Singularity - UO Free Shard - Title


Available In Game Classes


By JarJarIsASith
2020-05-30 (updated 2021-01-08)

     This page provides information on the in game class features available within the Singularity - UO free shard.

    One of the most unique features to this server is that we have a class system implemented, and new classes will be added as we move along. Originally, many of these classes were designed to bring better balance to the PvE side of Ultima Online in new and interesting manners, but we also have extended most of the class benefits to PvP in either full or limited capacity.

    The basic fundamental to be aware of when trying to unlock a class feature, is to remember that you must have a minimum of 90.0 in all six of a classes primary skills to use any of the features. The remaining skill can be anything that a player likes to complete the build with, but if the primary skills are not at 90.0 or higher each, then none of the classes benefits will be available. Also, a player must not be a Murderer to gain the class benefits as well, and there are many restrictions on how these class benefits can be utilized in PvP.

    After a player reaches 90.0 skill minimum in all six class skills, they will be able to make use of the class benefits, and those benefits will be based on the average skill of all their primary class skill. When you hear a reference to a class skill level, this is calculated by adding all six skill values and dividing by six.

  Unlocking a class:

  1. Unlock any class by gaining 90.0 or more base skill in the primary skills listed for the class.
  2. A character's class can never change after unlocking it.
  3. Once unlocked, killing minions will grant you class experience.
  4. Class benefits are only available if you maintain 90.0 or higher skill in the required skills.
  5. Only base skill counts towards required skills, items with + skill will not help to unlock or maintain a class.
  6. Talent selections are available at levels 100, 200, and 300.
  7. Double click your profile scroll on the paperdoll for information regarding class talents.
  8. Murderers are allowed to have classes and use masteries but when they die they lose their class benefits and mastery abilities for 2 hours.


Class: Demonologist

Magery or hybrid class focused on empowering summoned Daemons.

Click To See Details


  Required Skills at 90.0+:

Demonologist

  1. Magery
  2. Meditation
  3. Evaluate Intellect
  4. Inscription
  5. Resist Spells
  6. Spirit Speaking

This unique combination has been designed to give mages a better foothold for farming in the world. Due to the fact that many high level areas in the game are difficult for mages to handle since they can't fight toe to toe, this class unlock allows mages to summon a Balron in place of the normal Daemon that the Summon Daemon spell brings. This Balron is much stronger than the base Daemon and comes with extra starting hp, scaling up to formidable levels of hp at 120.0 Demonologist Skill Level. In addition to having more hit points, the Daemon will also scale bonuses for Str, Int, Dex, and Damage modifiers based on skill and level. Last, the Balron gains dispell protection based on the Demonologist skill level, and at 120.0 skill they are no longer dispellable at all.

The downside to becoming a Demonologist is that the mana cost for the Summon Daemon spell significantly increases after unlocking this class. This is to ensure players make careful decisions with their Balron. There is a talisman in game called "Mana Phasing Orb" that can however be used to cast any spell including Sumon Daemon for free once every 30 seconds.

This Balron will also be capable of using the Poisoning skill to apply Deadly or Lethal poison in combat if the Demonologist takes that as their seventh skill, but any Summoned Daemon will gain this ability regardless of class, so long as the criteria are met. See the Poisoning skill page for more information.

(Note: these class talents and benefits are available for PvP combat, and melee AI Balron's have quicker movement speed than magery AI Balrons.)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended 7th skills: wrestling, parry, tactics, poisoning, camping, tracking

Summon Balron:

  • Your Summon Daemon spell instead summons a powerful Balron that upgrades as they level and with talents.

Dispell Protection:

  • 100% Protection (magery + meditation determine this for all players)

Resurrection Sickness:

  • When a Balron is summoned too quickly after the previous, it will have resurrection sickness for a short duration. While resurrection sickness is in effect, the summoned Balron will deal 50% less damage.

Balron Stat Boosts:

  • Str: +408
  • Hp: +306
  • Hp Regen: +11
  • Dex: +396
  • Stam: +198
  • Stam Regen: +11
  • Int: +396
  • Mana: +198
  • Mana Regen: +11

Balron Tier 1 Talents: (Unlocks At Level 100)

  • Demonic Claws: gains +5 Base Damage and +10 Stam Regen
  • Supernatural Regeneration: gains +15 Hp Regen
  • Sacrificial Pact: gains +20 Mana Regen and -50 Hp

Balron Tier 2 Talents: (Unlocks At Level 200)

  • Demonic Speed: gains +75 Anatomy
  • Gargoyle Skin: all resists are set to a minimum 70%
  • Offering of Flesh: gains +75 Eval Int and -50 Hp

Balron Tier 3 Talents: (Unlocks At Level 300)

  • Lord of Malice: gains -1 Control Slots, Melee AI, Stamina Leech and +4 min
  • Lord of Simulacrum: gains 2x Spirit Speak healing and casts heals
  • Lord of Sacrifice: gains Greater Chain Lightning and -50 Hp


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Blood For Blood (60s CD)] - Sacrifice your active balron to instantly cast greater heal on the lowest health player within a range of 10 and yourself. Also grant them and yourself 4 block charges. You cannot resummon your Balron for 10s after use. This healing can go through poison and mortal strike effects, and does not incur cross healing or greater heal spam penalties. In addition to healing, this also fully restores mana and stamina for the player and yourself. (Cost ) (Use command: "[mastery 1 1")
  • [Fade (60s CD)] - Teleport to target location within a range of 10 and gain invisibility for 10s. (Cost Mana: 15) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Empower Balron (60s CD)] - For 10s your balron gains very fast movement speed, 20% increased chance to hit, and cannot be damaged, paralyzed or frozen. (Cost Mana: 15) (Use command: "[mastery 2 1")
  • [Cursed Soul (60s CD)] - Immediately curse your target with no ability to resist the effect. For the next 12s, drain up to 24% (120 max) of your target's health and heal yourself for that amount every 1.5s (8 ticks total starting 1.5s after cast). Also gain 20% absorption during the duration of this effect and 4 block charges. This damage cannot be mitigated. Killing a non-player cursed soul resets the T2 mastery CD for Demonologists. (Cost Mana: 15) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [Wall Of Flame (60s CD)] - Summon a rolling wall of flamestrikes that will cast a scaled flamestrike and splinter any enemies hit by it. The damage increases based on distance the wave has travelled up to the full value of a flamestrike as if cast by the Demonologist. Damage against non-players is doubled. (Cost Mana: 15) (Use command: "[mastery 3 1")
  • [Demonic Form (60s CD)] - You transform into a demonic being at target location for 20s (6s in PvP), gaining +2 mana per regen tick, 20% absorption for the duration. While this spell is active, you also gain an attack range of 5 and instead of auto attacking you cast spells at your enemy with each attack. Auto attacks will alternate a spell rotation of fireball, lightning, energy bolt, chain lightning. These spells consume mana and are not prevented by silence effects. Your Balron deals 50% less damage in PvP during this ability. (Cost Mana: 15) (Use command: "[mastery 3 2")


Class: Berserker

Melee DPS focused class, hit em' hard with big weapons.

Click To See Details


  Required Skills at 90.0+:

Berserker

  1. Tactics
  2. Swordsmanship
  3. Anatomy
  4. Healing
  5. Mining
  6. Lumberjacking

This combination allows for a player to inflict much greater damage with Halberd and Bardiche weapon types.

This is the simplest of all classes in the game. Once you gain access to the Berserker class, your character will gain a percentage damage increase to their attacks with Halberds and Bardiches from 20%-100% based on Berserker class skill.

This is an additive damage bonus, meaning if you have a legendary slayer weapon for 100% a increase, and you have a weapon damge increase of 100% from items, this will grant you an additional 100% for a total of 300% damage increase on hit.

Remember that fighting with a Pickaxe is a viable way to gain mining skill in game and fighting with an Axe will allow a player to gain Lumberjacking. On top of this, fighting with a Halberd or Bardiche allows players to randomly gain either Mining or Lumberjacking. This makes becoming a Berserker very straightforward, just pickup some bandages and a Halberd or Bardache and start hitting things.

The primary difficulty for this class lies in finding the right weapons. Finding a solid Halberd or Bardiche can take a good bit of effort, but with the right weapon this class has some serious damage potential.

