics. However, Constitution
grants Hp bonuses to Mentalists just as it does with other
characters.
Healers
Healers are a kind of a hybrid of Fighters and Mentalists. Healers
get some of the same Disciplines that Mentalists use, but they also
learn their own unique Disciplines.
A Healer has the special ability to heal damage and at high skill,
Healers can even restore life to the body of a fallen comrade.
Healers rely mainly on psionics to prosper in the Kingdom of
Drakkar, but Healers should also be adept in the use of weapons. A
Healer's offensive Disciplines usually take more Energy Points to
form than do the offensive Disciplines of Mentalists. Therefore, if
your Healer forms several Disciplines during one battle, it is
entirely possible that his energy will be depleted to the point that
he will be unable to form any more psionic attacks. In that case, he
had better be skilled with some type of weapon, or his life may be
forfeit.
Wisdom is a very important statistic for Healers. The Healer's
Wisdom will determine initial Energy Points, and Wisdom also has
a bearing on Eps gain as a healer advances in Experience. But,
Healers need to be fairly strong and agile, with a good constitution,
since they will often have to fall back on physical attacks during
combat. Healers tend to have higher Health Point bonuses than
Mentalists, but not as robust as Fighters and Martial Artists.
Generally, the difference between Mentalists and Healers is
Mentalists use discs to attack, Healers use discs in a more
supportive manner.
Barbarians
A Barbarian (Barb or Barbie) is a berserker fighter that fights
extremely well. Barbarians distrust all forms of psionics and are
especially resistant to psionic attacks. However, because of this
distrust of psionics in all forms, they have trouble using any type of
psionic Discipline, even those psionically-imbued items that are
commonly used by almost all characters, such as Succor scrolls and
Sense rings. While it isn't exactly impossible for a Barbarian to use
a psionically-imbued item, he just isn't very good at it, and the
Discipline might fail several times before he finally gets it to work.
Since Barbs are basically berserker fighters, the same attributes that
are important to Fighters will be crucial to Barbarians. Barbarian
receive the highest Health Point increases per Experience Level of
any class. High level Barbarians are very aggressive indeed. In fact,
they get Xps for breaking items.
To dedicate to the Barbarian brotherhood you must take a
dangerous journey past the mountains to the east of Nork. The
Barbarian trainer lives in a cabin in the wilderness. If this is your
first visit, you might ask a more experienced player for the safety
of escort. But then, you want to be a barbarian, and safety
shouldn't rank high on your list.
Thieves
Thieves prefer to hide in shadows and ambush their foes rather
than getting mixed up in a close-quarters brawl. Thieves have the
unique ability to know particularly vulnerable points along the
backs of many creatures and are able to strike at these points with
their deadly Backstab. Thieves, as their name implies, are
inherently more skilled than other character classes in the
knowledge of lock-picking, hiding in shadows, and picking
pockets.
Strength and Agility are very important for Thieves. The higher a
Thief's Agility, the greater success he will have in hiding, picking
pockets, avoiding attacks and setting and disarming traps. A Thief
can Backstab from hiding, which can dramatically increases the
amount of damage of the attack.
Higher level Thieves also gain the use of certain Disciplines like
Mug and Trap. Unlike the Healer and Mentalist, the Thief draws
on his health points (Hps) every time he forms a discipline. Please
see "More on Game Play" for more information on these topics.
Other Classes
In addition to the six basic Professions mentioned above, your
character may join a specialist class later in life. There are rumored
to be other mysterious trainers that will teach your character even
more potent skills and abilities, but these trainers are hidden in
remote places within the Kingdom and your character will have to
discover these trainers during his travels in the Kingdom of
Drakkar.
Your own footfalls echo eerily as you take the long walk
toward destiny down the hall of the Last Chance Saloon.
You see the staircase winding down into the gloom of the
dungeons of Nork. You wonder for how many has this walk
been a one-way ticket. You enter a silent prayer to Saint
Clint as you step off into the unknown.
Okay, you reach the bottom of the stairs and...oh, ye gods!
It's a Goblin; it's a Rockman! It's--aiiiieeeeeee!--another
Rockman! They're pounding you with their fists! The Goblin
slashes you with his sword! You panic. You forget
everything that you've read, all the advice you've heard. You
even forget to attack with the sword you have in your hand.
You remain rooted to the floor in disbelief, forgetting to run,
even as you watch your health points drop with every hit.
Not a thought of the twig you have in your belt that could
transport you to safety crosses your mind. Finally you gather
yourself together and strike out at a foe. What?! It has no
effect?
You realize with a sinking heart that, "Being dead, that can't
be done".
Adventuring in Nork -1
When you are ready to start your adventure, enter the Last Chance
Saloon, in the northwest corner of Nork. Go down the hall and
through the doors to the left at the end of the hall.
Continue past several shopkeepers and you'll reach a circular
staircase leading down. Before you descend, make sure you have a
weapon in your right hand. Remember! If you are carrying a two-
handed weapon such as a bow, your left hand must be empty.
To descend (or ascend) stairs
Stand on the stairs. Click the stairs and <RMB>. This moves your
character to the bottom of the stairs. If you were at the bottom, this
moves you up.
Keep moving carefully through the passageways, and keep an eye
out for danger! When you are ready to return to Nork, backtrack to
the stairs and ascend them.
Facing the Enemy
Important! Creatures and characters with red name tags are hostile!
Fight first, ask questions later.
To attack a hostile creature
Select Attack from the Commands list and
Click on the ID box of the creature you want to attack
Remember!! with most weapons you must be on the creatures
hex!!
This will put crosshairs on your opponents ID box, targeting them
for your attack. Every time you click on their ID box, you attack
them again. You do not need to select Attack again.
You can only attack once each round. Wait for the Round Timer
at the bottom center of the terrain screen to turn green, before
attacking again. The creatures ID box will be greyed out if you
can't attack.
You'll probably have to strike several times to defeat your enemy
(watch the heart in the ID box for signs of damage). Meanwhile,
your enemy will try to do the same to you. Keep an eye on your
health points to make sure you are not sustaining too much
damage. It is better to run away and live to fight another day.
Attack and Fight are synonymous. They allow you to attack a
creature using whatever item is in your right hand. If you are not
carrying a weapon, you will strike with an empty hand using
Martial Arts skill.
Why am I in the middle of a dust cloud?
If you have disappeared in the middle of a whirling mass of activity
on your terrain window, YOU ARE UNDER ATTACK! Fight or
run!
Searching a Corpse
If you survive and slay your opponent, well, now you're having fun.
Notice that your Xps increase each time you slay an opponent.
Search the corpse and take any gold, gems, valuable weapons and
garments, or other treasure your opponent was carrying. Gems and
other items can be traded in for cash at your friendly Shopkeepers.
To search a corpse
Stand on the corpse and click the Ground button
This brings up the ground window which has two columns and
your pouch, sack and belt icons. The left column shows the
NUMBER of items in each category. The right column shows the
INDIVIDUAL items in the category.
while pressing and holding down the SHIFT key click on the
corpse in the left column of the Ground window.
If the corpse is in a pile, all corpses are searched and all of their
possessions now appear in left column of the Ground window. A
list also appears in the Narrative Window.
to see the individual items in a category, click on it. This moves
the category to the right column.
To take an item from a corpse pile
You can only take the items from the right column.
click on an item in the left column.
This moves it to the right column. If there is more than one type of
the object, all objects will appear in the right column. For instance,
you might see a ruby in the left column, it might have a diamond or
emerald log hidden underneath it. Once in the right column
drag the item to your pouch, belt or sack icon on the Ground
window.
To take multiple items of the same type
hold the Shift key down and click on the item
then drag one the item to your sack
Okay, now you've got stuff. Continue adventuring, or go back to
Nork and sell your loot for money so that you may train. Be sure to
read the section "Developing your Character" so that you may
make the most of your Experience Point gains.
I think I'm about to Die
You have four choices if you think you're about to be killed. You
can:
run away
drink a health potion
hope that you kill the creature before it kills you
twig out of there.
Run Away
This is generally a pretty good option. Your health points will
regenerate in a short time if you can get out, and stay out, of
danger. You can also drink a health potion to speed up your
healing.
Health Potions
If you have purchased a health potion, now would be the time to
drink it. Use the Drink Bottle button on the Game Screen.
Remember! One hand must be empty to drink a potion.
Kill that Critter!
How badly have you damaged that creature? Look at its heart on
the ID box. Is it alone, or does it have friends nearby? How badly is
it hitting you? Can you kill it before it kills you?
Twigging
Twigging is a good option when you are in a 'zoo' (surrounded by
critters), are running out of health pots, have dropped and lost your
weapon, or are facing some other disaster. Use the Twig button to
transport yourself back to where you formed the twig. (See 'succor
twigs' for more information.)
Being dead, that can't be done......
If your health points drop to zero, you are dead. When you die, you
hover above your bloody corpse. You can yell for help but can do
nothing else. However, death in Drakkar is a relative thing. With a
little bit of typing or some help from your friends, you can rise
from the dead.
There are penalties to dying, however. You can lose a constitution
points each time you die, depending upon how you are raised from
the dead. You also drop whatever you may have in your hand, and
some creatures (in higher level areas) may strip you of all your
possessions after they slay you.
Returning from the Dead
CritCure
The healthiest way to return from the dead is to have a healer raise
you or to have someone else use a CritCure scroll on you. If
someone raises you from the dead by forming CritCure on you, you
will not lose Con points. If you are carrying a CritCure scroll on
your dead body, other players can search your corpse and take it off
of you.
In Drakkar, you can speak, and yell, when you're dead. If you have
died near other players,
Yell for help using the @ key. As in: @help me I'm dead.
Get taken to a Healer Trainer
Another player can pick up your dead carcass and take you to the
nearest Healer Trainer. If someone raises you from the dead by
taking you to a healer, you won't lose Con points. All the player
needs to do is to drop your dead body on the hex of the Healer. It
might take a few moments, but they will eventually heal you.
Restore
If there are no friendly Healers or players around, to return from
the dead type restore in the command line. This restores you to the
recall area in Nork. Using this method you lose Con.
Recall
You might wish to use the recall function if you are hunting (and
dying) in areas other than Nork. Recall allows you to restore to any
Healer trainer in Drakkar, rather than the default Healer in Nork.
To choose a new Healer trainer to restore to:
stand on the Healer's hex
type the Healer's name followed by a comma and then
type recall me.
For example, to have a Healer named Dru recall you, type Dru,
recall me. If you have done this correctly, he will acknowledge
you. If you are killed and type restore you are recalled to this
healer.
More On Combat
Some other issues to consider when in combat. Physical combat
commands cannot be combined with other commands. However,
you can attack and speak (or yell for help) to other players at the
same time, as in:
@hey tabaroo, where are you? I'm dying over here!
The command Form, being a mental activity, can be combined
other commands, but it greatly reduced your chance of forming a
discipline. Also keep in mind that any encumbrance will hinder
your fighting ability.
Rest
After you have acquired enough Xps to advance to the next
experience level, you will receive a notice in the Narrative window
to Rest when uninjured. When you are at full Hps type:
rest
This will advance you to the next Xp level. If you do not Rest, you
will not advance. You will always be prompted to Rest when you
are ready to move on to the next level. Remember, you must be
healthy (unwounded) to move up a level.
***Always Dedicate to a Profession before you Rest.***
***Always Dedicate to a Profession before you Rest.***
***Always Dedicate to a Profession before you Rest.***
See 'Developing Your Character' for more information on Rest.
Creatures In Drakkar
This section contains is a partial list of the creatures you will
encounter in Drakkar.
Alligator
Alligators, an unprotected species in Drakkar, live in water or
marshy areas around the kingdom. They shred their enemies with a
nasty bite.
Bear
There are many types of bears in the woods. Some are hostile,
some are not. You'll occasionally happen upon a bear having deer
for dinner. Hostile Bears have massive claws which they use to
rake their prey.
Fiend
The lumbering Fiends are said to make the earth tremble with
every footfall. They are known to stare adventurers down with their
glowing eyes before shearing your flesh with their claws.
Gargoyle
Not your Notre Dame blend! Gargoyles have huge wings and attain
great speeds before they hurl themselves upon you and rake you
with their viciously sharp claws.
Goblin
Goblins are the weakest creatures you will encounter, yet they can
be quite dangerous in larger gangs. The Goblin Lord is a
challenging opponent locked deep away in Nork.
