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A bit-o-fun: what new class would you like to see in UO?

M

MoneyMaker

Guest
Just for fun , what new class would u like to see in UO? Remember, Class not Race!
Bring your imagination into it!

Myself, i would like to see a cleric class, maybe with different abilities for each alignment/faction. :bowdown:
I know we have the palidin and the necro, even the mage has a bit of cleric type spells, but wouldn't be nice to make a pure evil cleric?
possibly with a special spell or 2 for his chosen deity?
But of course clerics would work within the faction system.
(couldn't have a pure evil cleric mingling with a pure good cleric in broad daylight now could we?)
:twak:
Apologies* i did not mean to say class, but it would be more than just one skill for some of the ideas. Great ideas from all though (personal favs- piracy (long overdue!!) and the arch magi!! (ecellent idea!!!)
 

Xel The Wanderer

Lore Keeper
Stratics Veteran
Stratics Legend
Monks or Martial Artist. I'd like to be able to hit someone's pressure point and make their eyelashes explode or have them bark like a dog. Something wicked like that. I realized that we have Wrestling, but perhaps the monk/martial artist skill (maybe with subskills in the various martial arts) could enable us to trip someone hence slowing them down, or smack someone's windpipe so they couldn't recite their Words of Power. Who knows, perhaps we can even enhance ourselves or others via pressure points or chi or whatever you want to call it.

If Monks or Martial Artist doesn't work out, then eh, I say blinkin' Robots. I kid about the Mechs...or do I??? :D
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
Gotta be martial artiests where it uses wrestling as supportive or combat skill. It should be more mage friendly. Dexers have their shares of template variations and mages got necro but thats about it.
 

Uvtha

Stratics Legend
Stratics Veteran
Stratics Legend
I dont think its really a class, but Id love to see pc werewolves. Psyonic/mentalist maybe? Can't effect automatons or insects...
 

curlybeard

Seasoned Veteran
Stratics Veteran
Stratics Legend
Did I wander in to a WoW forum? We don't have classes in UO! (We have skills)

/rant

I think game additions that enhance the pirate-type characters would be fun. Expanding the piracy of UO could be in the form of custom boats, pirate themed items, perhaps a new skill (i don't think this is necessary), expanding warfare on the high seas with cannons, a sea champ spawn, etc.
 
M

Minky

Guest
Before anything new (curse SA additions .. a strong system has an even stronger foundation), I'd like to see a stronger base.

