Miscellaneous Facts
There’s a lotta weird, hidden, or otherwise tough to understand things in Drakkar. Here’s a brief listing of things that lots of people might ask.
Stats
Luck is used to determine the number of times you can buy HP from the HP doc before he asks for an item.
Charisma is used to determine the cost of HP from the HP doc.
Charisma is used to determine how effective paid skill training is.
Strength affects how well you hit enemies, how hard you hit, and your encumberance limit.
Agility affects how well you dodge hits and how well you hide/steal.
Willpower affects how well you mitigate psi damage.
Constitution affects your chances of getting a higher HP rest (higher con = better rest).
Constitution affects your chances of mitigating combat stuns.
Intelligence gives better EP rests and EP regen to Mentalists and Fighter/Mentalists.
Wisdom gives better EP rests and EP regen to Healers.
Attacks gives you more rolls to determine how hard you hit with a melee attack (the highest roll is kept).
Dying on a healer (via a player, or yourself) will restore your CON to the highest value possible for your level.
It is possible to exceed your CON cap using SK random pots, but overages are lost on restore.
Going to the level 13 HP Doc and saying
###, train
will show you your base HP.You can see your base EP by drinking a zap from UGH.
Skills
There are some capped skills while progressing. This means that you can only get a certain number of skill gain, max, at a time. The skills are: 5, 11, 18, 26
Different weapons carry different hide penalties. If you’re holding a halberd, you’re more likely to be seen than if you’re holding a dagger.
Any class can backstab and hide as if they were a thief, provided they have the requisite skill level.
If you have a skill >= 40, you can
look at xxx
to see how far they are percentwise on that skill.You can only gain skill in areas where you’d normally be able to get xp.
Thieves do more damage to targets facing away from them.
Disciplines
The Aid disc boosts your ability to hide, see through hide, and your melee to-hit rolls.
form illusion rockwall
triggers the Cavern Creeper quirk.form illusion dense|l-forest|r-forest
triggers the Tree Hugger quirk.You can
form illusion wall
thenform illusion water
on the wall to create an unbreakable wall that you canpasswall
onto and easily crush melee bosses.If you accidentally step into the open while hidden, you can manually type a movement command to get next to a wall again before your hide breaks.
Most lairs can see through Limited Invisibility (liminv).
Any plate armor intended for use with fighter-type classes (Lorsulan Plate, Leviathan Fullplate, etc) will cut outgoing psionic damage.
Quirks
- Innate Armor, when 100/100, adds as much AC as the Paladin Nameless Lord Armor.
Progress Quest Evasion
You can turn in a tied (to someone else) mormar/shimok book.
You can skip the 50-advancement quest and just go primal.
You can do the pads for Mormar-1 and Mormar-2 to skip the normal access quest.
Races
Outcasts get better prices from Lisa in Cobrahn.
Woodland and Forest Dwellers can hear more forest-y sounds than other races.
Miscellaneous
You can see if an area is twiggable by checking the description of the twig. If the glow is subdued, you can’t twig out.
In addition to stripping, some lairs can eat. This is mostly creatures like dragons, FoodGuardian, and others. Getting eaten doesn’t happen every time, but it can suck your XP and skills.
You can be randomly stripped by monsters, they may rarely search your corpse for gear.
Holding the corpse of some lairs will prevent them from respawning.