• Hail Guest!
    We're looking for Community Content Contribuitors to Stratics. If you would like to write articles, fan fiction, do guild or shard event recaps, it's simple. Find out how in this thread: Community Contributions
  • Greetings Guest, Having Login Issues? Check this thread!
  • Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
  • Hail Guest!
    Please read the new announcement concerning the upcoming addition to Stratics. You can find the announcement Here!

What do you think chivalry needs right now?

T

TurboDCamaro

Guest
Double Slayers to b brought back so i can kill dragons in like 6 hits wit a dagger. /php-bin/shared/images/icons/smile.gif PLZ OSI GODS BRING BACk DBL SLAYER WEPS.
 
C

Crusader +

Guest
I think paladins should have some protection from evil bonus in the form of resistances. Maybe 10-20% when they face truely evil monsters/NPCs. Also, give a reason for people to max-out their paladins, instead of stopping at 70 or 75 skill. This can be done, for example, with the ability to summon a warhorse (or some reward) at GM paladin skill.
 
D

Dra'nath

Guest
Yeah I agree with those saying close wounds needs same range as mage heal spells. Makes them far more useful in a serve and protect sense. To make 120 chivalry useful there could be a sliding LMC bonus scale for those over 100 skill. 5% at 105 skill 10% at 110 etc. Plus maybe an ability to mark at 110 skill, and ressurect bonded mounts at 120.
 
C

Credis

Guest
Then again, if you mix chivalry with bushido, we won't need anything... Considering that with a 50% DI katana (or a slayer) with divine fury, enemy of one, consecrate weapon, momentum strike, lightning strike, and such we will be doing like 3x damage.
 
M

Mr_Exo

Guest
i like the lower mana cost idea....i think it should start at gm bc alot of us have to use our mana for speciall attacks and what not...i think the mana should lessen...or having high chivalry makes you need less mana for special attacks....
 
M

Monthar

Guest
I'd like to have some visual effects when using chivalry spells. I don't knwo about the 2D client but I do know the 3D client doesn't have anything other than the sound effects when using these abilities. Most of the time I can't hear if the failed or successful sound effect played and can only tell if I see my mana drop or damage numbers on the mobs near me with Holy Light.

I'd also like buff/debuff icons that show what is currently effecting my character. This one isn't limited to just Chivalry. All they'd need to do for this is take the icons for every buff/debuff spell or persistant effect such as bleeds, make a translucent version and have it appear in the corner of the screen. Yes, I'm talking about something similar to what you'd see in EQ and several other games.
 
T

TORK1

Guest
Yeah I agree with those saying close wounds needs same range as mage heal spells. Makes them far more useful in a serve and protect sense. To make 120 chivalry useful there could be a sliding LMC bonus scale for those over 100 skill. 5% at 105 skill 10% at 110 etc. Plus maybe an ability to mark at 110 skill, and ressurect bonded mounts at 120.


I like this idea too,just for it to occur at a little lower skill level.And for the lower mana cost to be even greater at gm or legendary levels.Just to give some kind of incentive to become a legendary paladin.
 
J

Jaimes

Guest
Paladins really should get a type of Bless spell. Make it so that it is self-cast only though and an extended duration (similar to EoO). It would give a small (5-10) increase to strength, dexterity and intelligence.
 
J

Jaimes

Guest
It's been a while since I played UO and things may have changed since then but, Chivalry also needs a Night Sight skill! Having to use NS potions is annoying, and it's even sillier when casted night sight is based on YOUR Magery, not the caster's.
 
M

Miphisto

Guest
I think close wounds needs same range as mage heal

night sight ould be good

rezing bonded animals at high would be good

and a bless spell

add that in and paladins are pretty set
 
N

Necroscop3

Guest
I think the thing chivalry needs most right now is a good solid beating with the trusty ole nerf bat
 
Z

Zak-DK

Guest
At GM Chivalry, Night Sight should be inate.
At Legend Chivalry, a new form of Bless spell should be 100% castable (Skill difficulty 70) and the duration should be skill and karma based.

