Skills/Subclasses


  • retired

    For people's reference... since I have nowhere else to put it

    If anyone wants to know what a skill does feel free to ask here, I will reply to the best of my ability

    [global skills]:
    1) scrolls
    2) staves
    3) wands
    4) hand to hand
    5) single weapon style

    [mage skills]:
    1) dagger
    2) quarterstaff
    3) lightning bolt
    4) dispel magic
    5) shield
    6) stone skin
    7) fireball
    8) magic missile
    9) shocking grasp
    10) burning hands
    11) chain lightning
    12) invis
    13) armor
    14) control weather
    15) haste
    16) giant strength
    17) infravision
    18) colour spray
    19) earthquake
    20) charm person
    21) pass door
    22) fly
    23) invisibility

    [cleric skills]:
    1) mace
    2) flail
    3) quarterstaff
    4) sanctuary
    5) create food
    6) cure light
    7) cure serious
    8) cure critical
    9) heal
    10) refresh
    11) cure blindness
    12) cure disease
    13) cure poison
    14) create water
    15) continual light
    16) create spring
    17) cause light
    18) cause serious
    19) cause critical
    20) harm
    21) control weather
    22) detect hidden
    23) flamestrike
    24) detect invis
    25) detect magic
    26) remove curse
    27) identify
    28) create rose
    29) word of recall
    30) meditation

    [thief skills]:
    1) steal
    2) dagger
    3) sword
    4) hide
    5) sneak
    6) peek
    7) acrobatics
    8) second attack

    [warrior skills]:
    1) sword
    2) axe
    3) dagger
    4) spear
    5) whip
    6) second attack
    7) bash
    8) dodge
    9) fast healing
    10) enhanced damage
    11) parry
    12) third attack
    13) kick

    [necromancer skills]:
    1) feign
    2) animate dead
    3) raise dead
    4) energy drain
    5) kill
    6) chill touch

    [sorcerer skills]:
    1) web
    2) silence
    3) sleep
    4) death grip
    5) slow
    6) channel
    7) inferno
    8) summon
    9) weaken
    10) faerie fire
    11) blindness
    12) cancellation
    13) acid blast

    [wizard skills]:
    1) inferno
    2) electrical barrier
    3) light shroud
    4) entrap
    5) sanctuary
    6) locate object
    7) fireproof
    8) lore
    9) blindness
    10) healing hands
    11) sanctuary
    12) improved invisibility
    13) acid blast
    14) calm
    15) room shield
    16) starflare
    17) dispel room
    18) gate
    19) nexus
    20) summon
    21) mass invis
    22) afterburn

    [witch skills]:
    1) skull
    2) counterspell
    3) third eye
    4) dispel good
    5) poison
    6) curse
    7) plague
    8) spear
    9) demonfire
    10) fly
    11) blindness
    12) mass healing

    [druid skills]:
    1) dispel evil
    2) dispel good
    3) brew
    4) cosmic blast
    5) enchant armor
    6) enchant weapon
    7) underwater breathing
    8) fireproof
    9) summon
    10) scribe
    11) lore
    12) earthquake
    13) call lightning
    14) calm
    15) word of recall
    16) bless
    17) archery
    18) bow

    [monk skills]:
    1) counterspell
    2) dodge
    3) dispel evil
    4) frenzy
    5) fireproof
    6) catch
    7) bless
    8) stone skin
    9) armor
    10) dirt kicking
    11) kick
    12) lore
    13) meditation
    14) mass healing
    15) holy word
    16) reverie
    17) martial arts
    18) deep trance

    [assassin skills]:
    1) blackjack
    2) enhanced damage
    3) slit throat
    4) envenom
    5) backstab
    6) hunt
    7) crossbow

    [rogue skills]:
    1) circle
    2) pick lock
    3) backstab
    4) detect traps
    5) blackjack
    6) hunt
    7) haggle
    8) scan

    [bard skills]:
    1) music
    2) lore
    3) haggle

    [marauder skills]:
    1) fourth attack
    2) dirt kicking
    3) two-handed weapon style
    4) intimidate
    5) bash
    6) kick
    7) polearm

    [gladiator skills]:
    1) circle
    2) dual wield
    3) rescue
    4) disarm
    5) two-handed weapon style
    6) bash
    7) kick
    8) shield and weapon style
    9) exotic
    10) polearm
    11) shield block
    12) mace

