Flexible Class System

[ Important Notes ]  [ Using the Skills Window ]

Update

  • 06/05/04 - Secondary Skill points have been increased for most classes.  This should allow you to take the smaller skills you need for a bit of taming, camping or magery.
  • 03/10/05 - Clericy has been added to the tables below.
  • 3/12/05 - Added the list of secondary skills - FINALLY!
  • 03/29/06 - Clerics have been given Leadership as a primary skill.
  1. PRIMARIES: You can set your skill values for your primaries any way you want as long as the total value of those skills in column TWO does not exceed the point value in column ONE. 
  2. Trade skills can NOT go in your primary slots, you must use them out of your secondaries.(except obviously for the crafter class.) This has been changed, you CAN add trade skills into your primaries, but they can only be capped at 90 when there.  Obviously the crafter class can have trade skills in primaries to 120.
  3. SECONDARIES: You can have as many secondary skills to 90 that you want as long as the total value of the skills does not exceed the value in column THREE and is not listed as restricted in column FOUR.
  4. You no longer get "all other skills" to 60.
  5. TRADES: You do not get a free trade skills, you must use your extra secondary points in column THREE to choose a trade.  This allows you to choose trades and get them up to GM, but at the cost of secondary points.
  6. Special abilities are class based.
  7. The Craftsman class can have any other NON-craft skill also to 120 (obviously within the point cap limit)
  8. Stats Caps can be set just like skill caps can be.
  9. AR remains class based. (crafters get AR at 20)
  10. ONLY the Crafter class will get craft based special abilities and special items.

 COLUMN

ONE

TWO

THREE

FOUR

 

Skill Points for Primary

Skills for Primary group - You can have these skills as high as 120.

# of extra points to distribute - You can have any of these skills as high as 90

You can not have the following skills over 60.

Paladin

500

Parry, Mace & Fencing & Swords  Tactics  Healing  Magic Resist

550

Anatomy Archery Camping Cartography Clericy DetectHidden Druidry Leadership Lockpicking Magery Meditation Necromancy Peacemaking Provocation Stealing Stealth Tracking Veterinary Wrestling

Invocation, Music, Hiding, Taming, Alchemy, Poisoning

 

 

 

 

 

 

Knight

600

Leadership Parry  Mace & Fencing & Swords  Tactics  Anatomy  Alchemy *  Poisoning

450

Archery Camping Cartography DetectHidden Healing Lockpicking MagicResistance Meditation Peacemaking Provocation Stealing Stealth Tracking Veterinary Wrestling

Invocation, Music, Hiding, Druidry/Necro, Taming, Magery, Clericy

 

 

 

 

 

 

Warrior

550

Mace & Fencing & Swords Parry  Tactics  Anatomy  Archery  Wrestling

600

Camping Cartography DetectHidden Healing Hiding Invocation Leadership Lockpicking MagicResistance Meditation Peacemaking Poisoning Provocation Stealing Stealth Taming Tracking Veterinary

Alchemy, Druidry, Necro, Magery, Music, Clericy

 

 

 

 

 

 

Ranger

500

Archery Tactics  Anatomy  Camping, Tracking Detect Hidden

660

Cartography Clericy Druidry Fencing Healing Hiding Leadership Lockpicking Macefighting Magery MagicResistance Meditation Necromancy Parry Peacemaking Provocation Stealing Stealth Swordsmanship Taming Veterinary Wrestling

Alchemy, invocation, music, poisoning

 

 

 

 

 

 

Tamer
(pls read)

400

Taming Healing  Tracking  Veterinary

660

Anatomy Archery Camping Cartography Clericy DetectHidden Fencing Hiding Invocation Lockpicking Macefighting Magery MagicResistance Meditation Musicianship Parry Peacemaking Poisoning Stealing Swordsmanship Tactics Wrestling

Provocation, alchemy, Druidry/necro, stealth, leadership

 

 

 

 

 

 

Cleric
Priest

500

Healing Anatomy  Mace & Fencing & Swords  Magic Resist  Magery  Wrestling  Meditation, Clericy Leadership

