Author:
Darkstone News
|
[
Next Thread |
Previous Thread |
Next Message |
Previous Message
]
Date Posted: Tue, Feb 11 2003, 11:22am
In reply to:
Darkstone News
's message, "New weapons for AoS *pics*" on Thu, Feb 06 2003, 01:30pm
In many ways, the Age of Shadows expansion promises a “whole new UO.” With
such a large number of spotlighted changes coming all at once, we wanted to
take a moment to call attention to some of the less obvious happenings and improvements
that will also be occurring.
Adventuring Skills & Activities
- Virtually all combat formulae have changed—some slightly and others quite
a bit—to accommodate the new changes and systems.
- The Skill Scrolls of Power will now include scrolls for Chivalry, Focus,
Necromancy, Stealing, and Stealth.
- As of AoS, there will no longer be a “stun paralyze” effect. The “Paralyze”
special move (both weapon and Wrestling versions) has been converted to impose
a “normal” paralyze effect which has a duration of
4 seconds.
- Arms Lore will continue to be used for the Wrestling “Disarm” move, but
will no longer give substantial information about items. Players will now
be able to see all of an item’s properties in a new menu.
- Gaining in the Parry skill will no longer be limited to using a shield,
since you can now parry using weapons (unless your Parry skill is locked,
of course).
- Discordance no longer affects a creature’s primary and derived stats. Instead,
it applies negative modifiers to some of the new Stat types and Resistances,
for the duration of the effect.
- Item Identification is no longer required to reveal item properties, and
the future of this skill is being discussed.
Magic-related Abilities & Activities
- First circle spells are now interruptible. However, spellcasters
who have items with the new “faster casting” item property may time their
spells to cast even before another spellslinger
has the opportunity to interrupt it.
- All spell damage values have changed.
- The Inscription skill will give a slight spell damage bonus. It also still
gives benefits to the Reactive Armor, Magic Reflection, and Protection spells.
- It is especially important to note that the Evaluate Intelligence skill
now affects spell damage independently of the target’s Resisting Spells skill.
- Resisting Spells skill gain should now be more reliable.
- The Resisting Spells skill may only defend against non-damaging offensive
spells (Blood Oath, Clumsy, Corpse Skin, Curse, Feeblemind,
Mana Drain, Mana Vampire, Mind Rot, Pain Spike, Paralyze, Poison, Poison Field,
and Weaken).
- Protection now has a casting speed penalty, in addition to Physical Resistance
and Resisting Spells penalties. However, the “faster casting” item property
may be used to offset this penalty.
- Poison Field now deals a poison level based on the poison skill of caster.
- The Mindblast damage calculation formula has changed. Note:
Mindblast damage is based on Intelligence and Magery
skill, but Evaluate Intelligence skill is not a factor.
- Trapped pouch damage has changed. Note: Users of UO Assist should be cautious,
as counting items with UOA may trigger trapped pouches.
- Changes have been made to the Earthquake spell’s line-of-sight check; Earthquake
can no longer be cast through walls.
- Blade Spirit and Energy Vortex creatures now have fewer hit points.
- Meditation’s Mana regeneration is no longer less gradually ineffective as
you wear “better” armor. It either works fully (while wearing up to leather
and “mage armor” items) or doesn’t work at all.
Armor & Weapon Conversions
- Virtually all weapon & armor stats have changed. This includes their
strength requirements (which have increased), damage values, and swing speeds.
- Weapons:
- “Exceptional” weapons gain a 20% bonus to their damage rating (except
for Runic weapons, which will only get a 10% bonus).