(Note: in PvP this damage bonus is reduced but still available, some other talents and abilities function at reduced capacity as well)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended 7th skills: resist spells, poisoning, magery, spirit speaking, camping, tracking

Berserker Bonus Damage %:

  • 100% (based on level and skill, Bardiche and Halberd only)

Lightning On Hit Bonus %:

  • 12% (+1% every 25 levels)

Shield Breaker:

  • If a Berserker's attack is parried, for 10s afterwards the target cannot parry.

Frigga's Blessing Mechanic:

  • Berserker's can channel their stamina into healing while below 66% health. From 5 to 20% of the damage dealt will be converted from stamina to health at a ratio of 1 stamina to 1 health. Stamina also no longer affects weapon speed, instead only max stamina is used for this calculation. A Berserker cannot drop below 20 stamina from healing in this manner. This mechanic has a 30s CD vrs player pets and 3s CD vrs players in PvP combat.

Frigga's Blessing Leech %:

  • 40% (based on level and skill)

Tier 1 Talents: (Unlocks At Level 100)

  • Burning Steel: lower's all absorption of monsters by 10% on hit, gain 10% absorption
  • Weapon Mastery: gain scythes and viking swords access, 20% area damage and 10% absorption, and true strikes x2 (x1 for pvp on 30s cd) after missing an attack
  • Blood of Odin: poison, bleed, and mortal strike immunity in PvE (every 30s in PvP), gain 10% absorption

Tier 2 Talents: (Unlocks At Level 200)

  • Shattering Strike: your melee strikes stun your target for 4s (10s cooldown) [1s stun on 30s CD in PvP]
  • Phalanx Formation Mastery: allows you to parry while wielding a 2H weapon (based on class skill)
  • Titan's Wrath: once every 10 seconds reduce your swing time to 0.75 seconds [every 30s in PvP]

Tier 3 Talents: (Unlocks At Level 300)

  • Thor's Protection: grants the ability to parry spells and magic abilities
  • Explosive Swings: gain 20% area damage
  • Valhalla's Rage: raises the SSI cap to 80%


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Death Leap (60s CD)] - Teleport to target enemy within a range of 10 and apply splintering on them. If the enemy is not a player immediately unleash an extra attack on them and the cooldown is reduced to 30s. (Cost Stam: 15) (Use command: "[mastery 1 1")
  • [Executioner's Reach (60s CD)] - For 10s your melee attack range is extended by a range of 2. (Cost Stam: 15) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Resilience (60s CD)] - For 10s reduce all damage received by 25% (per player up to 75%) against players and by 75% against non-players, gain 4 block charges. Breaks all paralyze, snare and freeze effects and grants immunity to these debuffs for the first 6 seconds. (Cost Stam: 15) (Use command: "[mastery 2 1")
  • [Call To Freya (60s CD)] - You and all nearby allies within a range of 10 gain full stamina and block charges. For 10s your Freya's blessing will cost no stamina and procs regardless of your missing health. Also, there is no timeout for Freya's blessing PvP procs to occur against players or their pets. (Cost Stam: 15) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [Enrage (60s CD)] - Your melee attack speed doubles for 10s, during this time your melee attack damage is lowered by 30% against players. (Cost Stam: 15) (Use command: "[mastery 3 1")
  • [Grappling Hook (60s CD)] - Pull target enemy within a range of 10 to your location and freeze non-players for 6s (players will be paralyzed for 1s). If the target was a player casting a spell, they are interrupted and silenced for 4s. They also will attempt to have their protection spell on hit dispeled. (Cost Stam: 15) (Use command: "[mastery 3 2")


Class: Juggernaut

Melee defensive oriented class with heavy aoe potential.

Click To See Details


  Required Skills at 90.0+:

Juggernaut

  1. Tactics
  2. Swordsmanship / Mace Fighting / Fencing
  3. Anatomy
  4. Healing
  5. Resist Spells
  6. Parry

This combination is made to help ensure that melee has a place in more difficult encounters and group play. The benefits to this class are greater maximimum armor absorption from the Parry and Resist Spells skills, and the ability to gain block charges when a Greater Heal spell is cast on the Juggernaut from another player.

Every time a player other than the Juggernaut casts Greater Heal on the Juggernaut, they will have their block charges reset to four charges. These charges will be consumed when the Juggernaut is hit with any spell or ability that inflicts damage, and the amount of damage absorbed is 5-20% based on the player's skill level.

These absorption calculations happen after the base absorption has been calculated. So if a 120.0 skill level Juggernaut is hit for 100 physical damage and they have 70% physical resistance. They will first reduce the damage by 75% from the Juggernaut additional absorption for a calculation of 25 damage. Then, the damage will be reduced by an additional 20% and one block charge will be consumed, resulting in the Juggernaut taking 20 damage. Without this calculation the Player would instead have taken 30 points of damage.

There is no cooldown for how quickly block charges can be replenished, and there is no limit to how fast they can be consumed. The only rules for gaining charges is they can only be gained when a different player casts the Greater Heal spell on the Juggernaut.

(Note: these class talents and benefits are available for PvP combat although thorns damage as well as parry and some talents have reduced effectiveness)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended 7th skills: wrestling, lumberjacking, magery, poisoning, spirit speaking, camping, tracking

Parry Bonus %:

  • 10% (+1% every 30 levels)

Class Mechanic: Adept Defender

  • Juggernauts naturally have the ability to parry with 2H weapons (75% effectiveness) and parry magical attacks based on parry skill.

Class Mechanic: Calculated Maneuver

  • Taunting an enemy with orb of provocation will grant a Juggernaut 4 block charges.

Class Mechanic: Thorns

  • Juggernauts can punish all parried and landed attacks against them, current thorns damage bonus: 60% (20% effective in PvP)

Class Mechanic: Punishing Rage

  • Juggernauts gain 2% increased critical strike chance for each second in combat since they were last dealt damage (max 40%).

Class Mechanic: Grounding

  • Juggernauts will suppress an enemies ability to use teleport and vortex attacks against other players for 10 seconds after damaging them.

Tier 1 Talents: (Unlocks At Level 100)

  • Spiked Shield: gain 20% additional thorns damage bonus, gain 10% absorption
  • Iron Skin: poison, bleed, and mortal strike immunity in PvE (every 30s in PvP), gain 10% absorption, gain 1.5% crit per second instead of 2% for Punishing Rage
  • Intimidation: debuffs all damage dealt from monsters by 10% on hit for 8 seconds, reduce taunt cd by 2s, gain 10% absorption

Tier 2 Talents: (Unlocks At Level 200)

  • Titan's Grip: can't be disarmed or dismounted, bandages don't slip
  • Roar of the Titan: provocation orb taunt is now AoE for all enemies within a range of 10 squares
  • Chromatic Slash: lower's all absorption of monsters by 10% on hit

Tier 3 Talents: (Unlocks At Level 300)

  • Fast Medic: self bandage reduction of 1 sec (50% chance to happen in PvP)
  • Immovable Object: increase 2H parry to full effectiveness, gain 10% additional parry bonus with shields, gain 5% additional absorption per enemy tier
  • Master of Arms: increases the swing speed cap from 60% to 80% for melee weapons


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Tempest Strike (60s CD)] - Vortex in all enemies within a range of 10 and freeze them for 2s, against non-players this lasts 6s and taunts all units as well. (Cost Stam: 15) (Use command: "[mastery 1 1")
  • [Unstoppable Assault (60s CD)] - You gain mounted movement speed for 6s, breaks all paralyze, snare and freeze effects and grants immunity to these debuffs for the duration. Gain the ability to destroy walls by walking through them for 6s. (Cost Stam: 15) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Eye for an Eye (60s CD)] - For 3s all player damage against you will be reflected for 50% of the damage amount (the Juggernaut still receives full damage), and your thorns percentage will be increased by 50% for 10s. (Cost Stam: 15) (Use command: "[mastery 2 1")
  • [Stone Form (60s CD)] - For 4s reduce all damage against you by 75%, you will lose your ability to critical strike and deal 25% less non-thorns damage during this ability. This is calculated as a final reduction in damage after resistance and absorptions. Gain the ability to destroy walls by walking through them for 6s. (Cost Stam: 15) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [Crippling Shout (60s CD)] - Any player within a range of 5 is interrupted if they are casting a spell. If successfully interrupted, they are also silenced for 4s. They also will attempt to have their protection spell on hit dispeled. Non-players instead will have their damage reduced by 25% for 10s. (Cost Stam: 15) (Use command: "[mastery 3 1")
  • [Protective Focus (60s CD)] - For 10s half of all damage to nearby lowest health friendly player in a range of 10 tiles is dealt to you instead, if that damage is from a non-player, then the damage is reduced to zero and completely mitigated. (Cost Stam: 15) (Use command: "[mastery 3 2")


Class: Spell Singer

Discordance support Bard with the ability to dps through magery or as tactics mage.