Griffon
Griffons attack you with their powerful beaks and razor sharp
talons. The fabled silver Griffon spits freezing liquid that chills
characters to the bone. If you kill a Griffon, the tanner can make its
feathers into strong armor.
Hobgoblin
Hobgoblins are taller, more muscular, and more challenging
opponents than goblins. Unfortunately, they aren't any better
looking though.
Hostile Fighter
Hostile fighters are highly-skilled weapons masters who use their
abilities to spread mayhem throughout Drakkar.
Hostile psionicist
Hostile psionicists are highly-skilled Mentalists. Many were once
on the side of humanity, but now they use their powers to further
the advance of the evil creatures of Drakkar.
Lizardman
Lizardmen are known for their hissing, muffled speech and deadly
fire breath. Although an unruly bunch, the Lizard King rules his
legions with an iron fist.
Lurker
An attractive creature to venture across, Lurkers drool, drag their
knuckles on the ground, and bite you. They can also envelop you in
darkness.
Mummy
Mummies shuffle along, waiting to rake you with their wizened
and gnarled claws. Their scent of the spices and the mysteries of
the orient, wafts behind their ancient bodies.
Ogre
Ogres are brutes of great strength. The Ogre Lord is known for his
fashion sense.
Orc
Orcs are squat, with piggish snouts. They are fond of rallying battle
cries, such as "Crush the human!"
Rakshasa
Rakshasa are well-muscled, with tiger-like faces and wild hair.
They are well-known for their psionic abilities. Maybe it is their
thick pelt that protects them.
Rockman
Rockmen make loud grinding noises and pound their opponents
with their massive fists. They are not known for their intellectual
prowess.
Sanquin
Sanquins giant blue lizards that attack with sharp claws and an icy
breath of pounding hail and bitter cold. Some scholars believe
them to be weak cousins of the dragon. Perhaps their scales are
what protects them from their own icy breath.
Shark
Sharks prowl the water ways with a ravenous appetite. They are
always on the lookout for new victims.
Thumper
Beware the Thumpers, who will club you mercilessly with their
ham-like fists.
Troglodyte
Troglodytes are fairly civilized for a non human breed. They till the
underground soil and make a wicked mushroom brew form their
crops. Troglodytes attack with weapons.
Troll
Trolls are strong and tend to attack with large weapons.
Wolf
Wolves tend to hunt in packs and have a fierce bite. Some wolves
are non-hostile.
Yeti
Yetis are vicious snow beasts who swipe at their opponents with
their sharp claws. Yetis have thick fur and are hard to kill. They are
tough creatures which is maybe why the fur of a dead yeti makes
strong armor.
In search of...The Lizard King
I've mastered the GoblinLord and sent Pelagis sniveling on
home. I've dedicated and begun my path as a Paladin. It's
time to start building my future, and for that, I need gold. I
hear tales that the Lizard King has it. So I join the multitudes
on the crusade for the Lizard King. The town crier rambles
about a fellow knight, Haldan, who wanders in disgrace.
Now, more than gold drives my quest, Haldan tells me an
even more compelling reason for hunting down the wretched
tormentor of the Lady Annalee.
I'm going to have to venture into some new and dangerous
territory, filled with the Lizard King's henchmen: pumped up
trolls, sanguines and the fearsome stunner. I'm brave, but
not stupid. I go prepared. I've got on all the fire and ice prot I
can muster, my best weapon, twigs and plenty of health
pots.
I head off into, for me, uncharted territory. I see a stunner.
My mouth drops, "hey!..." I begin to exclaim. I die. I restore
to the healer on Nork. Suitably chastened now, I begin my
adventure anew. I see a stunner, I run. And run. And run. No
stunner now, but I am now hopelessly lost? Luckily I have my twig back to
Nork. No matter, it's not like I know where the Lizard King is
or anything. I'll just keep searching until I find him.
I continue my search. Along the way I hack my way through
multitudes of Lizardmen and Ogres. Well at least a few at a
time. I see six flags flashing and I am outta there. Finally I
come to an entrance in the rock wall? Could this be it, I
wonder? Does anyone get out of here alive? Heart pounding
I stride boldly into the cave. It's clear that I'm going to need
the protection bestowed upon me by the Lady Annalee.
Immediately we leap into the fray. I'm not doing much
damage, and he hits hard. I'm popping health pots like
candy and still my hp's stay in the red. That's it, I'm out of
health pots, I'm history. I twig back to Nork, fill up and head
back down. This time I vow to set a twig at the cave
entrance. These boots weren't made for that much walking.
Much twigging, many health pots and sweaty palms later I
finally emerge victorious. I take a deep breath, pray that
none of his henchman appear while I am in this weakened
state, and begin to loot the lair of the vanquished Lizard
King.
First round's on me tonight.
Developing your Character(s)
Developing your character(s) is the main goal of playing Drakkar
(along with general socializing and having a good time). You
develop your character by gaining Experience Points and building
your Skill appropriate to your profession; weapons for a Fighter,
Disciplines for Ments, and so forth.
When you kill a hostile creature, you gain experience, build Skill,
and acquire gold or other marketable items which enable you to
pay for more Training. So killing hostile characters is GOOD. But
a few more comments:
Generally, as in life, no pain, no gain. Older players will tempt you
with their wondrous items-but remember this, if you have armor or
weapons beyond your actual capabilities, you won't build your
Skill as fast as you would if you didn't.
Think about it like building a house. If you build it yourself you
have gained a new skill. If someone else builds it for you, well, you
have a house, but no skill. So how would you get your next one? If
you had skill, you could build it yourself.
Another important concept. As you work your way from say,
studded armor, to say, sanquin scales you gain in PLAYER skill.
Meaning, you begin to learn when to run, when to twig, when to
take a health pot in relation to how easily you can kill different
kinds of crits. Why is this important? Someday you will meet a crit
against whom your armor is not that good. If you haven't gained
PLAYER skill, you could end up dead, and without your spiffy
armor or the ability to replace it.
Experiment as you grow. Go to the tanner, and see what different
kinds of armor the creatures you slay makes. Initially, stick with
one or two combat forms. It's better to develop a lot of skill in a
few areas than a little skill in many areas.
Items in Drakkar have different and often unique abilities. For
instance, the staff is the best blocking weapon, and the halberd can
hit a hex away and has good proning ability. There are reasons for
using each weapon; each has qualities to recommend it for use, and
no one type is perfect for all situations. With weapon and shield,
you will enjoy shield blocks at the expense of having two hands
full. Thus, you will be slower when it comes to item manipulation
such as drinking health potions or searching corpses.
So, when you have gained some Experience Points and gold from
adventuring beneath Nork, you'll want to go to a Trainer to work
on your Skills. The skills that you choose to hone will depend upon
what Profession you have chosen.
Experience Points (Xps)
Experience points are a numerical approximation of the sum total
of your character's life experiences. They reflect the idea that as a
your character grows older, he or she becomes more powerful and
as a result more resistant to psionic attacks and more difficult to
kill.
As you gain Experience points (Xps) you move up in Experience
Levels. Your character receives better psionic resistance, more
health points, and increased combat ability in the form of extra
attacks (this is different from improving your Skills). If your
character can wield psionic disciplines, your character will also
receive more Energy Points (Eps).
See the Experience Levels Chart for the amount of Xps necessary
to advance to each new level.
Characters gain Xps by killing creatures, by training, by carousing,
or by Gambling (not necessarily the best experience to get since
you aren't developing your skills at the same time but it's a good
way to spend your extra cash).
Rest
Rest in Drakkar has two functions, Healing and Advancing in
Experience Levels.
Healing
Though time heals all wounds, resting restores missing health
points at a faster rate.
Advancing in Experience Levels
When you have earned enough Xps to advance to the next
Experience level, a message in the text window will prompt you to
type: rest
when you are fully healed to advance to the next level. If you do
not stop and 'rest' for a game round your character not will not
advance to the next level!
You receive certain benefits of your new Experience Level
immediately, such as increased Health Points (Hps), psionic
resistance, and Energy Points (EPs) if applicable.
To receive other benefits such as increased combat ability, you
have to CLASS train with the trainer of your profession. Always
Class Train after advancing to a new level. Also, at the thirteenth
experience level, your character may exchange gold for Health
points from a trainer in a far off land.
Skills
Skill determines your character's chances of successfully
performing a Skill-dependent task such as combat, stealing, or
forming a Discipline. Martial Artists depend on Skill for hand-to-
hand combat. For psionic users, Skill level determines the all
important Disciplines you can form. How proficient you are in
these abilities is also measured by your Skill level.
Remember that you can look at your Skills by selecting the List
Skills option from the pull down menu.
Skill Levels
Not all Professions develop Skill in Weapons alone. Below also are
the skill level charts for Ments, Healers and other character
classes.
Weapons Skill Levels
Any Profession can train with Weapons. While there are many
weapons in the game, they all fall under one of the Skill categories
that you can be trained in. For example, the Mace Skill category
includes war hammers and flails. (See the Weapons section of
'Preparing to Adventure' for more on this subject.)
As you train, you build the Skill level in the weapon skill category
you have chosen. If you have chosen the Longsword as your
weapon, when you train you build skill in THAT category, moving
from Unskilled to Clumsy to Familiar as you become more
proficient.
The syntax is very specific concerning weapons! If you train in
Longsword you will not gain Skill in Shortsword.
Weapon Skill Levels
Level Skill Name
0 Unskilled
1 Clumsy
2 Familiar
3 Student
4 Practiced
5 Dedicated
6 Skilled
7 Experienced
8 Proficient
9 Practitioner
10 Expert
11 Prodigy
12 Brilliant
13 Incredible
14 Astounding
15 Master
16 High Master
17 Grand Master
18 Warrior
19 High Warrior
20 Specialist
21 Beholder of the Art
22 Initiate of Stance
23 Student of Stance
24 Master of Stance
25 Initiate of Form
26 Student of Form
27 Master of Form
28 Initiate of Style
29 Student of Style
30 Master of Style
Healing Skill Levels
Healers are one of three classes that use psionic force. Here are
some of the progress levels for Healer Skill:
Level Skill Name
0 Unskilled
1 Mender of Wounds
2 Paramedic
3 Inflictor of Wounds
4 Student
5 Curer of Poison
6 Restorer of Vision
7 Healer
8 Healer of Wounds
9 Taker of
Consciousness
10 Revealer of Paths
11 Inflictor of Poison
12 Former of Lightning
13 Protector of the Mind
14 Protector of
Conscious
15 Healer of the Ways
16 Shaker of the World
17 Stealer of the Mind
Martial Arts Skill Levels
Martial Arts Skill is used when your character strikes out with his
hand or foot. Here are the progress levels for Martial Arts Skill:
Level Skill Name
0 Unskilled
1 Initiate
2 White Belt
3 Yellow Belt
4 Green Belt
5 Blue Belt
6 Red Belt
7 Brown Belt
8 Brown Belt, 2nd dgr
9 Brown Belt, 3rd dgr
10 Black Belt
11 Black Belt, 2nd dgr
12 Black Belt, 3rd degree
13 Black Belt, 4th degree
14 Black Belt, 5th degree
15 Black Belt, 6th degree
16 Black Belt, 7th degree
17 Black Belt, 8th degree
18 Black Belt, ninth dgr
19 Master
20 Grand Master
21 Beholder of the Art
22 Seeker of the Sash
23 Bronze Sash
24 Bronze Sash, 2nd dgr
25 Bronze Sash, 3rd dgr
26 Bronze Sash, 4th dgr
27 Bronze Sash, 5th dgr
28 Bronze Sash, 6th dgr
29 Bronze Sash, 7th dgr
30 Bronze Sash, 8th dgr
31 Silver Sash
Any character can Train and develop Skill in Martial Arts Skill.
But a Fighter who trains in Martial Arts is not in the Martial Arts
Profession. That is something distinct unto itself, and Martial
Artists get special abilities which are not available to other
Professions.
Mentalist Skill Levels
Mentalists are one of three professions that actively use psionic
force. Here are some of the progress levels for Mentalist Skill:
Level Skill Name
0 Unskilled
1 Beginner
2 Trainee
3 Jester
4 Student
5 Mentalist
6 Forger of Fire
7 Defender from Ice
8 Forger of Ice
9 Controller of Fire
10 Concealer of Paths
11 Maker of Paths
12 Enchanter
13 Controller of Ice
14 Worker of Force
15 Defier of Gravity
16 Master of Earth
17 Defier of Vision
18 Wizard
19 Master of Dimensions
20 Master of Time
Thieving Skill Levels
Envious of the psi users, long ago Thieves 'stole' some disciplines
from the psi classes. However, it costs thieves health points instead
of energy points to use these disciplines. A Thieves proficiency in
thief -specific commands like 'trap' are also dependent upon these
Skill levels.
