Shard Skill Ideas

Skills List
This is a list of all skills currently in UO as well as any skill we can think of that we want to add to the game. Skills which are indented farther than the others are "branch" skills learnd after reaching a certain level in the skill before it. Example you must have ## Musicianship before you begin training Peacemaking.

Magic Skills

 * Channeling – Custom skill used to channel mana points from a player’s environment.
 * Spirit Speak – In OSI/RunUO this skill is used for 3 things. To talk to ghost players, To heal by draining spiritual energy from a corpse, and as a supplement to Necromancy Spells. I don't think we would really need this spell in the game.
 * Magery - The default magic skill, However if we are splitting magic up into 5 different skills this one will be useless. We could make it into the "blue magic" skill.
 * Chivalry - This is the skill which OSI uses for the Paladin Class's spells. I don't think we will be needing it. Maybe rename this to our "white magic" skill.
 * Necromancy - This is use by OSI for the necromancy spells. Though we are rescripting the spells, we could still use this as our "black magic" skill.
 * Blue Magic - Magic skill used for spells involving illusion, time/space, and the manipulation of mana.
 * Blue Spells - Spells are considered as skills in and of themselves. These spells are learned as you progress in "blue magic."
 * Black Magic - Magic skill used for spells involving curses, death, and decay.
 * Black Spells - Spells are considered as skills in and of themselves. These spells are learned as you progress in "black magic."
 * Red Magic - Magic skill used for spells involving destruction, fire, and stone.
 * Red Spells - Spells are considered as skills in and of themselves. These spells are learned as you progress in "red magic."
 * Green Magic - Magic skill used for spells involving animals, vegitation, and nature.
 * Green Spells - Spells are considered as skills in and of themselves. These spells are learned as you progress in "green magic."
 * White Magic - Magic skill used for spells involving healing, protection, and rightousness.
 * White Spells - Spells are considered as skills in and of themselves. These spells are learned as you progress in "white magic."

Medical Skills

 * Anatomy - Knowledge of the human body. This skill increased the usefulness of some of the other medical skills.
 * Alchemy - The skill used to make potions including heals, cures, and "buff" potions.
 * Medicine - A skill we could use for cures, heals, antidotes, etc instead of Alchemy. Thus making a Cleric more useful than just you run of the mill Alchemist.
 * First Aid - Skill used to heal miner wounds with bandages.
 * Surgery - Custom skill used to close wounds which are bleeding heavily as well as heal an "incapasitated" player.

Resource Gathering

 * Herbalism - Custom skill used for gathering Herbs from the ground with a shuvel.
 * Lumberjacking - Skill used for gathering wood from trees with a sword or axe.
 * Mining - Skill used for gathering ore and jewels from caves/mines with a pickaxe.
 * Fishing - Skill used for catching fish...duh...

Crafting/Merchant Skills

 * Arms Lore - Used in OSI to check weapons and armor for their quality and if they need repairing. Somewhat useless as-is. We need to come up with new uses for this skill or else drop it completely. Perhaps it could be used with Blacksmithy to make upper level items. Blacksmithy is the skill used to craft the item (determins if you succeed), Arms Lore is the knowledge of what items can be crafted (allows a blacksmith to craft better items).
 * Blacksmithing - Skill used to craft armor and weapons out of metal ingots.
 * Bowcraft/Fletching - Skill used to craft bows and arrows.
 * Carpentry - Skill used to craft furnature and wooden items.
 * Inscription - In OSI this skill is used to make scrolls and spellbooks. However, if we are haveing mages train under a master of their magic school and learn spells from him. Scrolls will be somewhat useless. Books are still healpful though. In OSI high level scribs could make spellbooks with up to 3 special bonuses (Lower mana cost, faster cast time, etc...). Also, We could use this skill to craft spellbooks with larger numbers of "slots" for spells as well as runebooks and other magic books.
 * Tailoring - Skill used for craftig clothing.
 * Tinkering - Skill used for crafting gadgets such as clocks, locks, and traps.
 * Item ID (Appraisal) - Skill used to determin the value in gold of a given item.
 * Cooking - Skill used to cook food...duh...
 * Taste ID - Skill used to detect poison or determin what type of potion something is.

Hunting Skills

 * Camping - Skill used to make campfires. Not sure what the point of this is in OSI, but i made a script that made it so that the higher your camping the shorter your cliet linger time when you log out. Also, characters near a campfire made by you will have a shorter client linger time as well. In addition to this, I made it so that you could poor a potion into a campfire to allow all those arround to breath in and get the same effect as drinking it.
 * Cartography - Skill in making and decifering maps. This is used in treasure hunting.
 * Tracking - Skill used to detect and follow players and NPCs from a distance. Useful for tamers but also used in the equation of some Assassination abilities. (The farther you have tracked your victem the more damage is delt.)
 * Remove Trap - Skill used to disarm traps and bombs.
 * Detect Hidden - Skill used to actively detect hidden characters or items.
 * Awareness - Skill used to passivly detect hidden characters or items.