    [paladin skills]:
    1) refresh
    2) cure critical
    3) rescue
    4) dual wield
    5) disarm
    6) armor
    7) bless
    8) shield and weapon style
    9) remove curse
    10) cure disease
    11) cure poison
    12) shield block
    13) stone skin
    14) cure blindness
    15) polearm
    16) cure serious
    17) cure light
    18) cause light
    19) cause serious
    20) continual light
    21) mount and weapon style
    22) smite

    [archmage skills]:
    1) ice storm
    2) fire cloud
    3) discharge
    4) eagle eye
    5) spell trap
    6) wither
    7) maze
    8) destruction

    [geomancer skills]:
    1) electrical barrier
    2) frost barrier
    3) fire barrier
    4) master weather
    5) ensnare
    6) stone spikes

    [illusionist skills]:
    1) momentary darkness
    2) spell deflection
    3) wind of confusion

    [adept skills]:
    1) avatar shield
    2) glorious bolt
    3) light shroud
    4) exorcism
    5) turn undead

    [alchemist skills]:
    1) brew
    2) scribe
    3) throw
    4) recharge
    5) combine

    [ranger skills]:
    1) survey
    2) vision
    3) call familiar
    4) wilderness spear style
    5) shield and weapon style
    6) infuse
    7) trackless step
    8) archery
    9) bow
    10) crossbow

    [highwayman skills]:
    1) holdup
    2) bar
    3) pick
    4) backstab
    5) blackjack
    6) ambush

    [ninja skills]:
    1) throw
    2) bomb
    3) evasion
    4) cloak of guile
    5) deathbarbs
    6) sword and dagger style
    7) dual wield

    [sage skills]:
    1) judge
    2) mob lore
    3) deception

    [warlord skills]:
    1) leadership
    2) bind
    3) pursuit
    4) weaving
    5) healing aura
    6) energy field
    7) spell shield
    8) dual wield
    9) shield and weapon style
    10) two-handed weapon style

    [destroyer skills]:
    1) warcry
    2) behead
    3) fourth attack
    4) athletics
    5) two-handed weapon style

    [crusader skills]:
    1) holy sword
    2) holy shield
    3) riding
    4) trample
    5) smite
    6) mount and weapon style
    7) shield and weapon style

  • registered

    Okay, I'm not too clear about these skills: dispel room - dispels the ROOM, or people in the room? fire cloud master weather momentary darkness wind of confusion avatar shield glorious bolt light shroud turn undead wilderness spear trackless step holdup - the helpfile makes it look pointless energy field riding

  • registered

    dispel room - dispels room and all rooms one room in every direction.

  • registered

    Riding is just what it implies. You get betters wandering around on a mount. Momentary darkness makes the room dark for a moonstone. Wind of confusion is supposed to break up forms, but I have never seen it do anything as of yet other than its echos. Trackless step is supposed to make it harder to track you in the wilds. Wilderness spear is a weapon style just for the spear. Supposed to help block some initial attacks. Do not need to be in the wilds for it to be useful.

  • registered

    What does exorcism do and why does it require a moonstone :P

  • retired

    ~~@Elmah:~~ > Okay, I'm not too clear about these skills: dispel room - dispels the room and surrounding rooms of inferno, room shield etc fire cloud - casts inferno on room and surrounding rooms master weather - instant weather change to stormy/cloudy/clear/rainy (control weather takes time to change as you are only controlling the winds) momentary darkness - blacks out the room so nobody can see anything, even with torches etc.. costs a moon stone wind of confusion - breaks up enemy formations avatar shield - 10% less damage taken from evil opponents glorious bolt - glorified holy lightning bolt (damage attack) light shroud - 10% less damage from undead beings turn undead - turn causes severe damage and makes them flee sometimes wilderness spear - spear fighting style, blocks first attack if successful trackless step - people can't hunt you holdup - freezes the person you are holding up for the duration of the holdup(think of a real holdup - they are too scared to make a move), but as soon as you do anything too, the holdup is canceled energy field - 10% less dam from energy and lightning attacks

  • newly_registered

    Could not find help files on the following: leadership bind weaving healing aura judge deception anyone care to enlighten me?

  • retired

    Since I'm sure most of these are missing helpfiles, if someone has a take/idea what the skill/spell does feel free to post it and e-mail it to me at n2brown@unix.cc.wmich.edu and I'll try to put em in as I get em sent to me. There will be rewards for any used files, and anyone who has sent me helpfiles has rewards coming. Along with recognition within the file aswell. eRT

  • registered

    ~~@Vader:~~ > Could not find help files on the following: > > leadership > > bind > > weaving > > healing aura > > judge > > deception > > anyone care to enlighten me? Leadership - gives hr and dr bonus' to everyone grouped with u when u are leading a form. Bind - supposed to stop bleeding type thing, but havent seen it work. weave- lets u choose which opponent to hit if u fighting a form judge - lets u tell relative alignment of whatever u are judging. deception - protects u from backstab, circle and other deceptive type attacks. healing aura - puts an aura around u not sure what it does.