Level Skill Name
0 Unskilled
1 Humorous
2 Amusing
3 Drunkard
4 Clumsy
5 Pickpocket
6 Thief
7 Dexterous
8 Adept
9 Agile
10 Swift
11 Expert
12 Shadow Seeker
13 Dark Striker
14 Shadow Thief
15 Master Thief
16 Shadow Knight
17 Shadow Mage
18 Shadow Lord
Developing Your Character...A Final Word
In summary, to build your character this is what you need to do in
Drakkar,
Dedicate
Fight and Kill Crits
Search Corpses and take items
Return to Nork and sell items
Train
Fight and Kill Crits
Search Corpses and take items
Return to Nork and sell items
Train
did we mention Train?
And when you reach the next Experience Level:
Rest
Class Train
Trainer of Forgotten Skills
Sometimes a character can become a member of more than one
class. To do this, you must seek out a Trainer of Forgotten Skills.
These trainers are hard to find, and they do not take on pupils
readily.
Higher Skill Levels
Progress levels for the various Skills advance beyond those listed,
but you will have to discover them for yourself.
Remember to regularly visit your Trainer for training!!
Training will dramatically increase your advancement through the
various Skill levels, and it is an effective way to spend your gold.
Training
Skill Training
Skill training helps you attain higher Skill levels more quickly than
you would by simply slaying opponents. You can ask a trainer to
assess your skills. This shows you how far you have come (in
percentage points) toward the next skill level.
Note that a greyed out skill category means the trainer cannot train
you in that area. If the trainer thinks you are ready to receive more
training, he or she will comply. However, the trainer may send you
out to gain more experience in combat before you train further. Go
to the Trainer of your Profession for the best rates on training.
To have a trainer assess your skill
Stand on the trainer's hex.
Click the trainer's Identity box. The trainer appears. (Around
him are the many Skill categories you can train in.)
Click the skill you want the trainer to assess.
Click Assess Skill.
The trainer takes 50 coins from your sack and displays your
percentage of achievement toward the next Skill level.
To receive skill training
Stand on the trainer and click the trainer's Identity box. The
trainer appears.
Click the Skill category you want to train in.
Click Skill Train.
Type the number of coins you want to spend.
The more coins you spend, the more training you receive. The
trainer will only take the amount of coins you receive training for,
so if you give him more than necessary, he will return the rest*.
The trainer takes the coins from your sack, increases your skill
points according to the amount you spent, and displays your
percentage of achievement toward the next skill level.
*Most trainers are trustworthy....there have been rumors about the
Thief Trainer, however.
Class Training
Class training is how you receive the psionic Disciplines or
increased number of attacks per round. You should always Class
train when you advance to the next Experience Level.
To Class Train
Click the trainer's Identity box. The trainer appears.
Click Class Train.
Death Piles, Getting Eaten and Getting Stripped
Death Piles
When you are killed by a crit in Drakkar, you drop what you are
carrying. This is left in a neat little pile commonly referred to as a
Death Pile (DP). When you die, try to note exactly where you are.
That will make it easier for you or some other helpful player to
return and get that +4 longsword or special shield you would just
hate to lose.
Getting Stripped
Sometimes you'll not only lose the gear you are carrying, but the
gear you are wearing as well. This is known as getting 'stripped'
and now you really want the contents of that death pile back. There
are rumours of enchantments however to protect adventurers from
just such an awful experience.
Getting Eaten
And sometimes you get EATEN. Getting eaten means you lose
what you're carrying, wearing, in addition to some experience and
Skill.
Quests
There are quests for players of all levels in Drakkar. Many begin in
Nork.
Generally you find hints for quests in two ways: from the torn
fragments of the scrolls your , and from NPCs.
Talking to NPCs
To speak with an NPC, use the convention: Name, keyword. Thus,
to say hello to Abner, type
Abner, hello
Sometimes you can prompt NPCs tell you their life story. To do
this of Genetta, type:
Genetta, discuss life
Often, NPCs have many things to say, so pay attention and ask
them about other topics they talk about. For instance, after
speaking with Sir Haldan for a while, you may be curious about the
oath he keeps talking about. Type:
Sir Haldan, oath
Macros
You've been charging along in -2 Nork all day now, and you're
tired of picking up what seems to be the SAME scroll over and
over again. So you start typing:
Break Scroll <enter>
until you're heartily sick of that too. So what do you do? You
create a Macro.
A Macro is a set of commands (or keystrokes) that you can assign
to one single command. It's a way to create your own customized
shortcuts for things that you do over and over again.
Drakkar already has created Macros for the most basic actions. For
example the Drink Bottle Button actually sends a series of
commands;
take bottle from sack
open bottle
drink bottle
drop bottle
break bottle
But Drakkar has created a Macro for this sequence, so you
automatically complete all five commands with one click of a
button.
Creating your own Macros.
Select the Macro option from the pull down menu at the top of
your screen. Click on Set Macro. This brings up you Macro List
(like a file list) which at this point is completely blank. Click ok.
You are now in the Create Macro screen.
The Create Macro screen is composed of fields where you enter
your Macro information.
The first field is the Name field. Enter the name of your macro
here.
The second field, the Macro field, is where you enter the
commands of your macro.
The Key field is the shortcut key you assign to the macro. You
can assign the F1-F12 keys at the top of your keyboard to
macros, or, you can use any keyboard key as long as you
preface the key with the Control, Shift, or Alt key.
When you are done, click OK.
Let's create a macro for Break Scroll as an example. Say you are a
Healer. During battle, you don't want to keep changing the attack
command to Mend to heal yourself and back again to attack. So
you create a macro for Mend.
Go to the Create Macro screen. In the name field, enter:
Break Scroll
In the Macro field enter the command that you want to shortcut
Break Scroll
At this point, your macro would only put this command in the
command line. You need to add the <enter> command to your
macro so that the command is automatically entered from the
command line and processed.
use the 'pipe' | symbol as the <enter> command.
This symbol is the two vertical slashes on the same key as your \
command. So your entry in the Macro field would look like
Break Scroll |
Next assign a shortcut key. You decide to use the Z key. Since
it is a keyboard key you must preface it with the control, shift
or alt key. You decide to use CTRL so click in the box next to
it.
Now click OK and test your macro!
When you want to create another macro, you must delete over the
last macro information. Though it may appear that you are deleting
the previous macro, you're not. You can return and edit your
Macros at any time.
Visiting the Paladin Trainer
I've been in Drakkar for awhile now. I've mastered the
basics. I've sent my fair share of orcs, goblins, and such-like
to an early grave. I've gotten some good gear. I've helped
Gennetta with her quest. I'm ready for more. It's time for me
to make some decisions on what I want to be when I grow
up.
I talk to my buddy Tabaroo, who's a Paladin. His arguments
are convincing; a Paladin I will be. Tabaroo offers to take me
to the Paladin trainer, where I will dedicate myself to the
cause. The Paladin trainer is far to the south of Nork, across
a broad stretch of water. We debate, respirate spells or
helmets? Tabaroo, ever the impetuous, lobbies hard for
spells. He wants to go NOW. Me, Dell'olio, ever the
cautious, whines for respirate helmets. Whining, foot
stomping, and my other charms are enough to sway
Tabaroo. So we take a day or two battling in the dungeons
beneath Nork, until we have both found helmets. We're
ready.
The day we decide to visit the Paladin trainer dawns bright
and clear. A rare southeasterly breeze gently rifts our hair.
Well, at least the part sticking out from our helms. We set off
across the water. We have on our very best gear, not
knowing the perils we may face. We have been told the
island of the Paladin trainer lies to the south, south east of
Nork. S, S, S, we go. E, S,E,E,E,S.
"Uh Tabaroo," I venture, "don't you think we're heading too
far east?"
"I know what I'm doing!!" he cries. "I've been here, well,
once. But I know where I'm going, okay."
S, S, E,E, S,E...I lose track. We go on FOREVER. I begin to
suspect Tabaroo has no idea where he is. We have gone
way too far east.
"Are you sure you know where you're going?" I try again.
"Just get off my back! Of course I know where I'm going!".
I begin making snide comments about men who refuse to
ask for directions. They are ignored. Finally, FINALLY we
sight land. We don't really know what we're getting into, but
it appears to be a peaceful cove. Cautiously, we approach
the shore. So far, so good. We see nothing. I think I notice a
brief flash at the top of my screen, but I'm too busy looking
around to be really sure.
"Uh, Dell'olio" says Tabaroo "why are you lying on the
ground like that?"
"Whattaya mean? What, WHAT? Am I dead? What's
happening?" I type and think desperately at the same time.
"Hey!" shouts a surprised Tabaroo. And then nothing. Radio
silence. We have both been hit, killed, and served for dinner
so fast we didn't even know it was happening. I still maintain
that they were invisible vampires or gargoyles or something.
I gather my wits and, shaking with laughter, type 'restore'. I
get back to Drakkar and head to the pub to try to find out
what happened, and to laugh with Tabaroo over the
incident.
Taba appears a short while later. It seems that he took too
long trying to figure out what was going on, and failed to
type restore in a timely manner. All his gear including his +4
Halberd is gone, and he is an unhappy boy. Immediately,
the Taba DP (deathpile) search is organized and older,
wiser, and STRONGER players head off to where they think
we were in search of Tabaroo's gear.
No one ever did find Taba's gear. And we're not planning to
head east out of Nork anytime soon.
More on Game Play
Adventuring in a Party
In Drakkar, you have the option to Party with other player
characters. Parties are fun, and are an especially good idea for areas
too dangerous for you to hunt alone. Parties allow you to venture
into areas you might otherwise not see for awhile.
When you explore the kingdom in parties, you share Xps and skill
gains. For example, if one member of a party slays a sanquin, each
member of the party gets a portion of the experience points. The
highest level character in the party get more Xps. Each member of
the party also gets part of the skill gain.
To reap the benefits of adventuring in a party, you must not be
invisible, and you must stay within yelling distance of the party
creator. If you stray too far from the party creator, your experience
is not contributed to the party; instead, you alone receive it.
Parties of four or more receive a skill-gain bonus. The larger the
party, the greater the skill-gain bonus.
To create a party
Type party create and the name of the party (3 to 14 letters in
length). For example, to create a party called Slayers, type:
party create slayers
To join a party
Type party join and the name of the party. For example, to join a
party called Slayers, type:
party join slayers
To list the party members
Type party list
To leave a party
Type party leave
To eject a party member
You must be the creator of the party to eject a member.
Type party eject and the name of the character.
For example, to eject a character named Halifax, type party eject
Halifax
To break up a party
You must be the creator of the party to break it up.
Type party break
Since Skill and Xp are divided among party members, the gains for
each kill are not as great as solo gains. However parties can go
after more dangerous creatures (which grant more Xps), and
besides, adventuring with other players is fun!
Aging
In the course of the game your character in Drakkar will age as
allegedly we will in real life. As a new character, if you 'look' at
yourself, your description will read, "...a very young...." This will
change with time.
Unlike real life, you can extend your character's life with Youth
potions.
Rerolling Your Character
You may want to play another character class or try for better stats.
Rerolling gives you the option of keeping the items you have
acquired. If you plan to reroll, take off your gear and store it in
your locker. Rerolling loses any items you are wearing or carrying,
but items stored in your locker are safe. Note that if you die
permanently, your items will be lost for good.
When you reroll, half of your Xps are transferred to your new
character. Basically, your new character is one Xp level lower than
your old. Your skills roll back to zero (or unskilled), but you get a
'credit' for the skill you have paid for. This means that you don't
have to pay for the skill you have gained twice, but you will have
to practice and train again to acquire your previous (and additional)
levels. Acquiring Skill in this manner is like traveling down a road.
Paid training is like a paved road, you go down it quicker and
faster.
Always dedicate FIRST before typing 'rest'! There are no
advantages to being a higher level merchant!
When you reroll, you may dedicate to another profession.
Major and Minor Constitution Bottles
Major and Minor Constitution Bottles are types of potions that
restore or add to your Constitution. By this time you should
understand how important that is.
