Skills/Subclasses
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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]:
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scrolls
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staves
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wands
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hand to hand
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single weapon style
[mage skills]:
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dagger
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quarterstaff
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lightning bolt
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dispel magic
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shield
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stone skin
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fireball
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magic missile
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shocking grasp
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burning hands
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chain lightning
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invis
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armor
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control weather
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haste
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giant strength
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infravision
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colour spray
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earthquake
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charm person
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pass door
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fly
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invisibility
[cleric skills]:
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mace
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flail
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quarterstaff
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sanctuary
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create food
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cure light
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cure serious
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cure critical
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heal
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refresh
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cure blindness
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cure disease
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cure poison
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create water
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continual light
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create spring
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cause light
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cause serious
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cause critical
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harm
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control weather
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detect hidden
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flamestrike
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detect invis
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detect magic
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remove curse
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identify
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create rose
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word of recall
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meditation
[thief skills]:
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steal
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dagger
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sword
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hide
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sneak
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peek
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acrobatics
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second attack
[warrior skills]:
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sword
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axe
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dagger
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spear
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whip
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second attack
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bash
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dodge
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fast healing
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enhanced damage
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parry
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third attack
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kick
[necromancer skills]:
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feign
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animate dead
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raise dead
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energy drain
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kill
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chill touch
[sorcerer skills]:
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web
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silence
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sleep
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death grip
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slow
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channel
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inferno
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summon
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weaken
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faerie fire
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blindness
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cancellation
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acid blast
[wizard skills]:
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inferno
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electrical barrier
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light shroud
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entrap
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sanctuary
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locate object
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fireproof
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lore
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blindness
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healing hands
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sanctuary
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improved invisibility
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acid blast
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calm
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room shield
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starflare
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dispel room
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gate
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nexus
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summon
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mass invis
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afterburn
[witch skills]:
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skull
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counterspell
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third eye
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dispel good
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poison
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curse
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plague
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spear
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demonfire
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fly
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blindness
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mass healing
[druid skills]:
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dispel evil
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dispel good
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brew
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cosmic blast
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enchant armor
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enchant weapon
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underwater breathing
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fireproof
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summon
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scribe
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lore
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earthquake
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call lightning
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calm
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word of recall
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bless
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archery
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bow
[monk skills]:
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counterspell
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dodge
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dispel evil
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frenzy
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fireproof
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catch
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bless
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stone skin
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armor
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dirt kicking
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kick
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lore
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meditation
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mass healing
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holy word
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reverie
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martial arts
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deep trance
[assassin skills]:
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blackjack
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enhanced damage
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slit throat
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envenom
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backstab
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hunt
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crossbow
[rogue skills]:
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circle
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pick lock
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backstab
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detect traps
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blackjack
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hunt
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haggle
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scan
[bard skills]:
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music
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lore
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haggle
[marauder skills]:
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fourth attack
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dirt kicking
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two-handed weapon style
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intimidate
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bash
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kick
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polearm
[gladiator skills]:
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circle
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dual wield
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rescue
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disarm
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two-handed weapon style
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bash
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kick
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shield and weapon style
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exotic
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polearm
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shield block
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mace
[paladin skills]:
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refresh
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cure critical
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rescue
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dual wield
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disarm
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armor
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bless
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shield and weapon style
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remove curse
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cure disease
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cure poison
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shield block
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stone skin
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cure blindness
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polearm
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cure serious
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cure light
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cause light
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cause serious
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continual light
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mount and weapon style
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smite
[archmage skills]:
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ice storm
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fire cloud
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discharge
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eagle eye
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spell trap
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wither
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maze
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destruction
[geomancer skills]:
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electrical barrier
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frost barrier
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fire barrier
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master weather
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ensnare
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stone spikes
[illusionist skills]:
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momentary darkness
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spell deflection
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wind of confusion
[adept skills]:
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avatar shield
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glorious bolt
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light shroud
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exorcism
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turn undead
[alchemist skills]:
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brew
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scribe
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throw
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recharge
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combine
[ranger skills]:
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survey
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vision
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call familiar
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wilderness spear style
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shield and weapon style
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infuse
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trackless step
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archery
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bow
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crossbow
[highwayman skills]:
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holdup
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bar
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pick
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backstab
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blackjack
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ambush
[ninja skills]:
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throw
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bomb
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evasion
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cloak of guile
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deathbarbs
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sword and dagger style
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dual wield
[sage skills]:
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judge
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mob lore
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deception
[warlord skills]:
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leadership
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bind
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pursuit
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weaving
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healing aura
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energy field
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spell shield
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dual wield
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shield and weapon style
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two-handed weapon style
[destroyer skills]:
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warcry
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behead
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fourth attack
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athletics
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two-handed weapon style
[crusader skills]:
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holy sword
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holy shield
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riding
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trample
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smite
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mount and weapon style
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shield and weapon style
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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
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dispel room - dispels room and all rooms one room in every direction.
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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.
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What does exorcism do and why does it require a moonstone :P
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<quote author="Elmah">
@Elmah:Okay, I'm not too clear about these skills:</quote>
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 <undead person="">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</undead>
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Could not find help files on the following:
leadership
bind
weaving
healing aura
judge
deception
anyone care to enlighten me?
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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
<email email="n2brown@unix.cc.wmich.edu">n2brown@unix.cc.wmich.edu</email>
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
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<quote author="Vader">
@Vader:Could not find help files on the following:
leadership
bind
weaving
healing aura
judge
deception
anyone care to enlighten me?</quote>
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.
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Still have no idea what Exorcise does :P
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[necromancer skills]:
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feign
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animate dead
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raise dead
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energy drain
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kill
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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.
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I agree. It's basically essential to PK these days.
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Well here is my try at balancing out the spells for the first tier (0-120) Mage classes. - Necromancers
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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:
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Remove 'Control Weather' from general mage class and giving it over to the Druid class since it fits better.
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Removing 'Fireproof' from Wizard class and giving it over to the general Cleric class.
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Move 'Lore' to the general Mage spells.
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Move 'Blindness' to the General Mage list since I agree it is a needed pk spell for all mages.
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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' <name of="" area=""><location or="" body="" type="">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 <direction>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' <name of="" area=""><number to="" list,="" 1-10="">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' <type>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' <area> <room title="">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' <victim>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' <direction>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.</direction></victim></room></type></number></name></direction></location></name>
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This is a good list of ideas. I really like the shadow walk, locate dead, and the others that revolve around that.
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<quote author="Elmah">
@Elmah:This is a good list of ideas. I really like the shadow walk, locate dead, and the others that revolve around that.</quote>
I changed Drain to Siphon it sounds better and less confusing. I tried to make them interactive.
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[illusionist skills]:
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momentary darkness
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spell deflection
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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.
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