Holy Blessing, self only, give same stats as mage Bless, and 20% damage vs evil, or something.

just a thought /php-bin/shared/images/icons/smile.gif
 
S

styrker

Guest
If we were ever to have "Holy Mounts", they should be permanent until dismounted....I mean they are just for looks and a RPing sense....They aren't unbalancing or anything....and IMO I believe the same should happen to the Necro's mounts....just make them permanent...for looks again. I'm not sure if the Necro's mounts do anything or not, or if they can be ridden....so correct me PLEASE!

And I believe no rezzing of animals thru spells....Vet's slave to get to that level....again IMO!
 
C

Cravenoff

Guest
Chivalry is a great assist to all templates, but yes it is highly lacking.

I agree with the fact that close wounds should have a larger radius, it's ridiculous to be a Holy man that can only heal two steps away.

Nightsight SHOULD be a palidin skill, perhaps named Holy vision or something like that, that could also double as a low level reveal spell.

A palidin should have some sort of aura ability. D2 had several very helpful auras, why can't UO at least fiddle around with it?

I'm sick of mages screaming for everything to be nerfed but themselves. A mage is handed just about everything they could want, short of being god, and yet they want anything and everything that has a CHANCE of being like them they CRY to nerf it, or if it can kill them that it's soooooo unfair. Look what happened to ninjas, archers, and so many other classes. All nerfed because they are "Unfair." You want fair? Take away LRC suits. Then we'll talk about fair.
 
J

jo5eph

Guest
I agree with crave,u know the game is unbalanced when 90% of all pvp chars in fel are mages.Chivalry has its perks,but why cant we get some lower mana cost also like the other new skills that just came out?
 
T

TheDark

Guest
Divine Fury dose add a damage increase. However it is a small one. But more damage with faster swing speed is great. Fury should be left alone.
 
M

mblade11574

Guest
Im agreeing that it must be unbalanced with so many ppl being a mage. =)
but with the current topic.
I think Pally needs a protection spell
Protection from Evil would be cool. like % increase in cold resist (undead=>cold dmg)
and allow turning ability to kill lower end undead monster at high chiv skill.
say like at 100chiv 50 bardable gets 95% to be killed or something like that.

Also, have something like EoO but just against demon class
or at 120 chiv instead of being just one being EoO affected but the class of the enemy is effected. So we can fight imp and demon at the same time.
ie: Reptilian, Arachnid, Undead, Demon.

definitely consider adjusting other skills to encourage more gm/legend pallys.
I think there's not much incentive to go beyond certain skill pts.
 
L

lurker2891

Guest
A range attack. I was thinking something like holy smite. It would have range to it and inflict damage based on the chivarly skill, the target's karma, and the paladin karma.
Damage dealth could be
80- 6
90 -8
100- 10
110- 12
120- 14

This would be half direct and half fire damage with fire damage being roudned up and direct damage being rounded down. It would gain a bonus based on the paladin's karma. For every level of postive karma it will inflict an extra 5% so at max karma it inflicts an extra 25%
For every level of negative karma the paladin has he suffers a -5% dmg.
If paladin has neutral karma then no damage bonus

If the target has postive karma the spell deals no direct damage to the target but it will inflict the fire damage. In addiation it will impose a -5% dmg per level of postive karma of the target.
For every level of negative karma the target has it inflicts and extra 5% dmg.
A creature with neutral karma will add no dmg benefit.

Against undead creatures it inflicts 2 or 3x the dmg.

So a paladin with max karma using holy smite on a -5 karma creature will inflict 10 direct damage and 11 fire damage.
 
C

chanelvincy

Guest
Chivalry needs:
1) "Mark"
2) Modified version of Scared Journey to let party member (a gump like doom ferryman for them to select) & followers to journey with the paladin
3) "Holy Aura" temporarily increase RPD rate so as to reflect damage to attackers
4) "Holy Smite" ranged attack of energy damage based on the difference of paladin's karma and the target's karma, with a factor of paladin's chivalry skill
 
P

podentate

Guest
Chiv needs a extension cord.....a wall socket......a pair of paddles........and a jolt of electricity.





VII for life!!!
 