Major cons
Major cons will raise your Constitution by 2, up to the maximum
of 18. In addition, they will raise your Hps by two, if they are
below 130. Major cons are found most often in Maeling -3, but can
also be found in -5 and -6 Nork.
Minor cons
Minor cons raise your Con by 1, up to a varying maximum, and
will not give you any Hp increase. Minor cons can sometimes be
found on -1 Nork. (Look for the 3 birds and 2 birds bottles). They
can also be purchased in Ratburrow.
There are many other potions to be found in Drakkar. Some affect
strength, agility or willpower. Some can even affect your FATE.
These might look exactly like a con pot, so be sure to Sense pots
before you drink or buy them!!
Professional Development
This section contains the psionic disciplines or other special
abilities your profession gains with experience of skill level
advances.
Psionic Disciplines
Psionic disciplines allow characters to harness the power of their
minds and unleash effects that defy the laws of nature. All
characters can wield psionic disciplines to some degree by using
items already imbued with psionic powers, such as rings and
scrolls. Healers, Mentalists, and Thieves, however, may use psi
discs without relying on magical items.
Psionic Energy
Mentalists and Healers use Psionic Energy (Eps), the power of
their minds, to form disciplines. Thieves rely on their health points
to cast their stolen discs. Each discipline formed costs a certain
amount of energy. For example, forming EnMiss costs five psionic
energy points. Each time you form EnMiss your Eps diminish 5
points,. Psi Energy points regenerate in time, the speed of which is
determined by your skill level. A special amulet can also increase
this rate. The number of Eps you gain with each Experience Level
is based upon your Intelligence,( like Constitution and Hp gains).
Forming Disciplines
To form a Discipline, click on the Discipline pop-up menu. The
Discipline displayed in the pop-up window is the one that will be
entered into the command line when you click on the Form
Discipline button. Some disciplines can be formed on yourself and
others. Some disciplines affect a single target, and some affect a
larger area. Be careful when you form disciplines that affect larger
areas, because you may inflict damage on non-hostile creatures,
your allies or yourself.
The general conventions are:
form <discipline>
form <discipline> at <name>
form <discipline> <path>
where discipline refers to the complete name of the psionic
Discipline that you wish to form, name is the creature at which the
Discipline is directed, and path is the list of squares the Discipline
should pass through.
To use your mouse to execute disciplines
select disc from list
target creature
click Form Discipline button
Some examples;
form Respirate
would form the Respirate Discipline on yourself, allowing you to
walk across water at a normal movement rate
form EnMiss at dragon
causes bolts of energy to leap from the your fingertips and strike
the dragon. (See Energy Missile.)
form Fireball ne ne ne
will send a fireball to travel to a spot three squares northeast of
your position before detonating.
All Disciplines that require a path specification may also be
directed at a creature. You can target a specific creature when
forming a path Discipline so that if the creature does move, the
Discipline will 'follow' the creature and take affect in the creature's
new location. However, the creature can also move onto your hex
(affecting you also!).
Discipline Costs
Associated with each Discipline is an Energy Point cost, a Stress
factor, and possible side effects. If the Discipline is formed from a
magical item, the psionicist does need not expend any psionic
energy or be subjected to Stress factors. However, if the Discipline
has a side effect, that side effect will still occur, and any penalties
will be suffered by the psionicist. If a psionicist is using an innate
ability to form a Discipline, all three of these components must be
reckoned with. Stress factor indicates the amount of aging a given
discipline causes the caster.
Psionic disciplines have a limited duration depending on the skill
level of the psionicist forming the discipline. Damage-inflicting
disciplines usually cause increasing amounts of damage according
to how high the psionicist's skill level is.
Note that there are always more Disciplines being created. You
may also find scrolls that contain Disciplines not on the list below,
so check the Version Notes frequently in the Forum section. These
list changes and improvements to the game.
The following charts list the Disciplines as they are achieved at
each Skill Level for Healers, Mentalists, and Thieves. These
Disciplines are listed alphabetically in the Command Summary
section. For a complete explanation of each discipline, refer to that
section.
Healer Skill Level Gains
The following chart lists the Disciplines achieved at each Skill
Level for Healers from levels 1 through 17. For descriptions and
Psi Energy Cost, Stress Factor and obvious effects, please review
the alphabetized Discipline list in the back.
Healers also gain one extra attack per round every 8 Experience
Levels--8, 16, 24, etc..
LVL Discipline Ep Cost
1 Mend 5
2 Detect 10
3 Assault 10
4 Blind 10
5 Detox 10
ProtFire 10
6 Vision 10
7 CritCure* 30
ProtIce 25
8 Heal 20
9 Stun 15
Succor 15
10 Light 10
11 Poison 20
Firestorm 25
12 Lightning 15
13 ProtAssault 40
14 ProtStun 30
Push 20
15 Atone 35
Autoheal 50
16 Stone To Flesh 100
Earthcrush 100
17 AntiStun
Psi-Crush
Charm 30
18 Powerword 100
18 Aid
Through the years,
adventurers who travel to the depths of the Nork have often
told stories of strange noises rising up from the sealed
barracks. Some have claimed to have witnessed ghostly
apparitions near the great barrier, but these rumors have
gone largely unconfirmed ...until now. Recently, a stalwart
young adventurer had just entered the fifth dungeon level
when she noticed strange sounds emanating from a nearby
wall. After fumbling through a series of grenade attempts;
the adventurer discovered a secret tunnel; leading to a
series of mine shafts. Here she witnessed a variety of
strange beasts porting equipment and minerals down a large
opening in the floor. Lobbing her remaining grenade towards
the creatures, a slip of the wrist instead forced the device
down the crevice; the explosion sending an odd smell of
ozone throughout the corridor. A voice nearby screamed in
pain .. A voice below rose in jubilation. "The seal, the seal" it
said. The thunder of many footsteps filled the corridor .. Leila
decided it was time to leave; and did.
Mentalist Skill Level Gains
The following chart lists the Disciplines ments learn at Skill levels
1 through 18. For a complete description and (Psi) Energy Cost,
Stress Factor and effect see the alphabetized Discipline list in the
Command Summary section.
Since Mentalists specialize in psionics, they never gain any extra
attacks per round.
LVL Discipline Ep Cost
1 EnMiss 5
2 Detect 10
3 Sense 10
4 Respirate 20
5 ProtFire 10
6 Fireball 10
7 Illusion 25
ProtIce 25
8 IceStorm 15
9 Firebreath 50
Door 10
10 Darkness 10
Transmute 10
11 Infravision 25
Blast 40
Disintegrate 10
12 Imbue 30
Enchant 30
Find Friendly 30
Energy Shield 20
13 Ice Breath 55
14 Energy Spear 35
Absorption 20
15 Confusion 25
Scry 25
Feather Fall 30
16 Earth Crush 16
17 LimInv 10
Depletion
18 Psi Mirror
Shock Wave
Pass Wall 20
19 Teleport 50
Barbarian Experience Level Gains
The following section list some of the Experience Level gains for
Barbarians.
The barbarian brotherhood met at a great gathering where
strong ale and hearty song spilled forth as never before.
They regaled each other with war stories, showed their
battle scars, and then listened, transfixed, as the Great
Chieftain spoke of the Berskerkers...
It is rumored that each stage of rage that a barbarian enters
makes him more dangerous, to friend and foe alike. While
barbarians, issuing guttural roars, have been known to strike
more than once in combat, they have often been know to
lose complete control while Berserk. If no enemy is found,
innocent bystanders may be designated. Barbarians use
these commands at their own risk, and are completely
responsible for their actions during these states.
In one recent meeting that two barbarians realized that by
foregoing even more of their human nature in combat, they
could divert what little remaining mental energy they had into
physical prowess. This enabled them to break psionic items
like never before, and gain increases not only to their life
experience, but also many of their weapons skills. This new
revelation is said to have made them enemies amongst the
trainer's guild. They found ways (while berserk) to increase
strength, swings per attack, agility, toughness and number
of attacks per round.
All Xp levels
Berserk
Type the word Berserk 4 times. The first time it says "you feel
fidgety." The second, "you feel anxious" The third, "you are wild,"
and the fourth "you lose control." As with all things, the higher
level you are, the better you are.
Xp Level Gain
16 Strength improvements with berserk
With each increase in berserk level, the Barbarian is able to
transfer more mental energy to their physical strength.
18 Health improvements with berserk
With each increase in berserk level, the Barbarian is able to
transfer more mental energy to their physical well being.
19 Immune to SCARE at maximum berserk
20 Increase in swings per attack with berserk
With each increase in berserk level, the Barbarian is able to
transfer more mental energy to combat speed.
21 Immune to the normal STUN discipline
At highest berserk the simple stun discipline is unable to affect the
dim-witted barbarian.
22 Agility improvements with berserk
With each increase in berserk level, the Barbarian is able to
transfer more mental energy to physical agility.
Immune to most powerword stuns at highest berserk
At this point, not even powerword stuns effects the twilight-
brained behemoths.
23 Immune to most MINDWIPE stuns
At highest berserk not even the powerful MINDWIPE discipline
can penetrate the rock skulled cavern resting upon the shoulders of
the Barbarian.
Immune to SCARE at any berserk
At this point, to SCARE infers ability to be afraid, which infers
conscious thought. Neither are present here.
24 Additional swings per round while berserk
At this point, the Barbarian can swing repeatedly without thinking.
Which he is good at.
25 The Thoughtless Mind
At this level, the barbarian is so thoughtless that a section of his
unused brain can coordinate an upstroke attack to a blow. This
attack allows for another full series of combat swings.
If this occurs while at the highest level of berserk, the barbarian
receives an ADDITIONAL thrusting blow which allows yet
ANOTHER full series of swings.
The Transfer of Health
From here forward, attacks made by a barbarian transfer a portion
of the damage done to a creature to the barbarian's health. If a
mentalist is being attacked, the transfer ratio is higher.
27 The Empty Cavern
You can't stun a rock.
Attacks Per Round
Barbarians also get increased attacks per round quicker than other
characters;
level attack per round
3 2
6 3
9 4
So by Experience Level 12 they have a whopping 5 attacks per
round. Barbarians, like the Fighter and Paladin class, also get a
weapons specialization at Xp levels 15, 17, and 20.
Martial Artists Skill Gains
The following lists some of the specific Skill Level gains for the
Martial Artist Profession.
Martial Artists, like Fighters and Paladins, gain one attack per
round at every 5 Experience Levels (5, 10, 15, etc..)
In addition, the Martial Artist Profession has the following special
abilities.
Level Ability
6 Jumpkick
A Jumpkick is a Martial Arts foot strike that begins with a great
leap. Your character can cover several squares with a Jumpkick,
depending on skill level. Jumpkick has an even greater chance of
knocking creatures down than does a simple kick.
To launch a Jumpkick, select the Jumpkick option from the
pop-up menu and click on the creature:
7 Sweep
Sweep is a Martial Arts command that allows your Martial Artist
to attack multiple creatures in his square. Although the Sweep
command inflicts less damage than Fight, Kick, or Jumpkick, the
multiple strike capability may allow you to kill large numbers of
weaker creatures more quickly than with one of the more
conventional attack commands.
To use a sweep attack on the creatures in your character's
square, select the Sweep option from the pop-up menu and
click on a creature:
Your character's chance of successfully using this command is
dependent upon your skill level.
The True Martial Artist
The pure Martial Artist summons inner strength (or CHI)
during combat to perform the great combat feats which have
gained them their reputation. Recent studies of ancient
manuscripts have brought to light long forgotten practices
which are now available to the learned student.
Level Chi Ability
19 Chi Sweep
Martial Artists who attain the martial skill level of Master can
summon their energy away from defense to overcome darkness,
blindness, or invisibility to attack opponents. Type chi sweep. This
syntax is essentially the same for all Chi commands.
20 Chi Minorshield
Martial Artists who attain the martial skill level of Grand Master
can summon their energy to produce a shield of protection against
psionic and physical damage. Chi Minorshield requires
concentration. Type chi minorshield.
21 Chi Wallbreak
Martial Artists who attain the martial skill level of Beholder of the
Art can summon their energy in a particular direction to break
down walls. Chi Wallbreak is very stressful. Type chi wallbreak
and then type the direction of the wall. For example, to break a
wall to the north, type chi wallbreak n
22 Chi Ironfist
Martial Artists who attain the martial skill level of Seeker of the
Sash can summon a portion of their defensive energy into a single
powerful blow, which often penetrates armor more effectively than
normal combat strikes. Type chi ironfist and then click the Identity
box of your opponent.
