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The Draconian has grown far beyond its original expectation, and now has several new subclasses (most added by Morgane). Below you'll find the original Metalic and Prismatic Dragon's, the Elitist Dragon and Elemental Dragons by Morgane (Salamander, Dragon Turtle, Wyvern and Wyrm), and two more I added, the Ice Drake and Raptor

Draconian || Elitist || Elemental Dragons || FAQ ||

 

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Draconian (DRAG)
Draconian / Dragon (what happens when a Naked Mage crosses with a Dragon?!)

These magic creatures breath and slash with claws, as they age they develop new breaths. They are born with a very weak fire breath and no effective claws. (May use firebolt but may not read any more firebolt books until they have gained their first breath).

Any time: town portal, heal, heal other. Due to their size they can wear virtually no armor, shields or helms with a few exceptions... They can wear one ring on each draconian hand, but no amulet can be worn. Scale mail armor can be melded into their own scales for added and magical protection.

Allowed items: Claws (Weapons): Dagger, Falchion, Gryphon's Claw. Plus any sword with a STR requirement <= clvl. (e.g. Sabre 17th lvl, Claymore 35th...)
Staffs: any with Dragon's prefix. None other allowed.
Armor: Cape, Cloak, Scale Mail, Scavenger's Carapace
Shield: Dragon's Breach, plus Stormshield for Prismatic/Multi-hued, Holy Defender for Metalica/Mithril.
Scrolls: any

Backpack/worn items: They are limited to having on them two claws, one worn and one extra set of scales/cloak. Loving trinkets, the dragon will seek to one day fill the rest of his inventory with little baubles (non powerful jewels).

Spells: two types of dragons exist; the player should choose one type. Both types can always use Teleport, Town Portal, Heal and other utility spells as they learn them.

Type - becomes when slvls reach...

Metallica Dragon
Bronze - lvl 3 holy bolt
Silver - lvl 6 lightning (=> gains firewall)
Gold - lvl 9 firebolt (=> gains MS)
Platinum - lvl 7 chain (=> gains SC)
Mithril - lvl 7 golem (=> gains flame wave)

Prismatic Dragon
Blue - lvl 3 Charged Bolt
White - lvl 5 flash (=> gains firewall)
Black - lvl 3 bone spirit/bloodstar (=> gains MS)
Red - lvl 9 fireball/elemental (=> gains SC)
Multi-hued - lvl 8 Guardian

Breath Weapons: Draconians start as hatchlings with the weak fire(bolt) breath, and learn by reading books. They may not yet use other offensive spells. When the spell for the next breath has been learned to the required level, then and only then may it be cast. This becomes their new breath weapon, and the receive the new name/color. Example: A Hatchling uses firebolt alone for several levels, finding and using t.p. and heal in the meantime. When he has learned 3rd lvl holy bolt he becomes a bronze dragon, breathing firebolts and holybolts. After lightning is learned to the 6th lvl, he becomes silver, and may breath (cast) lightning, firebolt, firewall, holy bolt, and his non-offensive spells. However, do not use reading gear to gain breath levels. Rely instead upon the base magic stat as they grow smarter and stronger naturally. Draconians should read spell books naked. The only exception and appropriate use of reading gear is when a spell is at 14th level and you need magic greater than 255 to achieve 15th level.

As they grow older, Draconians try to improve their small physiques to at least equal the monsters of the maze. After maxing magic or reaching adult phase they begin to add lvl ups to their physical stats, usually dexterity. They may also at any time choose to carry melee weapons to deal with creatures that are resistant/immune to their breath.

Draconian Ancient: A Draconian who maxes all of its breath weapons is termed 'Ancient'. They are living libraries of Draconian lore and so can be relied upon to guide younger ones.

Huge, Ancient: A Draconian with all stats and breath weapons maxed is at the pinnacle of Draconian growth. They are most often found deep in the dungeons at high difficulties. By this time they should have amassed a large hoard of treasure.

Goal: Defeat Diablo on Hell difficulty, and carry in backback a collection of 30 jewels, ideally, with both occurring by 30th lvl.

