by Ellowyn___KAM 75 Fighter Mentalist
FM is probably the most misunderstood class in Drakkar.
Contrary to what some people think, Fighter-Mentalist is NOT a watered down
hybrid of both Fighter and Mentalist that is not as good as either. (Note, much of this was written when I was level 21) FM is also not at a disadvantage against melee or psi resistant monsters since they can handle both. They are also able to comfortably hunt areas that require infravision, absorb, respirate etc. The main disadvantage is that a FM has low EP regen ... mine dropped from 48 EP per 3 rounds without adds to 12. FM does not keep the EP regen bonuses of a ment. I was skill 21 when I dedicated and lost the bonuses. Fighter-mentalist does get all mentalist disciplines at the appropriate skill levels except for Elance. FM is not encumbered by full plate, but my experiments indicate Levi FP cuts casting effectiveness to about 10% of normal. I have heard that thief hag plate doesn't do this, but my thief isn't big enough to trade yet for me to test. I have been told by a much bigger FM that Pally Hag does cut psi casting ability. Beetle and Vanidor do not hurt casting. I was not able to specialize in a weapon because I started as a ment. But if you start as a fighter, then spec before dedicating to FM that you can. The disadvantage of this is that you will end up with much lower EPs than if you start as a ment and max your EPS at level 20 before dedicating FM. FM has several attacks per round as opposed to 1 attack that ments have allowing the FM to kill faster with weapons and thus skill weapons faster than a ment. I have found this to be true.. My skilling LS since dedicating has gone much easier than hally or bow did as a ment. FM does not have reduced effectiveness on ment discs except when wearing Nork full plate. Full Plate does not affect EP regen though. FM does get element boosts like a Mentalist at the appropriate levels. You can dedicate as FM with over the maximum amount of experience as long as you have not rested beyond level 20.
----------------------------------------- You can either start out as a mentalist or as a fighter. Each route has its advantages and disadvantages.
You have to dedicate no later than XP level 20. Some people believe it is level 19, because of the version notes: "Players wishing to dedicate to fighter/mentalist must now do so before experience level 20" I asked Brad to clarify this and he said it is AT 20.
Whichever route you choose, it is best to wait until 20 to dedicate to get the maximum benefits from your starting class. Starting out as FM from an early level will prevent you from getting those advantages. Since your EP regen will be so low, starting as a ment will allow you to have maximum EP and have a good skill level of mentalism when you dedicate. (you do continue to gain skill in mentalism after, but I have found that I gain about 1/8 the rate of same skill ments in same party.) The Cob EP max for ment at 18 is 500, for FM it is 350. If you wait until 20 to dedicate, you will also have whatever you gained extra from rests and CH. (the higher EPs will be very useful at higher levels) You will be able to max your HP to FM max which is higher than Ment max after you dedicate. Ment is 425 and FM is 509. Starting as fighter benefits you mainly when it comes to HP. Paladin Cob Max for HP at level 20 is 559, whereas FM is 509. You should also have specialized in a weapon or 2 by the time you dedicate. To switch from Paladin to FM, you will need to lose you pallyhood first so that you are a plain fighter. You can get your G/G status back with Timmy quest if you choose. Unlike a Paladin, FM does not have to maintain G/G. If you choose to start as a fighter, I believe there is a quest that can bring your EPS up to 450, but involves killing a lot of lairs. * Note - these figures do not include Cob bonuses, CH or Gold Plan.
Choose a weapon and work on it as you grow. I suggest something you can use with a shield such as Long Sword, Shortsword or Staff. There is an excellent starter sword in Cob that is easy to get called a curvy that hits like a truck. Or staff is good since you will always have one anyway. It can be a bit of a nuisance switching weapons, but I have found that sword hits harder than staff at similar skill levels. The reason for shield is the extra defence and hit points you get from the better Cob and Nork Shields. Duke adds 35 hitpoints, titanium adds 100, kite adds 200. Axe and mace are ok, but I found that the top Nork LS hits much harder than the best axe or mace. It really is a matter of preference though. Mace as a secondary weapon can be good since there is a Firestorm Mace in Cob that can be useful in some situations and is easy to get. There is also a very popular Killer Shortsword available at high levels in NL that greatly improves your stats, so this is a very good choice to work on too. It is best not to ignore you weapon skills too long. Once you get past 55, the crits are mostly psi mirrored, thus putting you at a significant disadvantage if your weapon skill is too low. ----------------------------------------- Special Fighter Mentalist Abilities
Until recently there were none, but with the advent of the Nameless expansion,
FMs can acquire new abilities starting at level 35.