23 Chi Minorpool
Martial Artists who attain the martial skill level of Bronze Sash can
slip into a trance that pools their internal energy into temporary
health points that temporarily raise the Martial Artist to a level 50
percent above their maximum health points. Type chi minorpool
24 Chi Jumpstrike
Martial Artists who attain the martial skill level of Bronze Sash,
second degree, can summon their energy from defense to
jumpstrike an opponent. Jumpstrike is an awesome ability that
propels the MA through the air, kicks and then issues a powerful
punch at an opponent. Type chi jumpstrike and then click the
Identity box of your opponent.
25 Chi Shield
Martial Artists who attain the martial skill level of Bronze Sash,
third degree, can summon their energy into a more powerful
version of the Minorshield command that produces a solid damage
shield around the Martial Artist, and which resists physical and
psionic damage. The concentration time to produce this effect is
nearly five rounds. The channeling of internal energy into an
external force in this way causes great physical stress upon the
Martial Artist. Type chi shield
26 Chi Powersweep
Martial Artists who attain the martial skill level of Bronze Sash,
fourth degree, can summon their energy into a devastating attack
on multiple targets in the immediate area of the Martial Artist. The
targets need not be seen to be effected. Type chi powersweep
27 Chi Pool
Martial Artists who attain the martial skill level of Bronze Sash,
fifth degree, can summon their energy to temporarily boost their
health points to twice their maximum health. Type chi pool
28 Chi Rapidpunch
Martial Artists who attain the martial skill level of Bronze Sash,
sixth degree, can summon their energy into a fury of successive
punches targeted against a single opponent. Each punch is a
separate attack. Type chi rapidpunch and then click the Identity
box of your opponent.
29 Chi Majorshield
Martial Artists who attain the martial skill level of Bronze Sash,
seventh degree, can summon their energy into the ultimate in
personal shields, which provides 60 points of protection against
each psionic or physical attack. The concentration time required to
produce a majorshield is often more than seven rounds. The energy
directed away from the Martial Artist's life force into the shield is
substantial. Type chi majorshield
30 Chi Majorpool
Martial Artists who attain the martial skill level of Bronze Sash,
eighth degree, can slip into a trance that upon completion produces
a temporary health value three times that of the Martial Artist's
maximum health points. These temporary Hps are not restored
when removed through damage. The concentration time for this
effect is often as high as 12 rounds. Type chi majorpool
Paladin Skill Gains
The goal of most Fighters is to become a Paladin. A Fighter who is
of Good alignment with Good tendencies can become a Paladin
after reaching the eighth Experience Level. Players begin the game
with Good alignment and Good tendencies, though some are led
astray.
If you wish to become a Paladin, you must seek out the Paladin
Trainer and re-dedicate to that order. Any special training the
Paladin requires thereafter must be done with the Paladin Trainer,
though you may obtain regular skill training with the Fighter
Trainer in town. The Paladin Trainer is located on a small island
directly south from the eastern tip of Nork.
Paladins enjoy greater psionic resistance and combat ability than
ordinary Fighters, as long as they remain faithful to the Forces of
Good. If a Paladin slays a non-hostile creature, (i.e. don't kill the
dog walking around Nork) the Paladin loses his Paladinhood and
will not regain it until he or she Atones for those misdeeds.
Player characters of evil alignment appear red-flagged to the good
Paladin, yet Paladins are still forbidden to kill their fellow man.
Unless of course, a thief is foolish enough to attempt to steal from
the mighty warrior, and is caught.
Both Fighters and Paladins gain a specialization bonus in a class of
weapon at 15th, 17th, and 20th experience levels.
Fighters and Paladins also gain one attack per round at Experience
Levels 5, 10, 15, 20 etc.. Paladins get an additional attack per
round when they become Paladins at Experience Level 8.
Each specialization will increase both the effective skill level and
combat penetration power of the chosen weapon . The Barbarian
brotherhood are also eligible for this knowledge (although it took
some time to convince them not to eat the study material).
The following lists some of the skills and Skill Level gains for the
Paladin Profession.
Level Command
15 Charge
Warriors who have mastered a weapons class (Skill rank Master or
higher) may also Charge opponents. This command will move the
warrior towards the creature and let loose with a full combat swing.
The maximum distance available through a Charge is directly
related to the skill level of the warrior.
To Charge, select Charge from the attack menu and click on the
ID box of the creature:
The Fighter/Paladin relies on the strength of law and self-
control to direct combat. In addition to the benefits currently
enjoyed by the class, recent advances in focused combat
have added the following techniques to their repertoire.
Each technique is activated through focusing the paladin's
energies, and often place great stress on the warrior.
19 Focus Strike
Paladins who attain the weapon skill level of High Warrior can
focus their energy away from defense and into a single powerful
blow, which often penetrates armor more effectively than normal
combat strikes. Type focus strike and then click the Identity box of
your opponent.
20 Focus Blindstrike
Paladins who attain the weapon skill level of Specialist can focus
their energy when vision fails, either through blindness or a dark
room, to strike a random opponent in the Paladin's hex. Highly-
skilled Paladins can strike a specific opponents.
select focus blindstrike to focus a random blindstrike.
select focus blindstrike and then click the Identity box of your
opponent to focus a specific blindstrike.
21 Focus Multistrike
Paladins who reach the weapon skill level of Beholder of the Art
can focus their energy to strike multiple creatures at the same time.
The number of creatures hit depends on the Paladin's number of
attacks. Type focus multistrike.
21 Focus Parry
Paladins with a weapon skill level of Beholder of the Art can focus
their energy into Parry, in which the Paladin focuses solely on
fending off blows. The defensive position is maintained until you
use another command. Type focus parry.
22 Focus Boost
Paladins who attain the weapon skill level of Initiate of Stance can
slip into a trance that boosts their strength and agility by two
points. Type focus boost.
23 Focus Powerstrike
Paladins who attain the weapon skill level of Student of Stance can
focus their energy away from defense and into a single devastating
blow. Type focus powerstrike and then click the Identity box of
your opponent.
24 Focus Defend
Paladins who attain the weapon skill level of Master of Stance can
focus their own defensive energy toward the defense of another
character. A singularly noble action, this decreases the Paladin's
own defenses and may cause him or her to fall prey to the same
opponent. Type focus defend and then click the Identity box of the
character to defend.
25 Focus Superboost
Paladins who attain the weapon skill level of Initiate of Form can
slip into a trance that boosts their strength and agility by five points
and increases their move rate by one step. Focus Superboost is
stressful and requires concentration time. Type focus superboost.
26 Focus Armorstrike
Paladins who attain the weapon skill level of Student of Form can
focus their energy into a combat strike that damages the opponent's
armor and weapon. Type focus armorstrike and then click the
Identity box of your opponent.
27 Focus Ultraboost
Paladins who attain the weapon skill level of Master of Form can
slip into a trance that boosts their strength and agility by eight
points and increases their move rate by two steps. Focus Ultraboost
is very stressful and requires much concentration. Type focus
ultraboost.
28 Focus Maxstrike
Paladins who attain the weapon skill level of Initiate of Style can
focus their energy away from defense to a great combat blow
inflicting maximum damage. Type focus maxstrike and then click
the Identity box of your opponent.
29 Focus Disarm
Paladins who attain the weapon skill level of Student of Style can
focus their energy to tear the weapon from an opponent's hands and
throw it to the ground. Disarming is very difficult and may require
several attempts. Type focus disarm and then click the Identity box
of your opponent.
30 Focus Pierce
Paladins who attain the weapon skill level of Master of Style can
focus their energy away from defense and into the ultimate in
armor piercing attacks. This attack form directs all of the Paladin's
energies into a single thrust that often pierces armor or other
physical protection and causes severe damage to an opponent. Type
focus pierce and then click the Identity box of your opponent.
Thief Skill Gains
The favored weapon of the Thief are the shortbow, shortsword,
crossbow, and dagger. The Profession gains an attack at the 8th
Experience Level. Thieves also gain the use of certain disciplines.
Unlike the healer and mentalist, the thief draws on his health points
every time he forms a discipline.
The following lists some of the Skill Level gains for the Thief
Profession. Thieves must train for their special Disciplines through
the Volcano Town trainer.
Level Command or Discipline
1 Disarm
The Disarm command is used to attempt to disarm a trap not
placed by the thief. All character classes may attempt to disarm a
trap though some thievery skill is necessary. The higher the
character's thieving skill, the better the chance of disarming the
trap.
To attempt to remove a trap from a location select disarm and
type a direction.
Valid directions are North, South, East, West, Northeast,
Northwest, Southeast and Southwest (one space limit).
Note that failures will sometimes activate the mechanism.
1 Sense (See Disciplines)
1 Hide
Thieves love to conceal themselves in shadows. You must be
adjacent to a wall or some other concealing terrain to hide. Hide is
dependent on thieving skill and further modified by the size of the
items in you hand. The higher your thieving skill, the closer you
can stand to another creature without being seen.
To Hide, move your character to a suitable location and select
or type: hide
It may take more than one try to find a good shadow, depending on
your character's skill and agility. Also note that it is more difficult
to hide the more injured you are. If you are successful, you will
receive a message stating "you move into a nearby shadow."
2 Detect
3 Respirate
8 Backstab
Backstab is also a Thief command. The Thief character uses stealth
to hide from an opponent, hoping to ambush with a sneak attack.
You must attain the adept thief skill level (level 8) before you can
attempt to backstab, and in order for it to have a chance of
working, you must be hidden. A successful Backstab does more
damage than a normal attack.
To Backstab, select backstab and click on the creature.
8 Door
10 Mug
At the swift thieving skill level (level 10) you can move and steal
in the same combat round through the use of the Mug command.
This ability enables you to rough up a target and go for a quick
pilfer in a single round.
To Mug a character, select mug and click on the target
Note that the distance a thief can move during this process is
directly proportional to the thievery skill of the mugger.
10 Transmute
12 Infravision
Poison
14 Traps
The nefarious thief can Set and Remove traps. Traps of various
strengths may be purchased from both the thieves guild and various
shady merchants in the kingdom.
But gold is not enough! You need the right thieving skill for a
particular trap. The salesman will not sell you a trap you do not
have the skill to set.
To place a trap, you must first purchase the desired type of trap,
and then choose a location where the trap will be set.
To set a trap, type: trap [power] [direction] [flags]
Examples:
trap 10 north
will set an experience level ten trap to the north of the thief's
location. A thief can disguise the trap to make it appear as another
type of item by placing the item he wishes to mimic in his left hand
before issuing the trap commands.
Trap commands
Additionally, the thief may specify certain conditions under which
the trap will activate. The [flags] field of the command may be any
one of the desired conditions:
Carrying
The trap is activated by any creature carrying an item that matches
the description of the trap (the item held in the left hand when the
trap was activated).
Notcarrying
The trap is activated by any creature not carrying an item that
matches the description of the trap (the item held in the left hand
when the trap was activated).
Wearing
The trap is activated by any creature wearing an item that matches
the description of the trap (the item held in the left hand when the
trap was activated).
Notwearing
The trap is activated by any creature not wearing an item that
matches the description of the trap (the item held in the left hand
when the trap was activated).
The power level of a trap may be any level up to the thief's skill
level.
Trap examples:
trap east
Places a trap east of the thief
trap 8 west
Places a power 8 trap west of the thief
trap north carrying
Places a full power trap north of the thief which will only activate
when a creature carrying an item that matches the description of
the trap moves into the space of the trap.
trap north wearing
Places a full power trap north of the thief which will only activate
when a creature wearing an item that matches the description of the
trap moves into the space of the trap.
trap north notwearing
Places a full power trap north of the thief which will only activate
when a creature not wearing an item that matches the description
of the trap moves into the space of the trap.
A thief never sets off his own traps, and is free to pick them up and
reset them to a new location. A trap which is dropped without
being set is instantly destroyed.
Note that a thief is responsible for the results of any trap he places;
and will receive full alignment penalties for any good creature slain
due to his trap. The thief will also gain experience points if he is
online when the trap is activated and a creature is slain. Remember
that the killing of player characters is prohibited!
