Welcome to Yserbius.Org! Join our Ultima Online Private Server and have some old school fun.

Character Class/Race Info

Navic

Inactive Members
#1
Slo mentioned making each class unique to the others, so that's what I'm shooting for. Here are some idea's I have on "specializing" the 6 classes. I say we break them into 3 categories; Fighters, Skill monkeys, and Spell casters.

Fighting classes: Good fighters, average skills, weak spell casters
-Barb
-Knight

Skill monkey classes: Average in all three.
-Ranger
-Thief

Spell casters: Weak fighters, average skills, good spell casting.
-Cleric
-Wizard

Though I've put 2 classes under the same category, each will be different. We'll use this thread to flesh-out each class.
 

Navic

Inactive Members
#2
Spell casting & Skill notes...
I'll level-up each class and note at what level they recieve new spells & skills. I'm not sure yet, but I think...
The Knight and Ranger classes should be more proficient in Clerical (divine) spells/skills then Wizardry (arcane) spells/skills.
The Barb and Thief would be the opposite.

Back in the day it seemed that at a certian level all classes were pretty much the same. No uniqueness. How about each class or category has an "Off-limits" spell and skill?
Skill examples:
Knight- Leadership
Thief- Open lock
Barb- Beserker
Ranger- Read Tracks
Cleric- Medic
Wiz- Deep channel

I remember in the Thieves Den you could get "Trained" in some skills. So maybe Yserb had off-limit skills but you could get them there?
 

Tarquin

Active Members
#3
I like this idea. As much as I want to preserve certain aspects of Yserbius, it might be nice to make the classes seem less homogenous at higher levels. After awhile, it didn't matter what skills/spells you had so long as you had the HP and the proper scrolls to bypass insanely massive mob battles. I think Navic is on to something here with making the classes more distinct.

That said, we should strive for a balance between the "old feel" of Yserbius that we treasure dearly and a more modern MMO balancing system.
 

Navic

Inactive Members
#4
Info has been added to the FTP site...
Race & Class info folder, Starting Stats & Class info .xls files.
Another idea... each class can have every skill & spell. BUT we put a cap on the max points a class can put in certain S&S's.
Ex. Maybe a Barb will max DD's at 6 points.

Just something to chew on...
 

Navic

Inactive Members
#5
While mapping SQ I've level 5-6 dwarven knights to 10th level. Lastnight I noticed that two of them (the only ones I keep all stats for) had different dexterity, health and mana points. These are stats that go up every level but you can't assign points into them. Randomness, I like it! It's up to Tar if he wants to program it thou :D
Example: Dwarven Knight Health points per level.
Level 0 = 50 pts (always the same starting pts)
Lvl 1- 10+1d2= 11-12 health
Lvl 2- 11+1d3= 12-14
Lvl 3- 12+1d4= 13-16
Lvl 4- 16+1d4= 17-20
Lvl 5- 25+2d4= 27-33
Lvl 6- 36+2d4= 38-44
Something like that :D


Also at one level each character needed a different amount of exp to level to the next. Then the next level it was the same amount. As far as I'm concerned exp per level shouldn't be random. It should be different for each race/class combo thou. I'll take the randomness out of required exp and come up with a solid exp chart.
 

Navic

Inactive Members
#6
I have the following classes completed up to 10th level:
:/ Knight
:/ Barbarian
:/ Wizard
:/ Ranger
:/ Thief

:/ Cleric is DONE! :D

See Class info.xls
 

Navic

Inactive Members
#7
Level 20 characters...

Knight is done. The rest are up to 16th level.

I guess I could use that editing macro to level quicker but I still have to use the characters to map the zones so what's the point. Exp while mapping :)

I found a file by Xenther that has the max stats for each class/race combo. I'll add that info to my Starting Stats speadsheet one of these days.
 
Top