Credits: Original version by Charis. Playtest and rewrite by Morgane.

Characters:
Ssazikar[DRAG] - Huge Ancient Metallica Draconian, 3@30, player- Morgane
Lloigor{DRAG] - Black Prismatic Draconian, Abysmal mod, player- Morgane
Irate/Belial(DRAG) - Blue Prismatic Draconian, player- Belial/Irate

(Changes from orig: tweaks to Mithril and Multihued spell lvls, some name changes, added some swords and shields, and notes for Dragon staff, scale mail meld and background, specified that scrolls are allowed).

 

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Draconian Elitist (DRAG-S)
A breed apart from other Draconians, the Elitist is characterized by the exclusive use of Unique equipment. The standard Draconian rules apply, with the following exceptions.

Stages Of Growth & Breath:
Hatchling - Firebolt, Inferno
Zinc - lvl 3 Holy Bolt/Charged Bolt
Tin - lvl 5 Flash => Firewall
Pewter - lvl 3 Bone Spirit/Blood Star => Mana Shield
Sterling - lvl 9 Elemental/Fireball => Stone Curse
Iridium (= Adult) - all of the above + lvl 5 Guardian + lvl 15 Fire Bolt
Ancient - maxed breaths + can use Unique Helms
Huge - maxed stats + can use Sparkling Mail
(above the slash means 'or', get either one to that slvl)

Equipment Rules: Draconian Elitists can use any Unique dagger, scimitar, or falchion. Dragon Prefix staves are not used. They are replaced by Unique staves. For armour, any Unique rags, capes, cloaks, robes, leathers, and the Scavenger's Carapace. For headgear, any Unique caps and crowns. They may also equip any shield that they're strong enough to carry with the strength provided from wearing other Unique items or the shield itself. In the case of a Unique shield like the Dragon's Breach that requires Strength 50 (Draconian max is 45), a non-Unique strength-increasing ring may be worn temporarily to enable equipping it, and then removed immediately after.

Gifts: Draconian Elitists use the standard Elitist rules, so they receive gifts when born and at every fifth level thereafter. However the Dragon's Breach shield may never be given as a gift at any time. (see Quest below)

Fire Breath: Unlike most Elitists, the Draconian Elitist has complete mastery over fire and can breathe Fire Bolt and when old enough, Fireball or Elemental, at any time. Although they prefer Elemental they may choose to use Fire Bolt or Fireball during multiplay to avoid injuring their companions.

Standard Bearer Quest: Since the Dragon's Breach shield is not a gift, it must be found. The Draconian Elitist must be involved in either the demise of the monster that drops it, or in an attack on the room/chamber in which it's found. When the Dragon's Breach shield is taken up and worn, the Elitist's attention turns to Level 16 where, protected from fire and sword, they can expect a full clear. A daring or well-equipped Draconian Elitist may attempt a dot solo or in a team.

Credits & Characters: Created by Morgane, based on the Draconian variant by Charis and the Elitist variant by Da O'Toth. Edited by Zia.
Vara[DRAG-SNOB] - Prismatic Draconian Elitist, Standard Bearer, player- Morgane

 

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Elemental Draconians
(each type has its own tag)

Some species of Draconians have evolved in climates or conditions that have given them an affinity for a particular element. In general, they are more magical yet less physically robust than their more familiar cousins. The regular Draconian rules apply except for the changes described below. And here's a concise list of all learnable spells listed by element:

The Element Of Air - Charged Bolt, Lightning, Flash, Phasing, Chain Lightning, Teleport, Blood Star, Telekinesis
The Element Of Earth - Stone Curse, Golem, Bone Spirit, Guardian
The Element Of Fire - Fire Bolt, Inferno, Firewall, Elemental, Fireball, and Flame Wave
The Element Of Water - Holy Bolt, Healing, Heal Other, Mana Shield
Air and Earth are considered opposing elements, as are Fire and Water.