R

Rockmars

Guest
I've taken up chivalry after it was introduced. My character has 50 chivalry now. He seems to have to cast consecrus arma more than one time. The best skill needs 65 skill pts. I think the holy light should be able to cast near 50...
I also think the dispel evil should remove the revenants...or UO should make some new spells for revenants.

I would also like to see some balance between fencers and swordsmans...why can a fencer disarm and a swordsman cannot w/sword?

Are their any spells that can blind players with holy light or other spells? and the glasses the only thing to stop screen from going all white?
think about it...and forgive the crued sentences...
 
J

jo5eph

Guest
i would like to see more pvp type spells.How about something like a Holy Execution strike".Something that can give huge amounts of damage to anyone who attacks you for one hit.maybe give more damage to people with low karma??
 
L

Lord Darth Vader

Guest
I would love to see some kind of ranged attack,
or a spell to add to parry and magic resist .
 
L

lisbao

Guest
I think that chivalry need a spell that attack someone far, like mage spells!

or some bless, or magic reflection
 
H

Haren

Guest
Heck, you wouldn't even really have to do all that much for it considering. Just look at the new spellweaving, do a similar idea with quests to learn and understand deeper secrets of chivalry.

I think that rezing bonded pets would be very nice, perhaps a bless ability, and definately some reason to have chivalry at GM or higher. A longer range on close wounds would be very nice for those of us who act as support for newbies in training.

Maybe offer some sort of bonus if you do Chivalry and the virtues. It would make sense, Paladins are supposed to be the defenders of virtue, so why not give a small bonus if they do the virtues as well (say if you get Knight, which isn't easy for some of the virtues).
 

ayumbre

Visitor
Stratics Veteran
Stratics Legend
well this are my thoughts about chivalry.
tested all this with 100 chivalry and the max of karma... all this compared with magery and necromancy

in pvm its fine
in pvp its horrible

"consecrate weapon"
useless against opponents with 60 or 70 all ress..and extreme short time of duration. too much mana required. at least against monsters its just good.

"divine fury"
not much swing speed..not much dmg increase..not much hitchance increase... but some defchance decrease... ( wtf ) not much time duration.

"close wounds "
very slow cast ( it should be fast cause paladin its melee..need some fast healing ! or at least something passive that give bonus to that spells not being interrupted for example: more chivalry: less chance to get interrupted when casting.) moderate hit point healed..too much mana required..

" cleanse by fire"
very slow cast... and even dmg you with fire...( wtf ) yes with more karma u get les dmg... but in combat... casting this will kill u...thing casting this against any dexmonkey or mage spammer... horrible ( same as close wounds this will get u killed )

"enemy of one "
well this spell its like a double bladed wep can hurt a lot but can kill u...it must be use wisely .. for get the paladin more useful in pvp this should affect players too...

"holy light"
this spell its just fine a bit slow but , not much dmg but u can cast this runing... not bad.. but not so good..

"remove curse"
too much mana required.... i think this should be casted meanwhile ure paralyzed ( this spells its horrible annoying even if u get 100 resist )

"dispel evil"
its almost useless why make the undead run when u can run away.. ???

"noble sacrifice"
oh boy.. this spells its a big head pain... of course u can res, cure, heal more than 1 player...but u get 1 hp 1 mana 1 stamina ( W T F )
someone spit u and u will be dead...like LOL.... i think will be more better if u dont get lowered hp, mana , stamina.. but just ress 1 player.

"sacred journey"
just a useful spell for traveling....

well most ppl will say... hey but use healing u noob !!... i can say... im a paladin ( chivalry ) i dont need healing... thats why i got close wounds.. cleanse by fire... and noble sacrifice.. damm it =)

the idea of the chivalry spells r not bad.. but how the spells works i think its almost useless..

well heres my "idea" of some kind of extra usefull spell for the paladin,:
( the spell name doest matter maybe should be others dont know well =) )

- " divine bless "
lowering all the dmg done to the target for 50% duration 30 sec .. like 10 mana ( should be some kind of bless u know cast... and choose the target u want to protect ) ( 50% chance with 100 chivalry 55% with 110 ch. 60% with 120 ch.)