  • Stuff like reworking Magery Summons more into familiars. (ala Necro familiar Wisp)
  • Changing (just the name) of Mind Blast into Cold Blast (or something more appropriate now).
  • I'd like to see a Bard turn into a true crowd controller.
  • Shorter timer on the current bard skills, with a shorter duration, requiring more input from the bard, along with a max base of normal/looted instruments to be 800-1000 charges. Either way, more charges on normal/looted instruments.
  • Ability to "tame" hireables via the taming skill, and calling them followers.
  • An Alternate Advancement system for pets where you could train their resists to the max allowed on that type of pet, along with the ability to train their skills to 120 without the need for power scrolls.
  • I'd like to see a pure warrior as a barbarian, instead of a stepping-stone to "Greater things via Chiv/Bushido/Necro/Ninja".
  • No more looted items, make crafting be the true source of "power". Looted materials would be ideal. (a legendary crafter should be able to make something stronger than a daemon would carry, and should *easily* rival something of even the most fierce "baddie" of the land .. they're legendary)
  • A reason for thieves to exist, outside of crating.
  • No 1-hit-killer bosses, they should require tactics and cunning to take down, not luck. They should require a group, not an uber suit. (something along the lines of the Dark Father having 95 for all resists, and dishing out 20 damage max, but still having the other attributes that players have .. more damage doesn't equal skill)
  • With the player base spread, I'd like to see towns overrun, with 1 safe haven for the players to congregate, and Blackthorne ruling Britain, Minax ruling Trinsic, fallen Dawn rulling Yew, etc.
  • Less of the same monsters, there shouldn't be an ogre AND ogre lord, the ogre should be the next step up from trolls, who would be the next step up from ettins.
  • I'd like to see the top-tamable as a drake, dragons should be too fierce to be tamed/controlled.
  • More special moves for warriors, without a mana cost attached. Focus should have a reason for existing on a warrior, and that stamina regen needs a reason for existing outside of stumbling over a twig in felucca. (something like 25 tactics = a slowing debuff, 50 tactics = a strategic debuff [lessening of skills] for a few moments, 75 tactics = current primary, 100 tactics = current secondary, 110 tactics = a stronger crushing blow, 120 tactics = a combination of blows)
  • The removal of the various weapons skills, with the addition of Combat Prowess. (this 1 skill would replace archery, macing, fencing, swords, and wrestle)
  • Longer duration for alchemy potions, with more of them and the removal of enhance potions. (Lesser Heal, Heal, Greater Heal, Mediocre Heal, Revitalizing Heal, Luminescent Heal .. Lesser Agility [+10 dex for 10 minutes], Agility [+15 dex for 15 minutes], Greater Agility [+25 dex for 25 minutes])
  • The removal of the hunger system, and allowing each food to have a 10-minute buff, with a maximum of 2 food buffs allowed.
  • *The replacement of Item ID with the new imbuing skill. (ala Entice-Discord)
  • 120 Healing should be more of a regen, instead of a lump-sum of hp regained.
  • The TOT system should come back, but only in Felucca. (rename them to AOP [artifacts of power], but have the same items)
  • Revist the old areas and give those monsters special moves.
  • *More housing tiles, with the ability to create "spiral" steps without needing to place tele-pads and deleteing.
  • *A second house allowed to touch the first, so that you could link 2 accounts and essentially have an 18x36/36x18.
  • *Charging double an account fee monthly to have a second house on the account, instead of needing multiple accounts.
  • The removal of reagents for casting and the LRC mod on items, barring that, if you use reagents, they should strengthen your spells.

I suppose I could keep going, but I'm ready for the flames now, bringeth iteth oneth!
 

Velvathos

Lore Keeper
Stratics Veteran
Stratics Legend
I don't want to see new classes, I want to see new skills.. UO should remade a classless game...

Piratcy = Stealing

We can roleplay as piratcy very easy, it does not have to be a skill... We have the skills to play as a pirate and most of the equipment we need to do so... Hawkeye Pike would be better at explaining this.. There CAN be more pirate features however, which I would agree with..
Mysticism basically = Shamanism, which is cool, always wanted a shaman skill of some type.. Spellweavers are more like Druids..

I think two handed weapons should have their own weapon skills away from one handed weapon skills but there can be a catch.....

Two handed macing
Two handed axes
Two handed fencing weapons etc.....

The catch would be that if you had both a two handed and one handed weapon skills at the same time, you could do double damage with w/e weapon you had or something like that, you would benefit from it, and you could still use two handed weapons even if you don't raise the skill if you have the one handed weapon skill... That is how they could add in two handed weapon skills..

Also..

GUNS!!
 

Scarst

Lore Master
Stratics Veteran
Stratics Legend
Before anything new (curse SA additions .. a strong system has an even stronger foundation), I'd like to see a stronger base.