Click To See Details


  Required Skills at 90.0+:

Spell Singer

  1. Magery
  2. Meditation
  3. Musicianship
  4. Discordance
  5. Provocation
  6. Peacemaking

This combination is made available for Bards who wish to rely on summons and Magery in their adventures. There are a few things that this class unlocks regarding Blade Spirits. First, the cast time will be reduced based on class level and skill, resulting in very fast Blade Spirit summons. Second, two Blade Spirits can be summoned at once instead of one. Third, the Blade Spirits you cast will gain dispell protection based on Spell Singer skill level and at 120.0 skill they are no longer dispellable at all. Last, the Blade Spirits control slot usage will drop from 2 to 1, allowing a player to cast a maximum of 5 Blade Spirits at once rather than 2 (this is only possible with no mount though, so most players will see a limit of 4 plus their mount).

Blade Spirits also are capable of using the Poisoning skill to apply Deadly or Lethal poison in PvE combat if the Spell Singer takes that as their seventh skill, but any Summoned Blade Spirit will gain this ability regardless of class, so long as the criteria are met. See the Poisoning skill page for more information.

In addition to the class unlock benefits above, the Blade Spirits will also gain hp, dex, and str, and there is a talent tree for specializations available for the Spell Singer.

(Note: Blade Spirits have also been modified to no longer attack innocent players)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended 7th skills: tactics, evaluate intelligence, poisoning

Blade Spirit Bonus Damage:

  • 3 (max 3 based on class level)

Blade Spirit Bonus HP:

  • 30 (+1 every 10 levels)

Blade Spirit Bonus Dex:

  • 30 (+1 every 10 levels)

Blade Spirit Bonus Str:

  • 15 (+1 every 20 levels)

Summon Dispell Protection:

  • 100% Protection (magery + meditation determine this for all players)

Class Mechanic - Spirit Defense:

  • This special mechanic grants Spell Singers 2.5% absorption for each active blade spirit, and can cast 2 at once.

Class Mechanic - Discordance Mastery:

  • You gain the ability to discord with 100% success once every 20 seconds. This cooldown is increased by 20 seconds per tier of the monster.

Class Mechanic - Cascade Greater Heal:

  • This ability grants the Spell Singer the ability to cascade heals on a target, the cascade divisor is 2.0. baseline, cascaded heals will copy themselves for free and recast 4 seconds later on the same target.

Class Mechanic - Empowered Greater Heal:

  • This ability grants the Spell Singer the ability to grant block charges to a target with greater heal.

Class Mechanic - Sanctuary:

  • Spell Singer will use their class skill in place of defending skill if it is greater.

Tier 1 Talents: (Unlocks At Level 100)

  • Song of the Flayed: slayer effects on targets hit by blade spirits +15%
  • Song of Blades: gain 5% absorption for each active blade spirit instead of 2.5%
  • Song of Endurance: +15% resists of Blade Spirits summoned

Tier 2 Talents: (Unlocks At Level 200)

  • Cleanse Poison: greater heal has up to a 50% chance to cure target on heal, or heals for 50% value on failure (cascades count)
  • Ablative Shield: greater heal grants players 10% increased absorption for 30 seconds (cascades don't count)
  • Demoralizing Tune: changes the Discordance cap from 28% to 30% and scales for every 3.75 skill rather than 4.0

Tier 3 Talents: (Unlocks At Level 300)

  • Discordance Adept: reduces the difficulty to successfully discord monsters by 10% and 1 second off wait times
  • Provocation Adept: reduces the wait times on successful and failed Provocation by 2 seconds
  • Peacemaking Adept: moves Peacemaking to its own cooldown timer, allowing you to use other skills simultaneously


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Regenerative Cocoon (60s CD)] - Target ally or enemy player within a range of 10 will be placed in a regenerative cocoon for 3s where they are frozen and immune to all incoming damage but will regenerate health, mana and stamina at a bonus rate of +8 per tick. (Cost Mana: 15) (Use command: "[mastery 1 1")
  • [Trancedence (60s CD)] - For the next 10s the cast time on greater healing will be reduced to 0.25s. (Cost Mana: 15) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Blood Magic (60s CD)] - Sacrifice all your active summons to polymorph yourself into an orcish mage, gaining +50 spell damage, +2 to faster casting cap and value (max 6 in PvP), disrupt protection against non-players, musicianship as eval int, and +1 mana per tick for 20s. For the first 4s of this ability you will gain mounted movement speed. You cannot summon blade spirits during this effect. Killing a non-player non-controlled unit extends the duration for 8s (max 120s). (Cost Mana: 15) (Use command: "[mastery 2 1")
  • [Mirror Image (60s CD)] - Instantly teleport up to 10 squares away and summon two zero control slot mirror images that will last for 30 seconds. These images will fake mimic your spell casts and initially will be given the stay command in PvP, and the guard command otherwise. (Cost Mana: 15) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [Song of Discordance (60s CD)] - Play the Song of Discordance for the next 60s, applying to all allies within a range of 10 when cast. Affected allies gain +1 HP per regen tick. For the first 20s of the song your flamestrike spells will attempt to cast discordance on your target without using the cooldown and you gain musicianship as eval int. (Cost Mana: 15) (Use command: "[mastery 3 1")
  • [Song of Provocation (60s CD)] - Play the Song of Provocation for the next 60s, applying to all allies within a range of 10 when cast. Affected allies gain +1 mana and +1 stam per regen tick. For the first 20s of the song your flamestrike spells will attempt to cast provocation on your target without using the cooldown and you gain musicianship as eval int. Note, that in PvP this will still attempt to auto provocate disarm enemy players. (Cost Mana: 15) (Use command: "[mastery 3 2")


Class: Master of Beasts

Taming class that has options for magery, bard hybrid or melee / archery builds.

Click To See Details


  Required Skills at 90.0+:

Master Of Beasts

  1. Animal Taming
  2. Animal Lore
  3. Veterinary

This is the only combination available in the game that requires only three skills rather than six.

The primary purpose of this build is to allow a way Animal Tamers to join in the class leveling fun and bring some degree of diversity to the tamers themselves.

There are talents that are specifically designed for solo or group play, and for both dexxer and support oriented builds. The levels and class skill are limited in comparison to other classes, and the top talent tier available is primarily aimed at adding specialization to the world.

Ancient Wyrm, Frost Dragons, and Skeletal Dragons will all scale to their slot equivalent on tame and they all require 115.1 taming skill to tame. Also, only tamers that have the appropriate talent will be able to control these special beasts so they will not be tradeable except to other tamers of the same mastery. Last, remember to be very careful when selecting your third talent because it can never be removed from selection once gained.

The hues that can be applied to units with the tier 3 talents are only available to tamers and future updates will avoid ever applying these hues to other tameable units. Below are some samples of the hues when applied for each of the three masteries.



Void Hue:

Void Hue

Flame Hue:

Flame Hue

Snow Hue:

Snow Hue

(Note: these class talents and benefits are available for PvP combat)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended additional four skills:
    • Dexxer: tactics, anatomy, healing, fencing
    • Mage: magery, evaluate intellect, meditation, inscription
    • Bard Mage: magery, evaluate intellect, musicianship, peacemaking
    • Discordance Bard: magery, musicianship, discordance, peacemaking

Pet Intercept Damage %:

  • 20% (based on class skill and level)

Dragon Lancer Damage %:

  • 20% base damage for lances (based on class skill and level)

Class Mechanic - Symbiosis:

  • Dealing damage regenerates your pet's stamina, health and mana so long as they remain within a range of 10 squares.