- " holy justice "
hit the target with 30 dmg lowerering the target movement , casting and swing speed by 50% for 10 secs.. 10 mana. ( 50% chance with 100 chivlary 55% with 110 ch. 60% with 120ch., )

- " heaven wrath "
hit the target with 50 dmg and paralyzing the target for 5 secs 20 mana
( 50 with 100 chivalry 55 with 110 ch. 60 with 120 ch. )

- " witch hunting "
self bless...make the palading have a 50% chance to reflect any direct dmg of magery and necromancy for 30 secs.mana cost 20 ( 50% with 100 chivlary 55% with 110 60% with 120 )

-" vengance "
hit the target with 5 dmg every second.. and.. lowering the hitchance and defchance for 30% ..15 sec...15 sec duration ( 30% with 100 chivalry 35% 110 ch. 40% 120 ch. )
 

ayumbre

Visitor
Stratics Veteran
Stratics Legend
other "idea " should be if paladin will get some bonus from the battle focus skill ... like ( same as mages with eval int.... necros with spirit speak )

at 100 gm focus.....50% to not being interrupted when casting , 50% fast cast 50% lower mana cost...

100 gm = 50 110 focus = 55% 120 focus 60 %

this will give and extra use for focus and not being an almost useless skill... ( some guys just drop focus due to mana reg. stuff... ).. this will make it a part of the paladin as well..
 
G

Guest

Guest
Holy Shield
Cost 15 Mana/10 Tithing
Duration = Chiv/4 + 5 seconds

The paladin is surrounded by a holy aura, protecting him from harm. If he is holding a shield, it will glow blue/white for the duration. Effect - reduction of damage against the paladin based on chivalry/karma levels, and greatly increasing their defense chance. The defensive aura also hinders the paladin while in effect. During the spell, the paladin has a greatly reduced chance to strike with a weapon. Also, spells cast during the effect of the spell will be slower. (FC-2)

Casting Divine Fury cancels out Holy Shield. Likewise, casting Holy Shield while under the effects of Divine Fury will cancel out Divine Fury.

(Consider it the opposite of Divine Fury)
 
B

Bohemund

Guest
It's been said already yet I'll say it again...

A Paladin's Warhorse
You've given the evil characters a whole slew of evil items. I ask only for one thing....a paladin's warhorse that can be equipped with barding as like the swamp dragon. Perhaps a quest can be used prior to the summoning of this horse.

To prevent everyone suddenly having one which lessens its value, this horse should be made available to only high level paladins of very good karma and also the ability of it losing its bonding when the paladin has lost a set portion of karma rating.

By doing so would prevent evil/red characters from adding chivarly to their template temporarily, then dropping it again after obtaining the horse. It would also be more realistic and interesting for us paladins out there, that make template sacrifices to fit high chivarly, to get the added defense bonus of the horse barding while combating foes (reds and blues) in Felucca. That may give added RP in the eternal battle between good and evil in UO.
 
F

Forged Fury

Guest
What I would really like to see is a way to see how many tithing points you have left. Nothing worse than trying to bail out of a situation and finding out you are out of tithing points.
 
N

Nohurtme

Guest
You can already tell how many tithing points you have, it's on the front page or your chiv book.
 
T

TranceNyourPants

Guest
A lot of you obviously don't understand what a paladin is. Paladins do not need the ability to hide nor do they need long ranged mage spells. We're not rogues and we're not mages. Hell, we aren't even supposed to be archers but people do that anyway.

Also, we're not the anti-necro's just like they are not the anti pallys. We're the protectors of justice. Period. =)

I'll agree with the eye candy ideas. A glowing shield or a nice mount would definately be a nice addition.
 

Black Majick

Certifiable
Stratics Veteran
Stratics Legend
Heres coming from a PvP Pally. How come necros can wither spawm for 15-20 HP and a Pally cannot??? Fine cap it at 2 FC same as necro spell, but atleast let it do some damage. I get tired of just seeing 7,6,6,7,7,6,6,6,6,7,6,5,7 above tehre damn head. Takes way to much mana for me to to be doing that on a warrior. With specs and healing the spell almost useless. Necros can kick ass. Pallys just got the short stick!
 