Spells In General: Elemental Draconians breathe their own element, but can also cast spells from two of the other elements listed here. I abbreviate these as OE spells ie. spells of Other Elements. Because learning a spell from another element is so taxing, an Elemental Draconian's magic stat must be 3X the number required to read the book. The exception is spells from the opposing element which may *never* be learned. (Air and Earth are opposites, and Fire and Water are opposites.) Eg. an Air Draconian (Wyvern) may read his first Firewall book once his magic is 81, but may never read a book of Stone Curse. All Draconians are able to cast Town Portal once they learn it. There is never a spell multiplier for it. Readers may be used only to gain OE spells up to the age-imposed limit.

Shrines: Touching an Enchanted Shrine, Goat Shrine, or Cauldron is a disastrous occurrence and is never done willingly. If the Enchanted Shrine effect occurs, the Elemental Draconian will permanently lose the ability to cast any spells. This is because all other elements become 'opposite' to their own. They are left only with their breath abilities.

Staves & Scrolls: Unlike casting learned spells/breaths, all Elemental Draconians have the freedom to use all scrolls and allowed types of Dragon Prefix staves, including ones from opposing elements. Eg. a Fire Draconian (Salamander) can use a Dragon's Composite Staff of Mana Shield because it has sharp points and is a Dragon Staff. If it was a Short Staff, he'd be out of luck because it is blunt.

Jewels & Resists: Because an Elemental Draconian must remain open to the other elements in order to cast their spells, protection from foreign elements can sometimes be difficult. Each of the Elemental Draconians has a native element that has a corresponding jewels series.
native to Air: Blue to Sapphire; resists Lightning
native to Earth: Topaz to Obsidian; resists All
native to Fire: Red to Ruby; resists Fire
native to Water: White to Diamond; resists Magic
An Elemental Draconian can equip their native resistance jewels any way they wish. However they can only gain other kinds of resists via Magical Scale Armour. The exception is the Harmonious Scale Meld.

Harmonious Scale Meld: This is a most sought after occurrence. It requires a suit of magical Scale Mail with both a Prefix and a Suffix. The Prefix must be Diamond, Ruby or Sapphire depending on the Elemental Draconian's native element. It can have any Suffix. When such a scale meld is performed, a single Emerald item (staff) may be used.


The Air Draconian -- The Wyvern (WV)
As quick as the wind and as hard to grasp as mist, the Wyvern is master of the air. In battle they prefer to stay away from their opponents and often use a bow. They are extremely active creatures and hardly ever remain in one place for long. They would just as soon fly (Teleport, Phase) as walk.

Stages Of Growth & Breath:
Fledgling - Fire Bolt
Bat - lvl 3 Charged Bolt => lvl 1 OE + Short Bow
Fruit Bat - lvl 6 Lightning => lvl 2 OE + Hunt Bow
Giant Bat - lvl 3 Blood Star => lvl 3 OE + Long Bow
Gargoyle - lvl 7 Chain Lightning => lvl 4 OE + Composite Bow
Wyvern - lvl 5 Teleport => lvl 5 OE + Short Battle Bow
Ancient Wyvern - all breath maxed => Long Battle Bow
Huge Ancient Wyvern - all stats maxed => War Bows
note: OE for Air = Fire and Water. opposed element = Earth.

Spells: The Wyvern may learn Flash, Phasing and Telekinesis freely.

Equipment Rules: They may use any cloak or cape, any club (not mace), any Dragon staff, but never a shield. As with any other Draconians, magical Scale Mail may be melded to their hide. A Harmonious Scale Meld is often the only way for a Wyvern to get Resist All. The native resistance jewel series is Blue through Lightning.

 

The Earth Draconian -- The Wyrm (WYRM)
Formed from the bones of the earth itself, the Wyrm are a hearty breed. They are larger and stronger than any other kind of Draconian. Their great strength allow them to carry and use heavier weapons and shields. In battle they prefer to weaken opponents with spells, but dispatch them by hand.

