Category:Your Characters

Your Characters

Your Characters
You can create four characters on your Drakkarzone account, although you can only play one character at a time. Having multiple characters lets you play characters with different skills and abilities. For example, one of your characters might be a male [[City Dweller dedicated as a Fighter, and one of your characters might be a female]] Outcast dedicated as a Martial Artist.

Rerolling a character
If you reroll an existing character, you wipe out the character's abilities, experience, skills, disciplines, and any items the character is wearing or carrying. However, any items in the character's locker and any coins in the character's bank account will be retained for the new character. You should put any items you want to pass on to the new character in your locker before you reroll the existing character. The new character also inherits some of the previous character's experience by being able to achieve half the previous character's experience.

Sharing attuned items
Some items in the kingdom attune to you when you pick them up or have them specially made. For example, if you take a creature's skin to the Tanner to be made into armor, only you and other characters on your DrakkarZone account can wear the armor the Tanner makes.

To choose your character's sex
Click the Female icon or the Male icon.

Choosing your character's race
Each race has different strengths and weaknesses.

City Dwellers: City Dwellers are strong and extremely lucky.

Forest Dwellers: Forest Dwellers are agile and extremely charismatic.

Mountain Dwellers: Mountain Dwellers are strong and have strong constitutions

Outcasts: Outcasts are rumored to have great strength but little luck.

Underground Dwellers: Underground Dwellers are agile and have strong constitutions.

Woodlands Dwellers: Woodlands Dwellers are intelligent and have strong willpower.

To choose your character's race

Click the large picture. The small picture shows how a character of each race looks in the kingdom.

To name your character

Type a name of 3 to 14 letters. You may not use names of sysops. You may not use profanity, vulgarity, religious, or other objectionable names. Use care when deciding on a name, it may be shortened when joining a guild.

Rolling your character's abilities
Your character's abilities range from a low of 3 to a high of 18. Most abilities remain the same throughout a character's life, although some increase or decrease.

Strength: Strength is essential for physical combat. It determines how much damage you inflict when you attack with a weapon, and how much weight you can carry without becoming encumbered.

Intelligence: Intelligence is essential for forming psionic disciplines. Intelligence determines how much psionic energy a character initially possesses and how much energy he or she gains at each experience level.

Wisdom: Wisdom is essential for forming healing disciplines.

Willpower: 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 at each experience level. A strong constitution prevents you from being stunned in combat, and it also determines the number of times you can be raised from the dead.

Agility: Agility determines how accurately you hit and how quickly you dodge blows in combat.

Charisma: Charisma 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: Health determines how much physical damage you can sustain before dying. Your constitution determines your initial health and the number of health points you gain at each experience level.

Gold: Gold indicates how many gold coins are in your sack when you arrive in the kingdom.

Luck: Luck influences the outcome of random events. The higher your luck, the better your chances of successfully forming psionic disciplines and setting and disarming traps, among other things.

To roll your character's abilities

Click Reroll until you are satisfied with your character's abilities, and then click Accept.

Identity box
An Identity box appears for each creature and character near you. The Identity box shows the character or creature's name, flag, contents of right and left hands, armor, and health heart.

Name

Hostile creatures and characters have red name boxes. Trainers, shopkeepers, and questors have blue name boxes. Non-hostile creatures and characters have gray name boxes.

Flag

The flag in the upper-left corner of the Identity box corresponds to a character or creature in the Terrain window. If an Identity box does not have a flag, the character or creature is standing on you. If it's a hostile creature, you'd better be swinging at it!

Health heart

The heart in the upper-right corner of the Identity box indicates a character or creature's health. If the character or creature is in full health, the heart is completely red. If the character or creature is wounded, the heart is only partially red according to how severely the character or creature is wounded. If the character or creature is poisoned, the heart is green. If the character or creature is stunned, the heart has a halo of stars.

Right and left hands

The right and left squares of the Identity box display the items a creature or character is holding.

Armor

The center square of the Identity box shows the armor a creature or character is wearing. A bull's-eye appears over the armor of the creature or character you last attacked.

Terrain window
The Terrain window shows where you are standing in the kingdom.

Narrative window
The Narrative window shows information such as the play-by-play during combat, your conversations with other characters, and the contents of any scrolls you read.

Ground window


The Ground window shows the ground where you are standing. The left column of the Ground window shows how many items of a particular type are on the ground. For example, if a pile includes three gems, the column on the left shows one gem (whichever is on top of the pile) and the number 3 to indicate that there are three gems in the pile. To see what kind of gems are in the pile, click the gem in the left column; the different gems then appear in the right column.

Experience points
You gain experience points by killing opponents. As your experience points increase, your experience level increases. When you accumulate enough experience points to advance to the next experience level, a message appears in the Narrative window telling you to Rest when you are fully healed.

Experience display



The Experience Display indicates your experience points and experience level.

To toggle the Experience display

Click the Experience Display button

Health points
You gain health points at each experience level. You lose health points when you are wounded in combat, but they regenerate with time. The better your constitution, the faster your health points regenerate. You can speed the regeneration of health points by resting, drinking a healing potion, or having a Healer form the Mend discipline or the Heal discipline on you.

Health display



The Health Display indicates your maximum and current health points. You can display your health points as numbers or as a bar gauge. To toggle the Health display

Click the Health Display Button.

Psionic Energy display


The Psionic Energy Display indicates your maximum and current psionic energy points. You can display your psionic energy points as numbers or as a bar gauge. To toggle the Psionic Energy display

Click the Energy Display button.

Bank
The Bank of Nork has 2 main offices. One in Nork and the other in Cobrahn. Each bank has several branches throughout the land. You may deposit up to 25 million coin in each bank. See Using the Bank for more details.

Sack


There is space in your sack for 30 items and one million gold coins -- once you find them. 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)

To open your sack

Click the Sack button.



Pouch
There is space in your pouch for five items. Your pouch (and your sack) 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 weapons small enough to put in your pouch or sack. Other weapons hang from your belt. To open your pouch

Click the Pouch button.

Belt


There is space on your belt for five items. Your belt holds shields and most weapons, except halberds and polearms. Scrolls and succor twigs are the only non-weapon items that can hang on your belt. Most other items fit in your sack or pouch.To display your belt

Click the Belt button.

Locker
There is space in your locker for 20 items of any size, except twigs, coins and corpses. Your locker is a good place to stash spare or valuable items that you do not want to risk losing if you die in combat and are stripped of your possessions. Only you can open your locker. If you reroll a character, the new character inherits the contents of the locker. In Nork, your locker is in the Steel Flower Tavern. To open your locker

1 Go to the Steel Flower Tavern. 2 Stand in front of the locker, and then stand on the locker to trip the pressure plate in the floor that opens your locker. 3 On the Show menu, click Locker. The contents of your locker appear.

Encumbrance display
The Encumbrance display indicates how much weight you are carrying. If you are encumbered, even lightly, you move slower.



Alignment
Your alignment indicates whether you have good, neutral, or evil tendencies. All characters enter the kingdom with an alignment that is good with good tendencies. However, your alignment reflects your actions in the kingdom, so if you kill innocent creatures, your alignment will eventually change from good to neutral to evil in the following increments:

good with good tendencies good with neutral tendencies neutral with neutral tendencies neutral with evil tendencies evil with evil tendencies

To display your alignment

Type list stats

Your alignment appears in the Narrative window.