15 Reveal
To come out from hide you need to either step away from the wall
or use the reveal command. Simply select or type reveal
There are two additional disciplines have been added to the psionic
selection of true thieves:
Form REVEAL
Full Name: Reveal Objects
Through the use of this discipline the thief is able to view objects
through most any form of natural cover (forest, water, ice). Objects
will be displayed as if they rested upon open ground. The format
for this discipline is
Form Reveal or
Form Reveal at <target>
Form TRAPSACK
Full Name: Poison Trap a Sack
Using this discipline the thief forms an energy barrier around the
target sack which will deter many thieves from attempting to
"borrow" items and coins from the protected player. The odds of
the discipline affecting a potential pilferer are proportional to the
difference between the power of the discipline and the thievery
skill level of the pilferer. The format for this discipline is
Form Trapsack at <target>
Commands Summary
Command List
Following is a summary of commands for the game of Drakkar.
Some commands, like Attack, any player can use. Other
commands, like Backstab, are Profession specific. Commands are
different than Disciplines in that they don't cost Eps or Hps to use.
Following this list are descriptions of each command.
Attack
Backstab
Climb
Close
Combat
Disarm
Down
Drink
Fill
Form
Gamble
Hide
Hug
Kick
List skills
List stats
List disciplines
List self
Look <direction>
Look at <object>
Look at <player>
Mug
Rest
Restore
Reveal
Shoot
Stab
Steal
Swap
Sweep
Tan
Throw
Traps
Up
Attack
You can attack using any weapon in your right hand. If you are not
holding a weapon, you attack with your bare hands using martial
skill. To attack with your hands and most weapons, you and your
opponent must be standing in the same spot. Pole-arms can attack
opponents in adjacent squares, and bows can attack anything in the
line of sight.
From the Attack Commands popup, point to Attack, then click
the Identity box of the opponent you want to attack.
Backstab
Thieves who attain the thievery skill level of Adept can Hide in the
shadows and surprise an opponent with a stab in the back. Thieves
must be in hiding to attempt to backstab. A successful backstab
inflicts more damage than a normal attack because the element of
surprise adds to a creature's vulnerability.
Character Commands
Character commands give you information about your character,
such as:
List skills
List stats
List disciplines
List self
Some of these commands are also available from the pull down
menus.
Climb
Characters wishing to scale a scaleable surface, such as a cliff, may
use this command. Valid directions are UP and DOWN.
Type climb up or climb down
Close
Characters may use this command to close a door. Valid directions
are N, S, E, and W. Type close n.
Combat
Physical combat commands cannot be combined with other
commands. Form, being a mental activity, may be used in
conjunction with movement.
e e e:form stun at Bob
is a valid command, but it will GREATLY reduce your chances of
forming a discipline (; can be used instead of 'and').
Communicating with Players
To talk to a player, prefix your message with a quote mark;
As in, "taba, are you sure we're headed in the right direction?
You can also yell:
@help me, I'm dead.
For more on communicating, see A Walk Through Nork.
Disarm
All characters with some degree of Thievery Skill, not just
Thieves, can attempt to disarm a trap. Thieves need not disarm
their own traps; they can simply pick them up.
Type disarm followed by the direction of the trap. For example, to
disarm a trap one step north of where you are standing,
type disarm n.
Valid directions are N, S, E, W, NE, NW, SE, and SW.An
unsuccessful attempt to disarm a trap may activate it.
Down
Characters may use this command to descend stairs.
Drink
All characters may use this command to quaff the contents of an
open bottle in one of their hands.
Type drink bottle or other object.
Fill
Any character with an empty vessel in their hand may use this
command to fill the vessel. Characters must be standing in a terrain
type with fluid, such as a stream, pond or ocean.
Type fill bottle or other vessel.
Form
Mentalists and Healers can use this command to form the specified
discipline. For a list of disciplines available to the mentalist or
healer, type list disciplines, or look at the discipline pop-up menu.
If a mentalist wishes to fire an energy missile (EnMiss) at a
targeted opponent, choose the desired discipline from the discipline
pop-up menu and click the form discipline button.
Gamble
Characters who wish to test their luck at the gambling tables may
use this command in the gambling hall to bet coins, gain Xps, and
perhaps increase their wealth.
Drop you gold coins at the feet of the gambler, and type the
amount you wish to bet.
Click on the Dealer's Identity box, then type gamble on
[number].
Hide
Thieves hide in concealing terrain or in the shadows next to walls
so they can backstab an opponent. Success depends on thievery
skill and the size of items in hand. Thieves carrying large weapons,
such as halberds and polearms or hammers find hiding difficult.
Thieves with high thievery skill can stand closer to creatures
without being seen. Thieves who are wounded often have difficulty
finding a good shadow. Thieves Reveal themselves to come out of
hiding.
To hide, stand next to a wall or other concealing terrain, and
from the Attack Commands pop-up menu, select Hide.
Hug
This command is often used when you or another player have
inadvertently walloped each other during combat, 'red-flagging', or
making you appear hostile to you to each other (remember that
killing other players is illegal in Drakkar). Hug neatly takes care of
this.
Click on the ID box of the red flagged player, then select Hug
from the Action commands pop up menu, then RMB to enter.
They may also have to Hug you back. Experiment with the other
Role Playing commands on the Action command menu.
Jumpkick
Martial Artists who attain the skill level of Red Belt can leap
toward their opponents and kick them. The distance of a jumpkick
depends on the Martial Artist's skill level.
Kick
All characters can kick. The amount of damage caused by kicking
depends on your martial arts skill. To kick your opponent, you both
must be standing in the same spot.
List
List allows you to see information on the following items: Belt,
Disciplines, Locker, Pouch, Rings, Sack, Self, and Stats. List and
Show can be used interchangeably.
Look
There are a plethora of commands for getting information about the
world around you;
Look <direction>
Look at <object>
Look at <player>
Please see A Walk Through Nork for more information.
Mug
Thieves who attain the Thievery skill level of Swift can move
toward, scuffle with, and steal from an opponent in a single round
by mugging them. Thieves must hide before they can mug a
creature or character.
Type mug and then click the Identity box of the victim
Open
Characters may use this command to open a door. Valid directions
are N, S, E, and W. Type open n.
Non-Player Characters (NPCs)
To talk with NPCs, begin by specifying the character's name. You
don't have to use the full name, usually three letters are enough. In
general though, use this format:
Name, message
as in, Gen, discuss life.
You don't need to preface your message with quotation marks, they
are only for speaking to players. Most interactions with NPCs
follow this format.
Rest
Characters may use this command to rest and recover Hps or Eps,
or to advance a level when they receive the message "Type REST
to advance to X level."
Restore
If you die and no helpful person is nearby to take your corpse to a
healer for resurrection you may use the Restore command to return
your body to the healer in Nork. Warning: The penalty for using
this command is more severe than that imposed for dying and
being taken to a healer.
Reveal
Thieves reveal themselves when they want to come out of hiding.
Thieves who attain the thievery skill level of Master Thief can use
the Reveal command to bring other thieves out of hiding.
Shoot
Shoot a bow by holding the bow in your right hand and leaving
your left hand empty. You can also shoot a bow using the Attack
command.
Stab
You can stab using any weapon in your right hand. If you are not
holding a weapon, you attack with your bare hands using martial
skill. In order to attack with your hands and most weapons, you and
your opponent must be standing in the same square.
Steal
To steal something, select Steal from Attack Commands pop-
up menu, then click the Identity box of the victim.
To steal a particular item from a character, type the name of the
item and then the character's name. For example, to steal a gem
from Halifax,
type: steal gem from Halifax.
Swap
Moves the item in the character's left hand to the right hand, and
vice versa.
Sweep
Martial Artists with skill level of Brown Belt can sweep multiple
opponents who are standing in their square. The Sweep command
inflicts less damage than the Attack, Kick, or Jumpkick commands,
but it may kill a number of weak creatures more quickly than if you
attacked them individually. The number of opponents wounded or
slain depends on the character's skill level. Sweeping attacks
everyone in the character's location, even allies. Martial Artists
who attain the martial skill level of Black Belt, sixth degree, have a
greater chance of striking every creature in their location.
Tan
If you bring a corpse to the tanner, you may have him make armor
from the hide. Not all corpses, however, provide useful armor.
Stand on the Tanner's hex, place the corpse at his feet and type,
Name, tan.
Throw right or left
You can throw any weapon or item at an opponent. To throw the
weapon in your right hand, from the Attack Commands popup,
point to Throw Right At, then click the Identity box of your
opponent. To throw from your left hand, use Throw Left At.
Traps
Thieves set and disarm traps. You gain experience points if your
trap activates and slays a creature while you are online. You are
responsible for any traps you place, and killing non-hostile
creatures with traps reflects on your alignment. See "Thief
Profession" for more information.
Up
Characters may use this command to ascend stairs.
Legendary Creatures of the Kingdom of Drakkar
Nestled among the stories that parents tell their children, are
tales of the legendary lair creatures of Nork. But remember,
nature is crafty. Who knows just what changes might take
place in Drakkar.
Nork
Goblin Lord
The Goblin Lord has something that Gennetta, wants back.
Make her happy and you will be greatly rewarded.
Lizard King
From his lair in the dungeons beneath Nork, the Lizard King
practices his dark arts, tormenting the Lady Annalie and her
kin. His +4 FireProt ring is coveted by all.
Griffins
These beasts are well protected by the rocky heights where
they make their lairs. Special gear is required to reach the
peaks where they nest. There are two griffins; the smaller
has valuable feathers and the larger, who 'eats' you if you
are killed, provides good ice prot armor.
Naga
A creature of the dark, the Naga hits hard but yields a good
set of scales. A poisonous beast, it is well protected by a
whirlpool, which can only be crossed by acquiring a special
figurine.
Small Red Dragon
This Dragon hides behind a fire pool in the dungeons of
Nork. Long ago, he used to roam Nork, but the great
adventurer Mancalore defeated him and banished him to
lurk beneath Nork. The greatest artist in Nork, Artemesia
Gentileschi, painted a mural which told of how Mancalore
defeated the dread beast. Like all Dragons, he hits hard,
burns hot and hordes great wealth.
Adventure and find other Lair crits in Nork and the lands that
border her. Ancient whispers tell of Mummies with valuable
robes and Cloud Giants with special boots.
Disciplines
The following is an alphabetical listing of all Disciplines. But
remember, like all things in Nork, the land and its magic are
constantly changing.
The syntax is the same for all disciplines.
To form a discipline on one's self, select the discipline from the
discipline pop up menu and click the form disc button
To form the Discipline on another character select the
discipline, click on the ID box of the creature or character, and
click the form disc button
To form a discipline along a path select the disc, click the form
disc button and type in a path like n n n,. Use this form also to
center the effect of a disc at a certain point.
Absorption
Abbreviation absorption
Energy Cost 20
Stress Factor 10
Side Effect none known
This discipline creates a barrier around the recipient that reduces
damage from psionic attacks. The strength of Absorption depends
upon the skill level of the psionicist.
Acid Breath
Abbreviation acidbreath
Energy Cost 10
Stress Factor 10
Side Effect none known
This Discipline spews a cloud of corrosive acid from the
psionicist's mouth toward a specific location or targeted creature.
The dimensions of the acid cloud can reach up to 30' x 30', but
usually the cloud is smaller due to terrain restrictions such as walls
or closed doors. Acid Breath will cause about 12 points of damage
per skill level of the psionicist to any creature caught in the cloud.
Target a creature or center along the endpoint of a path.
Note that if you do not specify a path or target, the acid cloud will
center on you.
Assault
Abbreviation assault
Energy Cost 10
Stress Factor 20
Side Effect none known
This Discipline assaults the brain of a creature, disrupting neural
pathways and wreaking general havoc upon its nervous system.
Assault will cause about 12 points of damage per skill level of the
psionicist. Form this on a target.
Atone
Abbreviation atone
Energy Cost 35
Stress Factor 30
Side Effect permanent damage
This Discipline attempts to move the recipient one step closer to an
alignment of true Good. Only extremely skilled practitioners have
been able to purify characters enough to pursue Paladinhood. The
psionicist who forms this Discipline must exert extreme energy to
alter the thinking of the recipient, and therefore will always suffer
some permanent damage in the process. Form this on yourself or
others.
Automatic Healing
Abbreviation autoheal
Energy Cost 50
Stress Factor 500
Side Effect none known
This is a Healers' Discipline which imbues the body of the
recipient with latent psionic healing energy.