G

Guest

Guest
Necros can kick ass. Pallys just got the short stick!

[/ QUOTE ]


Please expand on this lmao i have 110 Necro and 100 SS on stone cause i cant seem to find a template that is very offinsive other than a necro mage that kills itself trying to keep up with mana lol
 
P

popcans343

Guest
<blockquote><hr>

Something for pvp.. we have Divine Fury, Consecrate, Holy Light.. that's pretty much it. Divine Fury doesn't make much difference in my experience, Consecrate is pretty useless when everyone has suits with 60 in all resists. Holy light is nice (too bad you need so much skill to use it) for breaking up mage spells. Yes chivalry is a 'support' skill so it shouldn't be your main weapon. Necromancy is supposed to be the same idea, but they have a lot more useful spells for pvp. Maybe another direct damage spell for paladins, or some kind of counter to necro spells. Or how about an aura-effect.. say give friendly near-by players some kind of offence or defence bonus. Or a negative affect to gray/reds with in perhaps the same radius as Holy Light works. Make it stronger with higher skill.. so you need over GM for it to be effective. Could be over-powered in pvm though. Just some ideas...

[/ QUOTE ]

Remove curse and clense by fire are also great for pvp. I think your right, pallys need some kinda of direct damage spell like necros do, that would be pritty cool.
 
J

Jason619

Guest
<blockquote><hr>

What I would really like to see is a way to see how many tithing points you have left. Nothing worse than trying to bail out of a situation and finding out you are out of tithing points.

[/ QUOTE ]

If you open your pallidan book it will tell you how many points of tithing you have left.
 
G

Guest

Guest
I would love to see the Paladins receive their own Noble Steed as mentioned previously.

Here are a couple of other suggestions (PvM only):

(insert name) - A paladin on the battle field comes to the rescue of an overwhelmed/outnumbered/severely wounded player, and when cast, automatically diverts the monsters attention to the paladin that cast it and prevents further harm to the monsters original target. Original target still gets looting rights.

Covenant of Faith - When cast, the Paladin will be protected by the "Divine" for a short period of time, 5-10 seconds maybe, where no harm whatsoever can fall upon him as he charges into battle.

Maybe not great suggestions, but I feel they could be expanded on and improved with others input.
 
D

dorkuberalles

Guest
Here's a rundown of the current abilities and what could be done to improve chivalry consistently.

Close Wounds - great as is, heals very well with high karma, low karma requires higher skill to be of use. would like to see with high skill, the ability blocks bleeding and mortal wound (+100 chivalry)

Cleanse by Fire - great as is, the 'fire' damage should be direct damage rather than reduced by fire resist, as to deter low karma.

Remove Curse - ok as is

Consecrate Weapon - ok as is, short duration, it should be attack based, not time based (i.e. lasts for 3 attacks rather than 3 seconds). higher karma and skill would allow more attacks, lower karma would decrease attacks, to a minimum of 1 attack per cast.

Sacred Journey - fine as is, high karma and skill should allow one to mark a location with a blank rune "You record your journey to a rune" (+100 chivalry w/ 5th tier karma [trustworthy/glorious])

Divine Fury - great as is, one suggestion i have is to incorporate the skill of focus into divine fury as an added perk. while under divine fury, paladins with focus would have focus effects amplified, based on chivlary and karma, up to x3 focus regeneration. this only works with focus, does not effect or stack with meditation or items.

Dispel Evil - not too useful, spellcasting mobs become more difficult as they still spellcast while 'frightened', but move now at paragon speeds erratically. reduce the frightened mob speed, and silence the spellcasting under the effect. aggressive-flagged necromancers should have their form dispelled.

Enemy of One - fine as is, no sense in changing it, though i rather it be target specific with greater effect (not just higher DI, but can cause HLD and HLA), rather than a group of the same monsters, encouraging farming.

