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Remove curse items..

Pick one of the following.


  • Total voters
    37

Lord Kotan

Slightly Crazed
Stratics Veteran
Stratics Legend
How should remove curse items and spells in UO work? (Remove curse, enchanted apples, enchanted bandages)
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
I don't care for a cure all item or spell. I also don't care much for RNG so I wouldn't go for that logic in removing different sorts of debuffs. But I would like it if there were specific spells or items geared toward specific debuffs. Something like enchanted apples specifically for -stat debuffs. There are so many casting templates now with so few spells. Adding sort of a rock/paper/scissors compliment of buffs and de-buffs could bolster the spellbook a bit and give those templates more depth. Alot of current magery spells could be reworked to fit in as well. But add/modify each casting template and give specific items to debuff all of these things to fill the gaps.

It would even be interesting to me if they would fiddle with Karma and they way it effected certain spells.

Holy light for example. It would be neat to see that spell change to dispel vampiric embrace and give you an AOE undead damage burst scaled at any level of karma above 0 and dispel EoO and give you a repond damage burst scaled at any level of karma below 0. Just for kicks call the spell "Unholy Light" if karma was -0 so folks know what flavor of debuff they are using.

Curse weapon life leeching below 0 and changed to "sanctify Weapon"... mana leeching above 0... that sort of thing.
 

Uvtha

Stratics Legend
Stratics Veteran
Stratics Legend
I think it should work this way:

Apple: 100% chance to dispell curses. Apple is timed, makes you full, it gets to be the best. And you know... poor chefs... let them have something good.

Dispell: 100% chance to dispell ONE curse. Fairly useless spell, takes decent mana. Give it something to do.

Remove curse spell: 50% chance to remove curses +karma bonus to max of 60%. % chance for each curse, so it could clear up some and leave others. Costs little skill to cast this, no reason it should be great.

Faction aids: 10% chance to remove curses. Same as above, can remove some leave others. Stupid item. But if it exists, make it less stupid.

THAT would be waaaaaaay more fair to necros/mystics, and everyone fighting them.
 

Petrify

Lore Master
Stratics Veteran
Stratics Legend
It should work with something like persons magery or necro, whichever is higher vs your chivalry (i.e actually make 120 chiv useful) for remove curse spell (similar to poison vs resist).

For apples it should be 100%, maybe increase the timer a bit.

Bandies maybe healing + anatomy vs persons magery + eval or necro + ss.
 
G

GL_Seller

Guest
The apple timer is pathetic whats it now 15 seconds? Add in faction aids and its just shotgun remove curse.

They should remove one curse at a time and be a crap shoot at what gets removed. With templates and speed of most people its hard to do anything in 15 seconds without getting hit add in getting hit its a joke. I can shotgun apples making curses a joke. I'm not in factions and only use apples and those are to overpowered.
 

Basara

UO Forum Moderator
Moderator
Professional
Governor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Campaign Supporter
Here's my opinion:

All: When curses removed, weakest curses should go first, or it be random. Certain curses should count as 2 curses (Curse, Blood Oath, Vengeful Spirit, perhaps) for this process

1. Remove Curse (chivalry spell): Should remove 1 curse, +1 per 30 points of Chivalry skill, on success. Chance of success should still be based on Karma.

2. Dispel: Currently (AFAIK) only works on the revenants for Vengeful Spirit. Keep it for revenants for targeting them, but also make it affect all curses and buffs, but only if targeted on the mage personally (can't use it to debuff or remove curses on others). 1 per 40 points each of Magery & Eval, at random - making it less desirable to use if one is using any major buffs. Mass Dispel would not affect curses.

3. enchanted apples: 2 curses, +1 for each 20 points of Alchemy, +1 if EP 30% or more possessed. Keep current timer.

4. Faction aids: 2 curses at under GM, 3 curses if both GM Healing & anatomy, 4 if both skills add up to 220, 5 if they are both legendary.
 

Lynk

Grand Poobah
Stratics Veteran
Stratics Legend
apples are just fine the way they are. All these archers running around spamming mortal strike is what needs to be addressed. Until that is changed leave apples as is.

Magery shouldn't have a remove curse spell.

Faction bandies.. hard to balance. I would say if the person is cursed they remove curse, if the person is not cursed they heal dmg, just how it works with curing poison.
 
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