  • registered

    Still have no idea what Exorcise does :P

  • registered

    ~~@Xavis:~~ > Still have no idea what Exorcise does :P Well my guess is it would undo possession.

  • registered

    [necromancer skills]: 1) feign 2) animate dead 3) raise dead 4) energy drain 5) kill 6) chill touch Necros are so screwed. That's all the spells we get when both Wizard and Sorcerer get well over 13 to 22\. Wizards have way too many spells. Necro needs more death, undead related spells. And a few good room affecting spells.

  • retired

    I just realized this but necromancers are the only mage class that doesn't get blind. I think Blindness should become a general mage spell.

  • registered

    I agree. It's basically essential to PK these days.

  • registered

    ~~@RedRaven:~~ > ~~@Xavis:~~ > > > Still have no idea what Exorcise does :P > > Well my guess is it would undo possession. You can't cast anything when possessed :P

  • registered

    Well here is my try at balancing out the spells for the first tier (0-120) Mage classes. - Necromancers –--------------- These are the class crossover spells that are also in Mage class: [Paladin Spells]: armor, stone skin [Cleric Spells]: sanctuary, control weather ++[Witch Spells]: fly, blindness ++[Druid Spells]: fireproof, summon, lore, earthquake, calm ++[Monk Spells]: fireproof, stone skin, armor, lore Suggested changes: * Remove 'Control Weather' from general mage class and giving it over to the Druid class since it fits better. * Removing 'Fireproof' from Wizard class and giving it over to the general Cleric class. * Move 'Lore' to the general Mage spells. * Move 'Blindness' to the General Mage list since I agree it is a needed pk spell for all mages. * Wizards have both teleportation spells that are "Gate" and "Nexus". That needs to be balanced out there is no reason Sorcerer should not also have the "Nexus" spell since it complements "Summon". –-------------- Wizards for one they have too many spells some need to be removed or Sorcerer and Necromancer need more spells to balance it out. Personally I suggest doing both. In one way we don't need to add too many new spells and in other we need to move some of them around. Sorry Wizards I'm picking on you guys the most here but don’t' worry it will balance out in the end. Alright this is all for the Necromancers right now. I'll work on a list for the Sorcerers next. For Necromancer I suggest creating a new teleport spell call "Shadow Walk". Shadow Walk - This spell allows Necromancer to walk the shadows between the planes of the living and dead. Unlike Nexus or Gate - Shadow Walk links a Necromancer to a dead body before it decomposes and allows them or their party (if grouped) to walk the shadow plane teleporting them to the location of the dead body (can be player's or a NPC's). Note: This is not an exact location spell. It will find the nearest body with in the area stated by the spell so be careful. Regents needed: dead body (target) and a bone. Syntax - Cast 'Shadow Walk' Example: Cast 'Shadow Walk' 'Plith' 'Northwest Corner of Plith' Cast 'Shadow Walk' 'Plith' 'rat' The spell will then search for a dead rat located at the 'Northwest Corner of Plith' if found it will then stabilize the body and open a portal to that location. The case of the 2nd way of casting the spell it will simple look for a dead rat in Plith warning this is a random. The portal will only stay open until the Necromancer walks through it then it will close, so if they are with a party have your followers go through first unless they are NPCs then they will auto follow. Warning this spell can link to a NPK or CPK room. It is suggested to use a Locate Dead spell or the Look command before entering the portal. Other new spells for Necromancers: Locate Dead - This spell allows a Necromancer to locate dead bodies within a given area. This will help then when using 'Shadow Walk' spell. Syntax - cast 'Locate Dead' Example: cast 'Locate Dead' 'Plith' '10' This will then generate a list of 10 dead bodies currently in Plith and their room location. Charm Undead - This spell is like 'animate Dead" only it will allow a Necromancer to better control higher level Undead such as Vampires, zombies, ghosts, wraith, spirits, etc. The spell will only last for 20 hours after that time the undead either must be re-charmed or they will attack the necromancer since they are angry over being controlled. Syntax - Cast 'charm undead' Siphon - Unlike 'Energy Drain' that only allows one to draw energy from your opponent this spell allows Necromancers to draw energy from any Charmed dead or undead under their control. Once the dead has been drained fully the body will turn to dust so it cannot be re-charmed. The spell will start draining randomly any dead or undead currently following the Necromancer. Syntax - Cast 'Siphon' Banish - This spell will allow a Necromancer who has no more use for a charmed dead to "Banish" it's spirit and return it to the dead. Dead who are banished will turn to dust. Syntax - Cast 'Banish' Example: Cast 'Banish' elf This will cause the first dead elf on the follow list to be banished. Note: Another use for this spell is that any Necromancer can 'banish' a charmed dead of another Necro. So it will be a good one to use in a PK fight between two Necromancers. Death Eye - This spell allows a Necromancer to look through the eyes of the dead and see what is happening with in a given room. This spell uses the information acquired from 'Locate Dead' spell. Syntax - Cast 'Death Eye' Example: cast 'death eye' 'plith' 'Northwest Corner of Plith' Petrify - This spell acts like web in that the victim is unable to move or caste spells for 2 rounds. Syntax - Cast 'Petrify' Now for one multi room spell: Carnage - This spell for a random number of rooms casts a ray of icy death in a given direction. Syntax - Cast 'Carnage' For the last spells something that is room oriented would be nice here so let's go with 2 room spells just for Necromancers. Tomb Lock - This spell works like 'Room Shield' in some ways. No one except for Necromancers can leave the room while the spell is in place. When in place fire spells cannot be used against the caster nor can anyone teleport out of the room. Otherwise it is just a locked room all other spells and skills are operation able. Syntax - Cast 'tomb lock' Wane - This spell is the opposite of 'Inferno' instead it infects the room with a numbing chill of death causing ice damage to all who enter the room. While it does not blind it can cause confusion making one to slow down. Syntax - Cast 'wane' As a last item Necromancers should also have a skill something like skull. If you have ever seen Necromancers at work they are always shown with skulls and bones all about them. I hope the above gets you all thinking these are only a suggested list to balance out Necromancers vs Wizards. It all can change so please play with these ideas, add to them or come up with better ones.