Misc. Skills

 * Begging - Skill used to get other players to give you gold. If they don't they loose karma.
 * Evaluate Intel - Skill used to see the INT of the target. In OSI this is used as a suplement to the effectiveness of Magery spells. As we have it now, this skill seems quite useless.
 * Evaluate Weakness - Custom Skill used to determin the lowest type of resistance that the target has, so that the player knows what type of attack will do the most damage. This could also be used on Bosses with special weaknesses.
 * Forensic Eval - Used to determine who killed a given corpse. A useless skill in my opinion.
 * Linguistics - Custom skill used to learn other languages 25 points in this skill allows the player to gain up to 100 points divided among the different languages. So that at GM Linguistics you can understand and speak all of the different languages.
 * Elven - The Language used by Civil Elves. The higher your skill the more likely you are to understand a phrase spoken in this laguage. At GM, you can also speak in this language.
 * Asrai - The Language used by Wood Elves. The higher your skill the more likely you are to understand a phrase spoken in this laguage. At GM, you can also speak in this language.
 * Drowish - The Language used by Dark Elves. The higher your skill the more likely you are to understand a phrase spoken in this laguage. At GM, you can also speak in this language.
 * Grunt - The Language used by Orcs and Goblins. The higher your skill the more likely you are to understand a phrase spoken in this laguage. At GM, you can also speak in this language.

Regeneration Skill:

 * Focus - In OSI this skill is used to passively increase the regeneration rate of stamina and mana.
 * Healing - By default this is the skill used to heal with bandages, but i figured maybe we should have a skill for increased HITS regeneration rate. To tell the truth I DO NOT want this. Healing yourself is not something you should be able to learn to do...
 * Meditation - Skill is used activly while not in combat or performing any other action to increase the regeneration rate of mana until it is full. This skill also passively increases the regeneration rate of mana.

Animal Skills

 * Animal Lore - In OSI this is used to show an animals stats, hunger status, mood, etc...
 * Animal Taming - Skill used to tame animals....duh...
 * Herding - Skill used to direct animals to the place you want them to go (even untamed ones).
 * Animal Training - Custom skill used to build your pet's stats and skills. It is also used to train animas to perform certain tasks such as guard, fetch, mount, follow, etc...
 * Veterinary - Skill used for healing pets with bandages and making pets take medicine.

Rogue Skills

 * Hiding - This skill is used actively to hide and go into stealth mode.
 * Stealth - This skill is used passively when a player attempts to walk while hidden. With GM Hiding and Stealth, the player may freely walk hidden until they are revealed by some other action (running, talking, dettected by player, etc...)
 * Lock Picking - This skill is used to pick locks...duh...
 * Poisoning - This skill is used to apply poison to weapons, food, and drink. The higher the Poisoning skill the better quality of poison and the harder the poison will be to detect using Taste ID.
 * Snooping - Skill used to look into another character's backpack.
 * Stealing - Skill used to steal items from another character's backpack.
 * Assassination (Ninjitsu) - This skill is similar to a magic skill. It has multiple "spells" or "special moves" which are used in conjunction with other skills. (Example: Backstab, Death Strike, etc...) More will be discussed on this along with the magic spells and special moves lists.

Resistance Skills

 * Resisting Spells - Skill used to prevent or lessen the effects of a harmful spell which is targeting you.
 * Melee Resistance - Custom skill used to prevent or lessen the effects of a special move which is being performed on you.
 * Dodging  - Custom Skill used to evade an attack.
 * Parrying - Used to "Block" attacks using a shielf
 * Dual Wielding (Bushido) - Skill used to "Block" attacks useing two handed weapons.

Combat Skills

 * Marksmanship - Skill used when fireing a bow or crossbow.
 * Knives and Daggers (Fencing) - Skill used when fighting with small blades and daggers.
 * Maces and Pole Arms (Mace Fighting) - Skill used for fighting with maces, hammers, staves, etc...
 * Swords and Axes(Swordsmanship) - Skill used when fighting with swords, axes, and larger blades.
 * Hand to Hand(Wrestling) - Skill used when fighting unarmed. I also want to make some weapons for this skill such as iron nuckles.
 * Tactics - Skill used to determine the effectiveness of a hit. Also, i have made it so that at GM Tactics, a player may choose Defensive or Offensive tactics. This will be discussed more with the Spell and Special Move List.

Bardic Skills

 * Musicianship - Skill used to playing an instrument. We also plan to mage song books similar to spell books which will alow a bards music to have diverse effects. These Song spells will be discussed with Spells and Special Moves.
 * Peace Making - Skill used to force NPCs and Players to stop fighting temporarily. This will likely be made one of the first Song Spells added to the Bard's Song Book.
 * Provocation - Skill used to encourage an NPC to attack a target of your choice. This will likely be made one of the first Song Spells added to the Bard's Song Book.
 * Discordance - Temporarily reduces a creature’s stats: strength, dexterity, intelligence, hit points, stamina, and mana. as well as the creature's physical resistance, all elemental resistances, and skills by up to 20% at Grandmaster. Swing rate, damage, and chance to evade are directly reduced; this is in addition to the skill reduction of anatomy, tactics, lumberjacking, weapon skill, wrestling, parry, etc. This will likely be made one of the first Song Spells added to the Bard's Song Book.
 * Enticement - This skill was removed by OSI, so i guess it is a custom one. It is used to encourage an NPC to come to and follow you. This will likely be made one of the first Song Spells added to the Bard's Song Book.