Class Mechanic - Sanctuary:

  • Masters of Beasts will use their class skill in place of defending skill if it is greater.

Tier 1 Talents: (Unlocks At Level 100)

  • Symphonic Invigoration: your musicianship skill now regenerates mana in the same manner that meditation skill does
  • Dragon Lancer: grants you the ability to parry with a shield or 2H weapon based on class skill, and you gain 10% absorption.
  • Symbiotic Embrace: increases the effectiveness of symbiosis by 50%.

Tier 2 Talents: (Unlocks At Level 200)

  • Mare Mastery: while riding any 2 slot mount, your 3 slot pets will mirror the spells you cast at no cost, and you gain 10% absorption.
  • Bane Lord: while riding any 3 slot mount, you gain the ability to counter attack (frequency based on your swing timer, 15s CD in PvP), and you gain 10% absorption.
  • Master of Magic: your 3-4 slot pets gain improved magery AI and the ability to cast chain lightning, effectiveness is determined by control slots

Tier 3 Talents: (WARNING: THIS TIER CANNOT BE RESET EVER, SELECT CAREFULLY!) (Unlocks At Level 300)

  • Void Affinity: a 3% chance to apply a dark void hue chance on 1st tame
  • White Flame Affinity: a 3% chance to apply a flame hue chance on 1st tame
  • Frost Affinity: a 3% chance to apply a frost hue chance on 1st tame


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Stampede (60s CD)] - Your controlled pets will instantly gain full health, mana, and stamina. Also, they will gain improved movement speed against player targets and +20% chance to hit for 10s. This ability does not affect the player while The Beast Within is active. (Cost Stam: 15) (Use command: "[mastery 1 1")
  • [Noxious Breath (60s CD)] - Your 3-slot or larger pets within a range of 10 to the player will breath poisonous fumes at all targets within a range of 10, inflicting lethal poison on all targets hit, if a player is immune to poison they will be mortally wounded for 4s instead, this attack will inflict damage as if the controller had cast an energy bolt at the target with max stats and skills. While The Beast Within is active, you will breath fumes. (Cost Mana: 15) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Sanctuary (60s CD)] - Your 3 slot or larger pets summon a 5x5 zone around them that lasts for 6s. Allies who enter the zone deal 25% more damage for 4s, enemies who enter the zone deal 50% less damage for 4s. Each ally or enemy can only be buffed/debuffed once per cast. If your pet is dead or more than 16 tiles away this cooldown will be wasted on use. While The Beast Within is active, you will summon the zone. (Cost Stam: 15) (Use command: "[mastery 2 1")
  • [Sacrifice for the Master (60s CD)] - For 4s transfer 100% (50% from players) of damage recieved to your pets. If that damage was from a player, multiply the transfered amount by 8x. If you have no pets or your pets are dead then you will receive the damage fully. Pets will receive a percentage of the damage based on control slots, 25% per control slot. (Cost Mana: 15) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [The Beast Within (60s CD)] - Transform into a 3+ control slot pet within a range of 10 that you control for 8s (20s PvE). You gain 20% absorption and 100hp. Your auto attacks gain a range of 5 and will now cause 1.25s speed breath attacks, dealing damage based on HP remaining when targetting a non-player, and deal 25 unmitigated damage against players. You lose the temporary hit points when this ability ends but cannot drop below 1 hp. (Cost Stam: 15) (Use command: "[mastery 3 1")
  • [Pacification (45s CD)] - This skill can be used on a creature or player to use the peacemaking skill with 100% success chance on them. When used on a player, peacemaking inflicts a short duration freeze effect. You must have an instrument set to use this ability. (Cost Mana: 15) (Use command: "[mastery 3 2")


Class: Elementalist

Hybrid archery mage class that can summon elementals on damaging enemies.

Click To See Details


  Required Skills at 90.0+:

Elementalist

  1. Magery
  2. Meditation
  3. Evaluate Intellect
  4. Inscription
  5. Archery
  6. Tactics

This hybrid class of the Mage and Archer archtypes will be able to wield the elements through their Archery and Magery skill from a distance.

On hit this class will summon an elemental that gains in strength through talent selection, skill gains, and the level up process. Once this class is opened up initially, each damaging attack against a monster has a chance to summon an earth elemental to fight for you. This elemental is basic in functionality and requires 2 control slots, so a player can only have 2 active at a time plus their 1 slot mount. Take note that all on hit damage dealt to an enemy provides a chance to summon the elemental, this includes weapon procs.

Once the elementalist reaches level 100 their power is upgraded significantly. They may choose one of three masteries: Air, Fire or Water. After selecting a mastery, their on hit summons now spawn as either an Air Elemental, a Fire Elemental or a Water Elemental. In addition to this, each elemental has a chance to upgrade to one of the following types (respectively): Poison Elemental, Flame Elemental or Blood Elemental. The upgraded summon will spawn with additional stats and has unique strengths. The Poison Elemental comes with the ability to apply deadly poison (PvE only) in combat, the Flame Elemental has additional base damage, and the Blood Elemental has more powerful Intellect and Magery abilities.

This class can also unlock other properties for their elementals summoned to focus on DPS, defense or a balanced playstyle.

(Note: these will not summon on hit when striking another player in combat, but can be summoned and then used in PvP combat)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended 7th skills: resist spells, spirit speaking, anatomy, melee weapon skill, camping, tracking

Summon chance on hit:

  • 100% (34% base +1% every 0.9 skill and every 9 levels)

Summon upgrade chance:

  • 50% (17% base +1% every 1.8 skill and every 18 levels)

Summon types:* Air Elemental (upgrades to Poison Elemental [gains poisoning])* Water Elemental (upgrades to Blood Elemental [stronger mage])* Fire Elemental (upgrades to Flame Elemental [stronger melee])

Dispell Protection:

  • 100% Protection (magery + meditation determine this for all players)

Bonus HP:

  • 100 - Upgrades to: 200

Bonus Str:

  • 30 - Upgrades to: 60

Bonus Dex:

  • 25 - Upgrades to: 50

Bonus Int:

  • 30 - Upgrades to: 60

Bonus Damage:

  • 3 - Upgrades to: 6

Bonus Skill:

  • 10 - Upgrades to: 20

Tier 1 Talents: (Unlocks At Level 100)

  • Air Mastery: Air Elementals (upgrades to Poison Elementals with enhanced magery, poisoning [lethal poison at 120.0 class skill])
  • Water Mastery: Water Elementals (upgrades to Blood Elementals with highly enhanced magery)
  • Fire Mastery: Fire Elementals (upgrades to Flame Elementals with enhanced melee, HP and 50% cost reduction)

Tier 2 Talents: (Unlocks At Level 200)

  • Elemental Strength: gains +5 base damage
  • Chromatic Skin: +10 all resists but primary
  • Power Hungry: doubles your chance to summon a greater elemental (100% at max)

Tier 3 Talents: (Unlocks At Level 300)

  • Double Strike: gains the double strike ability (but loses 50 hp)
  • Paralyzing Blow: gains the paralyzing blow attack ability
  • Petrify: gains the block ability (and gains 150 hp)


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Infuse Weapon (60s CD)] - Sacrifice all of your elementals and lose the ability to resummon them for 10s, target player within a range of 10 gains the following elemental infusion for their weapon: +50% splintering (lost after first application), +30% explosion, +30% fire area, +30% poison area, and +30% energy area for physical attacks for 10s. (Cost Mana: 10) (Use command: "[mastery 1 1")
  • [Elemental Entrapment (60s CD)] - Sacrifice all of your elementals and lose the ability to resummon them for 10s, a 3x3 area around them will be enclosed in energy fields that last 6s. During this ability you can walk through walls and you reduce all incoming damage by 25% (per player up to 75%) from players and 75% from non-players, gain 4 block charges. (Cost Mana: 10) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Elemental Lash (60s CD)] - Create a 9x3 area in front of you that covers the ground in elemental decay, enemies in the area will be struck by lightning as if cast by the Elementalist every 1.0s and anything struck twice will be frozen for 3s (6s for non-players). This area lasts for 8s. (Cost Mana: 10) (Use command: "[mastery 2 1")
  • [Elemental Transformation (60s CD)] - Polymorph into an elemental being. In this form, Archery now also grants Swordsmanship, allowing melee fighter benefits and 20% additional absorption. You now also heal you and your pets for 25% of damage dealt (10% against players and 0% against player controlled units) while wielding a melee weapon. Also gain mounted movement speed for 4s after use. This ability must be off cooldown for you to cancel it but cancelling it does not trigger the cooldown. (Cost Mana: 10) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [Elemental Barrier (60s CD)] - Gain +20% absorption and +35 max HP for 30s. Your stone wall and energy field spells reduce in cast time by 0.5s, and you gain the ability to walk through walls. When this ability ends you retain the bonus HP gained so long as they do not exceeed your max HP. (Cost Mana: 10) (Use command: "[mastery 3 1")
  • [Elemental Protection (60s CD)] - Gain improved protection for 30s (your spells cannot be interrupted and protection cannot be on hit dispeled). For the duration of this buff, your greater heal spell cast time is reduced by 0.25s. Also, your stone wall and energy field spells reduce in cast time by 0.5s, and you gain the ability to walk through walls. (Cost Mana: 10) (Use command: "[mastery 3 2")


Class: Thaumaturge

Pure mage class with heavy dps capabilities.