For the duration of the Discipline, a wound that would drop the
recipient below one-fifth of his maximum health points will result
in the Autoheal being discharged. This Discipline will only
activate if the character survives the blow. For example, if the
character has 100 Health Points and suffers 81 points of damage,
the Automatic Healing Discipline goes into effect immediately. If,
however, this character suffers 120 points of damage, the
Automatic Healing cannot go into effect. Form this on yourself or
others.
Blind
Abbreviation blind
Energy Cost 10
Stress Factor 10
Side Effect none known
This Discipline attempts to cause a targeted creature to go blind.
The chance of success is dependent upon the skill level of the
psionicist and the experience level of the target. Form this on a
target.
Charm
Abbreviation charm
Energy Cost 30
Stress Factor 45
Side Effect none known
This Discipline attempts to cause a targeted creature to become an
automaton under the psionicist's control. Both the chance of
success and duration depend upon the skill level of the psionicist
and the experience level of the creature. Form this on a target.
For the duration of this Discipline, the creature will obey simple
commands directed at it. For example, a charmed orc will obey the
psionicist. To command the orc to fight a nearby troll, type: orc,
fight troll. Or to have the orc pick up a bottle, type: orc, take bottle
Confusion
Abbreviation confusion
Energy Cost 25
Stress Factor 10
Side Effect none known
This Discipline attempts to cause a group of creatures to become so
enraged that they direct their attacks at random targets, including
their companions. The number of creatures affected is based on the
skill level of the psionicist who forms the Discipline and the
experience level of the target group. In a given group some
members may be affected, while others are not. Select form
confusion.
Create Phase Door
Abbreviation door
Energy Cost 10
Stress Factor 45
Side Effect none known
This Discipline is used to create a temporary door in wood or stone
walls and some varieties of bedrock. Creatures or characters can
move freely through the Phase Door for the duration of the
Discipline. The amount of time that the Phase Door remains in
effect is dependent upon the skill level of the psionicist. To create a
Phase Door, select: form door <path>.
Cure Critically
Abbreviation critcure
Energy Cost 30
Stress Factor 200
Side Effect extremely stressful
This Healer Discipline attempts to bring a slain character back to
life. The exertion of forming Cure Critically often damages the
Healer who forms the Discipline. To resurrect a dead character,
you must stand in the same square as the corpse and select: form
critcure.
The chances of success are dependent upon the skill level of the
Healer forming the Cure Critically Discipline.
Darkness
Abbreviation darkness
Energy Cost 10
Stress Factor 20
Side Effect none known
Darkness prevents the incursion of light into a 30' x 30' area. The
Discipline may be centered at a specific location or upon a targeted
creature. Darkness will counteract the effects of the Light
Discipline. Form this at a target or along a path.
Detect
Abbreviation detect
Energy Cost 10
Stress Factor 10
Side Effect none known
Detect places a glowing halo around all illusionary walls within the
casters view. The discipline's duration is based on the skill level of
the caster. Select: form detect.
Detoxify Poison
Abbreviation detox
Energy Cost 10
Stress Factor 10
Side Effect none known
This Healer Discipline neutralizes any poison in the recipient.
Form this on yourself or others.
Earth Crush
Abbreviation earthcrush
Energy Cost 100
Stress Factor 5000
Side Effect very stressful
With the power of the mind, the psionicist causes the earth itself to
rise up in a cresting wave and smash all creatures, friend and foe
alike, in a one square area. Use this Discipline with caution. To
form this Discipline you must specify a path.
Energy Blast
Abbreviation blast
Energy Cost 20
Stress Factor 20
Side Effect none known
Energy Blast creates a sphere of concussive force centered in a
specified location and extending 30' outward in each direction.
Energy Blast will destroy non-reinforced walls, damage flesh, and
shatter small objects on the ground. Select: form blast <path>.
Energy Missile
Abbreviation enmiss
Energy Cost 5
Stress Factor 10
Side Effect none known
This Discipline creates a small arrow of energy that can be directed
at any visible target. The damage done by this Discipline is an
average of eight points per skill level of the Mentalist. Form this at
a target.
Energy Shield
Abbreviation energyshield
Energy Cost 20
Stress Factor 10
Side Effect none known
This Discipline creates an invisible barrier around the recipient that
reduces the damage from any physical attack such as a punch or
sword blow. The strength of the Energy Shield is proportional to
the skill level of the psionicist. Form this on yourself or others.
Energy Spear
Abbreviation energyspear
Energy Cost 35
Stress Factor 50
Side Effect none known
This Discipline launches a piercing shaft of psionic force from the
fingertips of the psionicist. The damage caused by this Discipline
is based upon the skill level of the psionicist. This Discipline may
stun the victim in addition to doing physical damage. Form this at a
target.
Enchant Weapon
Abbreviation enchant
Energy Cost 30
Stress Factor 30
Side Effect stressful
This Discipline attempts to increase the combat efficiency of a
weapon by psionically removing its flaws. Each use of this
Discipline increases the combat bonus of a weapon by one, up to a
normal maximum of three. There are rumors that powerful
psionicist's are able to exceed this limit. The chance of success is
proportional to the skill level of the individual forming the
Discipline. To enchant a weapon, hold it in your right hand and
then select: form enchant.
Feather Fall
Abbreviation featherfall
Energy Cost 30
Stress Factor 15
Side Effect none known
This Discipline enables the recipient to fall great distances without
physical harm. The duration of the Discipline depends on the skill
level of the psionicist. Form this on yourself or others.
Find Friendly Creature
Abbreviation findfriendly
Energy Cost 30
Stress Factor 50
Side Effect none known
This Discipline searches out the nearest friendly creature and then
teleports it to your square. The creature does not obey your every
command, but it will fight alongside you. Highly-skilled psionicists
can beckon more powerful creatures. The length of time the
creature remains to fight depends on the psionicist's skill. To form
this Discipline, select: form findfriendly
Fireball
Abbreviation fireball
Energy Cost 30
Stress Factor 15
Side Effect none known
This Discipline creates a searing blast around the target. On
average, this does twelve points of damage per skill level in a 30' x
30' area. Form this on a target or along a path.
Fire Breath
Abbreviation firebreath
Energy Cost 50
Stress Factor 20
Side Effect none known
This Discipline allows the psionicist to spew forth a burning cloud
of flame at a target in a 90' x 90' area. Fire Breath causes an
average of 18 points of damage per skill level of the psionicist.
Form this at a target or along a path.
Fire Storm
Abbreviation firestorm
Energy Cost 25
Stress Factor 25
Side Effect none known
Fire Storm causes an area to explode. The area of effect is only one
square, but the heat is very concentrated. This Discipline is so
devastating that standard forms of fire protection have little or no
effect against it. Fire Storm causes an average of twelve points of
damage per skill level of the psionicist. Form this at a target or
along a path.
Haste Person
Abbreviation haste
Energy Cost 25
Stress Factor 5000
Side Effect very stressful
Haste Person doubles the speed of the recipient, effectively giving
him two rounds of action for every round of normal time. A Hasted
person can also move at double speed.
Note that some actions such as resting and talking to shopkeepers
will still take place at their normal speed due to their time-based
nature. The duration of this Discipline depends upon the skill level
of the psionicist. Form this on yourself or others.
Heal Heavy Wounds
Abbreviation heal
Energy Cost 20
Stress Factor 20
Side Effect none known
This Healer Discipline removes almost all damage on the recipient
of the Discipline, depending on the skill level of the Healer. Form
this on yourself or others.
Ice Breath
Abbreviation icebreath
Energy Cost 55
Stress Factor 20
Side Effect none known
With Ice Breath the psionicist exhales a cloud of freezing vapor at
a targeted area of 90' x 90'. Ice Breath causes an average of 18
points of damage per skill level of the psionicist. Form this at a
target or along a path.
Icestorm
Abbreviation icestorm
Energy Cost 15
Stress Factor 25
Side Effect none known
This Discipline causes freezing rain and hail to pelt the targeted
creature or location in a 30' x 30' area. Icestorm will cause an
average of twelve points of damage per skill level of the psionicist
against protected creatures and even more damage against
unprotected creatures. Form this at a target or along a path.
Infravision
Abbreviation infravision
Energy Cost 25
Stress Factor 20
Side Effect none known
This Discipline allows the recipient to see in dark. Form this on
yourself or others.
Note: If you don't cast Infravision, be aware that only @shout!
works to communicate in darkness.
Illusion
Abbreviation illusion
Energy Cost 25
Stress Factor 30
Side Effect none known
This Discipline creates an Illusion of terrain so vivid that it takes
on all of the qualities of the specified terrain as if it were actually
there. The duration of this Discipline is dependent upon the skill
level of the psionicist. You can create Illusions of water, ice, fire,
wall, empty, path, or bridge. To form this Discipline, select: form
illusion <kind> <path>.
For example, to create a wall to the north, form illusion wall n
Imbue
Abbreviation imbue
Energy Cost 30
Stress Factor 30
Side Effect none known
This Discipline attempts to recharge a magical item. Though the
power of the recharge depends on the skill level of the psionicist,
the Energy Cost remains the same whether the item contains a full
charge or is nearly depleted of energy. The number of charges that
can be imbued into an item depends on the quality of the item and
the your skill level. Only disciplines gained at half of your current
skill level can be imbued in items. To recharge an item hold it in
your right hand and select: form imbue
Mentalists who attain the psionic skill level of Defier of Vision can
imbue wooden twigs of exceptional quality with new disciplines.
Wooden twigs of this quality are available from the Healer's Guild
in the Healer Trainer's shop in Nork.
To imbue a twig with a discipline, select form imbue, and then type
the name of the discipline to imbue. For example, to imbue a twig
with the Firestorm discipline, hold the twig in your right hand and
type form imbue firestorm.
Light
Abbreviation light
Energy Cost 10
Stress Factor 20
Side Effect none known
This Discipline causes the illumination of an area 30' x 30',
centered at a specified location or target creature. This Discipline
will counter-act the Darkness Discipline and may reveal hidden
Thieves. To form this Discipline, center it on a creature or player
or along a path.
Lightning
Abbreviation lightning
Energy Cost 15
Stress Factor 10
Side Effect none known
This Discipline causes a bolt of Lightning to strike a location or
specified creature. Terrain type and atmospheric conditions often
affect the power of this Discipline. The damage done by this
Discipline is based upon the skill level of the psionicist. Form this
at a target or along a path.
Limited Invisibility
Abbreviation liminv
Energy Cost 10
Stress Factor 20
Side Effect none known
This Discipline renders the recipient completely Invisible to most
creatures. Invisibility is not broken when damage is taken by the
recipient, but it is broken when the recipient takes a hostile action.
Form this on yourself or others.
Mend Minor Wounds
Abbreviation mend
Energy Cost 5
Stress Factor 5
Side Effect none known
This Discipline cures minor damage. The healing power of this
Discipline is based upon the skill level of the psionicist. Form this
on yourself or others.
Molecular Disintegration
Abbreviation disintegrate
Energy Cost 10
Stress Factor 100
Side Effect stressful
This Discipline will Destroy any object that is on the ground and
all walls in view of the character. Form this along a path.
Passwall
Abbreviation passwall
Energy Cost 20
Stress Factor 50
Side Effect none known
This Discipline allows the recipient to move through normal walls
and some forms of stone. The duration of this Discipline depends
on the skill level of the psionicist who forms the Discipline. This
Discipline is only intended to allow quick passage through stone,
not existence there. Take care to be out of the wall at the end of the
duration! Form this on yourself or others.
Poison
Abbreviation poison
Energy Cost 20
Stress Factor 20
Side Effect none known
This Discipline attempts to create a toxic poison in the bloodstream
of the target creature. The toxicity and duration of the poison
depend on the skill level of the psionicist who forms the
Discipline. Form this at a target.
Poison Trap a Sack
Abbreviation trapsack
Energy Cost 50
Stress Factor variable
Side Effect none known
This Thief discipline forms an energy barrier around a player
character's sack, which will deter many thieves from 'borrowing'
belongings from the protected player. The odds of the discipline
affecting a potential pilferer depend on the difference between the
power of the Discipline and the Thievery skill level of the pilferer.
Form this on your own sack or others.