  • registered

    This is a good list of ideas. I really like the shadow walk, locate dead, and the others that revolve around that.

  • registered

    ~~@Elmah:~~ > This is a good list of ideas. I really like the shadow walk, locate dead, and the others that revolve around that. I changed Drain to Siphon it sounds better and less confusing. I tried to make them interactive.

  • registered

    [illusionist skills]: 1) momentary darkness 2) spell deflection 3) wind of confusion Well this idea comes from Baldur's Gate/DAI Playstation2\. Personally I like it and would love to see Illusionist use this spell. Faith's Sword - This spell when casted creates a spirit sword that does 1 to 10 points of damage (uses the same ticks as a bow does now only it auto repeats until it is dispelled or the target is dead). The sword lasts for 20 hours and must be directed to its target. While it does low damage, still it can disrupt spells being casted by the target and its repeated attacks are indepenant from its caster. The sword will not cause it's target to attack the caster nor dimish the caster's attacks. Well you get the idea here. It's a low level annoyance.

  • registered

    ~~@Xavis:~~ > ~~@RedRaven:~~ > > > ~~@Xavis:~~ > > > > > Still have no idea what Exorcise does :P > > > > Well my guess is it would undo possession. > > You can't cast anything when possessed :P Someone else could cast it to release u.

  • retired

    I guess I don't see as big a balance issue between necro and wizard. But here's my opinion on this: Shadow Walk: Greatly overpowered. Imagine the CPK consequences. One person of lets say level 55 CPK's a member of a church who is also level 55\. The 120 in the church sees the death message, and shadow walks right to the person (since there's little guess work when you realize what is around you) and the 120 goes in and CPK's the offendor. While it is all in the spirit of CPK, it really deters people from fighting more than anything else. Charm Undead: Good in theory, but I'm not sure what we would improve over regular charm besides level you could charm. And that could be dangerous because we might have some cases as extreme as someone walking around with Scarm as a pet (an exageration, but still something that needs to be considered) I like Siphon. Might need to make it do a lot more damage than it heals the necro, however, because you can charm a level 120 mob and never have to regen hp Petrify looks alright, but it should probably cost a moonstone. 2 rounds of spell free combat would give anyone time to do SERIOUS damage. Not sure about Carnage. Seems like that'd be more of a remort skill if anything. Tomb Lock seems overpowered as well. Need some other opinions on it first though because I don't know much about room shield either. Wane is good, except casting slow costs a moonstone, so it would either need a moonstone or you should maybe look for another affect. I liked most of these ideas, but I wasn't aware of the problem between necros and wizards. eRT

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