Holy Light - is of use in pvp, but needs revision for pvm. i would like to see damage based more on the difference between paladin and target karma with more effect. i would also like to see it effect only aggressive-flagged targets rather than all valid targets in range. have it do slayer damage to undead and demons. also have it reveal hidden aggressive-flagged targets.

Noble Sacrifice - great as is.

now for some other abilities needed:

Sacred Light
creates a glow on the paladin's weapon, to help see in darkness.
karma and skill increases the range and luminousity of light. ability lasts like nightsight.
low karma would not create a glow, very low karma may even create darkness.
neutral karma would be like holding a candle
higher karma would be like holding a torch
very high karma would emit light like a lamp post.
10 mana
10 tithe
0 skill

passive ability: skill in chivalry passively helps resist nerco curses. skill above 80 adds with resisting spells to diminish curse length and magnitude.
 
5

5% Luck

Guest
11/7/08

Well they have been talking about changing paladin ability's lately so maybe we should get this thread going again before they change it with out current input!

I would like to see a karma gain for teething. Maybe even a duration effect 1 hour +1000 luck as well. Based on total skill invested

Since karma is the eval int for paladians I think this scale should be more understandable. IE: karma points being shown in the status window. This way I can have a better idea of the benifits of my karma.

Karma should be the scale for not only the duration of certain benefits but the actual damage/buff amounts.

Close wounds should be skil based as well as karma based. Right now the difference between 10-120 skill is around 3-6 points of health(max karma). The distance for close wounds on another player should be increased.
 

Hildebrand

Certifiable
Stratics Veteran
Stratics Legend
I have a strange request...
At 120 chiv, you get wings like those angel guys and you become truely "divine". There's that Paladin/chivalry trainer in New Haven that looks awesome with his wings in KR. Use that as an example and let at true paladin be able to fly like the forthcoming player-Gargoyle race.
If that's not incentive for 120 chiv, I don't know what is.
 
B

Boogieman

Guest
I would like to see something that makes high chivalry worthwhile. Something that corresponds to the idea of a noble paladin.
Maybe a spell that extends to everybody in a party with the paladin - or in an area. Could be a boost to defense/hit chance or increased defense to ranged spells, hit point generation or some such. The spell could be called 'crusade' perhaps?

I would also like an improvement to dispel evil. It seems to only affect monster that are right next to you - and in most cases I use it as a kind of 'peacemaking' so a better area effect would be nice and not too imbalancing I think.
 
S

Sarphus

Guest
The first thing I think Chivalry needs is to scale the effectiveness of all spells based on your total skill in chivalry and then reduce that effectiveness further based on karma. That change would knock the balance out of whack, so I would add a bunch of abilities to supplement.

I would add aura beneficial and detrimental aura spells. Duration and power of aura spells would scale based on how much you have invested in chivalry. Instead of having the aura's cost a specific amount of mana, I would have the aura's consume mana while they are active and have the auras turn themselves off if the paladin runs out of mana. Some auras could drain stamina too. Only one aura could effect any target at a given time (so multiple paladins couldn't stack auras)

Holy Aura would be a spell that does damage over time to all enemy targets around the paladin based on the difference between their karma and the paladin's karma. The damage would be 50% fire 50% energy.

Cleansing Aura would have a chance to remove curses while targets stand around the paladin.

Healing Aura would gradually heal friendlies around the paladin.

Curing Aura would have a chance to cure poison for friendlies standing within the aura.

I could see lots of other auras being added to buff combat stats or spellcaster stats as well as auras that increase regen rates. If an aura were introduced to make mana regen faster, it should consume stamina. I could even imagine a slayer aura, but such an aura would have to be very carefully balanced.

I would also add other spells

Retribution Shield would be a self-only buff spell that causes parried attacks to reflect back a portion of the damage they would have done. The amount reflected and the chance to block would both scale based on chivalry skill and karma.

Retribution Barier would cause non-parried close range attacks to do damage to the attacker.

Summon Etherial would summon a 5 slot etherial warrior that resurrects innocent players (like a blue healer).

Stun would be a non-damaging, targeted spell that has a chance to stun the target for 2 seconds. After being stunned a target can not be stunned again for 15 seconds.

