![]() |
Shard Features/Info
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 :)) |
I was thinking anatomy rather than wrestling for tank mage.. what are your thoughts?
|
Not a good idea, you'll never be able to cast a spell... you'd get hit every time.
|
Quote:
|
If you plan on pvping, it won't really work out.
|
Updated with a magery skillgain guide
|
Are tamers any good with those rules? I like having a nightmare :D
|
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. |
Your best bet would be to ask people in the OU irc channel.
irc.gamesurge.net #ou |
k got an admin to answer some specifics that lots of people (myself included) seemed to be unsure of. pls to include in post!
-------------------------------------------------------------------------- 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. |
Quote:
Magery only increases debuff amount. ie. 50 Magery you might weaken for -6. When you have 100 Magery, you will weaken for -11. |
So do I read that right - Anatomy does NOT increase melee damage?
|
Anatomy increases melee damage by 20% I believe.
|
All times are GMT -4. The time now is 11:00. |
Powered by: vBulletin Version 3.8.11
Copyright ©2000 - 2003, Jelsoft Enterprises Ltd.
All Content Copyright 1999-2020 Tribalwar.Com, LLC