  • Stuff like reworking Magery Summons more into familiars. (ala Necro familiar Wisp)
  • Changing (just the name) of Mind Blast into Cold Blast (or something more appropriate now).
  • I'd like to see a Bard turn into a true crowd controller.
  • Shorter timer on the current bard skills, with a shorter duration, requiring more input from the bard, along with a max base of normal/looted instruments to be 800-1000 charges. Either way, more charges on normal/looted instruments.
  • Ability to "tame" hireables via the taming skill, and calling them followers.
  • An Alternate Advancement system for pets where you could train their resists to the max allowed on that type of pet, along with the ability to train their skills to 120 without the need for power scrolls.
  • I'd like to see a pure warrior as a barbarian, instead of a stepping-stone to "Greater things via Chiv/Bushido/Necro/Ninja".
  • No more looted items, make crafting be the true source of "power". Looted materials would be ideal. (a legendary crafter should be able to make something stronger than a daemon would carry, and should *easily* rival something of even the most fierce "baddie" of the land .. they're legendary)
  • A reason for thieves to exist, outside of crating.
  • No 1-hit-killer bosses, they should require tactics and cunning to take down, not luck. They should require a group, not an uber suit. (something along the lines of the Dark Father having 95 for all resists, and dishing out 20 damage max, but still having the other attributes that players have .. more damage doesn't equal skill)
  • With the player base spread, I'd like to see towns overrun, with 1 safe haven for the players to congregate, and Blackthorne ruling Britain, Minax ruling Trinsic, fallen Dawn rulling Yew, etc.
  • Less of the same monsters, there shouldn't be an ogre AND ogre lord, the ogre should be the next step up from trolls, who would be the next step up from ettins.
  • I'd like to see the top-tamable as a drake, dragons should be too fierce to be tamed/controlled.
  • More special moves for warriors, without a mana cost attached. Focus should have a reason for existing on a warrior, and that stamina regen needs a reason for existing outside of stumbling over a twig in felucca. (something like 25 tactics = a slowing debuff, 50 tactics = a strategic debuff [lessening of skills] for a few moments, 75 tactics = current primary, 100 tactics = current secondary, 110 tactics = a stronger crushing blow, 120 tactics = a combination of blows)
  • The removal of the various weapons skills, with the addition of Combat Prowess. (this 1 skill would replace archery, macing, fencing, swords, and wrestle)
  • Longer duration for alchemy potions, with more of them and the removal of enhance potions. (Lesser Heal, Heal, Greater Heal, Mediocre Heal, Revitalizing Heal, Luminescent Heal .. Lesser Agility [+10 dex for 10 minutes], Agility [+15 dex for 15 minutes], Greater Agility [+25 dex for 25 minutes])
  • The removal of the hunger system, and allowing each food to have a 10-minute buff, with a maximum of 2 food buffs allowed.
  • *The replacement of Item ID with the new imbuing skill. (ala Entice-Discord)
  • 120 Healing should be more of a regen, instead of a lump-sum of hp regained.
  • The TOT system should come back, but only in Felucca. (rename them to AOP [artifacts of power], but have the same items)
  • Revist the old areas and give those monsters special moves.
  • *More housing tiles, with the ability to create "spiral" steps without needing to place tele-pads and deleteing.
  • *A second house allowed to touch the first, so that you could link 2 accounts and essentially have an 18x36/36x18.
  • *Charging double an account fee monthly to have a second house on the account, instead of needing multiple accounts.
  • The removal of reagents for casting and the LRC mod on items, barring that, if you use reagents, they should strengthen your spells.

I suppose I could keep going, but I'm ready for the flames now, bringeth iteth oneth!
I'm just going to say most of these ideas sound like they are coming from a power gamer. The first ones sound like someone who wants to be able to have humans pets and make it even more impossible to get a good weapon without paying out the butt for it. Mages have to use reagents for a reason it's because spells always hit. I'm not even going to go into the other ideas but I can say I generally disapprove with valid reasons.

Pirates would definately be a great next step and i'd like to see more hats.
 

Vallend

Sage
Stratics Veteran
Stratics Legend
How many of you have read "Master of the Five Magics" a fantasy novel by Lyndon Hardy? In it he had to master 5 different types of magic (Thaumaturgy, Alchemy, Magic, Sorcery, and Wizardry) to become an Archimage.

This idea also carried over to the old Bards Tales games where you started as either a magician or Conjurer and work up to being an sorcerer or an wizard. A magic user who had mastered all four classes then could become an Archmage.

In UO once you get your spellbook with all 64 spells and max out your magery skill there is not many more places to go. You can become a spell weaver if you want and learn all 16 of its spells.

What I propose is new higher level spellbooks that mages can work to collect these spellbooks would be limited to certain areas though and you would also have to quest for the spells in them. (Sorry but the inscription skill could not be used to copy these spells or their books.). Like Elemental Mage, Flame Mage, Cold mage, Summoning mage, and just for pirates Water mages. The mage who collected all the new spells and book then could go for a special spellbook for an Archmage.

To me that would be very interesting because then every mage you meet in game will not be a carbon copy of every other mage. You would never know what you may be facing that way, and by using new spellbooks you are not adding more skills for players to decide what they should drop to use.
 