Stages Of Growth & Breath:
Hatchling - Fire Bolt
Earthworm - STR 30 + DEX 30 + VIT 25 => lvl 1 OE
Nightcrawler - STR 45 + DEX 40 + VIT 30 => lvl 2 OE
Tunneller - DEX 50 + VIT 35 => lvl 3 OE
Earthmover - DEX 60 + VIT 30 + lvl 2 Golem => lvl 4 OE
Wyrm - maxed DEX + lvl 5 Stone Curse => lvl 5 OE
Ancient Wyrm - physical stats maxed => Broadsword
Great Wyrm - all breath maxed + all stats maxed => Mauls + Great Helms
note: OE for Earth = Fire and Water. opposed element = Air

Spells: Wyrms may learn Earth powers freely.

Equipment Rules: They may use swords up to falchions and armour up to Scale Mail. They can use any shield, and any helm except a Great Helm, which is only allowable upon becoming a Great Wyrm. They can use blunt weapons up to Warhammer. Since they are very grounded creatures, they have lost their abilities to fly without assistance and to fire arrows (so they can't use bows). The native resistance jewel series is Topaz through Obsidian. They can't use Emerald, so they cannot have a Harmonious Scale Meld. Any elixirs used to increase stats must be found or won, but not received as gifts.

 

The Fire Draconian -- The Salamander (SALA)
Intense heat radiates from the Salamander's glowing crimson body. Like a spray of molten lava, they speed over the battlefield leaving scorched earth and a trail of flames in their wake. .

Stages Of Growth & Breath:
Hatchling - Fire Bolt + Inferno
Ember - lvl 3 Firewall => lvl 1 OE
Torch - lvl 2 Flamewave => lvl 2 OE
Brazier - lvl 3 Fireball => lvl 3 OE
Crucible - lvl 6 Elemental => lvl 4 OE
Salamander - lvl 9 Fireball => lvl 5 OE
Ancient Salamander - all breath maxed
Huge Ancient Salamander - all stats maxed
note: OE for Fire = Air and Earth. opposed element = Water

Spells: No additional spell notes.

Equipment Rules: They may equip caps, crowns, capes and cloaks. Salamanders will quickly lash out with their claws hoping to draw blood, so because of this they will never use slow, heavy blunt weapons. They will only equip sharp-edged daggers and Dragon Staves. Only bucklers are used as shields. The native resistance jewel series is Red through Ruby. Although they prefer lighter armour, they can use magical Scale Mail for resistance and Ruby Scale Mail for a Harmonious Scale Meld.

 

The Water Draconian -- The Dragon Turtle (DT)
Most often seen far out at sea breathing great clouds of steam, Dragon Turtles must sometimes haul ashore to lay or fertilize their eggs in a warm, dry, underground place like...Diablo's Lair.

Stages Of Growth & Breath:
Hatchling - Inferno (Steam), Holy Bolt but no Fire Bolt
Krill - STR 30 + DEX 30 + VIT 25 => lvl 1 OE
Eel - lvl 3 Holy Bolt => lvl 2 OE
Sea Farer - lvl 6 Healing + Mana Shield => lvl 3 OE
Sea Turtle - lvl 12 Holy Bolt => lvl 4 OE
Dragon Turtle - lvl 15 Heal Other => lvl 5 OE
Ancient Dragon Turtle - all breath maxed => Full Helm
Gamera - all stats maxed => free trip to Japan
note: OE for Water = Air and Earth. opposed element = Fire

Spells: Fire Bolt may never be cast from memory but it can be read in book or scroll form.

Equipment Rules: Dragon Turtles are relatives of the larger species of the same name. In nature both use their rudder tails for defense. This holds true on land where Dragon Turtles use only blunt weapons including Dragon Staves. Blunt weapons up to flail, any shield (as natural strength allows), armour up to breastplate, and headgear up to crowns and helmets can be worn. The native resistance jewel series is White through Diamond. Because they have a turtle-like shell, they use magical breastplates to gain resistance from all. They can have a Harmonious Scale Meld using a breastplate with both a Prefix and Suffix, or a Scavenger's Carapace.

