Help with an RP Character Build

Discussion in 'Renaissance Discussion' started by Edward Skye, Jan 16, 2017.

  1. Edward Skye

    Edward Skye Member

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    Hi Folks,

    I've been part of the community for a little over a week now and am hard at work on my main character and even my daughter building a Provo Mage.

    I want to build a Dungeon Crawler/T-Map Hunter that I want to fit a specific RP role, so I need him to have certain skills. To be a successful T-Hunter/Dungeon Crawler, I believe he needs to have -

    GM Cartography
    GM Lockpicking
    GM Hiding
    GM Stealth

    I want him to have for his character

    GM Item ID
    GM Fishing

    Beyond that a couple of questions -

    Is Remove Trap a necessary skill for this build?
    What is the minimum magery needed to be able to recall with a scroll to get into/out of dungeons and T-map locations?
    Are there any other skills that are desired for these builds? Assume that with T-maps he will be in a group or at a minimum with one of my alt characters with some killing abilities.

    If there are not any other necessary skills and Magery is low, I will probably have him do Archery or Fencing, even though my hope is he will never been a real fight. But hey every crazy old guy could use a dagger. :)
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  2. Pirul

    Pirul Well-Known Member
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    Oh man, so much that can be done...and yet so little!

    Remove Trap is nice, but I think you need Detect Hidden for that to be efficient (BUT I honestly have no clue, I might be mixing up shards, as I have never had this skill). In dungeon chests, you can just stealth one step away from the chest and pop it without taking damage. Practical, but not very RPish. In T-Hunts, you want to use Telekinesis on the chests, as higher level chests will kill you from the explosion.
  3. Edward Skye

    Edward Skye Member

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    Pirul, when you say step back and pop it you mean after you have picked the lock you just back up and whatever trap will still go off but not damage you? Are the traps usually of a deadly strength anyway?

    He will have a friend on T-hunts so that aspect is survivable.

    I'd love for him to have tracking too for his character, but that would leave no weapon skill which is doable I suppose...

    How low can Magery be to use a recall scroll with decent success?
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  4. Pirul

    Pirul Well-Known Member
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    I mean exactly that. Have one tile between you and the chest, and open it. The eexplosion will go off and will not hurt you. But only for dungeon chests!!! Depends on the level of chest. So consider it a sort of Russian Roullette if you want.

    I believe at 6.1 magery you can start using recall scrolls (very close to 0 real skill), and at around 45-50 shown skill you don't fail recall from a scroll.
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  5. Vandalin

    Vandalin Well-Known Member
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    Recently, I've tried testing the magery level for recall from scrolls (lazily and without real statistics!). 30 magery was basically never fail, and I didn't start fizzling until getting below 28. Right now, I'm somewhere around 23, and am fizzling maybe 25% of the time. All I'm saying is you may not need to go as high as 45, if you want to put those points toward something else!
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  6. Edward Skye

    Edward Skye Member

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    Thanks to you both Pirul and Vandalin!. I will definitely keep magery low then. Now to ponder what to do with the rest of the skills. :)
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  7. Bayara

    Bayara Well-Known Member

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    Sounds like a dilema in the ass to me.
    Ahhhh template crowding...

    You pretty much declared you want:
    Lockpick
    Cartography
    Hide
    Stealth
    Item ID
    Fishing

    You can use recall scrolls with 0 real magery but it's a real crap shoot and will definitely fail on you when under duress.
    You also mention potentially taking archery or fencing...
    But with 100 pts to spare no combat discipline will be of any use to you damage wise...
    And even if you had 200 pts for melee and tactics, you would still be lacking a means of healing.
    Brutal!

    If you truely want to play a support character like this then your nest bet is to go GM magery for the seventh.
    Then at least you'll be able to gate the map/fish crew around or lay down some supressing fire by means of blade spirits or energy vortex's.
    Not to mention cure & greater heal to help increase your teams survivability.

    Another option may be to go without hide/stealth and take music/provoke instead.
    Now you can have some quality pvm capability solo to clear monsters from the dungeon chests and assist in the t-maps more than as a healer.
    You would still need magery to heal the pre-provoke damage you take but that is totally doable!

    Two other scenarios (that both involve going without hide and stealth) that could play out here would be...
    1. Take magery as 7th skill, and eval & meditation allowing you full mage powers. You can compensate for lack of hiding with invis and use ebolts to effectively fish.
    2. Take archery, 90 tactics and 80 anatomy. Put the leftover 30 into magery and use gheal/recall scrolls. Yes this interfers with you plans to hide and dungeon pick... But it will still let you fish and be a bit more unique than a lot of other templates. You could also decide if using ID wands is acceptable to you and then switch with hiding or full magery etc.