Click To See Details


  Required Skills at 90.0+:

Thaumaturge

  1. Magery
  2. Meditation
  3. Evaluate Intellect
  4. Alchemy
  5. Wrestling
  6. Resist Spells

This class is designed to allow players to truly wield to power of magery on the Singularity - UO free shard. Most servers out there do not offer pure mage builds that are adequetely equipped to venture out into the world alone but as a Thuamaturge you will be a force to be reckoned with.

Once unlocked, this class immediately gains the ability for spells to cascade at a 100% chance on first cast. Each time the spell cascades it will trigger a copy of itelf one second later at the same target and then can cascade again. The second cascade chance (and all thereafter) will be tied to a player's class level and class skill. Cascaded spells still cost full mana, so you will need to find equipment that supports your newly found magical potency. Also, note that cascading does not impact PvP calculations.

With the release of this class a new system was also introduced that allows players to wear slayer weapons that will impact their magery spell damage as well. Allowing this class great flexibility in choice of weaponry. This slayer channeling ability extends to all classes however.

Many of the talents you find available are focused on amplifying the cascade effects or dealing with mana regeneration issues.

This class packs a very serious punch when wielded properly has some of the highest dps output in the game, as any pure mage class should rightfully be capable of.

(Note: these benefits are available for PvP combat, there is a 20s global cooldown between cascades, and each cascaded spell's mana and damage are halved)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended 7th skills: spirit speaking, camping, inscription, tactics, parry, poisoning

Dispell Protection:

  • 100% Protection (magery + meditation determine this for all players)

Passive Meditation:

  • While not wielding a ranged weapon, gain the ability to passively meditate so long as no spell higher than the 5th circle has been cast in the last 10 seconds (this is available to all classes).

Cascade Magic Chance:

  • 100%, Subsequent cascade chances increase based on class skill and level. (Current Divisor: 2) [Copy spells: fireball, lightning, mind blast, energy bolt, flamestrike, and chain lightning, halved damage in PvP] [Each spell has an independent 6 second cascade cooldown, or 60s for PvP with a 10s global CD]

Tier 1 Talents: (Unlocks At Level 100)

  • Cascade Mastery: each time a spell cascades the mana cost is reduced by 3 (after lower mana cost calculations)
  • Teleportation Mastery: once every 10s (60s in PvP) teleport gains range inreased, cast time reduction and refunds 40 mana
  • Miraculous Recovery: reduces all cascade cooldowns from 6 seconds to 3 (to 50 in PvP)

Tier 2 Talents: (Unlocks At Level 200)

  • Forked Bolt: energy bolt spells have up to a 40% chance to fork at no mana cost if the spell cascades
  • Frozen Solid: mind blast spells have up to a 40% chance to stun for 4 seconds unit if the spell cascades
  • Disintegrate: flamestrike spells have a up to a 40% chance to fire debuff and cost is reduced from 40 to 35

Tier 3 Talents: (Unlocks At Level 300)

  • Cascade Healing: greater heal gains the ability to cascade every 4 seconds at no mana cost (10s CD, 60s in PvP)
  • Lightning Mastery: the base mana cost of chain lightning is reduced from 40 to 35
  • Unending Power: once every 10 seconds 40 mana will be restored on damage


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Caustic Poison-laced Potion (60s CD)] - Conjure a magical greater explosion potion within a range of 10 that has a blast range of 5 that will inflict lethal poison on enemies hit by it, if a player cannot be poisoned then it will inflict a mortal strike debuff for 4s instead. Takes 3s after confuring to detonate. (Cost Mana: 15) (Use command: "[mastery 1 1")
  • [Gravity Bomb (60s CD)] - Conjure a magical potion within a range of 10 that has a blast range of 10 and will vortex all enemy players and units to its location and freeze them for 2s (6s for non-players) upon detonation. Takes 3s after conjuring to detonate, does not require line of sight. (Cost Mana: 15) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Defensive Maneuver (60s CD)] - For 4s, any enemy that attempts to attack you within a range of 2 will be disarmed and frozen for 2s (6s for non-players). Max of once per player. Also gain 100% dodge chance against all enemy creature auto attacks for 10s. When this ability ends you will summon an Energy Vortex requiring 0 control slots that last for 45s. They have lower offensive capabilities but increased defenses compared to normal Energy Vortexes. (Cost Mana: 15) (Use command: "[mastery 2 1")
  • [Paralytic Mine Field (60s CD)] - Summon a field of greater explosive potions directly in front of target enemy within a range of 10. These mines are covered with a paralyzing field. These mines deal 25% of the normal damage to players. (Cost Mana: 15) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [Archonic Will (60s CD)] - Gain the will of the Archon for 8s. During this ability you cannot move but you reduce all incoming damage by 25% (per player up to 75%) from players and 75% from non-players, gain 4 block charges, and gain improved protection for 10s (your spells cannot be interrupted, protection cannot be on hit dispeled, and you cannot be silenced). (Cost Mana: 15) (Use command: "[mastery 3 1")
  • [Bombs Bombs Bombs (60s CD)] - For 20s after using this ability, fireball, lightning bolt, energy bolt and flamestrike will also summon a greater explosive potion at the targets location. The potion's damage will be lowered by 20% for each circle below 7th. (Cost Mana: 15) (Use command: "[mastery 3 2")


Class: Zealot

Melee support / dps hybrid class with good versatility.

Click To See Details


  Required Skills at 90.0+:

Zealot

  1. Tactics
  2. Swordsmanship / Mace Fighting / Fencing
  3. Anatomy
  4. Healing
  5. Spirit Speaking
  6. Inscription

The Zealot class is designed to be a powerful frontline warrior that focuses on supporting themselves and their allies through a class mechanic called Zeal charges.

Dealing damage as a Zealot will allow you to build up Zeal charges which have a maximum of 40 total that can be saved up. To unleash these charges, you simply need to successfully use the Spirit Speak ability.

Once you do, you and your nearby allies will receive a Zeal buff that lasts for 1-5 seconds depending on how many Zeal charges were used (+1 second per 10 Zeal charges).

The Zeal empowered Spirit Speak will grant affected allies and the Zealot mana as well as healing based on Zeal charges consumed.

Allies and the Zealot will also gain a Slayer buff that increases the effectiveness of their Slayer damage bonuses multiplicatively

For the Zealot there are extra benefits of increased Physical Area Damage chance and increased chance of Lightning on hit. Also note that the Zealot will gain partial benefits of these as well as the Slayer increase passively without Zeal active.

The final benefit is only available to the Zealot and only during Zeal. This benefit is the ability to overclock weapon speed to unleash a flurry of rapid attacks against foes. For this reason, the choice of weapon for a Zealot is extremely crucial. Weapons that do not reach maximum overclocking will also be given a small second swing reduction. This benefit creates an environment where weapon speeds in the 2-2.5s range become extremely effective, although other options might be viable as well depending on how you've built your character.