S

Stupid Miner

Guest
Reply to certain above posts: UO =/= DnD


Gardener! or something to a similar effect. Herbologist? too scientific-sounding. Horticulturalist?

It would interlace with alchemy a lot.
Growing reagents, growing plants with greater chance of success/benefits.
could forage dirt/grass/forests for reagents/plant-resources

And we could tame treefellows and other plant creatures!
(PvP Gardeners!)
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
I'd like a Pirate based expansion.....

I'd also like to see more done to pets... I recall when you would be able to have the pet "fetch" or something like that... guard a certain spot.... that would be good...

One thing I thought seriously needed doing would be to make specialists out of crafters..... what they craft with embuing would be FAR superior to anything you could get hunting....

Something like Blacksmith, who specialized in weapons only.... sub catagory of Weapon Master.... Legendary Weaponsmith....

Also tailors.... you would make fabric that could be FAR better than the junk we have right now (This of couse would require that the ART team did some serious upgrades to the way clothes looks) You could become a Legendary Seamstress for fabric..... Or a legendary Leathertooler....

Then you could go further with Blackmithing being legendary in working with various armors.....

Those crafters who further specialize could use new ingredients to "enhance" their crafts.... Like a Seamstress would use wool gathered from Llamas, cottons, wool from sheep, as well as special plant fibers.... perhaps they could weave parasitic plants into the fabric making the wearer more resistant to poisons..... or something like that.....

I could go on and on about such things...

I'd also like to see Architect..... and some way to allow others to customize your house... Interior decorator.... Set your house to Interior Decorator mode and your given a special "crate" to put your things in... then it lets you appoint someone to decorate giving them the ability to lock things down and use the deco tool in your house... Architect would be a mode you could use that would allow you to let someone else customize your house... all you things would go to the moving crate and would not be accessable by the person customizing your house.....

Again ideas I'd like to see but I doubt I will...
 

the 4th man

Lore Master
Stratics Veteran
Stratics Legend
Definately pirates, and a gypsy skill, werewolf form, crystal ball usage, living out of a wagon........(I tried)
 
S

Stupid Miner

Guest
Definately pirates, and a gypsy skill, werewolf form, crystal ball usage, living out of a wagon........(I tried)
We already have a werewolf-morph ability

Though it would be nice to have some added benefits to being a werewolf.
 

phantus

Stratics Legend
Stratics Veteran
Stratics Legend
How many of you have read "Master of the Five Magics" a fantasy novel by Lyndon Hardy? In it he had to master 5 different types of magic (Thaumaturgy, Alchemy, Magic, Sorcery, and Wizardry) to become an Archimage.
Probably not too many. Good book though. There was a sequel written to it even. Master of the sixth magic

idea also carried over to the old Bards Tales games where you started as either a magician or Conjurer and work up to being an sorcerer or an wizard. A magic user who had mastered all four classes then could become an Archmage.
Good times. I wouldn't mind seeing something of a mastery in magics.
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
Oh, so you were at my junior 4H presentation? (er, actually it was the sheep dragging me around the arena for the most part)
 
I

Infiniti

Guest
Oh, so you were at my junior 4H presentation? (er, actually it was the sheep dragging me around the arena for the most part)
Oh! So that WAS you. I wasn't going to mention it here and embaress you but now that you brought it up...dang that was too funny. :hahaha:
 
S

Smokin

Guest
Judging by the way people spell in the game including myself, I would like to see a spelling class, and other language classes. Possible some etiquette classes.
 

LordNoximos

Sage
Stratics Veteran
Stratics Legend
Monks or Martial Artist. I'd like to be able to hit someone's pressure point and make their eyelashes explode or have them bark like a dog. Something wicked like that. I realized that we have Wrestling, but perhaps the monk/martial artist skill (maybe with subskills in the various martial arts) could enable us to trip someone hence slowing them down, or smack someone's windpipe so they couldn't recite their Words of Power. Who knows, perhaps we can even enhance ourselves or others via pressure points or chi or whatever you want to call it.

If Monks or Martial Artist doesn't work out, then eh, I say blinkin' Robots. I kid about the Mechs...or do I??? :D

We already have enough yapanese content, Bruce Lee. :(

Bring the pirates.
 
