G
Good_Ole_Lefty
Guest
Angry Imp Resist
A Post AOS Magic Resist Guide
Plus a bonus!
0 - 120 Parry!
by Lefty of Sonoma
Greetings, Well this guide is long overdue I must say but perfect timing before the Launch of the next expansion. Many new Players and Veterans alike should be able to benifit with this information. I take no credit for originality, but I'm the guy that likes to reinvent the wheel. :]
This guide focuses on 30 - 100 Resisting Spells skill, though the same techniques can be applied to reach 120 legendary with substitutions.
==========================
Use of guide - Solo or Group
Rate from skill level 27 - 100
12 - 24 hours
Creatures to gain off of - Imps
==========================
Locations -
Primary - Hedge Maze (tram/Fel)
Safe Spot? Yes (fence and Hedges)
Dangers - 2 Daemons, Paladins,Mages,Tamers, Griefers, Pks lalala
----------------------------------
Hard core Locations - Humility Shrine Champ spawn
Safe Spot - Yes
----------------------------------
Fire Dungeon Felluca Champ Spawn
Safe Spot - Unknown (maybe on top of lich room)
==========================
REQUIREMENTS
Healing skills - Besides Magery,Chivalry and Spirit Speak I advise adding good old healing if you are going to do this solo. If not then you will have to rely either on Pots and Petals or Assistance of another Player to heal you.
==========================
Equipment
Armor - 2 or more sets I suggest that have 70 fire and 70 energy. Physical resist is also a bonus if your caught in a tight situation.
Jewls - Ring and Bracelet 1/2 or 1/3 fc/fcr each
-Various (more than one) Rings and bracelets Ranging from +5 to +15 Magic Resist skill.
Scrolls - If you do not have Magery, You will Need Protection scrolls and Teleport scrolls.
Repair Deeds - You will need a Ton of these or a Smith/Tailor on Call :]
Rune book and runes - You need to mark a few spots for quick access. Mark runes inside the house at Hedge maze, tailor/smith shops,bank etc.
(Precaution - Keep runebooks charged with recall scrolls)
Reagents, Pots, Bandages, Tithering Points
Stock up and make quick grab bags and place either in your house or bank box.
==========================
INSURANCE - Put insurance on all your gear and unload everything that isn't needed. This includes clothing... Make sure your Bank Box is stocked with GOLD!!
==========================
Imps vs Reapers
Yes Reapers are stationary, but they toss out alot of damage. Reapers run with 95-100 eval and have a nasty habit of comboing , While Imps run from 20-30 eval. Alot less damage, yet they run with the same Magery range.
-----------------------------------------------------------------------
Resistable Spells:
Clumsy Mana Drain Paralyze Field Weaken
Curse Mana Vampire Poison
Feeblemind Paralyze Poison Field
Necromancer Spells:
Blood Oath Mind Rot
Corpse Skin Pain Spike
-----------------------------------------------------------------------
Of course you wont see Monsters/NPCs tossing Necromancer spells at this time, maybe in the future, who knows...
(Repost on Resisting spells from uo.com for quick reference)
-----------------------------------------------------------------------
For spells that affect stats (Clumsy, Curse, Feeblemind, Mana Dragon, Mana Vampire, and Weaken), the Resisting Spells skill helps lessen the amount of points that are taken away from your stats. For duration spells (Paralyze, Paralyze Field, Poison, Poison Field, Blood Oath, Corpse Skin, Mind Rot, and Pain Spike), the length of the spell can be shortened. The Poison spell is now the only spell that has a chance to be fully "resisted" due to the target's "resisting spells" skill.
The greater the difference between your Resisting Spells skill and the attacker's Magery skill, the less chance you have of warding any or all of it off. The difficulty of the spell being cast is also taken intoaccount.
You will always have a slight chance of warding off a spell, even as a newbie with a couple points in this skill.
As a Warrior, you will greatly benefit from acquiring some skill in
Resisting Spells. Many creature in the wild and in dungeons can cast stat-reducing and duration spells.
==========================
Success Chance
Your chance of successfully Resisting Spells depends on your skill level, your attacker's Magery skill, and the circle that corresponds to the spell being cast. If your Resisting Spells skill is higher than your opponent's Evaluate Intelligence skill, you will lessen the effect of the spell.
