S
Simon Francis
Guest
I occaisionally feel the need to post about making old skills have a use again every so often over the years. So here it is.
For Treasure Hunters:
Cartography - Make sure level 5 maps have at least one 600% intensity object in every chest. At least if the item has MODs that don't go together, the item can be imbued down to obtain a relic fragment or two.
Remove Trap - All level 5 treasure boxes should have 3 Insta kill traps on them, unless the cartographer has sufficient remove trap skill. None of this telekenises stuff. Make treasure hunting more exciting, and if there is a guarenteed minimum 600 intensity modded item, people will sure as heck get remove trap as a skill if they are guarenteed 3 deaths without it.
Other Skills:
Herding: Have it give bonuses similar to alchemy. For every 10% real skill in herding, have it give a 1% improved chance to control and tame animals. For Example, a Legendary tamer with 100% herding would have a 10% better chance of taming a greater dragon than a regular legendary tamer.
Taste Identification: Only players with taste identifcation should be able to experience the effects of enhance potions jewelry. For every 1% in real taste indentification, your enhance potions cap would increase 1%. So if a player has 100% Taste ID, they could have a cap of 100% enhance potions from jewels. GM alchemy would still provide its bonus as well to potions along with taste ID.
**Potions would work exactly like they did Pre AOS before enhance potions. Any player can chug a greater heal or cure, they just wouldn't have their enhance potions items affect it unless they had taste ID or alchemy bonus**
Thieves: Players with GM Stealing, Snooping, Hiding, and Stealth can never be revealed unless a character with sufficent detecting hidden is around. They could still be damaged and poisoned and parad via fields or AoE spells. (4 Skills would be required to limit usefulness of templete who would only have skills to get pvp advantage).
Detecting Hidden: Only characters that could reveal characters with GM Stealing, Snooping, Hiding and Stealth.
Item Identification: Depending on your skill, GM item ID now has a chance to unlock hidden MOD bonuses from monster looted items. The unlocked intensity would be up to 10% intensity bonus from a mod that is already on the weapon. Ex) a 40% lightning kryss looted from a dragon Item IDed by a grandmaster could have 1 chance of bumping the property by up to 10%. So the Kryss could gain anywhere from 0-10% boost to 40-50 lightning. Not all items could get a boost, and you could only try once per item.
At GM Item ID, boost chances:
50% Chance of no intensity boost
25% Chance of 1-4% intensity boost
15% Chance of 5-6% intensity boost
5% Chance of 7-8% intensity boost
4% Chance of 9% intensity boost
1% Chance of 10% intensity boost
Forensic Eval- Depending on skill, chance to loot a "missed" item from a corpse. Could be anything from gold, to gemstones, to , potions, to consumable items like stealables.
For Treasure Hunters:
Cartography - Make sure level 5 maps have at least one 600% intensity object in every chest. At least if the item has MODs that don't go together, the item can be imbued down to obtain a relic fragment or two.
Remove Trap - All level 5 treasure boxes should have 3 Insta kill traps on them, unless the cartographer has sufficient remove trap skill. None of this telekenises stuff. Make treasure hunting more exciting, and if there is a guarenteed minimum 600 intensity modded item, people will sure as heck get remove trap as a skill if they are guarenteed 3 deaths without it.
Other Skills:
Herding: Have it give bonuses similar to alchemy. For every 10% real skill in herding, have it give a 1% improved chance to control and tame animals. For Example, a Legendary tamer with 100% herding would have a 10% better chance of taming a greater dragon than a regular legendary tamer.
Taste Identification: Only players with taste identifcation should be able to experience the effects of enhance potions jewelry. For every 1% in real taste indentification, your enhance potions cap would increase 1%. So if a player has 100% Taste ID, they could have a cap of 100% enhance potions from jewels. GM alchemy would still provide its bonus as well to potions along with taste ID.
**Potions would work exactly like they did Pre AOS before enhance potions. Any player can chug a greater heal or cure, they just wouldn't have their enhance potions items affect it unless they had taste ID or alchemy bonus**
Thieves: Players with GM Stealing, Snooping, Hiding, and Stealth can never be revealed unless a character with sufficent detecting hidden is around. They could still be damaged and poisoned and parad via fields or AoE spells. (4 Skills would be required to limit usefulness of templete who would only have skills to get pvp advantage).
Detecting Hidden: Only characters that could reveal characters with GM Stealing, Snooping, Hiding and Stealth.
Item Identification: Depending on your skill, GM item ID now has a chance to unlock hidden MOD bonuses from monster looted items. The unlocked intensity would be up to 10% intensity bonus from a mod that is already on the weapon. Ex) a 40% lightning kryss looted from a dragon Item IDed by a grandmaster could have 1 chance of bumping the property by up to 10%. So the Kryss could gain anywhere from 0-10% boost to 40-50 lightning. Not all items could get a boost, and you could only try once per item.
At GM Item ID, boost chances:
50% Chance of no intensity boost
25% Chance of 1-4% intensity boost
15% Chance of 5-6% intensity boost
5% Chance of 7-8% intensity boost
4% Chance of 9% intensity boost
1% Chance of 10% intensity boost
Forensic Eval- Depending on skill, chance to loot a "missed" item from a corpse. Could be anything from gold, to gemstones, to , potions, to consumable items like stealables.