Credits: Created by Morgane, based on the Draconian variant by Charis and the Elemental Wizard rules created by Killian and revised by Shank-Alfonse. Edited by Zia.

 

The Temporal Draconian - The Raptor (RAP)
Perhaps rarest of the Elemental Draconians, the Raptor's focus is on claws and biting, on speed, and dexterity. (Think as an Agile Mage-Draconian). His breaths are somewhat limited, and blunts are never allowed.

Stages Of Growth & Breath: (DEX's given are base values)
Fledgling - Fire Bolt
Gecho - lvl 3 Phasing and 35 dex => lvl 1 OE + Shield
Giant Gecko - lvl 5 Lightning, 45 dex => lvl 2 OE + Ring Mail
Fleshfiend - lvl 3 Guardian, 55 dex => lvl 3 OE + Haste Weapons
Tasmanian - lvl 5 Chain Lightning, 65 dex => lvl 4 OE + Full Helms
Raptor - lvl 5 Teleport 75dex => lvl 5 OE + Broad Sword
Ancient Raptor - all breath and dex maxed => Bastard Sword
Huge Ancient Raptor - all stats maxed => Great Helms
note: OE for Temporal = Air, Fire, Water. opposed element = Earth.

Spells: The Wyvern may learn Mana Shield freely.

Equipment Rules: A Harmonious Scale Meld is possible when ANY Harmony Scale Mail is found, and the best way to get Resist All. The native jewel series is Harmony, Ruby, Diamond, Sapphire.

 

The Frost Draconian - The Ice Drake (ICED)
Almost forgotten, these wizards from the North bring the frost power of cold and ice to the Elemental Realm. They are good in offense and defense, not great in either. Unlike other Draconians, the Ice Drake will never use a fire spell of any sort, even from scroll or staff, except for distant Guardians where he is safe from the heat.

Equipment Rules: To keep insulated, head gear MUST be worn at all times. For shields, Buckler, Small shield and Tower Shields may be used. For protection they can wear cape, cloak, robe, quilted and leather armor, and scale mail. Weapons- Short, Long, Composite Staff. Hammer, Ice Bow, and Ice Picks (Dagger, Broad Axe). Ice Shank also allowed. Drake's staves are allowed for the Frost Drake. Cannot use Ruby, Garnet or other red gems, so their only hope for resists are jade, emerald, and TC.

Stages Of Growth & Breath:
Fledgling - Holy Bolt (Ice Bolt)
Polar Lizard - lvl 3 Flash (IceBlast) + lvl 1 OE + wpn??
Draco-Yeti - lvl 6 Heal Other (Thaw) + lvl 2 OE +
White Drake - lvl 3 Blood Star (Ice Ball) + lvl 3 OE +
Frost Drake - lvl 7 Stone Curse (Freeze) + lvl 4 OE + Composite Bow
Ice Drake - lvl 5 Bone Spirit (Frost Demon) + lvl 5 OE + Short Battle Bow
Ancient Ice Drake - all breath maxed + Long Battle Bow
Huge Ancient Ice Drake - all stats maxed + ??
note: OE for Air = Earth and Water. opposed element = Fire.

The Element of Frost: Lightning(Icicle), Flash(IceBlast), H/O(Thaw), Nova(RingOfIce), BloodStar(IceBall), BoneSpirit(FrostDemon), StoneCurse(Freeze), HolyBolt(IceBolt), Apoc(FrostHeaves)

Spells: The Wyvern may use Nova, and Apocalypse freely. See Ice Wizard rules for Chain Lightning use.

Jewels: native to Frost: Blue,Cobalt,Crystal,Jade for the Harmonious meld, Jade is the prefix sought

 

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Clarifications, suggestions, and release notes..

Use of perfect rings for DRAG-S was considered, but just too powerful. Compared to elitists, the mastery of fire more than compensates for other restrictions.