==========================
Bonus to Resist at Higher Levels
At higher levels, the Resisting Spells skill also benefits you by adding a bonus to your minimum elemental resists. This bonus is only applied after all other resist modifications from what you're wearing have been calculated. It's also not cumulative. It compares the number of your minimum resists to the calculated value of your modifications and uses the higher of the two values. For instance, if you are a Grandmaster, your minimum resists will never go below 40 (see table below). So if you happen to be wearing armor that adds 20 to each resist, the two values will not be added together; instead, it will use the highest value, which happens to be the number that your Grandmaster status gives you: 40.
If someone who doesn't have any points in Resisting Spells wears that same armor, the value of their resists will be at 20, since they will not get the resistance bonus from having the skill.
-----------------------------------------
The way the minimum resistance value is calculated is as follows:
Below 40 Resist, your minimum resistance is 0.
Between 40 and 100, your minimum resistance value is (Skill * 10) – 400) / 15. Above 100 skill, your minimum resistance value is (Skill + 100) / 5.
Skill Minimum Resist
40.0 and below 0
55.0 10
70.0 20
85.0 30
100.0 (GM) 40
110.0 (Elder) 42
120.0 (Legendary) 44
Here's another example. Let's say you're wearing armor/jewelry/magic items that give you the following elemental resists:
Fire: 10
Cold: 10
Poison: 50
Energy: 50
So you've got some good poison and energy resist going on, but poor cold and fire resist. Now when you add GM Resist into the equation, the values would look like this:
Fire: 40
Cold: 40
Poison: 50
Energy: 50
While your poison and energy resists were not affected, you can see that your fire and cold resists were improved due to the GM resist bonus.
-----------------------------------------------------------------------
Training Resist - The fastest way to gain is by Ratio! Increasing the chance by number of resistable spells received from the casters. More casters + More spells = faster gains. Imps are used because they have low eval, less damage and when you get a group of them casting on you it seems like they take turns casting :], no comboes unlike reapers, one spell at a time giving you some breathing room to cure and heal, but you still have to be quick on your toes!
I myself have soloed resist vs 6-10 imps using magery and the healing skill, while it would be impossible for me to solo the same number of reapers. Grey screen would all be that you would see most of the time.
==========================
+ Resist skill Jewlry and Protection
Both are essential and here is the why.. Each circle (level) resistable spell there is a chance to resist the effects and or duration. There is a range where you will have a better chance to gain off these spells depending on the circle and magery level of the caster. At higher levels your gains will come to a trickle off of 1st level spells, while at low resist skill you will seldom gain off of higher circle spells such as mana vampire. This is where + Resist skill jewlery and Protection come in. If you bought Resist skill from an NPC you should get decent gains up to 40 skill then add 20-30 resist in Jewls. 60-77 resist is a good range to gain off Imps and use jewls and Protection to stay in that range till you can cap your Resist to its max with jewlery.
Capping - You must have at least 70 real skill in Resist to cap using Jewls with + 15 each for a total of 30 resist. Your cap is 100 unless you added powerscrolls.
==========================
Do not add Resist
Powerscrolls until you can reach the new cap them with resist Jewls. If your Jewls require you to cap at a higher level, keep working while using any adjustments to keep your resist in the mid 60s using protection to take resist down 35 points and using your jewls to jack them back up.
==========================
Why Cap and how does it work?
Before AOS every spell from 1st to 8th circle was resistable. After AOS came to publish it cut down Resistable spells down to a dribble, so to offset this the Developers put in Wild Card spell casting Monsters/NPCs , Where a person could gain resist skill off any circle of resistable spell regardless of their resist skill level. So you could have a chance to gain off mana vampire at low levels or off feeblemind at high levels.
Wild cards are rare - Anywhere from 3-8% of a spawn will generate a
wild card. The percentage is just theory, but seems to be the case.
Now when you Cap your Resisting Spells skill with Jewlery Wild cards give you a 50% chance to gain resist off each resistable spell!
Rapid gains almost like Power hour days in UO:R :]
Now since you are capped, You wont see gains on screen, you will see skills go down if pointed down if your at your skill point cap. To tell if you are gaining resist look at your skill menu and hit show real, or if you have uoassist, look at the skill menu there.
==========================
How do I get a Wild Card Imp?