- Weapon Damage Enchantments:
- “Ruin” becomes 15% damage bonus
- “Might” becomes 20% damage bonus
- “Force” becomes 25% damage bonus
- “Power” becomes 30% damage bonus
- “Vanquishing” becomes 35% damage bonus
- Weapon Accuracy Enchantments:
- “Accurate” becomes 2% hit chance increase
- “Surpassingly” becomes 4% hit chance increase
- “Eminently” becomes 6% hit chance increase
- “Exceedingly” becomes 8% hit chance increase
- “Supremely” becomes 10% hit chance increase
- Weapon Durability Enchantments:
- “Durable” becomes 20% durability bonus
- “Substantial” becomes 50% durability bonus
- “Massive” becomes 70% durability bonus
- “Fortified” becomes 100% durability bonus
- “Indestructible” becomes 120% durability bonus
- Armor:
- Armor Rating (AR) will no longer exist. Instead, there will be five possible
intrinsic resistances: Physical, Fire, Cold, Energy, and Poison.
- Armor Durability Enchantments:
- “Durable” becomes 20% durability bonus
- “Substantial” becomes 50% durability bonus
- “Massive” becomes 70% durability bonus
- “Fortified” becomes 100% durability bonus
- “Indestructible” becomes 120% durability bonus
- Armor Defense Enchantments:
- “Defense” becomes self repair 1
- “Guarding” becomes self repair 1 and +1 to all five resistances
- “Hardening” becomes self repair 1 and +2 to all five resistances
- “Fortification” becomes self repair 1 and +3 to all five resistances
- “Invulnerability” becomes self repair 1 and +4 to all five resistances
Items & Crafting
- Some magic items (ex. glacial staff, vet reward robe & cloak) will have
their special properties converted into proper AoS-equivalent properties.
Some converted items will seem very similar to the previous versions, others
will see significant changes.
- Certain magic items that are not used in the new magic item system will
no longer spawn. These include items that incorporate silver and the Clumsy,
Feeblemind, Harm, Lightning, Magic Arrow, Mana Drain,
Paralyze, and Weaken spells.
- Order & Chaos shields will now be craftable. All players may use them,
although Order characters may not use Chaos shields and Chaos characters may
not use Order shields.
- Newly-improved Large Bulk Order Deeds will be worth more points.
- Bolas are now stackable and re-usable—they’ll drop
at the target’s feet after each use.
- “Newbie” (a.k.a. “valueless”) items will no longer exist in the game. Spellbooks
will instead become “blessed” (“no loot/no steal”). Players that wish to ensure
any other items stay with them post-death/resurrection should use the Item
Insurance option.
Creatures & NPCs
- Only the prospective owner needs to make a successful loyalty check when
transferring a pet. So, if you have a pet you can't control in your
stables, you may still trade it to someone who can.
- Pets will no longer drop obey the “drop” command unless they are bonded
to their owner.
- To accommodate the new combat system changes, many stats have changed for
all pre-and post-AoS creatures—including animals, monsters, and tamed pets.
Skill values have changed, elemental resistances & damages have been added,
loot has been changed, and hit points were reduced approximately 40%. (Note:
Before AoS, damage done against creatures was 2x normal before. Now creatures
and humans use the same damage scale.)
- All remaining UO:LBR monsters can now be found
spawning in the Yew swamps of Trammel and the entrance to Exodus’ lair in
Ilshenar.
- Many NPC shopkeeper prices have changed (for both buying and selling).
- The range limit for buying from and selling to NPCs has been extended.
Locations & Travel
- All newly-created Necromancer template characters will start in Malas’ city
of Umbra. All other newly-created characters (using either the basic profession
or advanced character templates) will start in either Trammel’s city of Haven
or Malas’ city of Umbra.
- The ability to use Recall and Gate Travel for inter-facet travel between
Felucca, Trammel, and Malas is now possible. A player-created Moongate that
leads from a non-PvP ruleset to a PvP ruleset will be red-hued and provide an alert to any
player attempting to use it.
- Britannian scholars suggest that the ability to use Recall or Gate Travel
to exit Ilshenar will be possible in the near future.
[
Next Thread |
Previous Thread |
Next Message |
Previous Message
]
|