550

Alchemy Camping Cartography DetectHidden Druidry Invocation Lockpicking Necromancy Parry Peacemaking Poisoning Provocation Stealing Stealth Tactics Taming Tracking Veterinary

Music, hiding, archery

 

 

 

 

 

 

Necro

600

Necro Magic Resist  Magery  Wrestling  Meditation  Poisoning  Eval Int (invocation)

500

Alchemy Anatomy Camping Cartography DetectHidden Fencing Healing Lockpicking Macefighting Peacemaking Provocation Stealing Stealth Swordsmanship Tactics Taming Tracking Veterinary

Archery, Druidry, music, hiding, parry, leadership, Clericy

 

 

 

 

 

 

Druid

600

Druidry (aka Animal Lore) Magic Resist  Magery  Wrestling  Meditation  Poisoning  Eval Int

500

Alchemy Anatomy Camping Cartography DetectHidden Fencing Healing Lockpicking Macefighting Peacemaking Provocation Stealing Stealth Swordsmanship Tactics Taming Tracking Veterinary

Archery, Necromancy, music, hiding, parry, leadership, Clericy

 

 

 

 

 

 

Mage

500

Magery Magic Resist  Meditation  Eval Int  Mace & Fencing & Swords  Alchemy *

580

Anatomy Archery Camping Cartography Clericy DetectHidden Healing Lockpicking Peacemaking Poisoning Provocation Stealing Stealth Tactics Taming Tracking Veterinary Wrestling

Music, Druidry, necro, hiding, parry, leadership

 

 

 

 

 

 

Bard

400

Music Lock picking  Provoke  Peacemaking Detect Hidden

660

Anatomy Archery Camping Cartography Clericy Fencing Healing Hiding Macefighting Magery MagicResistance Meditation Poisoning Stealing Stealth Swordsmanship Tactics Tracking Veterinary Wrestling

Alchemy, taming, parry, leadership, Druidry/necro, invocation

 

 

 

 

 

 

Assassin

700

Stealth Magic Resist  Mace & Fencing & Swords  Anatomy  Tactics  Wrestling  Poisoning  Hiding, Stealing

500

Alchemy Anatomy Archery Camping Cartography DetectHidden Healing Lockpicking Meditation Peacemaking Provocation Tracking Veterinary

Leadership, music, invocation, magery, taming, parry, druid, necro, Clericy

 

 

 

 

 

 

Rogue

500

Lock picking, Stealing Tactics  Hiding Poisoning Detect Hidden

650

Anatomy Archery Camping Cartography Clericy Fencing Healing Macefighting Magery MagicResistance Meditation Musicianship Parry Peacemaking Provocation Stealth Swordsmanship Tracking Veterinary Wrestling

Alchemy, invocation, leadership, taming, druid/necro

           
Craftsman 300 any 550 any no restrictons

Important Notes

The following are important changes to the class system that have been implemented for the general balancing of the classes.

  1. The switch from the old system on Sanctuary to the new system on Comraich left the following classes without enough skill points to take invocation at 60 which was an assumed skill.  Therefore with the implementation of Clericy invocation is not required for Clericy on the following classes:
    Paladin, Rouge, Bard and Ranger.
    However invocation IS required for all other classes.

Additional tweeks will be made as new systems are implemented and adjusted.

Using the Skills Window

To demonstrate how this skill window is used we will be using the Paladin Class as an example.  Below is the skill lists that they can have.  But first a few BASIC clarifications for everyone:  ANY skill can go into primaries or secondaries.  The only determining factor is what their skill caps can be.

  • A paladin can have a MAX skill cap of 120 for Parry, Mace, Fencing, Swords. Tactics. Healing AND Magic Resist IF they are placed in the primary slots.  However if Parry, Mace, Fencing, Swords. Tactics. Healing or Magic Resist is placed in a secondary slot they can ONLY go to 90.
    This means, if you want any of the skills listed in column two to go OVER 90, you must put them in your primary slots, otherwise you can put them in your secondary slots - OR simply not use them at all.  You don't need to take all the skills listed in Column Two.
  • All other skills EXCEPT those listed in Column Four AND trade skills can be set to a max skill cap of 90 in either primaries or secondaries.
  • Skills listed in red in Column Four can go into either primary or secondaries but the max cap is 60 for them.
  • Trade Skills (crafting and harvesting skills) can go to a max skill cap of 100 in secondaries ONLY.  If placed as a primary, they can only go to 90.  (The crafter class is an expectation to this as they can have trade skills to 120 in their primary slots.)

