06-10-2011, 04:29 PM
I'll answer the questions as best as I can to my knowledge off-hand and someone else can fill in if I missed something.
1. That's true, we spent countless hours mimicing how everything worked on IN1. I'm sure there are some stuff that we changed afterwards but the basics should definitely be the same.
2. All skills work now, some work better than others. You need eval int to be able to do more damage with magery, you need anatomy to heal better with bandages etc. Shade hates useless skills and items and tends to figure out new ways for players to use everything. Lumberjacking doesn't give any PvP bonuses though, neither does inscription.
3. Poison is mostly used for hunting and it works pretty good once you GM it.
4. When we merged with XUO a while back the PvP was quite different from IN1, but all XUO aspects are gone here. We are however still adjusting PvP and haven't really recreated any IN era yet. So far people mainly use regular weapons, but we have custom craftables such as HH, SoV and HF as well, although the recipe ingredients are quite hard to get.
5. Oh yes! We have a lot of stuff from AoS that doesn't have to do with PvP. Housing, crafting menus, monsters etc. Too much to write here, hehe. No insurance though, that's a big no-no.
6. No spells are "broken" here, everything works but not all spells are very useful. I'm not so sure about the dependence on int actually, I think the dependence was much higher on IN1 than here. Mana drain isn't something we have taken a closer look at, but we would be more than happy to balance it if players help with testing.
7. Total stat cap of 300 with a max of 120 in each stat.
8. Well you don't have to spam "attack last", but if you use "attack last" you will swing more often.
9. We use the old paralyze mechanics, if you get paralyzed without equipped items in your hands you can cast but not move any items. If you get paralyzed with equipped items in your hands you can neither cast spells or move items.
10. Wands exist but they are rarely used. I think they are just too uncommon and we might make them less rare. I think I made them deal less damage though since they have much shorter delay and no power words. We don't have any magic jewellery.
You should definitely login and have a look around. I can't even count how many hours, days and weeks we spent converting RunUO to Sphere 0.51a. It's a great experience and you really get the feeling of Sphere except for all the annoying bugs.
Hopes this helps
1. That's true, we spent countless hours mimicing how everything worked on IN1. I'm sure there are some stuff that we changed afterwards but the basics should definitely be the same.
2. All skills work now, some work better than others. You need eval int to be able to do more damage with magery, you need anatomy to heal better with bandages etc. Shade hates useless skills and items and tends to figure out new ways for players to use everything. Lumberjacking doesn't give any PvP bonuses though, neither does inscription.
3. Poison is mostly used for hunting and it works pretty good once you GM it.
4. When we merged with XUO a while back the PvP was quite different from IN1, but all XUO aspects are gone here. We are however still adjusting PvP and haven't really recreated any IN era yet. So far people mainly use regular weapons, but we have custom craftables such as HH, SoV and HF as well, although the recipe ingredients are quite hard to get.
5. Oh yes! We have a lot of stuff from AoS that doesn't have to do with PvP. Housing, crafting menus, monsters etc. Too much to write here, hehe. No insurance though, that's a big no-no.
6. No spells are "broken" here, everything works but not all spells are very useful. I'm not so sure about the dependence on int actually, I think the dependence was much higher on IN1 than here. Mana drain isn't something we have taken a closer look at, but we would be more than happy to balance it if players help with testing.
7. Total stat cap of 300 with a max of 120 in each stat.
8. Well you don't have to spam "attack last", but if you use "attack last" you will swing more often.
9. We use the old paralyze mechanics, if you get paralyzed without equipped items in your hands you can cast but not move any items. If you get paralyzed with equipped items in your hands you can neither cast spells or move items.
10. Wands exist but they are rarely used. I think they are just too uncommon and we might make them less rare. I think I made them deal less damage though since they have much shorter delay and no power words. We don't have any magic jewellery.
You should definitely login and have a look around. I can't even count how many hours, days and weeks we spent converting RunUO to Sphere 0.51a. It's a great experience and you really get the feeling of Sphere except for all the annoying bugs.
Hopes this helps