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Difference between revisions of "Talk:Necromancy"

From Sanctuary Shard

(Created page with "=Introduction= Necromancy will be the first of the new spell systems to be implemented. The other four are Evocation, Influxtion, Druidry, and Mysticism. The primary drive for...")
 
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Necromancy will be the first of the new spell systems to be implemented. The other four are Evocation, Influxtion, Druidry, and Mysticism. The primary drive for each spell system will be to fill a specific combat style while have a role-play flavor.  The five systems are intended to be taken in combinations of 2, 3, or even 4. They are not intended to be "solo skills". The support skills for the new spell systems will be Evaluate Intelligence for all damage spells and Spirit Speak for all beneficial spells.  
 
Necromancy will be the first of the new spell systems to be implemented. The other four are Evocation, Influxtion, Druidry, and Mysticism. The primary drive for each spell system will be to fill a specific combat style while have a role-play flavor.  The five systems are intended to be taken in combinations of 2, 3, or even 4. They are not intended to be "solo skills". The support skills for the new spell systems will be Evaluate Intelligence for all damage spells and Spirit Speak for all beneficial spells.  
  
Necromancy will be renamed to Vahonomancy to better represent its role as a summoning system.  The skill will have three skins which will determine the type of summons; shamanic, demonic, and necrotic.
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The normal UO magic system involves casting the spell, often with a long cast time, and then targetting.  The new systems will have significantly shorter cast times but longer cooldowns. Most of the combat spells will be designed to eliminate the need for targetting after casting.  Instead, spellcasters will determie their target either via use of the .nexttarget command or by pulling up the mob's bar and double-clicking it to change target.  This should seriously reduce the "click factor" of the current UO game system.
  
Vahonomancy uses Evaluate Intelligence as its support skill and a basic Vahonomancer build is Vahonomancy, Evaluate Intelligence, Meditation, and Spirit Speak.  Spirit speak is included because it has a magical personal heal and will replace anatomy as the support skill for beneficial spells, however it is not required for the effectiveness of Vahonomancy.  
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Necromancy will be renamed to Vahonomancy to better represent its role as a summoning system.  The skill will have three skins which will determine the type of summons; shamanic, demonic, and necrotic. Vahonomancy uses Evaluate Intelligence as its support skill and a basic Vahonomancer build is Vahonomancy, Evaluate Intelligence, Meditation, and Spirit Speak.  Spirit speak is included because it has a magical personal heal and will replace anatomy as the support skill for beneficial spells, however it is not required for the effectiveness of Vahonomancy.  
  
 
This build should be as reasonably effective as a four skill Tamer build. It is assumed that a full build will include one or more of the other magic skills.   
 
This build should be as reasonably effective as a four skill Tamer build. It is assumed that a full build will include one or more of the other magic skills.   
  
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=Concept=
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Vahonomancy uses 4 summons which each have their own special ability.  The summons all behave lightly different and are used differently to manage a combat scenario. Summons will use their special ability on their own, but the caster can expend mana to force the summon to use the special ability on command via a spell.
  
 
=Spells=
 
=Spells=
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!Cool Down
 
!Cool Down
 
!Area of Effect
 
!Area of Effect
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|- style="vertical-align:top;"
 +
|Summon Familiar
 +
|10
 +
|55
 +
|?
 +
|30 sec
 +
|Current Target
 +
|-
 +
|
 +
| colspan="5" | This summons either a wolf, a vampire bat, or imp depending on the skill selected.  When the mob is summoned it will automatically attack either the caster's current target if they have one, or the first mob to target them.
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
|Perfection
+
|Summon Bite
|no cost
+
|Special
|0.0
+
|55
|until target changes
+
|Continual
|Any
+
|Special
|Caster
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|the familiar
 
|-
 
|-
 
|
 
|
| colspan="5" | Perfection is activated by using the Perfection Skill. When Perfection is activated it replaces the passive damage bonus of Precision and applies only to your current target. Once the target dies or you change targets perfection stops and reverts to precisions passive ability. This is ideal for mobs that take many hits to kill.
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| colspan="5" | This spell forces the familiar to bite its target. The caster can change this mob's target by changing their own target and hitting the spell again. This spell will continue indefinitely until; the mob is skilled or expires.  If the caster casts any other spell it will temporarily interrupt this spell's auto cast cycle.  
  
Each time you hit you gain a small damage bonus.  Each time you miss you loose a small damage bonus. The damage bonus is equal to your skill/10, so at 100 skill you gain a 10% damage bonus every time you hit, and lose 10% every time you miss, for a maximum bonus of 100%.
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(The mana cost and cooldown of this spell are directly equal to the mana regeneration rate of GM Mediation in 6 pieces of normal leather armor.)

Revision as of 14:32, 14 June 2020

Introduction

Necromancy will be the first of the new spell systems to be implemented. The other four are Evocation, Influxtion, Druidry, and Mysticism. The primary drive for each spell system will be to fill a specific combat style while have a role-play flavor. The five systems are intended to be taken in combinations of 2, 3, or even 4. They are not intended to be "solo skills". The support skills for the new spell systems will be Evaluate Intelligence for all damage spells and Spirit Speak for all beneficial spells.

The normal UO magic system involves casting the spell, often with a long cast time, and then targetting. The new systems will have significantly shorter cast times but longer cooldowns. Most of the combat spells will be designed to eliminate the need for targetting after casting. Instead, spellcasters will determie their target either via use of the .nexttarget command or by pulling up the mob's bar and double-clicking it to change target. This should seriously reduce the "click factor" of the current UO game system.

Necromancy will be renamed to Vahonomancy to better represent its role as a summoning system. The skill will have three skins which will determine the type of summons; shamanic, demonic, and necrotic. Vahonomancy uses Evaluate Intelligence as its support skill and a basic Vahonomancer build is Vahonomancy, Evaluate Intelligence, Meditation, and Spirit Speak. Spirit speak is included because it has a magical personal heal and will replace anatomy as the support skill for beneficial spells, however it is not required for the effectiveness of Vahonomancy.

This build should be as reasonably effective as a four skill Tamer build. It is assumed that a full build will include one or more of the other magic skills.

Concept

Vahonomancy uses 4 summons which each have their own special ability. The summons all behave lightly different and are used differently to manage a combat scenario. Summons will use their special ability on their own, but the caster can expend mana to force the summon to use the special ability on command via a spell.

Spells

Spell Mana Minimum Skill Duration Cool Down Area of Effect
Summon Familiar 10 55 ? 30 sec Current Target
This summons either a wolf, a vampire bat, or imp depending on the skill selected. When the mob is summoned it will automatically attack either the caster's current target if they have one, or the first mob to target them.
Summon Bite Special 55 Continual Special the familiar
This spell forces the familiar to bite its target. The caster can change this mob's target by changing their own target and hitting the spell again. This spell will continue indefinitely until; the mob is skilled or expires. If the caster casts any other spell it will temporarily interrupt this spell's auto cast cycle.

(The mana cost and cooldown of this spell are directly equal to the mana regeneration rate of GM Mediation in 6 pieces of normal leather armor.)

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