Powerword
Abbreviation powerword
Energy Cost Base 100
Stress Factor 1000
Side Effect very stressful
This Discipline enables the psionicist to focus all available mental
energy into a singularly powerful effect. This 'word' may take the
following forms:
form powerword heal
Powerword Heal will instantly Heal all visible allies of poison,
blindness and physical wounds.
form powerword stun
Powerword Stun will instantly Stun all hostile creatures visible to
the psionicist.. Allied and non-hostile creatures are unaffected.
form powerword death
Powerword Death will instantly inflict a base of thirty points of
damage per skill level of the psionicist to every visible hostile
creature. Allied and non-hostile creatures are unaffected.
Protection From Assault Discipline
Abbreviation protassault
Energy Cost 40
Stress Factor 10
Side Effect none known
This Discipline forms a protective shield around the recipient's
mind that will absorb damage done by the Assault Discipline. The
amount of protection bestowed is based on the skill level of the
psionicist who forms the Discipline. Form this on yourself or
others.
Protection From Fire Discipline
Abbreviation protfire
Energy Cost 10
Stress Factor 5
Side Effect none known
This Discipline forms a protective barrier around the recipient that
will resist most fire damage. The amount of Protection bestowed is
based on the skill level of the psionicist who forms the Discipline.
Form this on yourself or others.
Protection From Ice Discipline
Abbreviation protice
Energy Cost 25
Stress Factor 20
Side Effect none known
This Discipline forms a protective barrier around the recipient that
will resist most cold damage. The amount of protection bestowed
is based on the skill level of the psionicist who forms the
Discipline. Form this on yourself or others.
Protection From Stun Discipline
Abbreviation protstun
Energy Cost 30
Stress Factor 10
Side Effect none known
This Discipline forms a protective shield around the recipient's
mind that will decrease the probability that a Stun Discipline will
affect the character. The amount of protection bestowed is based
on the skill level of the Healer who forms the Discipline. Form this
on yourself or others.
Push
Abbreviation push
Energy Cost 20
Stress Factor 20
Side Effect none known
This Discipline attempts to move a creature a space or two in a
random direction. It is possible to Push opponents off cliffs or to
move stunned allies away from danger. Form this at a target.
Respirate
Abbreviation respirate
Energy Cost 20
Stress Factor 10
Side Effect none known
Respirate enables the recipient to maneuver easily in water for the
duration of the Discipline. The duration is based on the skill level
of the psionicist who forms the Discipline. Form this on yourself or
others.
Reveal Objects
Abbreviation reveal
Energy Cost 10
Stress Factor 10
Side Effect none known
Through this discipline, a thief can view objects that would
otherwise be hidden by natural cover (forest, water, ice). Objects
will be displayed as if they rested upon open ground. Select: form
reveal.
Scry
Abbreviation scry
Energy Cost 25
Stress Factor 5
Side Effect none known
This Discipline allows the psionicist to momentarily see through
the eyes of another player character. The target need not be on the
screen with the psionicist. Form this at a target.
Sense
Abbreviation sense
Energy Cost 10
Stress Factor 10
Side Effect none known
This Discipline enables the psionicist to determine which
Disciplines, if any, are imbued in an item, and/or how much energy
the item has. High-level psionicists can also determine the aura of
an Imbued item, the number of charges, and even the location a
succor twig returns to. To form this Discipline, hold the object in
your right hand and select:form sense
Stun
Abbreviation stun
Energy Cost 15
Stress Factor 10
Side Effect none known
Stun attacks the mind, attempting to daze the target so that it is
incapable of taking action. A few creatures are immune to this
effect. The chance of the Stun Discipline succeeding is based on
the skill level of the psionicist and the experience level of the
target. Form this at a target.
Succor
Abbreviation succor
Energy Cost 15
Stress Factor 10
Side Effect none known
This Discipline enables the character to record his present location
into a small twig. The twig is generated in the character's right
hand when Succor is formed. To form this Discipline, empty your
right hand and select: form succor.
The twig will form and you may then place it in your sack or on
your belt.
Teleport
Abbreviation teleport
Energy Cost 50
Stress Factor 500
Side Effect stressful
Teleport discharges a powerful bolt of energy that transports the
psionicist to a previously designated place. To form this Discipline,
the Mentalist must first have memorized a location through the
Memorize command select: memorize <location>.
"Location" can be any name the psionicist wants up to ten letters
long. The psionicist can memorize twenty separate locations.
Teleportation requires a great deal of effort and may take several
uninterrupted rounds. Then, when desired, select: form teleport
<location>.
The energy cost is incurred when the Teleport Discipline is formed.
As several locations may be memorized, different location names
are needed to identify each. Note that some teleporting devices and
portals may confuse or even erase Memorized locations. For this
reason most high-level psionicists use Disciplines instead of
relying on established portals.
Transmute
Abbreviation Transumute
Energy Cost 10
Stress Factor 10
Side Effect none known
This Discipline causes most items in a square to wink out of
existence and be transformed into gold. Those items held or carried
by a living creature are unaffected by this Discipline. Due to the
nature of some items, a high skill level may be necessary to affect
them. Select form transmute.
Vision
Abbreviation vision
Energy Cost 10
Stress Factor 10
Side Effect none known
This Discipline restores sight to the blind. Form this on yourself or
others.
Experience Levels Chart
The chart below details the number of Experience Points necessary
to achieve each Experience Level.
Level EPs
1 800
2 1,600
3 3,200
4 6,400
5 12,800
6 25,600
7 51,200
8 102,400
9 204,800
10 409,600
11 819,200
12 1,638,400
13 3,276,800
14 6,553,600
15 13,107,200
16 26,214,400
17 52,428,800
18 104,857,600
from level 18 on up, the number of experience points needed to
advance to the next level varies.
Game Items
As you advance in Drakkar, you'll want to replace your beginning
armor with better and better protective gear. Their are magical
helms, amulets with special powers, robes, cloaks, and armor with
special properties. Potions exist that can strengthen an adventure or
offer protection for special endeavors. Treasures can be found in
the most unlikely spots. Like other aspects of the game, game items
and their availability are constantly changing.
Game Options
The following section includes expanded information and greater
detail about game elements.
The Game Screen
Pull Down Menus
Auto carriage return:
Allows you to send any command in the command line during
combat without having to press enter. This allows you to attack a
creature in two steps instead of three (select and attack vs.
select, attack, and send). The default is enabled.
Auto append:
Allows you to shout any text in the command line when attacking
an opponent. As in, @help, I'm dying over here!. The default is
enabled.
Abridged combat messages:
Allows you to turn off combat messages that indicate misses or
blocks.
Sound effects and Music:
Toggles these options on and off.
Right mouse button sends command line:
toggles on and off the ability to use your right mouse button to
send commands from the command line.
Tooltips:
Toggles Tooltips on and off.
Thin menu:
Toggles the size of your pull down menus.
Animations:
Toggles whether you see animation in the terrain window.
Clean up windows:
Rearranges your windows to the default positions.
Command line
Most commands in Drakkar are entered from the Command line,
even, for instance, clicking on a command button like the Drink
Bottle button. You will see the command flash momentarily in the
command line before it is automatically entered.
Type a command in the command line, and then press <ENTER>
to send the command. You can also send commands using the
RMB, if that option is enabled (see Preferences). During combat,
combat commands are automatically entered if you have that
option selected (send command line).
For actions, enter the command in the command line and then the
name of the character or creature you wish to affect. Like
Hug Alice
Attack Orc
Speaking is different. Click on the ID box (name) to place the
name of that character or creature on the command line. Then you
can type and send them a message (see A Walk Through Nork).
You can also use the And, Clear Command, Repeat Command, and
Send Command Line buttons with the command line.
Repeat Command
Repeats the last command you entered in the command line.
Clear command line
Clears the command line (you may also hit escape).
And
Adds the word 'and' between commands on the command line.
Send Command Line
Sends commands in the command line.
Index
'
'red flagged' 39
A
Agility 22
Aging 95
Alchemist 45
Alignment 18, 23
Amulets 57
appraise 47
Armor 57, 58
Armor Shop 52
assess 87
Attack Command buttons 31
attacking 70
Attribute List 21
Attributes 18
Axe 62
B
Bank of Nork 42
Barbarians 67
Belt 30
Body, Disciplines and Ground
Button 32
bonuses 21
Boots 58
Bow 62
Bracers 58
bull's-eye 41
buying from shopkeepers 46
buying scrolls 48
C
Carrying Items 30
Character Roller 20
Characters in Drakkar 18
Charisma 22
Choosing Professions 56
City Dwellers 19
City-State of Frore 16
CLASS train 82
Class Training 88
Cloaks 58
close doors 41
Command Buffer 29
Command line 28
Communicating 40
con pots 23
Conference Rooms 11
constitution 21, 22
Creating a Character 19
Creating and Playing the Game 10
Creatures 76
CritCure 74
D
Dagger 62
dead 73
Death Piles 88
Dedicate button 44
dragging items 25
Drink Bottle button 32
Drop Twig button 32
Dying 72
E
Eaten 88
encrust 54
Encumbrance 32
Energy Points (Eps) 52
Energy Points Display 29
erase 24
Experience points (Xps) 18, 81
Experience Points Display 28
F
Face 31
Fighter Trainer 43
Fighters 65
Flag 33
Forest Dwellers 19
Form Disciplines and Disciplines 31
forming discs from scrolls 49
G
gambling 54
Game Screen 26
Gauntlets 58
Getting Help 9
Gold 22
Greet 40
Ground button 32
Ground Window 36
H
Healer
getting healed by a healer 74
Healer Trainer 53
Healers 67
Healing Skill Levels 83
Health 22
Health display (heart ) 33
Health Points Display 29
Health potions (health pots) 45
Helms 58
History of the Kingdom of Drakkar 14
Hostile creatures 39
Hug 41
I
Identity (ID) box 33
illusionary wall 51
Initiate Action and Action
Commands 32
Initiate Attack button 31
Instant Health(IH) 45
Intelligence 22
J
Jeweler 54
L
Last Chance Saloon 46
Laws of the Land 9
list self 37
list skills 38
list stats 38
Lockers 50
Longsword 62
look at an item in your hand 37
look at an item on the ground 36
look at others 38
look at scrolls 38
look at yourself 37
look in a direction 38
Luck 22
M
Mace 62
Macros 89
Major cons 96
Manual and Game Conventions 25
Map of Drakkar 35
Market 48
Martial Artists 66
Martial Arts 62
Martial Arts Skill Levels 84
Martial Arts Trainer 52
Mentalist Skill Levels 85
Mentalist Trainer 52
Mentalists 66
merchants 35
Minor cons 96
Mountain Dwellers 20
Moving around in the Game 36
MPG-Net 8
multi-player 7
multiple items 37
N
Name box 33
Narrative window 33
No Twigging Zones 50
non-player characters (NPCs) 39
O
open doors 41
Options 27
Outcasts 20
P
Party 94
persona 10
Pole-arm 62
Portal to Maeling 53
Professions 65
Protective Gear 57
Province of Maeling 15
Pubs 11
Q
QuickStart Manual 1
R
Races in Drakkar 19
Recall 74
regenerate 53
reroll button 21
Rerolling Your Character 95
Rest 75
Restore 74
Returning from the Dead 74
Right and Left hands 31
Rings 58
RMB 26
Robes 58
Round timer 29
S
Sack and Pouch 30
Sack, Pouch and Belt Buttons 30
Sashes 59
Scroll Vendors 48
Searching a Corpse 71
selling to shopkeepers 47
Sense scroll 59
Sensing Items 59
Shortsword 62
shout 41
Show
commands 26
Skill Levels 82
Skill Train 44
Skill Training 87
Skills 18, 82
Staff 62
stairs 70
statistics (stats). 21
Steel Flower Pub 50
Strength 21
Stripped 88
Succor scrolls 48
succor twigs 48
System Access Software (SAS) 10
T
take items from the ground 37
talk to other player 40
Talking to NPCs 89
Tanner 43
Terrain Window 27
Thieves 68
Thieves' Guild 51
Thieving Skill Levels 85
Thrown 63
Tied or Attuned Items 59
Tooltips 25
Town of Nork 14
Trainer of Forgotten Skills 86
Training 87
twigging 50
Twigs 64
Two-handed 63
U
Underground Dwellers 20
V
version notes 8
Volcano Town 16
W
Warehouse 54
Weapon Skill Categories 61
Weapons 60
Weapons Shop 52
Weapons Skill Levels 82
wearing gear or jewelry 57
wearing items 59
Why am I in the middle of a dust
cloud? 71
Willpower 22
Wisdom 22
Woodlands Dwellers 20
Y
Youth potions 95
1