Idea for magic master casters.
Posted: Fri Jan 29, 2010 9:18 pm
Hi. I know I'm new and, still haven't even created a account (as I write this).
But, as I was downloading the client and I was reading everything I could about UO Excelsior.
I was looking at as much infos as I could to know which skills I would train first, why, etc.
From my self-questioning came an idea for the magic-type of skill users. (to not call them class)
How about making that high skilled magician (Magery and Necromancer, Druids?) can cast certain low level spell without needing to use regents once pass certains skills level?
By that, I don't mean to change to a "no regs" thing, but much more like something where, once close to a master, the need to use regent to cast something as small as a nightsight or a heal when you got the capacity to create new magical life with only some better component (magery skills at 55-60 minimum) seems a bit strange.
So that's what I thought about : Making that, at certain level, some spell become "inner" to skilled magician, which will no longer require the use of regents.
Now, if anybody feel like wanting to add something or specifying, for exemple, some spell and what necessary skills it would need to make it "masterd", feel free to add.
There is my (idea) list :
Nightsight :
- Stealth 50
- Magery 50
- Tracking 60
Invisibility :
- Stealth 50
- Hiding 50
- Magery 50
- Tracking 40
Lock / Unlock :
- Magery 70
- Lockpicking 60
Heal :
- Anatomy 50
- Magery 60
- Vetenary 40
- Healing 50
Poison :
- Alchemy 50
- Magery 80
- Necromancy 40
- Anatomy 60
- Healing 50
Transform Spell :
- Animal Lore 60
- Magery 80
- Anatomy 60
- Veterinary 60
Summon Animal :
- Animal Lore 80
- Magery 95
- Anatomy 60
- Veterinary 80
Incognito (ok, since I haven't played yet, I still don't know if it's locked or not)
- Stealth 80
- Magery 90
- Hiding 60
- Tracking 50
Magic Arrow :
- Archery 50 (for understanding how arrow "works")
- Magery 50
- Meditation 50
- Resisting Spells 40
- Focus 40
Fire Ball / Lightning :
- Magery 80
- Meditation 60
- Focus 60
- Resisting Spells 75
- Alchemy 50
Those are only exemples. There could be a lot more! (I haven't listed any necromancer's or other caster's spells)
Reason why I propose those :
I think this is a good addition since it gives "goals" to achieve for new players and, target for players who might not have thought about training some of those skills. As for the "reward", since it's not something big, but something unique like the capacity to cast a spell without any restrictions but a spell that is more like "support" than anything else. Let's face it. Once you got the requested skills, you mostly don't "care" anymore for the spells listed... unless you're low on gold for regents or you're in some hard time and you need fast small casting spells. (If we think about something which makes sense, once you got equivalent to those skills, you mostly understand everything about the spell, so it's like if you need less to use them from mastering them).
Because of the "1 skill per 15 minutes" restriction, you know that you can't gain those fast, but need to train in different ways and areas.
This kind of thing can be used as way to make ways in dungeon by not having to waste regents on smaller monsters, while you're way above them.
But, as I was downloading the client and I was reading everything I could about UO Excelsior.
I was looking at as much infos as I could to know which skills I would train first, why, etc.
From my self-questioning came an idea for the magic-type of skill users. (to not call them class)
How about making that high skilled magician (Magery and Necromancer, Druids?) can cast certain low level spell without needing to use regents once pass certains skills level?
By that, I don't mean to change to a "no regs" thing, but much more like something where, once close to a master, the need to use regent to cast something as small as a nightsight or a heal when you got the capacity to create new magical life with only some better component (magery skills at 55-60 minimum) seems a bit strange.
So that's what I thought about : Making that, at certain level, some spell become "inner" to skilled magician, which will no longer require the use of regents.
Now, if anybody feel like wanting to add something or specifying, for exemple, some spell and what necessary skills it would need to make it "masterd", feel free to add.
There is my (idea) list :
Nightsight :
- Stealth 50
- Magery 50
- Tracking 60
Invisibility :
- Stealth 50
- Hiding 50
- Magery 50
- Tracking 40
Lock / Unlock :
- Magery 70
- Lockpicking 60
Heal :
- Anatomy 50
- Magery 60
- Vetenary 40
- Healing 50
Poison :
- Alchemy 50
- Magery 80
- Necromancy 40
- Anatomy 60
- Healing 50
Transform Spell :
- Animal Lore 60
- Magery 80
- Anatomy 60
- Veterinary 60
Summon Animal :
- Animal Lore 80
- Magery 95
- Anatomy 60
- Veterinary 80
Incognito (ok, since I haven't played yet, I still don't know if it's locked or not)
- Stealth 80
- Magery 90
- Hiding 60
- Tracking 50
Magic Arrow :
- Archery 50 (for understanding how arrow "works")
- Magery 50
- Meditation 50
- Resisting Spells 40
- Focus 40
Fire Ball / Lightning :
- Magery 80
- Meditation 60
- Focus 60
- Resisting Spells 75
- Alchemy 50
Those are only exemples. There could be a lot more! (I haven't listed any necromancer's or other caster's spells)
Reason why I propose those :
I think this is a good addition since it gives "goals" to achieve for new players and, target for players who might not have thought about training some of those skills. As for the "reward", since it's not something big, but something unique like the capacity to cast a spell without any restrictions but a spell that is more like "support" than anything else. Let's face it. Once you got the requested skills, you mostly don't "care" anymore for the spells listed... unless you're low on gold for regents or you're in some hard time and you need fast small casting spells. (If we think about something which makes sense, once you got equivalent to those skills, you mostly understand everything about the spell, so it's like if you need less to use them from mastering them).
Because of the "1 skill per 15 minutes" restriction, you know that you can't gain those fast, but need to train in different ways and areas.
This kind of thing can be used as way to make ways in dungeon by not having to waste regents on smaller monsters, while you're way above them.