What about reading gear?
The Draconian, if not limited, could grow to ancient at a ridiculously low level by shopping Adria over and over, with good readers. For the purpose of determining age only books you read without reading gear count. Those who like a challenge will only read naked, period; those who like physical combat and don't pump magic points should feel free to use adders (up to the number of points allocated to physical stats) (i'm thinking Wyrm, DT, Raptor here).

NLP. To allow or not?
The graphics are that of Horned Dragon armor. It is used by, oh, 90% of arty mages? As a concession to those who really want to
wear or who love the 'look', this large set of armor is allowed for Ancient Dragons, who FIND it themselves. Alas, the aura of these Dragon scales do NOT permit mana shield to be cast while wearing them. Younger Draconians are simply to SMALL to wear this plate.
Morgane echos these thoughts...
NLP: Why would a Draconian wear this thing when Scalemail is out there? Sure, a big old Wyrm could probably even wear a Fullplate, and we know that Dragon Turtles play 'the shell game', but even the Wyrm wants nice flexible Scalemail. A very old Iridium Draconian might want it for their collection or an extra CB level; so could an ancient while questing for XPs in Hell/Caves

Clarification on the scale meld...
A DRAG may where it's preferred color/ prefix in its highest form may have any desired suffix, while lesser legal forms require
'Harmony' for the meld (ie Wyven with Sapphire/Sorc is ok, but Azure/Lapis/Cobalt must be Harmony) Morgane's Krakatoa[SALA] is never going to get a Harmonious Scale Meld because she wants to give the monsters a chance ;)
Note too, the meld is allowed at anytime, and they may molt (change armor) as they find better and different scales.

Ack! How does my Prismatic dragon deal with Fire immunes?!
Ah... there are two spells they MUST truly master. Charged Bolt and Flash are neglected by 99% of sorcerers, or put aside after the church. Yet each one, vs appropriate monsters, can be truly devastating. Experiment with them, and master the angles - which are CRUCIAL for their proper use (eg flash is 1/10 damage from certain directions!! see Dr.D's teleflash article!) And *please*, learn the 'blind spots', "knight's moves" away from the caster, where you can cast like mad and not hurt your coop partners!
Another key tip... buy a Dragon's Staff of Lightning or Chain Lightning...

I found a Dragon's/xxx *Amulet*, you mean i can't wear it?!
The prohibition against Amulets has been softened since first post, here's the deal. Some amulets ARE in fact the right size for the large Draconian neck, and have Dragon's as a prefix. A tasteful plain "Dragons" is fine for all. For the others, forget about Drag/Wiz, that would be monstrously overpowering. Also, for balance purposes, do NOT give your DRAG an ammy, let him have the thrill of finding one himself. +dex, str, hp or harmony should be ok
Note too, that VERY few characters have to deal with the challenge of no amulet, and a sorcerer can do fine without one, so do consider staying amulet free.
Historical note: Charis`Mutyrtle (who needs to wear heavy plate eventually) did a monster dance of joy when he ID'd a Dragon's Ammy of Titans, for about 4 seconds until he remembered the rule. Quick discussion with Morgane ensued, and it seemed that a +physical-stat amulet found by the character would not be at all unreasonable. Also, I don't think Irate`Drag would ever take off his lovely Drag/Wolf +60 amulet that his DRAG found :)

Are Draconians primarily magic users, putting most/all points to magic?
It's true, the Elemental Draconian is a form of Sorceror, but Wyrms and Dragon Turtles less so than Wyverns and Salamanders. The Raptor in particular is a very physically tough creature. Older DRAGs should definitely enjoy clawing their foes :)

I *really* like the rogue class! Can a Draconian be a rogue??
Morgane wrote:
I thought about and decided against allowing Rogues and Warriors as Draconian candidates because they are so physically durable and good with weapons compared to the Sorceror Draconians. (I did come close to allowing the Rogue body for the Wyrm because of the no bows rule
Charis adds:
As with ANY variant, the rules are guidelines you should feel free to experiment with, just don't make a brag post about a shield using rogue DRAG with fireball and Chain lightning making 3@30!
Actually, I have a rogue that is a Raptor... and a MAR :) She will use some serious claws after she does her 3@30, but is kicking until then, and she'll obviously never use a shield.