U

uoBuoY

Guest
How about a suicide-bomber class? They get to use explo potions that are 1,000 times more powerful.
 
M

Mairut

Guest
How many of you have read "Master of the Five Magics" a fantasy novel by Lyndon Hardy? In it he had to master 5 different types of magic (Thaumaturgy, Alchemy, Magic, Sorcery, and Wizardry) to become an Archimage.

This idea also carried over to the old Bards Tales games where you started as either a magician or Conjurer and work up to being an sorcerer or an wizard. A magic user who had mastered all four classes then could become an Archmage.

In UO once you get your spellbook with all 64 spells and max out your magery skill there is not many more places to go. You can become a spell weaver if you want and learn all 16 of its spells.

What I propose is new higher level spellbooks that mages can work to collect these spellbooks would be limited to certain areas though and you would also have to quest for the spells in them. (Sorry but the inscription skill could not be used to copy these spells or their books.). Like Elemental Mage, Flame Mage, Cold mage, Summoning mage, and just for pirates Water mages. The mage who collected all the new spells and book then could go for a special spellbook for an Archmage.

To me that would be very interesting because then every mage you meet in game will not be a carbon copy of every other mage. You would never know what you may be facing that way, and by using new spellbooks you are not adding more skills for players to decide what they should drop to use.
I agree! Although (and this is where I add)...
As long as you could "stack" skills...like I could have the 64mage book and then (theoretically) all 15 of the Fire and some Cold, say 10.. and the ability to use all 79 spells.
You could only gather the next circle of spells for the fire book after doing the first circle quests for the book (I think you said something like this?).

Also, you could be able to specialize in each type of element...someone who did all the quests for fire/cold and was a fire/cold mage could deal slightly more damage in fire and cold (provided they used fire and cold spells, including those in the regular 64 book). Or if they only did the entire quest or quests for fire, only fire damage. The "slightly" to keep these mages from being over-powered.

And mage pirates shouldn't be the only ones to be able to do water element, although you may be able to add slightly more damage onto the slightly for being in places that correspond to the elements you have..more fire (or flame as you called it) if you're in the daemon temple, water if your on the sea....
You couldn't do these element things unless you were at 100 magery.

Or....hmmm...adding more of an element control for these places because they would be more element mages...

I don't know how you could get the skills part to pan out except adding a seperate element skill for each element and the archmage being a pure mage, maybe with a drop-down under magery, but seperate from magery except like I said above and you need 100magery (or be in the mage guild) to get these seperate things..(the grammar nazi is going to come after me for run-ons..)

If you wanted slightly less in each element, you would get less skill points and have a smaller book in each element, therefore allowing tank mages with a small skill in cold or flame or something.

I dont think this will happen anytime soon (out of the peoples control), but your original idea is awesome :).

I hope it didn't bug you too much adding my ideas to yours (or running with your idea), and thanks anyway.
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Yes, what LordNoximos said. Bring on the Pirates who are of Asian ancestry who happen to know Monk and/or Martial Art type Skills. Oh irony, you're so beautiful.
Mmm, not all pirates would be of Asian ancestry.
We've got Goths who are Germanic, to some extent the Phoenicians, Vikings as well. Piracy is broader than just the Asian culture.
 

Xel The Wanderer

Lore Keeper
Stratics Veteran
Stratics Legend
Mmm, not all pirates would be of Asian ancestry.
We've got Goths who are Germanic, to some extent the Phoenicians, Vikings as well. Piracy is broader than just the Asian culture.
I know, man. I'm exercising my right to being sarcastic to a previous post, and it's working pretty good so far. :D
 

red sky

Sage
Stratics Veteran
Stratics Legend
  • Stuff like reworking Magery Summons more into familiars. (ala Necro familiar Wisp)

    Why?

  • Changing (just the name) of Mind Blast into Cold Blast (or something more appropriate now).

    Okay.

  • I'd like to see a Bard turn into a true crowd controller.

    Good.

  • Shorter timer on the current bard skills, with a shorter duration, requiring more input from the bard, along with a max base of normal/looted instruments to be 800-1000 charges. Either way, more charges on normal/looted instruments.

