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Etherdrifter

New Priestly Skills : Fo Edition

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This is the first in a set of suggestions and, being a fo priest, I figured this would be a nice touch for anyone embarking down the path of fo.


 


I would also like to see a similar skillset suggested for vyn, mag and lib priests.  However as I do not play any of these priests I am rather hoping players who main them will make those suggestions.


 


Essentially it is a set of new skills only usable by fo priests.  If you are not a fo priest these skills essentially become inactive and DO NOT increase.


 


These skills represent the specialisation of the fo priest.  Namely healing and nature.  A lot also give ways to gain soul depth without the need to panload.  The goal is to give fo priests a little more to do in their free time and make following their specialised skills more rewarding.  They are not designed to give fo priests any extra freedom at all.


 


Doctoring : A passive skill that gives an additional healing boost to any healing attempt.  (2*skill level %).  Linked to soul depth.


 


Medical Alchemy : A subskill of alchemy that is required to mix certain healing concoctions.  Something akin to farmers salves for cuts, bites, burns, poison etc, each requiring specific ingredients.  Maybe even a pair of items to cure diseases on players/animals.  Linked to mind logic


 


Animal Affinity : A subskill of taming that gives a bonus to success chances to taming (numbers uncertain here).


 


Animal Pact : A rather unique skill that is gained from both taming and animal husbandry actions, it is a subset of taming and essentially replaces body control requirements for mounts.  Giving those animal bound fo priests access to mounts instead of having to grind before priesting up (acts as Skill/2 body control when checking for ridability).  If a player's body control is higher than half this skill then it confers no bonus, however this seems unlikely in the long run as body control grows so very slowly).  Linked to soul strength


 


Herbalism : A subskill of nature, gives a chance for a double find (and double skilltick) on any forage/botanise tick.  (Skill% chance for a double find, Skill/4% chance for a triple find, Skill/8% chance for a quadruple find).  Linked to soul depth


 


Green Touch : A subskill of farming that gives crops a chance to grow a couple of stages instantly after planting (Skill% 1 stage, Skill/4% 2 stags, Skill/8% 3 stages).  Linked to soul depth


 


Forester's Boon : A subskill of forestry, gives a chance to pick 2 sprouts with a pick sprout action (Skill% for 1 extra, Skill/4% for 2 extra, Skill/8% for 3 extra).  Linked to soul depth


 


 


Optional Extra : There are 7 skills here, It might be nice if priests chose to unlock one at 30 faith and then could unlock an extra one every 10 faith (meaning all 7 would be unlocked at 90 faith).  The more devoted you are to your priest, the more you can do with them.


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As much as i like these, i would much rather rolf actually balance, thoroughly bugtest, and fix what is currently wrong with the ones that already exist for all religions.


 


+1 after he does that


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I don't really get this.


It seems to just be doubling a lot of skills.


I don't really see how that makes doing any of those skills as a fo priest more fun, as fo priests really already have benefits in a lot of those areas.


Wild growth makes forestry super easy, charm animal for taming, various healing spells for healing.


They are also the only priest that can do alchemy, so I don't really see how they require another alchemy skill.


 


You can already gain soul depth doing all of the skills you are doubling up on here, and the skills all already give what you want your second skill to give.


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I'll plus 1 the idea of giving priests a unique skill path to explore, but it's something I believe should be considered after the priest rework.


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