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Talents and Spells.

WarderDragon

Babbling Loonie
Alumni
Stratics Veteran
Stratics Legend
I come from a school of thought where a 120 Point investment in a Skill should yield more than one single ability.

Offer up talents you think should be in game but are not. Or talents that could build upon current Skill Sets and make them more versatile.

Fear - Necromancy

Your assailant is overcome with Fear and begins running in the other direction. The more sadistic of the Necromancer Clans might even cause their opponent to leap off ledges to their demise.

Taunt - Tactics

The targeted opponent will loose interest in their opponent and turns on the Tacitician.

Guild Standard - Tactics

The Warrior can plant a Battle Standard in the ground. Other people in his Guild / Alliance can stand near the Standard and have their powers augmented.

Phalanx - Parrying

Three or more Warriors can stand together and cast this spell which increases their DCI / Block Chance based on the number of Warriors and their Distance from one another. Warriors must be wearing a Shield. (Would be a boon to Paladins / Pure Warriors and would promote Cross Healing / Grouping.)​

Shield Bash - Parrying

The Warrior can slam an opponent with his Shield. The opponent receives damage and is stunned for a moment. (Paladin / Pure Warrior version of Nerve Strike.)​
 

Taylor

Former Stratics CEO (2011-2014)
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WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
I figure it wouldn't be long until people start asking for "talent trees".
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
should be nice, but every skill should have at least 1 talent to make it balanced....
 

Taylor

Former Stratics CEO (2011-2014)
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Alumni
Supporter
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I especially Phalanx and Guild Standard. Pure melee could use a boost for PvM.
 
S

siyeng0

Guest
Necromancers aren't scary. D:

they're very nice people really
 

Hunters' Moon

Grand Inquisitor
Stratics Veteran
Stratics Legend
Offer up talents you think should be in game but are not.
Parry w/ shield equiped(with no bushido skill)-- Damage reduction above the max resist. A melee attack reduced by an extra 5-10%,depending on parry skill, above the normal 70 resist allowed in game.

Weapon skill-parry-tactics(w/ the absence of any "magic" skill)-- Bonus to Str(hps) and Dex(stam) above the usual 230-255 base stat cap. The bonus to stat would depend on the real skill points dedicated to the above skills.

90+ weapon skill/90+tactics/ninjitsu/parry/hiding/stealth/80 dex --Add 10-20% bonus to dci (before item/weapon bonus) even when visable.

Alchemy Let us make different elemental "explosion and conflageration" potions. Each new potion would call for an extra regeant added to the normal recipie.

Paladin Sacrifice all your mana that in turn is transformed into hp at a 5:1 ratio.

Paladin With 110 or better true chivalry skill,the paladin would be taught how to further consecrate his weapon. This consecration would last much longer and would add a "hit spell" that would do damage against your targets lowest resist.
 

AzSel

Lore Keeper
Stratics Veteran
Stratics Legend
Would be cool to see more then one talent or perk per skill, so a mage or a necromancer could be slightly different then some others....I like variation. So that two basicly same templates had different talents or perks, so they werent completely the same.
 
T

Trebr Drab

Guest
You already have "talents" associated with skills. For example, primary and secondary weapon attacks, smoke bombs for stealth/ninjitsu, etc. So, this is sort of just a new way of doing the same thing. It might be useful to make the game easier to understand, as well as add new "talents".

However, for as good of an idea as this could be, I'd much rather see several other things worked on before this. Fixes, more exciting adventure out in the world, story....
But maybe newbies might like UO to be easier to understand with a system like this, where the talents are spelled out individually. So, I'm up in the air on the idea, but open to the Devs decisions.

With that in mind, here's some ideas....

Camping: If the log out were changed to take a few moments after the camp is set
  • Added bonus's to healing.
  • Ability to place tents (add the item back inside the game) with house space rules (i.e. space around), from which storage containers can be dropped with instant secure and no decay as long as the camp site is maintained. Some sort of rules on "maintaining" required.
  • Ability to place a hitching post that instantly locks down for anyone's use.
 
S

Sevin0oo0

Guest
I come from a school of thought where a 120 Point investment in a Skill should yield more than one single ability.]
I come from a school of thought where GM meant something, and we should those great ideas as a bonus to a skill (100-120)
 
C

canary

Guest
I come from a school of thought where GM meant something, and we should those great ideas as a bonus to a skill (100-120)
Having skills that go to 120 always makes me think of the joke in Spinal Tap where the guys amp goes to 11.
 