(Note: these benefits are available for PvP combat, although for some talents function at a reduced capacity)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended 7th skills: parry, lumberjacking, resist spells, magery, camping, tracking, poisoning

Class Mechanic Zeal:

  • Dealing damage generates Zeal charges and up to a maximium of 40 charges can be held at once. Using the Spirit Speak ability will consume these charges and apply a Zeal buff to those in range for up to 6 seconds at 40 charges. The buff will be extended if the target currently has an active zeal buff, the charges will be set to the higher of the two buffs. Note that Zealots cannot apply this buff to other Zealots, but they can still heal and give mana to other Zealots with this ability. Benefits gained from Zeal are based block charges for allies, as well as class level and skill for Zealots: 1) Slayer Multiplier (self and allies) [partial benefits for Zealot without active Zeal] 2) Healing and Mana Restoration (self and allies) [when zeal is applied] 3) Block Charges (self and allies) [when zeal is applied 1 per 10 zeal charges] 4) On Hit Lightning (self only) [partial benefits for Zealot without active Zeal] 5) Physical Area Damage Chance (self only) [partial benefits for Zealot without active Zeal] 6) Weapon Speed Overclocking (self only, melee onlyl) [no benefits for Zealot without active Zeal] 7) On Hit Healing (self only, melee only) [no benefits for Zealot without active Zeal] Weapon speed overclocking allows 1H weapons to reach a swing timer of 1s and 2H to reach 0.75s, based on swing speed increase (SSI). This means 2.25s (or faster) 2H weapons and 2.5s (or faster) 1H weapons will give great benefits at max SSI of 60%. Weapons that could not overclock will be given give a flat 0.25 swing time reduction.

Tier 1 Talents: (Unlocks At Level 100)

  • Spirit Breaker: gain 1 additional zeal charge on hits for 2H melee, and gain 2H parry (based on class skill), also grants 10% absorption
  • Fortified Faith: generates 1 or 2 zeal charges on incoming damage or parry, also grants 10% absorption
  • The Selfless One: zeal gains 1s, zeal heal/mana gains +10, increases stamina speed cap from 120 to 150, grants 10% absorption, ranged weapons gain zeal benefits

Tier 2 Talents: (Unlocks At Level 200)

  • Divine Infusion: increase the extra healing of zeal applications by 100%
  • Angelic Link: increase the extra mana restoration of zeal applications by 100%
  • Spiritual Defense: zeal now grants 4 block charges on application to self and allies

Tier 3 Talents: (Unlocks At Level 300)

  • Gift of Faith: spirit speak range increased from 5 to 7 and reduced freeze time on cast
  • Versatility: zeal allows 1H weapons to reach a 0.75s max speed
  • Unwavering Devotion: grants the ability to parry spells and magic abilities


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Zealous Inspiration (60s CD)] - Using this ability will trigger a fully charged zeal ability with an increased range of 10. It does not consume current charges. It also grants you and all affected allies +15% splintering, +15% to all on hit area effects, and +15% on hit explosion for the duration. (Cost Stam: 15) (Use command: "[mastery 1 1")
  • [Resolute Advance (60s CD)] - Using this ability will trigger a fully charged zeal ability with an increased range of 10. It does not consume current charges. It also grants you and all affected allies mounted movement speed for 3s and regenerates 40 stamina, 40 mana and 20 health. (Cost Stam: 15) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Consecrated Gound (60s CD)] - The ground in a 7x7 area around the Zealot becomes consecrated for 3s, at the end of those 3s, enemies remaining in the area will be frozen for 3s (6s for non-players) and allies will be healed with the power of a greater heal spell. (Cost Stam: 15) (Use command: "[mastery 2 1")
  • [Smite (60s CD)] - Unleash a powerful unmitigated attack with a range of 10 that attempts to execute the nearby lowest health enemy target (prefering players), this attack deals increased damage based on the health of the target and how much health is missing, if used on a target with less than 50% health it will freeze non-players for 6s and splinters players for 4s. Maximum damage is capped at 200 against non-players and 25 vrs players. This damage cannot be mitigated. (Cost Stam: 15) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [Greatest Gift (60s CD)] - You and the lowest health nearby ally not already affected by this buff both gain +15% absorption and +20 max HP for 30s. When this ability ends you retain the bonus HP gained so long as they do not exceeed your max HP. (Cost Stam: 15) (Use command: "[mastery 3 1")
  • [The Chosen One (90s CD)] - This ability resets all mastery cooldowns for the Zealot except for tier 3 masteries. (Cost Stam: 15) (Use command: "[mastery 3 2")


Class: Minstrel

Melee provocation bard with high fencing capabilities and auto provocation.

Click To See Details


  Required Skills at 90.0+:

Minstrel

  1. Tactics
  2. Archery / Swordsmanship / Fencing / Mace Fighting
  3. Anatomy
  4. Healing
  5. Provocation
  6. Musicianship

The Minstrel is a unique take on the standard provocation dexxer that you might find on many other shards.

Provocation is the core skill of this class, and is made extra powerful due to the fact that Minstrels can auto-provoke nearby units once every 10 seconds by simply attacking them.

This class can be played with archery or as melee and has the ability to grant allies powerful buffs as well as the ability to summon the phantoms of their slain foes back from the dead to serve as the Minstrel's underling.

The buffs available to this class can both protect and improve the Minstrel's offense and defensive capabilities as well as those of their allies.

This is also the first class to have access to buffs that will also improve allied pet defensive capabilities.

(Note: many talents such as dagger mastery are available for PvP combat, provocation however serves as a 4s disarm on a 60s cooldown in PvP)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended 7th skills: parry, lumberjacking, resist spells, magery, spirit speaking, camping, tracking, discordance

Class Mechanic - Provoking Strikes:

  • Successful physical attacks will provoke nearby enemies to fight one another every 10 seconds, this cooldown is seperate from the normal provocation cooldown.

Class Mechanic - Phantasmal Ballad:

  • Killing a provoked unit has a 100% chance (based on class skill) to summon a phantom to serve the Minstrel. This phantom will have 50% lower stats and damage (66-83% lower hp), cannot cast spells and will last for 180 seconds, requires 4 control slots, and must be within a range of 10 to the unit when it dies. If more than one Minstrel has provoked the target, each will have a separate chance to summon. Provocation & Musicianship are used to calculated dispell protection.

Class Mechanic - Provocation Mastery:

  • Paragon creatures are now provokable. You gain the ability to provoke with 100% success once every 20 seconds, increased by 20 seconds per tier.

Class Mechanic - Discordance Ineptitude:

  • The minstrel suffers in their ability to fully utilize Discordance as a 7th skill, due to this the maximium possible discordance allowed is 14%. Normally Discordance can reach up to -7% for each bard skill at 100.0 or above, this is a penalty to this calculation of 7%.

Tier 1 Talents: (Unlocks At Level 100)

  • Spirit of the Boar: Grants 10% absorption, hits have a 50% chance to grant "Boar's Spirit" to players (and self) within a range of 10 to the target. "Boar's Spirit" lasts for 60 seconds, and grants recipients 15% absorption for the duration.
  • Spirit of the Wolf: Grants 15% absorption and 10% melee damage, hits have a 50% chance to grant "Wolf's Spirit" to players (and self) within a range of 10 to the target. "Wolf's Spirit" lasts for 60 seconds, and grants recipients 5% absorption for the duration as well as a melee damage percentage boost of 10% to all recipients including self (for a total of 20% to self including the baseline).
  • Spirit of the Stag: Grants 20% absorption, hits have a 50% chance to grant "Stag's Spirit" to player controlled units and summons within a range of 10 to the target. "Stag's Spirit" lasts for 60 seconds, and grants recipients 15% absorption for the duration.

Tier 2 Talents: (Unlocks At Level 200)

  • Phantom Shield: Allow for Phantoms to be sacrificed to soul shield you from death, must be within a range of 10 for this effect to occur. This effect calculates only if soul shield charges cannot be used due to cooldown or lack thereof.
  • Dagger Mastery: If you are wielding a 2.00 speed weapon your attacks and your phantom's attacks will attempt to apply lethal poison. This also allows the weapon swing timer to reach speeds of up to 1.00 seconds.
  • Cleansing Pulse: Grants a 25% chance on successful hit to cure a nearby player within a range of 10 to the target of poison, mortal strike and bleed.