When you reach your capping point (70+ resist) reach your cap with the
Jewls. Work with the batch of Imps you have now for a good 5 minutes
making sure each one attacks you with spells by double clicking in war
mode. If you see no changes, kill off that batch and get another 6-8
imps. They instant spawn at Hedge Maze.
==========================
Is Capping Legal? - Yes for now it is approved by the Developers.
Though OSI could change their minds on this at any given time. So if they decide to make it Illegal, Use the above techniques to reach GM naturaly and substitute monsters with higher magery for higher levels.
I wish you luck and speedy gains with Resist.
Lefty
Angry Sheep Parry Guide
UOML Update/Changes
Sheep now do 1 hp damage per hit regardless of Physical resist. This is advertantly related to the Wrestling bug Fix, a Minimum of 1 hp to get off disarm and stun special moves and of course sheep have wresltling.
So docile and so domestic they are so people think. If they had bigger teeth they would be truly the most fearsome beast in Britainia! If you wish to be grandmaster or even Legendary at Parry these brutes will school you in the Art.
<br>
<br>This is by far the fastest way to gain Parry in UO.
<br>
<br>Armor - 70 Physical is suggested.
<br>Location - Yew Sheep Farm (pen)
<br>Facet - Fel/Tram
<br>Equipment - No Shields!!! Use a dagger if at low dex or a real slow weapon at High dex.
<br>
<br>Target all sheep in the area and toggle back into Peace mode. Let them hit you. At 70 physical you shouldnt take hardly any damage if any at all. They will take you from 0-120 in record time.
<br>
<br>Good Luck.
<br>
<br>
<br>
<br>--------------------------------------------
<br>
Ok guys, a bit of info and some tips to both guides.
Bushido Resist Method - To get you in capping range
60 Bushido (recommended)
Unguilded
100-120 Magery (higher the better the gains)
100-120 Eval
Horse
Training area - Trammel ruleset lands
Set up 2 macros - 1 for Honorable execution the 2nd for Weaken or any other debuff spell
Dismount from horse - Say All kill Target self- Hit Honorable execution, Wait for it to go off then hit your debuff macro, Target self.
Now you must have those 2 macros and do it manualy, if not the anti macro code will kick in and ruin all your efforts.
Other Tips - If the Character your training has a +10-+20 Resist Power scroll applied it maybe better for you to train resist on a character with a 100 cap and soulstone it over and finish it up.
Parry Training - Leave DCI Jewls at home and soulstone any bushido till you finish up Parry.
Any Questions - ICQ 329075754
A Post AOS Magic Resist Guide
Plus a bonus!
0 - 120 Parry!
by Lefty of Sonoma
Greetings, Well this guide is long overdue I must say but perfect timing before the Launch of the next expansion. Many new Players and Veterans alike should be able to benifit with this information. I take no credit for originality, but I'm the guy that likes to reinvent the wheel. :]
This guide focuses on 30 - 100 Resisting Spells skill, though the same techniques can be applied to reach 120 legendary with substitutions.
==========================
Use of guide - Solo or Group
Rate from skill level 27 - 100
12 - 24 hours
Creatures to gain off of - Imps
==========================
Locations -
Primary - Hedge Maze (tram/Fel)
Safe Spot? Yes (fence and Hedges)
Dangers - 2 Daemons, Paladins,Mages,Tamers, Griefers, Pks lalala
----------------------------------
Hard core Locations - Humility Shrine Champ spawn
Safe Spot - Yes
----------------------------------
Fire Dungeon Felluca Champ Spawn
Safe Spot - Unknown (maybe on top of lich room)
==========================
REQUIREMENTS
Healing skills - Besides Magery,Chivalry and Spirit Speak I advise adding good old healing if you are going to do this solo. If not then you will have to rely either on Pots and Petals or Assistance of another Player to heal you.
==========================
Equipment
Armor - 2 or more sets I suggest that have 70 fire and 70 energy. Physical resist is also a bonus if your caught in a tight situation.
Jewls - Ring and Bracelet 1/2 or 1/3 fc/fcr each
-Various (more than one) Rings and bracelets Ranging from +5 to +15 Magic Resist skill.
Scrolls - If you do not have Magery, You will Need Protection scrolls and Teleport scrolls.
Repair Deeds - You will need a Ton of these or a Smith/Tailor on Call :]
Rune book and runes - You need to mark a few spots for quick access. Mark runes inside the house at Hedge maze, tailor/smith shops,bank etc.