T

Trebr Drab

Guest
I come from a school of thought where a 120 Point investment in a Skill should yield more than one single ability.]
I come from a school of thought where GM meant something, and we should those great ideas as a bonus to a skill (100-120)
So, instead of skill over 100 adding to the basic skill, you'd get some of these added "talents"?
I think I like that idea a lot!
 

WildWobble

Sage
Stratics Veteran
Stratics Legend
Seems we have gotten some already Bard Songs! they are basicly the same as what your asking for though they take both music and a bard skill to get and use but they would be a good example for any thoughts on this thread.
 
S

Sevin0oo0

Guest
oh, the Song Quests? That's when I stoned off my music career.

To be equal... a fighter should have to do some Quest before he can use a different special move.

As dumb as getting a focus to use a skill that was trained w/o strangers, but now has to have them to be effective?
 

WarderDragon

Babbling Loonie
Alumni
Stratics Veteran
Stratics Legend
Battle Plan - Tactics

The Tacitician can point his Battle Group to the Opponents Weakness. A percentage of damage delt is converted to the targets weakest elemental resistance.

Depth Charge - Fishing

The Fisherman can plant a depth charge in the water that will explode when another ship passes over. Other Fishermen can detect Depth Charges and dismantle them.

Astral Projection - Spirit Speak

The Caster can separate his Soul from his Corporeal Form. He or She can then move forward as a Shade - able to scout the path ahead - while his or her form remains in place and vulnerable.

Gift of Blood - Necromancy

The Necromancer can transfer a portion of his Life - up to 25% - to the target.

Pestilence - Necromancy

The Caster can create a fog of death that begins to Strangle the Opponent(s). AoE Strangle.

Negotiations - Arms Lore / Item Identification

Allows the Crafter to increase the amount of Gold he receives selling items to NPC Vendors. It also lowers the Cost of Rewards from Collection Quests up to 15%. (i.e. Vesper Museum.)
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
what about a strength talent?
Something like: allow to use melee 2 handed weapon as one handed by reducing the damage. 100 strength required and the base weapon damage is reduced by 50% (100 str) to 30% (150 str).
 
S

Sevin0oo0

Guest
Hiding - Hide object/item, but can be found by others using Reveal or Detecting Hidden
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
Master Elementalist - Evaluating Intellegence
All spells cast by the mage will now automatically target the weakest resistance.

Book Slam - Wrestling
Wrestler with a spellbook in hand now has a chance to slam their opponent with their book, forces victim to walk for 6 seconds. Effect is not breakable similar to hit splintering weapon without the bleed.

Ward of Protection - Resisting Spell
The warden now has a chance to resist special moves.

Grace of Light - Paladin
This is a buff that will increase your chance to hit with a melee weapon by 10% with each hit the paladin gains +333 haste rating, +250 melee critical rating, 253 spell power and 100 Armor Penetration and 500 armor rating. Effects stack, maximum of 5 stacks........ oh wait wrong game :lol:
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
Phalanx - Parrying

Three or more Warriors can stand together and cast this spell which increases their DCI / Block Chance based on the number of Warriors and their Distance from one another. Warriors must be wearing a Shield. (Would be a boon to Paladins / Pure Warriors and would promote Cross Healing / Grouping.)​

Shield Bash - Parrying

The Warrior can slam an opponent with his Shield. The opponent receives damage and is stunned for a moment. (Paladin / Pure Warrior version of Nerve Strike.)​
Well, I'll tell you one thing. I've never used the /indent code. So at least I learned some UBB by reading this thread.

I don't know, would make UO too much like Diablo or other games. Shield Bash? Eh. Then a mage would need something too, like Mana Burst. Eh.

I like Phalanx idea though, except it should just be a 3x3 grid.

Depth Charge - Fishing

The Fisherman can plant a depth charge in the water that will explode when another ship passes over. Other Fishermen can detect Depth Charges and dismantle them.
Alchemy maybe, with Fishing. Fishing alone doesn't make sense.

Grace of Light - Paladin
This is a buff that will increase your chance to hit with a melee weapon by 10% with each hit the paladin gains +333 haste rating, +250 melee critical rating, 253 spell power and 100 Armor Penetration and 500 armor rating. Effects stack, maximum of 5 stacks........ oh wait wrong game :lol:
hm what game? :p thinking dragon age after warden comment ... rofl going to say, UO would turn into league of legends or something...
 
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