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NEW SKILLS

V

VladaMur

Guest
OK so i was thinking. . . Why don't we have Lying as a skill.
it could come in handy when you have perhaps "forgotten" a password or phrase while on a quest. ALSO what other skills do you think we should have added and why.:gee:
 

Lorddog

Crazed Zealot
Stratics Veteran
Stratics Legend
dancing - would take new reciepes that once your read (requiring a lvl of dancing skill) then you can click the skill and a gump comes up with dance choices. clicking the choice will send you into a dance routine.
perhaps canceled if you try to move.

cigar rolling -

ship building -

mountain climbing - be able to get to the top of those vesper mts
 

puni666

Slightly Crazed
Stratics Veteran
Stratics Legend
Cavalry - Mounted combat specialty
Ambidexterity - Bonus to two handed weapon combat

Extended skill trees for ALL skills magery, combat skills, etc... (like the bard spells)
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
Altering..... excell at altering and be about to REALLY alter items.

I like the dancing idea...

Seduction......(self explanatory)_... *grins*

And a new "stat" Charisma....
 
H

HongKongCavalier

Guest
Martial Arts - Or just rework wrestling to add more damage and special moves.

Trapping - Craft/set traps for hunting and combat. Or just expand this to tinkering or tracking.

Cavalry, mentioned above, is a great idea.

However, templates are crowded as is. I would like to see skills like these considered lesser skills with a separate cap from the other, more useful skills (or something like 2 points in these count as 1 towards the cap).

Another idea would be to have something like cavalry be considered a proficiency that anyone with, say, GM chivalry and GM weapons is entitled to. In other words, one having a combination of certain skills unlocks and entitles another skill to the player.

But really, forget these ideas; just finish the damn EC already and give me high-res graphics and I'll be happy ;)
 
J

Jhym

Guest
Geomancy -- magery/fighter additional skill that concentrates on all earth/metal based spells and effects. Includes specialized elementals (various ore and gem ones), more powerful rock walls, stone forms, and for fighters, use of stone weaponry with special moves and bonuses and reduction of damage from "earth based" creatures. Also gives physical resist based on skill, with 100 being 60 physical. And allows tamers to tame earth-based elementals and creatures at 100(with standard taming). Immune to blood-based effects and blades.

Aeromancy -- Similar to Geomancy, but concentrates on air based spells and effects, including a special teleportation by dust-devil (non-spell based), significant increase in parry and other defensive skills usefulness. All energy weapons add lightning hit chance automatically at 80 skill. Allows taming of air based elementals and creatures at 100(with standard taming). Energy resists becomes 60 at 100. Immune to stat-lessening effects.

Pyromancy -- Concentrates on fire based spells and effects. Most fire-based spells increase in power, and walls of fire become much larger and last much longer. However, cold based spells are 1/2 power and duration. Use of all fire weaponry adds fireball or burning hands type effects automatically at 80 skill. Fire resist is 60 at 100. fire elementals and creatures can be tamed at 100 (with standard taming). Fire-based spells do healing, not damage but cold-based double damage.

Brumalmancy -- Cold based spells and effects. All cold based powers are doubled, but fire-based are halved. All cold weaponry adds cold-blast ability at 80 skill. Cold resists 60 at 100. cold elementals and creatures can be tamed at 100(with standard taming). Cannot be paralyzed or held and cold based attacks do no damage, but fire based do double damage.

Miasmanancy -- Concentrates on poison-based spells and effects. All poison weaponry adds +2 to poison level if inflicted at 80 skill, +3 at 100 skill, but normal poisoning rates. Poison resists 60 at 100. all poison-based creatures can be tamed at 100(with standard taming). Cannot be poisoned, and poison-based attacks actually heal. Physical attacks on character are at 1.5x damage.


As for wrestling, either change gloves to include many of the standard weapon mods (and remove resists) or add new gloves that are only wearable by wrestlers that are "weapon" gloves.
 

Thav12

Seasoned Veteran
Stratics Veteran
Stratics Legend
Although I enjoyed reading this last post, i would qualify that as BS. Miasma-Nancy WTF?

How about architecture? Gives you access to different house tiles and designs. I would hire one to build me a new pad?

Is it time for gun-slinging yet? I mean we have cannons?

Animal breeding? Crossing various creatures to make even crazier ones? What do you get when you cross a bake with cu dog? This could be an entire expansion in and of itself.
 

Martyna Zmuir

Crazed Zealot
Stratics Veteran
Stratics Legend
As fun as several of these suggestions could be, how about we suggest ways to make the current list of useless skills more appealing?

Camping
Taste ID
Item ID (the unraveling buff isn't worth it)
Forensic Eval

Then there are the nearly useless skills:
Snooping
Detect Hidden (outside of Fel or guild wars its pointless)
Tracking (arrow is off quite a few tiles, pointless outside of PvP (and even then thats debateable))

(Yes, I have one or more chars with these at GM)
 
Z

Zyaath

Guest
Snooping, detect hidden, and tracking are all far from useless. They just don't have much value in trammel.
 
W

wee papa smurf

Guest
I wonder if they will ever bring in guns and have "shooting" as a skill :coco:
 

puni666

Slightly Crazed
Stratics Veteran
Stratics Legend
As fun as several of these suggestions could be, how about we suggest ways to make the current list of useless skills more appealing?

Camping
Taste ID
Item ID (the unraveling buff isn't worth it)
Forensic Eval
Delete these and make everything identified like it already is... and combine forensic eval with spirit speak.
 
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