I think there would be room for paladins to have spells that scale their power based on the paladin's level in a virute + chivalry skill + karma level.

I'm just brainstorming here... a lot of these abilities could be horribly overpowered without very careful balancing consideration.
 
L

Lostpharoah

Guest
Well My first idea will be considered overpowered .. but pehaps some will see the balance and the direct RP value.

-Wrath of God (forgive the mtg refrence):
This spell would be a GM level spell 50 mana cost and would also require min10000+ Karma.
This would be an area effect spell that would guard whack all hostile PVP tagets, and all (hostile or not) negative karma npc/monster targets within its radius. Npc / monster Targets destroyed in this manner would be turned into a piles of dust (perhaps fertile dirt), rendering no lootable corpse's.
The penalty against the paladin would be considerable, All remaining mana would be set to 0, Health and stamina would be set to 1, the paladins Karma would be reduced to -625 and fame if less then 10000 would be brought up to 10000 so as to give the paladin the Dishonored Lord/Lady title and last but not least, all remaining tithing points would also be spent. Peerless and other boss type Npc's would be immune to the guard whack but would take extremely large amounts of damage.

- Nephiliium Banish
**this skill would require the devs to build a new mini dungeon area with High Level, High Karma NPCS that are very aggressive to negative karma. the design would be angelic / holy in nature the entrance would resemble the gates of judgment.. Any recall, gate, SJ spells of anytype are disabled withing this dungeon **
This skill would not be a default skill in the pallys book . it would be a difficult solo only quest reward, started/based in this new dungeon.
The skill itself would require a min of 90 chiv, 1000 tith cost, Mana cost would be 25 and a new consumable "regent like" trinket obtained possibly in this new dungeon like powder of sending . mana and trinket would be consumed weather the spell is successful or failed. the spell will be difficult to cast and be the paladins longest spell to cast, the spell can be interrupted. the pally can still have movement during cast. casting difficulty would be scalable up to 120 chivalry at 90chiv success rate would be 3% scaling to 35% at 120 chiv
The effect of this spell would send (recall) the target (NPC / monster or PVP, any) to a designated area in the new dungeon and temporarily reduce the targets karma by 20000. The banished target must now safely navigate him/herself out of the dungeon. once the target exits (as a ghost or alive) the dungeon there karma will be restored.
a partial fail can occur which would instead randomly send the target to one of the runes in the BANISHED TARGETS pack> or rune books, if no rune locations are present in the targets pack then the target will be sent to the luna tithing stone. also no temporary karma loss to the target on a partial fail.
This spell can not be cast against blues, and will flag as aggressive.
 

Metalstorm

Seasoned Veteran
Stratics Veteran
Stratics Legend
(insert name) - A paladin on the battle field comes to the rescue of an overwhelmed/outnumbered/severely wounded player, and when cast, automatically diverts the monsters attention to the paladin that cast it and prevents further harm to the monsters original target. Original target still gets looting rights.

That's just begging to be called 'Divine Intervention' :)
 
M

Merv DeGriff

Guest
Chiv needs mark !!!

A single target damage spell would be kinda fun too since it has the AoE damage...

(If it had both of those, it might even replace magery on my spell weaver! Holy + nature = ... ... druid?)
 
N

northwoodschopper

Guest
ideas i'd like to see added to chivalry:

consecrate weapon:
i'd like to see the timer removed, and the spell work like enchanting a weapon, where the effect's duration is attack-based rather than time-based. currently, the effect lasts 11 seconds max, which equations to 9 weapon swings at the max swingspeed. switching to attack-based would allow paladins to use slower weapons without using up as much mana and tithing to keep the effect active. this way, a paladin can consecrate a weapon, and the effect will last for 10 attacks regardless of weapon and swingspeed.
i'd also like to see a player with high skill and high karma be able to bypass the target's lowest resist by a few % for extra damage, like 5% max against players, and 12.5% max vs creatures at 120 skill & +20k karma.

holy light:
i'd like to see the spell only effect aggro'd creatures/players. it's suppose to be holy light, so it shouldn't just target everything around, it's not consistent with it's intent.
 
Top