Can I use a Civerb's Cudgel? (or Dreamflange?)
Well, some can. The Wyrm and particular Dragon Turtle love blunts. Others won't use: The Raptor and Salamander love to draw blood with their claws, and the Wyven is too small to use a mace. Try a Wizspike if you like the bonus, or for melee or statue busting, a King's Dagger/Falchion of Slaugher (or similar)

Mana shield? No way! .... No mana shield?! You're joking!!
This was one of the very toughest decisions, to allow or disallow Mana shield. Because Draconians are actually very DIVERSE, it's not set in stone. Different types have different requirements for it and different needs. If the dungeon is a total cake walk for you, give it up, NOW. I'm in full agreement with Morgane's ideas here:
An adult Draconian should be at least starting to hold their own in physical fights. At this point Manashield is up to you. My huge ancient Metallic Draconian, Ssazikar, rarely uses MS anymore because he's got a lot of HP, while Vara, my adult and physically insignificant Iridium Draconian, is never without it. Conversely, Krakatoa the Salamander never has a MS up even though he only has 100 or so HP. It's up to you...

Why aren't Scimitars allowed as claws? They look like 'em
Well, they are, just not right away :) Once your NATURAL strength is 23, that required for the scim, you can wield it. As a youngin', your claws are small (dagger), only later (or for bigger DRAGS, like the Wyrm or Raptor) are they claws that big.

What do Draconians look like??
The following description was posted by Morgane. It explains they are neither huge full-scale dragons nor humans who train dragons...

The original Draconians were laboratory produced soldiers from AD&D lore. The mutated eggs of various kinds of Dragons were developed into a set of effective NPC villains who were far more interesting dead than they were alive, because they exploded at the time of passing on. Another interesting feature was that the original Draconians were sterile, and so unable to repoduce. When the army they were created for was defeated, they were thought to be extinct. Some say that renegades from this army found a way to have natural children in a faraway land.

I think the Draconians we know could be the descendents of these renegades, come to Tristram seeking adventure like other adventurers. Because they are born and not made, they have their own minds. They are individuals, good or evil as they choose.

Physically, I imagine the young Draconians as small (3 ft.) vaguely human looking Dragons that hover above the gound on tiny rapidly beating wings. Their Turinash robes hang to the ground filling the Sorceror icon. As they get older and larger, they walk more. So an adult Draconian is slightly smaller than a human equivalent and can wear similar equipment. As they become Ancients and of 'huge' size, some kinds of Draconian can be quite a bit larger than a human (some species more than others).

For reference, an Iridium Draconian who was 'huge' may be just large enough to wear a Naj's plate (5ft.) but may never get large enough for a non-unique Amulet. A Wyrm on the other hand could probably wear the first Dragon amulet he found. At 'huge' size the Wyrm would be about 7-8 feet tall.

Since their ancestors were created by Mages and Clerics they usually have some magical skills, some more than others. Most Draconians use their Breath weapons for offence and make use of utility spells like MS, Town Portal and Heal. Elemental Draconians both breathe and cast attack spells. A Draconian who knew no spells could breathe and make short flights (Phase) but would not be able to cast Heal, Town Portal, Teleport etc. from memory.

What DRAGs are out there?
Morgane has, at time of this revision, these:
- Shai-Ulud[WYRM] - the oldest of these 4, as befits his name.
- Krakatoa[SALA]
- Akatosh[WV]
- Gamera[DT]
Charis has been playing
- Charis`Mutyrtle - a mutant Dragan turtle with a mean tail (3@30'd)
- Charis`Raptor - a rogue DRAG-MAR who's withholding some lvl up pts as well as a few lower level ones for playtesting, no time for more (yet!) * Irate`Drag and Snap`Drag (Belial and Layil) are doing rather well, as a Prismatic and Metallic dragon, with a coop 3@30 planned very soon :) * Syntari has a pair, Synstrik`WV (Wyvern,27, 1st dot), and Synstone (Wyrm,9)

 



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