A handful of ideas to change useless skills and add craftables

I started playing UO in feb. of 1998 and since then i have always wanted to see some of the fairly useless skills overhauled or removed. Over this nearly 20 year period, i feel ive come up with some fairly good ideas and i would like to see what people think of some of them.
If you feel you can edit one of my ideas and make it better, please feel free to do so or if you want to add to the list i made, please feel free to do so as we might all have new idea's as a result of that.



CURRENT SKILLS


BEGGING:
After 60 begging, a player will start having the chance of receiving items or resources related to the NPCs profession.
Example: A beggar with 60 skill who is begging a carpenter has a 15% chance of receiving 12 boards (x2 skill) while a beggar with 100 skill, will have a 40% chance of receiving 20 boards (x2 skill).

To add some real value to these players, lets add the possibility that a player 81 skill has a 0.001% chance of receiving a rare related to that profession and a player with 100 skill has a 0.01% chance.

We would also maintain the current begging standards as to prevent farming.


ITEM ID:
Item ID(70) + Tinkering(60) can create Item ID Wands.

Item ID(81) + Tinkering(81) can create Item ID station deeds, that are placed in a house, much like any craftable item in deed form. The owner uses charge deeds to give the station charges.

Item ID(96) + Tinkering(90) can create portable ID lock boxes, same concept and functions as the station.

Item ID(70) can create recharge deeds. Up to 30 charges per deed and they are used to recharge the station and box.


COOKING:

This one is very simple.
Cooking can mirror alchemy but w/reduced statistics.

70 skill, heal fish steaks.
80 skill, great heal fish steaks.
81 skill, str increase fish steaks. (+ 7 instead of 10 or whatever Greater STR gives you)
etc.

We could also take this a bit further and have min. requirements of magery and include say, magic reflect fish steaks.



NEW SKILL(S)
:

ADVANCED STEALTH:
Requirement: GM Hiding/ 90 Stealth.
Advanced Stealth allows players to run while in stealth mode up to a certain number of steps. +1 step for every... 10 skill? 8 skill? around there.
At 81 players will have the ability to strike or cast, until the strike or cast lands before being revealed.
Lets say.... 81 =15%, 85 = 18%, 95 = 25%, GM = 40%. Just as an example.

Just to clarify this. You will not be able to maintain being hidden while attacking, JUST the chance for the first strike happening before becoming visible. So no, players will not be able to continuously attack someone while hidden. After the reveal, the regular rules apply.




MISC. CRAFTABLES & SKILL ADDITIONS:


GAUNTLETS:
This is a gloved weapon for players with wrestling. They would be considered "mage armor" and the crafting requirements would vary. Lets say 60 Blacksmithy + 30 Tinkering for NPC bought quality. Up to GM Blacksmith and 70 Tinkering for craftable vanq or slayer gauntlets. Generally something similar to what we see with blacksmithing as it stands, except with the addition of tinkering given the functioning parts of a gauntlet. OR, we could also make it so Inscription would be required for magical gauntlets.

BLANK SCROLLS:
Simple enough. 50 Inscription. 50 Tinkering or Carpentry. "Wood Pulp Press" item and you start with a... 60% chance of success.

HOME GATES:
Carpentry+Magery or Tinkering+Magery.
This crafts two tiles and only functions when locked down. Once both are locked down, a gate will open that you can use to go back and forth from locations. Good for people with multiple houses, friends or even guilds.



So those are a few ive had at the top of my head since i started playing UO again. I know there are plenty more ive thought of in the past, but ill have to go through the cobwebs in my brain to get to them.
 

girana

Grandmaster
i like that stuff

just 2 things


ADVANCED STEALTH:
Requirement: GM Hiding/ 90 Stealth.
Advanced Stealth allows players to run while in stealth mode up to a certain number of steps. +1 step for every... 10 skill? 8 skill? around there.
At 81 players will have the ability to strike or cast, until the strike or cast lands before being revealed.
Lets say.... 81 =15%, 85 = 18%, 95 = 25%, GM = 40%. Just as an example.


HOME GATES:
Carpentry+Magery or Tinkering+Magery.
This crafts two tiles and only functions when locked down. Once both are locked down, a gate will open that you can use to go back and forth from locations. Good for people with multiple houses, friends or even guilds.


STEALTH is already crazy strong here no buff needed

HOME GATES: these are on House Goldsink Vendor
 

[Legato]

Master
I think begging would be useful for blacksmiths and tailors to have to also be able to speed up BOD times. A % of your begging skill has a % chance to reduce your BOD timer by % amount. That way not always will it work, but the higher your skill, the higher your chance, and the shorter the window between BODs are when it triggers. maybe cap it at 50% reduction or two given out or something

What about the other useless skills though?
  • Herding - Used only by asshole pk's. Maybe include on tamers to help add skill gain synergy/chance rate, or for rare tame mobs. Maybe if a DB is 10% chance to tame at 115, with herding it becomes 30% chance.
  • Taste Identification - synergize with cooking and alchemy
  • Throwing - Make it like archery but maybe slower, harder hitting?
  • Imbuing - This one seems obvious
  • camping - Completely useless at the moment.
  • Item ID - Wands are easy to get. You'll need to add serious buffs to this as a skill and synergy for other skills for this to be worth while at all..
  • Mysticism
  • Spell Weaving
  • Spirit Speak
  • Detect Hidden - useful but seriously weak
  • Remove Trap - Needs some good buffs to be worthwhile in any template
 
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