Tier 3 Talents: (Unlocks At Level 300)

  • Legendary Instigator: Provocation Mastery cooldown is reduced by 5 seconds per tier.
  • Phantom Twins: Summon two phantoms instead of one. Halves the control slots, stats, hp and damage of your phantoms. Your phantoms now grant nearby (range 10) player controlled or summoned units "Phantom Protection" This buff grants an additional 15% absorption for 180 seconds when they are summoned.
  • Phantom Angel: Your phantoms will now sacrifice themselves to soul shield nearby players from death, must be within a range of 10 for this effect to occur. This effect calculates only if soul shield charges cannot be used due to cooldown or lack thereof.


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Chaos Anthem (60s CD)] - All non-controlled enemy creatures within a range of 14 will be auto provoked, all enemy player controlled units will be frozen for 6s. During this time the Minstrel gains mounted movement speed for 6s. (Cost Stam: 15) (Use command: "[mastery 1 1")
  • [Phantom Companion (60s CD)] - Release all phantoms and summon an improved phantom greater dragon that can mortal strike enemies. Also, the Minstrel gains +30% splintering for 6s. (Cost Stam: 15) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Phantom Form (60s CD)] - You Polymorph into a phantom form. For 10s (20s if not in PvP combat) you gain a melee attack range of 10 (but deal 30% less melee damage in PvP) and you gain 25% ranged swing speed that allows you drop below the 1.25s limit. Killing a non-player non-controlled unit while in this form will grant mounted movement speed (4s) and extend the duration for 8s (max 120s). Using this ability while it is still in effect wastes the cooldown. (Cost Stam: 15) (Use command: "[mastery 2 1")
  • [Phantom Immortality (60s CD)] - For 3s after use, if the Minstrel would be killed instead they are reincarnated with full health and granted mounted movement speed for 4s. If the Minstrel survives this duration, their phantom will be released and replaced with an improved phantom greater dragon that can mortal strike enemies. (Cost Stam: 15) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [Phantom Scream (60s CD)] - Nearby enemy players in a range of 5 who are currently casting a spell will be interrupted and silenced for 4s. They also will attempt to have their protection spell on hit dispeled. Also, the Minstrel will break all paralyze, freeze and splintering effects and grant immunity for 6s to themselves and nearby allies in a range of 5. (Cost Stam: 15) (Use command: "[mastery 3 1")
  • [Phantom Shift (60s CD)] - Instantly move up to 2 squares in the direction you are currently facing, you may pass through impassable terrain so long as there is nothing blocking the terrain on the other side (you can move through walls). You may do this up to 2 more times in the next 10s. Also gain 20% absorption for 30s. (Cost Stam: 15) (Use command: "[mastery 3 2")


Class: Ranger

Archery focused dps / support hybrid class.

Click To See Details


  Required Skills at 90.0+:

Ranger

  1. Tactics
  2. Archery
  3. Anatomy
  4. Healing
  5. Camping
  6. Tracking

The Ranger the first pure ranged dps class on the Singularity - UO free shard.

With this class came significant reworks of the Camping and Tracking skills.

Camping has been redesigned as a passive buff that players can use to regenerate their mana, hp and stamina more quickly. In addition to this it can be used to lure nearby monsters towards the campfire. The Ranger class builds on this further by amplifying its effectiveness and allowing Rangers to trap enemies that wander to close or even luring enemies more quickly. Ranger camp buffs will not stack with another Ranger's camp buff, but a regular camp buff can be stacked with a Ranger camp buff.

Tracking has been reworked to allow players to automatically track their current target, applying an offensive debuff to that target's dinal damage, reducing it by up to 15% based on the player's tracking skill and can stack for a total of up to 30% reduction.

In addition to this, Rangers come capable of gaining very high amounts of SSI (Swing Speed Increase) for ranged weapons. With the right gear it is possible to have a Ranger with 140 SSI and a 1.25s attack timer for Heavy Crossbows, making this class the most powerful ranged weapon class in the game. Most players will want to focus on using Composite, Bows, Crossbows or Heavy Crossbows while playing this class.

(Note: these buff and SSI benefits are available for PvP combat, although some class mechanics have reduced effectiveness)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended 7th skills: resist spells, magery, spirit speaking, poisoning

Class Mechanic - Fast Reload:

  • This moves the SSI cap for ranged calculations to 100 and grants additional stam tick reduction based on weapon speed. For Heavy Crossbows 8 stam ticks can be gained (1 every 15 stamina), for Crossbows 7 stamina ticks can be gained (1 every 17 stamina), for Bows and Composite bows 6 stamina ticks can be gained (1 per 20 stamina). This means to achieve the swing speed caps the following swing speed increase will be needed: Heavy Crossbow - 140, Crossbow / Bow - 120, Composite Bow - 100.

Class Mechanic - Preparation:

  • Campfires grant nearby allies a buff that refreshes while near the campfire but lasts for only 30 seconds based on their Camping skill. Ranger camps gain a bonus to this chance based on their class skill and level. Also, the Ranger campfire buff is separately calculated from a campfire buff and can be stacked. If there are multiple active Ranger campfires the highest level buffs will override others. This buff will grant an additional 0% chance for gaining double mana, 0% chance for double hp and 0% for chance double stamina on their respective regeneration ticks.

Class Mechanic - Booby Traps:

  • Rangers will setup traps at their fires to freeze nearby enemies for 3s (1s in PvP), 12s CD (24s in PvP). If an enemy has also been tracked by the Ranger it will be paralyzed for 8 seconds. Traps take 2 seconds to activate after creating a fire.

Class Mechanic - Crit Traps:

  • Landing a booby trap on multiple enemies grants Rangers a 100% crit chance for up to 5 attacks within 20 seconds, there is a 20s cd between uses. Composite bow has a cap of 5 attacks, Bow and Crossbow are capped at 4 and Heavy Crossbow is capped at 3 attacks max.

Class Mechanic - Auto Tracking:

  • There is a new command available to all players, "[tracktarget". When this command is toggled on, the Ranger will automatically track the target they last hit. When the Ranger class is first unlocked, this will be automatically toggled on if it is not already on.

Tier 1 Talents: (Unlocks At Level 100)

  • Alarming Fires: Nearby enemies will seek out campfires much more rapidly.
  • Rapid Reflexes: Passively gain 30% SSI, this does not raise your SSI cap.
  • Master Trapper: Reduces the cooldown on booby traps from 12s to 8s (to 16s in PvP).

Tier 2 Talents: (Unlocks At Level 200)

  • Flourish: Double the Ranger bonus for Preparation to give extra mana on ticks.
  • Invigoration: Double the Ranger bonus for Preparation to give extra stamina on ticks.
  • Cleansing Fires: Every 5 seconds your campfires will cleanse poisons for nearby players (30s CD in PvP).

Tier 3 Talents: (Unlocks At Level 300)

  • Heavy Crossbow Mastery: Raise the Swing Speed Cap to 140 from 100, allowing you to unlock the full potential of Heavy Crossbows.
  • Bow Mastery: Gain 10% absorption and raise the Swing Speed Cap to 120 from 100, allowing you to unlock the full potential of Bows and Crossbows.
  • Defensive Bowmanship: Gain 10% absorption, and immunity to teleportation and vortex attacks.


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Ankle Shot (60s CD)] - Fire your weapon at a target within a range of 10 to deal half auto attack damage against players but as a true strike that cannot miss. This shot also applies splintering effects and lethal poison to your target, if your target is a non-player it also freezes them for 6s. If a player is immune to poison they will be mortally wounded for 4s instead. (Cost Stam: 15) (Use command: "[mastery 1 1")
  • [Relentless Volley (60s CD)] - For the next 6s you may fire while moving and cannot miss auto attacks, but your auto attack damage against players is reduced by 40% and you gain 20% critical strike against non-players. This damage reduction does not affect on hit proc damage, only base weapon damage. (Cost Stam: 15) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Smoke Cloud (60s CD)] - Vanish in the shadows for 4s, or until you attack or cast a spell, you may move freely during this time. Using this ability toggles war mode off. This will not cause a reduction in PvP points earned during matches like normal hidding effects. (Cost Stam: 15) (Use command: "[mastery 2 1")
  • [Multishot (60s CD)] - Fire an attack at all enemies within a range of 10, reduce the cooldown of this ability by 5s for every enemy hit, up to a maximum of 30s. The damage against players is reduced by 40%. (Cost Stam: 15) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [Petrified Arrow (60s CD)] - Fire a magical arrow at target enemy within a range of 10 tiles. If that target is a player, summon a stone wall for 8s directly in front of the location they are facing. If the target is not a player then freeze the target for 6s and gain 20% critical strike for 20s (remember that critical strikes do not function in PvP with the exception of Juggernaut's punishing rage). (Cost Stam: 15) (Use command: "[mastery 3 1")
  • [Bear Traps (60s CD)] - Summon a Grizzly Bear companion that lasts 45s if not in PvP. This companion requires 4 slots to control and has fairly low damage, but has high defensive capabilities. Also, For the next 5s, summon a greater explosive potion on each new square you step on, up to 5 max. These potions deal 60% of the normal damage to players and damage can be raised further by taking the Alchemy skill. (Cost Stam: 15) (Use command: "[mastery 3 2")


Class: Monk

Melee support tank focused on single target focused support and rapid attacks.