    Na.

  • Ability to "tame" hireables via the taming skill, and calling them followers.

    Slaves?

  • An Alternate Advancement system for pets where you could train their resists to the max allowed on that type of pet, along with the ability to train their skills to 120 without the need for power scrolls.

    Most pets are fine how they are if they aren't ridiculous in PVP. It would be nice if resisting spells worked the same as on characters though.

  • I'd like to see a pure warrior as a barbarian, instead of a stepping-stone to "Greater things via Chiv/Bushido/Necro/Ninja".

    Diablo?

  • No more looted items, make crafting be the true source of "power". Looted materials would be ideal. (a legendary crafter should be able to make something stronger than a daemon would carry, and should *easily* rival something of even the most fierce "baddie" of the land .. they're legendary)

    Don't crafters already make the most powerful items in game? Ecru rings, runic armor? I don't see many players wearing monster looted armor nowadays.

  • A reason for thieves to exist, outside of crating.

    Good.

  • No 1-hit-killer bosses, they should require tactics and cunning to take down, not luck. They should require a group, not an uber suit. (something along the lines of the Dark Father having 95 for all resists, and dishing out 20 damage max, but still having the other attributes that players have .. more damage doesn't equal skill)

    Good. Champs and Peerless should not be solo-able.

  • With the player base spread, I'd like to see towns overrun, with 1 safe haven for the players to congregate, and Blackthorne ruling Britain, Minax ruling Trinsic, fallen Dawn rulling Yew, etc.

    Good.

  • Less of the same monsters, there shouldn't be an ogre AND ogre lord, the ogre should be the next step up from trolls, who would be the next step up from ettins.

    Dunno about this.

  • I'd like to see the top-tamable as a drake, dragons should be too fierce to be tamed/controlled.

    Good. But not going to happen unless they convert dragons into drakes. Then make dragons and greater dragons even more uber but not tamable which is good.

  • More special moves for warriors, without a mana cost attached. Focus should have a reason for existing on a warrior, and that stamina regen needs a reason for existing outside of stumbling over a twig in felucca. (something like 25 tactics = a slowing debuff, 50 tactics = a strategic debuff [lessening of skills] for a few moments, 75 tactics = current primary, 100 tactics = current secondary, 110 tactics = a stronger crushing blow, 120 tactics = a combination of blows)

    No.

  • The removal of the various weapons skills, with the addition of Combat Prowess. (this 1 skill would replace archery, macing, fencing, swords, and wrestle)

    No.

  • Longer duration for alchemy potions, with more of them and the removal of enhance potions. (Lesser Heal, Heal, Greater Heal, Mediocre Heal, Revitalizing Heal, Luminescent Heal .. Lesser Agility [+10 dex for 10 minutes], Agility [+15 dex for 15 minutes], Greater Agility [+25 dex for 25 minutes])

    Not going to happen. Maybe make it to where you need alchemy in order for EP to work.

  • The removal of the hunger system, and allowing each food to have a 10-minute buff, with a maximum of 2 food buffs allowed.

    Comon, we're suppose to make it more realistic. Players should need to eat not be robots or something.

  • *The replacement of Item ID with the new imbuing skill. (ala Entice-Discord)

    Na, they said they are going to give Item ID a function already.

  • 120 Healing should be more of a regen, instead of a lump-sum of hp regained.

    Elaborate more plz.
  • The TOT system should come back, but only in Felucca. (rename them to AOP [artifacts of power], but have the same items)

    Um, no. Tokuno needs something new but artifacts aren't the answer. Fell already has all it's pros. Replicas, SOT, and PS.

  • Revist the old areas and give those monsters special moves.

    Good.

  • *More housing tiles, with the ability to create "spiral" steps without needing to place tele-pads and deleteing.

    Good.

  • *A second house allowed to touch the first, so that you could link 2 accounts and essentially have an 18x36/36x18.

    That can get tricky.

  • *Charging double an account fee monthly to have a second house on the account, instead of needing multiple accounts.

    Na, you get an extra 5 to 6 characters with another account. Plus, even if this did come into effect and the fee wasn't double but something like $5, it would be annoying seeing people hogging all of the housing spots.