** best guess based on patterns - appreciate being updated if anyone knows
for sure.
You need to find scrolls for these but once you have the ability, it is yours to keep. Accuracy allows hunts to be successful that are impossible without it. This disc is also another good reason to start out as a ment so you have the maximum possible EPs for this high cost spell. Every fighter in the major lair hunts will want it or the advanced versions of it cast on them since it greatly improves their chance to hit. It only works on level 30 and higher players. ----------------------------------------- Quirks are a relatively new addition to Drakkar. They allow your to truely customize your character, enchancing abilities as you see fit. You gain quirk points simply by hunting. You do not even have to be gaining skill or experience in order to gain quirks.
You do have to have a gold account or guild house for quirks to be active
though. if you have a basic silver or free account, you cannot use quirks.
You also need to have a recent version of the game in order to see and spend
your quirk points. All classes have the same basic and combat choices, but each has a number class specific ability enhancements that you can spend points on. Fighter-Ment Quirks
maximum = Number of times you can enhance this ability cost = number of quirks each level will cost ----------------------------------------- (I am assuming you dedicated at level 19 or 20 and have access to higher level gear) For the most part a FM dresses like a mentalist except that a FM can wear full plate without being encumbered. Nork Plates will cut your casting ability badly though. Nork: Mama scales, 2 Reggies, Rak, at least one Slith robe, SNR or Easter Robe, Super Enmiss robe, Power robe, Power helm or HP helm or EP helm, Chipper staff, Duke or Breshard shield, Fire Giant boots, Dancers, Leviathan Full Plate (cuts psi casting., but good for tough lairs you are not casting in or for when you are just skilling weapons.), Thief Hag plate, vamps if you are good aligned, Alerian Pally gaunts, or Solver Ninja Gaunts from Dark Tower, 2 uzis for mana regen, assortment of rings and bracers, attack sash and Ratburrow sash for Aleria access and resting, saber or slicer, Banditlord Shortsword.
Cobrahn: Starter Gear: Gold scales, fungus robe and yellow Mr. A robe or 2 Mr. A, combat boots, 1/1 bracers, bubble shield, store bought 3/3 rings, curvy sword and supplement with Nork items like Chipper, Uzis and Vamps until you get better. Intermediate: Juntes or RD gaunts, 2 Lori robes, Mama Green helm, Lori staff, Titanium shield, Anti-Steve amulet , agility amulet, 8/8 rings and or 0/10 rings Boris or Lori sash, Beetle plate (pad with nin if you can), 2/2 bracers, Kaldor robe and boots, UC enmiss bracers, EC ammy. Advanced: Padded Nin scales and helm, Kite shield (level 25), 5/5 or 6/6 named bracers, moon boots, Vanidor plate (level 25), forged weapon, SoG staff, Improva, Pomend bracers, Laz robe.
Nameless:
Mantrapon Scales (level 30), HP/EP Bracers, Dornar bracers, Keep rings, Bandit
Lord Rings, 2 Merkon robes (level 20), Improved Saber(possibly level 30),
2 Merkon Super Uzis, White Lich Robe (level 35), Defensive staff, Improved
Vamps (level 25), Hp/Ep Bracers, Killer Shortsword and/or Longsword, Advanced NL: Nameless Lord Armor, Rift Boots, Silver Dragon Bracers, Titan Helm, Rift Guardian Gaunts, Lorsulan Plate (level 40- cuts Nork discs, but not NL discs - for when not using Nork discs and need better protection than mantrapon). GDH: Medusa Shield (45), Attack/Defense Earring or Hatchling Earring (40), Mythical Gaunts of Strategy enscribed with the Tired Face of a Fighter(65), Needler Ring (50), <Improved>Thermature Ring (70), Vine Sash (35), Food Guardian Sash (60), ----------------------------------------- RIP (Lots of useful info on classes, abilities, quests etc) These are good guides for weapons and gear Fighters and Paladins by Irish Paladins of Drakkar by Ztinktoof The Smee - Excellent guides to Nameless and GDH ----------------------------------------- Route to Fighter-Mentalist Trainer Route to Special Menatlist Trainer ----------------------------------------- Special thanks to Pic for some tips and corrections.. especially with the Nameless stuff. Thank you Pepma for all you have done.
If you see any errors or omissions, please let me know. Email me at dragonmuse@yahoo.com |