Click To See Details


  Required Skills at 90.0+:

Monk

  1. Mace Fighting
  2. Tactics
  3. Anatomy
  4. Magery
  5. Meditation
  6. Peacemaking

The Monk is a capable melee fighter with some of the most potent support abilities in the game.

You will notice the Monk has the peacemaking skill but no musicianship is required. This is because the Monk counts meditation as their musicianship skill for determining barding success. Discordance will still be difficult to gain full value from because the meditation skill does not count as part of the 300.0 barding skill needed to unlock the full potential of Discordance.

Through their empowered use of the peacemaking skill a monk can form a divine link to another player (or themselves), redirecting half the damage their linked ally takes to the monk's mana pool. Their peacemaking skill also operates on a separate cooldown timer, allowing them to make use of other skills without delay.

Along with this the Monk has access to empowered meditation. For the first three seconds of this meditation the Monk will reduce all damage they receive to zero and greatly increase their HP regen amount as well as their divine linked ally's. Furthermore, they can continue attacking without interrupting the meditation process. After 3s of meditation have elapsed, the Monk and their ally gain block charges. The monk also gains a significant boost in attack speed for several attacks after being empowered.

This class is quite a bit more active than many but can support a group with incredible effectiveness while still contributing a moderate to high amount of damage.

(Note: many of these benefits have reduced effectiveness in PvP combat)




Class Mechanics And Talents


Starting Out Recommendations:

  • Recommended 7th skills: resist spells, spirit speaking, poisoning, lumberjacking, discordance, provocation, evaluate intellect

Class Mechanic - Harmonic Meditation

  • Meditation skill counts as musicianship for barding skill checks, it does count towards discordance skill checks but maximum of 2/3 full potential.

Class Mechanic - Divine Link:

  • Using the Peacemaking skill on a player allows for a divine link to be established (can target self). While active, half of all damage to that player will be dealt to the monk's mana pool. Once the pool reaches 0, the link will be broken and this ability will go on cooldown for 10 seconds. There is no cooldown when used on a player. Can only be used on a player if there is not already a link established. Must remain within 16 squares to continue to gain benefits from the link. In PvP combat, this shielding can only prevent damage once every 3s and only if the damage is greater than 15.

Class Mechanic - Empowered Meditation:

  • For the first 1s of meditation, reduce all damage received to zero, melee attacks during meditation do not break meditation. This will also replenish the health of the monk and their target at a rate of 10 healing per tick for 3s. If the meditation lasts at least 1s the target and the monk will gain 4 block charges and the monk will gain infused strikes, giving them a 0.75s swing timer for their next (17 / weapon speed) [rounded down] melee attacks (grows with level and skill).

Class Mechanic - Defensive Mace Fighting:

  • Gain the ability to parry attacks and spells based on class skill up to a max 75% effectiveness of standard parry skill while wielding two-handed mace weapons.

Class Mechanic - Mending Strikes:

  • Allows the monk a 5-10% chance based on class level and skill to cast greater heal on an ally within 10 squares on successful attack, prefering lowest health targets.

Class Mechanic - Peacemaking Mastery:

  • The peacemaking skill now operates on a seperate cooldown from other skills. You gain the ability to pacify with 100% success once every 20 seconds. This cooldown is increased by 20 seconds per tier of the monster.

Class Mechanic - Divine Intervention:

  • Once every 5 minutes, a Monk can shield themselves or a friendly player within 10 squares from death.

Tier 1 Talents: (Unlocks At Level 100)

  • Swift Strikes: Allows the monk to achieve a 1.0 swing timer for 2.25s or lower weapons.
  • Legendary Pacifist: Peacemaking Mastery cooldown is reduced by 10 seconds per tier.
  • Infuse Ally: Your empowered meditation also regenerates your divine link's mana and stamina at a rate of +5 per tick (doesn't work on self).

Tier 2 Talents: (Unlocks At Level 200)

  • Improved Intervention: Heal the target to full health when their death is prevented, and lower the cooldown of Divine Intervention by 2 minutes.
  • Blessed Mending: Your Mending Strikes will also apply bless, strength, agility and cunning buffs at no cost to the target if those spells are not active already.
  • Thought Cleanse: Your empowered meditation will remove poison, bleed and mortal strike effects from your divine link target.

Tier 3 Talents: (Unlocks At Level 300)

  • Improved Mending: Gain 5-10% Mending Strikes chance based on weapon speed. Mending Strikes now heals for half on poisoned, bleeding and mortal striked targets.
  • Defensive Mastery: Your defensive mace fighting ability no longer requires wielding a mace fighting weapon but still requires a two-handed melee weapon.
  • Improved Defense: Raise the defensive mace fighting parry chance to full effectiveness and gain an additional 10% baseline absorption and 10% per tier of monster.


Class Mastery Abilities

  • These are special activatable abilities unique to each classes.
  • Each tier has two abilities that share a cooldown with one another.

Tier 1 Mastery Abilities

  • [Divine Entrapment (60s CD)] - Teleport to a target ally or enemy within a range of 10 and enclose the area surrounding with stone walls on all sides that last for 4s, if the target was a non-player unit then instead of summoning walls gain 1.25% to all on hit area effects for every 0.25 speed of your weapon for 8s. (Cost Mana: 15) (Use command: "[mastery 1 1")
  • [Poisoned Shuriken (60s CD)] - Throw a poisoned shuriken all enemy targets within a range of 10, inflicting them with lethal poison. If a player is immune to poison they will be mortally wounded for 4s instead. Also, the monk gains 3s of mounted movement speed for the duration of this ability. (Cost Stam: 15) (Use command: "[mastery 1 2")

Tier 2 Mastery Abilities

  • [Runic Protection (60s CD)] - For 6s bless a 5x5 area on the ground surrounding the Monk with runic protection that will allow yourself and all allies to have damage reduced by 50% and they will gain 20% additional absorption while in the area. (Cost Mana: 15) (Use command: "[mastery 2 1")
  • [Lightning Reflexes (60s CD)] - The next auto attack made against you in 6s causes you to strike back at the enemy if they are in a range of 2. Each nearby enemy can trigger this effect once, non-player enemies will be frozen for 6s after the attack. (Cost Stam: 15) (Use command: "[mastery 2 2")

Tier 3 Mastery Abilities

  • [Hex (60s CD)] - If cast on a non-player, this ability will curse and peace (requires instrument) all enemy units within a range of 5 from the target. Otherwise, it curses and polymorphs an enemy player into a chicken for 4s, if they are casting or attempt to cast a spell during this transformation, they will be silenced for 4s. If cast on a player that is already polymorphed, only the initial silence effect will occur. This ability has a range of 10 tiles. (Cost Mana: 15) (Use command: "[mastery 3 1")
  • [Shadow Kick (60s CD)] - Teleport to a location in front of your target (range 10) and attempt to kick them in the opposite direction up to 3 tiles away. For player targets, if there is impassable terrain in those squares, they will be kicked to the tile before that terrain and frozen for 3s, When used on a non-player this will also attempt to strike the enemy 3 times in rapid succession instead of kicking them away. Gain mounted movement speed for 3s after using this ability. (Cost Stam: 15) (Use command: "[mastery 3 2")


Please remember to check this page out with frequency as the features available to come for classes may be expanded in the future.

     Author: JarJarIsASith, Singularity - UO free shard developer

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