 COLUMN

ONE

TWO

THREE

FOUR

 

Skill Points for Primary

Skills for Primary group - You can have these skills as high as 120.

# of extra points to distribute - You can have any of these skills as high as 90

Skills over 60 you can’t have – we are prolly missing some obvious ones

Paladin

500

Parry, Mace & Fencing & Swords  Tactics  Healing  Magic Resist

550

Invocation, Music, Hiding, Taming, Alchemy, Poisoning

  1. To begin I type .skills and get the following window.
  2. Because I want all of the Paladins natural primary skills as listed in the chart, I will not be putting any other skills in this list.  However I can, this can be very helpful when I have a few points left over.  If you are choosing to take 110 or 120 in one or more skills, you may very likely have some points left over.
  3. Next this list of skills are displayed, I click the blue button and pick the skill I want.  As you can see in the window above, I've already done my skills.  You however will see a blank page with no skills listed.
  4. A window will then pop up asking you what the max skill cap you want for this skill to be, enter a value from 0 to 120 and click the OK.  REMEMBER: We can go as high as 120 for these skills because they are listed as our natural primaries being put in our primary slots, other skills have lower max skill caps.
  5. Repeat this for all of the skills you wish to add to your primary slots, until you have no points left.
  6. If you see this error on the bottom of the screen below the skills window, you have tried to enter a max skill cap value that is not acceptable. 
  7. Double check the following:
    1. Typos
    2. Trying to add a trade skill over 90 into primaries when NOT a crafter class.
    3. Trying to add any of the skills from column four in red over 60.
    4. Trying to add any skill NOT listed in column two (natural primaries) over 90.
  8. If you need to change a skill caps or skill value click the button next to the skill listed in the column.
  9. A small window will be displayed with 3 options.  Remove will take the skill out of the skills list for you (but you will NOT loose points until you click apply.  Reduce will lower the ACTUAL skill you have earned IMMEDIATELY. Change Cap will change the max skill cap (but no changes to actual skill values will happen until you hit apply.)
  10. Please NOTE this Reduce button is not all that necessarily.  There maybe times when you set a max skill cap below the actual skill you have, and the window will display that skill in red as seen below.  However you do not need to actually correct for that, because once you apply the changes and the skill check runs it will drop the skills for you.  The skill check runs about ever 5 to 15 mins.
  11. By now you should have set all your primaries.  Its time to move onto secondaries.  Adding secondaries skills works just like adding primaries with some obvious exceptions:  Skills OTHER THEN trades skills and those red skills in column four can only be set to 90.  Trades can go to 100 and Red Column Four skills to 60.  Take a look at my set up.
  12. As you can see I have Invocation set to 60 as it is in my red column four list.  I also have cooking set to 100 as that is a trade skills.  I have also chosen not to set any skills up to 90, being happy with my 80 points - but you certainly can go to 90.  I have also used up more points then I'm allowed, and will need to fix it so my point value is either 0 or higher.
  13. Once you are done setting your secondaries, we need to set our stat caps.  To set stat caps, click the blue button next to the stat caps.  If you have not yet chosen your stat caps, it will show 75 / 75 / 75 where I have 110 / 110 / 20.  Once you click the stat caps button you will be asked to enter the caps for Strength, then the Cap for Intelligence.  The remainder of the 240 points will be allocated to Dex.
  14. When you have everything just as you like it, click the Apply button.
  15. You can cancel at anytime, and you can always come back and change your skill caps around to your hearts content.

One VERY VERY important thing to remember in all this.  You are setting your skill CAPS, not your actual skill, you will still need to train those skills up.

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