  • The removal of reagents for casting and the LRC mod on items, barring that, if you use reagents, they should strengthen your spells.

    Um, there has already been a long thread about this which got very messy very fast.
 
S

Stupid Miner

Guest
Mmm, not all pirates would be of Asian ancestry.
We've got Goths who are Germanic, to some extent the Phoenicians, Vikings as well. Piracy is broader than just the Asian culture.
That's because the definition of Pirate is ridiculously broad. Pirate = thief on a boat.

What most westerners would think of as pirates would be from 1600s to 1700s.

... and i suppose some of those asian pirates too which i admittedly know little about
 
M

Mairut

Guest
That's because the definition of Pirate is ridiculously broad. Pirate = thief on a boat.

What most westerners would think of as pirates would be from 1600s to 1700s.

... and i suppose some of those asian pirates too which i admittedly know little about
Vikings, or the common perception of.
 

Black Sun

Grand Poobah
Alumni
Stratics Veteran
Stratics Legend
Cowboys

[edit]
Yeah, after reading further Brewmaster/Winemaker too.
 
B

BardMal

Guest
Arrr matey, Pirates!

Aye, pirates, with that scally wag swagger and their scurvy breath.

For heath they drink rum, their stamina comes from wine, but the smartest pirate breakfasts on beer.

They never wear metal armor, less they sink down to Davey Jone's locker.

All their weapons are short to keep free of the rigging.

They are light and fast, with no burdens like shields.

They are superstitious, with powerful noses for gold.
 
B

Beleg Megil

Guest
I'd love them to give us some new skills (and 100 pt expansion to the skill base).
Add a Firearms skill maybe or give us some old style firearms that work primarily as other weapons (i.e. a flintlock pistol would normally behave as a club, but if loaded, you could use it like a wand to shoot it once every 5-10 seconds. Musket with bayonette could behave as a spear except when you fire it, etc.) There was a plan to do that at one point, or it was kicked around as an idea for a pirate expansion.

So, Firearms skill, maybe a sailing skill, brewing, growing plants, farming (for animal breeding), brewing.... maybe an architectural/deco skill where you could make your own building tiles or deco (far fetched but i dream big)...improved wrestling for a martial arts style monk. I love all these ideas.

One of my favorite ideas I have seen in a long time is an "Improvised Weapons" skill. The brilliant RPer/player of the character Clive Dauthi came up with this. Basically you could bust a chair and use the leg as a club. Pick up rocks and bash or throw. Shove your hand into a spitoon and instant really big (and juicy) brass knucks. Torches and lanterns as weapons that allso do a mild flame strike. And who wouldn't want to equip and use a whip or bust a lute over someone's head? For a class, I guess that could be "Bar Brawler".

Not lots of this is realistic, but I can dream.
 

kelmo

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Hmm... So many excellent ideas here. Let me think... Master Brewer! Distilling and wine making too! I could tinker up a still... Make some barrels. I would pay someone to grow grapes, hops, barley and what ever else it takes.

I serve generic ale, wine and liquor when I host get togethers at my pub on Siege. It pains me to know that with love, care, and attention to detail I could be serving some of the finest known brews and spirits in the land.

I suppose it is a throw back to the days I stood around and watched Master Crafters ply their skills in public places. *sighs* I know those days will never come back... Today is just so generic.

Most know my views on crafting... Specialization. To make a truly fine sword, you should be a specialist in sword smithing. Same for armor... I could go on, I have before. *winks*

This time I will focus on brewing, distilling and wine making. Make it as difficult and convoluted as you wish. As long as I don't have to kill a daemon the brew, I will do it. If I need a daemon killed I will pay to have it done.

I will GM taste. I will quest for recipes and ingredients. I will pay those that love to grow for fragrant hops, robust barley and what ever else they can grow.

I will experiment with honey, chocolate, and what ever else I can find.

I have played so many different types of characters. Merchant, explorer, PvP, PK, and a benefactor.

I have been a Mayor, an outcast, a hero and a villain. The one thing I have always wanted to be is a revered craftsman. I would like to craft the finest ale known in the lands.

That or be a pirate. *chuckles*
 
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