    I hope some of what i suggested provide some food-for-thought at the very least.
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  8. Edward Skye

    Edward Skye Member

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    Bayara this was helpful to think about, particularly the lack of a real damage dealing power to the weapon skill.

    I had wanted to avoid Magery entirely, but I may be able to go through the spell list and pick only the ones that can fit the character I am developing. I absolutely want the dungeon crawling skills of Hiding and Stealth, but I can work in that he has certain abilities, and a handful of spells at his disposal that wouldn't necessitate meditation because he wouldn't cast often...

    Does Dex provide any benefit to skills other than combat ones? Meaning, should this character be 100/100/25 since he would have zero combat abilities if Magery is the last skill?
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  9. Pirul

    Pirul Well-Known Member
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    VERY important!! If you have not created the character, keep DEX at 10 while you train lockpicking on tinker boxes. This will allow you to gain an additional .1 or .2 real skill compared to having higher DEX. That .1 or .2 is a PITA to gain from 95-100 skill.

    Dex also affects healing speed, but since you won't have healing, it's a moot point.
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  10. wylwrk

    wylwrk Well-Known Member

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    When fraught with analysis paralysis perhaps set out on at least one thing you know for certain you do want the character do, for example running maps with another offensive oriented character. The gaps will present themselves.

    Regarding fishing, I am not sure you would ever want to fish alone with those aforementioned skills and hope you hadn't any designs on doing so. If by chance fishing is new to you and you would like to see it, let me know. I've a crew I'd gladly pull out of retirement for a simple three hour tour... yes, a three hour tour!
    Last edited: Jan 18, 2017
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  11. Edward Skye

    Edward Skye Member

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    He is already created and almost GM ID at this point, with Hiding close behind. I started him with low DEX but did not lock it so it's not 10... :eek:
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  12. Edward Skye

    Edward Skye Member

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    It is new to me, I was kinda throwing it on as a character based skill but had not thought deeply about taking him out deep sea fishing. With Magery as the 7th, would he have any chance alone fishing, or would the lack of Med be brutal? I just read the guide below so have a bit of an idea now. I will have other characters that could assist him or he could join with other people on UOR, which is really the point of this character anyway - to need some help for the T-maps and be an RP character.
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  13. Bayara

    Bayara Well-Known Member

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    as Pirul chimed in with, dexterity affects your shown skill in lockpick.
    some shards I think dexterity will affect your chances at actually succeeding beyond just what your shown skill is.
    but this is not one of them.
    at 100/100/25 setup you will take the maximum damage from mind blast spell, but I doubt that is something that will matter to you much on that type of character.

    doing the selective spell use with magery can blend in well with RP if you include emotes into the spell macros.
    then you can pass them off as "abilities" with a little more grace.
    say your toon has a very imposing nature about him.
    so imposing that is instills fear and lack of self confidence in your enemies.
    you could emote *promotes a lack of confidence in his adversary* for the curse spell as you cast it.
    then it is less of a spell and more of a battle effect.
    could definitely pass it off that way!

    @wylwrk I haven't done any of the fishing stuff here
    hell I have never been a fisher EVER
    might I join you on a three hour tour sometime?
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  14. wylwrk

    wylwrk Well-Known Member

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    @Bayara yep! So long as you're buying the requisit post-fishin pints.
  15. Edward Skye

    Edward Skye Member

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    Exactly my plan. :) Thanks very much for your suggestions.

    And you too, @Pirul. I think all of my builds so far have been affected by your comments to me either directly to my questions or in other posts from the past.

    @wylwrk I am def up for the fishing adventure. The Provo Mage I am working on might be at least a little bit useful.
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  16. Pirul

    Pirul Well-Known Member
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    Glad to be of service. Hope you enjoy playing with us for many years to come!
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  17. Nootka

    Nootka Member

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    Hey I understand you correctly that on this shards to successfully picked chests, there is not need for skills Remove Trap and Detect Hidden, enough just to raise your Lockpicking to GM and in stealth open chests while in one or two steps further. Right?
  18. wylwrk

    wylwrk Well-Known Member

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    right
  19. Nootka

    Nootka Member

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    don't understand for what purpose then the people gaining these skills? Remove Traps, Detect Hidden
    There are chests different from those in dungeon?
  20. Bogugh

    Bogugh Well-Known Member

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    Faction traps is the only purpose I can think of for remove trap.

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