Shard Features/Info

bigcheezit
06-05-2007, 03:17 PM
Shard Features (Based around the 99 era 'Pre-UO:R')
-No special movies(stun, disarm, paralyzing blow, conc. blow, crushing blow)
-Heal through poison(Spell only, bandages cure first)
-"Insta Hit"(Equip your weapon and you will instantly hit; wrestling before you equip will activate the swing timer and will cause a pause)
-Wrestling is wrestling...(Anatomy + Eval DOES NOT = defensive wrestling)
-Blessed Runebooks


Basic Builds

Tank Mage
100 Str/25 Dex/100 Int
Magery
Meditation
Evaluating Intelligence
Magic Resistance
Wrestling
Melee (Swords, Macing, Archery, Fencing)
Tactics

Dexer
100 Str/100 Dex/25 Int
Melee (Swords, Macing, Archery, Fencing)
Tactics
Anatomy
Healing
.....
.....
.....


Some skillgain guides...

Magery(Always base it off your resist) THIS IS SHOW REAL SKILL
50-63 Resist - Lightning (You'll roughly cap out at 67.1 Magery)
63-83 Resist - Energy Boly (You'll roughly cap out at 87.3 Magery)
83-100 Resist - Flame Strike (You'll cap out at 100 Magery :))

Wrathchild
06-05-2007, 03:33 PM
I was thinking anatomy rather than wrestling for tank mage.. what are your thoughts?

bigcheezit
06-05-2007, 03:50 PM
Not a good idea, you'll never be able to cast a spell... you'd get hit every time.

Crook3d -=VuP=-
06-05-2007, 06:15 PM
I was thinking anatomy rather than wrestling for tank mage.. what are your thoughts?

I've done it before and liked it.

bigcheezit
06-05-2007, 07:38 PM
If you plan on pvping, it won't really work out.

bigcheezit
06-06-2007, 12:40 AM
Updated with a magery skillgain guide

Dranon
06-06-2007, 09:10 AM
Are tamers any good with those rules? I like having a nightmare :D

Weioo
06-06-2007, 10:11 AM
Anybody have a good skill gaining guide for the trade skills? I mean everything... Tinkering, Alchemy, Inscription, Carpentry, Blacksmithy, Tailoring?

Stratics isn't the greatest. For example, I remember you can save a lot more ingots/money by avoiding plate armor until the high 80's, where as they have you start making plate at 80 skill.

In particular, I am looking for good guides on Smithy and Carpentry ATM. I'm not having much luck with google.

bigcheezit
06-06-2007, 06:43 PM
Your best bet would be to ask people in the OU irc channel.

irc.gamesurge.net
#ou

F [a] C E
06-07-2007, 12:20 AM
k got an admin to answer some specifics that lots of people (myself included) seemed to be unsure of. pls to include in post!
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Tactics: Damage dealt by weapon, 100% at GM

Weapon Skill:
1) Chance to hit with weapon (or emptyhanded/spellbook/smithhammer) with Wrestling).
2) Chance to avoid being hit by a weapon *while* holding a weapon that uses your Weapon Skill.

Anatomy:
1) 60 enables bandage curing, 80 enables bandage ressing, both anat and heal are checked to determine cure and res success.
2) Increases heal amounts somewhat
3) [unconfirmed] adds to melee damage, 20% at GM?

EvalInt: Tactics but for Magery(TM).

Magery: "Mind Blast" never deals damage. Ever.

Resisting Spells:
1) Passive damage reduction on direct-damage spells.
2) Reduces debuff amount.
3) [unconfirmed] May grant chance to completely resist certain spells, like Paralyze.

Inscription: Is only a tradeskill. No effect on anything.

bigcheezit
06-07-2007, 01:40 AM
2) Reduces debuff amount.

I believe this is false...

Magery only increases debuff amount. ie. 50 Magery you might weaken for -6. When you have 100 Magery, you will weaken for -11.

Wrathchild
06-08-2007, 04:48 PM
So do I read that right - Anatomy does NOT increase melee damage?

bigcheezit
06-08-2007, 05:24 PM
Anatomy increases melee damage by 20% I believe.