(Precaution - Keep runebooks charged with recall scrolls)
Reagents, Pots, Bandages, Tithering Points
Stock up and make quick grab bags and place either in your house or bank box.
==========================
INSURANCE - Put insurance on all your gear and unload everything that isn't needed. This includes clothing... Make sure your Bank Box is stocked with GOLD!!
==========================
Imps vs Reapers
Yes Reapers are stationary, but they toss out alot of damage. Reapers run with 95-100 eval and have a nasty habit of comboing , While Imps run from 20-30 eval. Alot less damage, yet they run with the same Magery range.
-----------------------------------------------------------------------
Resistable Spells:
Clumsy Mana Drain Paralyze Field Weaken
Curse Mana Vampire Poison
Feeblemind Paralyze Poison Field
Necromancer Spells:
Blood Oath Mind Rot
Corpse Skin Pain Spike
-----------------------------------------------------------------------
Of course you wont see Monsters/NPCs tossing Necromancer spells at this time, maybe in the future, who knows...
(Repost on Resisting spells from uo.com for quick reference)
-----------------------------------------------------------------------
For spells that affect stats (Clumsy, Curse, Feeblemind, Mana Dragon, Mana Vampire, and Weaken), the Resisting Spells skill helps lessen the amount of points that are taken away from your stats. For duration spells (Paralyze, Paralyze Field, Poison, Poison Field, Blood Oath, Corpse Skin, Mind Rot, and Pain Spike), the length of the spell can be shortened. The Poison spell is now the only spell that has a chance to be fully "resisted" due to the target's "resisting spells" skill.
The greater the difference between your Resisting Spells skill and the attacker's Magery skill, the less chance you have of warding any or all of it off. The difficulty of the spell being cast is also taken intoaccount.
You will always have a slight chance of warding off a spell, even as a newbie with a couple points in this skill.
As a Warrior, you will greatly benefit from acquiring some skill in
Resisting Spells. Many creature in the wild and in dungeons can cast stat-reducing and duration spells.
==========================
Success Chance
Your chance of successfully Resisting Spells depends on your skill level, your attacker's Magery skill, and the circle that corresponds to the spell being cast. If your Resisting Spells skill is higher than your opponent's Evaluate Intelligence skill, you will lessen the effect of the spell.
==========================
Bonus to Resist at Higher Levels
At higher levels, the Resisting Spells skill also benefits you by adding a bonus to your minimum elemental resists. This bonus is only applied after all other resist modifications from what you're wearing have been calculated. It's also not cumulative. It compares the number of your minimum resists to the calculated value of your modifications and uses the higher of the two values. For instance, if you are a Grandmaster, your minimum resists will never go below 40 (see table below). So if you happen to be wearing armor that adds 20 to each resist, the two values will not be added together; instead, it will use the highest value, which happens to be the number that your Grandmaster status gives you: 40.
If someone who doesn't have any points in Resisting Spells wears that same armor, the value of their resists will be at 20, since they will not get the resistance bonus from having the skill.
-----------------------------------------
The way the minimum resistance value is calculated is as follows:
Below 40 Resist, your minimum resistance is 0.
Between 40 and 100, your minimum resistance value is (Skill * 10) – 400) / 15. Above 100 skill, your minimum resistance value is (Skill + 100) / 5.
Skill Minimum Resist
40.0 and below 0
55.0 10
70.0 20
85.0 30
100.0 (GM) 40
110.0 (Elder) 42
120.0 (Legendary) 44
Here's another example. Let's say you're wearing armor/jewelry/magic items that give you the following elemental resists:
Fire: 10
Cold: 10
Poison: 50
Energy: 50
So you've got some good poison and energy resist going on, but poor cold and fire resist. Now when you add GM Resist into the equation, the values would look like this:
Fire: 40
Cold: 40
Poison: 50
Energy: 50
While your poison and energy resists were not affected, you can see that your fire and cold resists were improved due to the GM resist bonus.
-----------------------------------------------------------------------
Training Resist - The fastest way to gain is by Ratio! Increasing the chance by number of resistable spells received from the casters. More casters + More spells = faster gains. Imps are used because they have low eval, less damage and when you get a group of them casting on you it seems like they take turns casting :], no comboes unlike reapers, one spell at a time giving you some breathing room to cure and heal, but you still have to be quick on your toes!
I myself have soloed resist vs 6-10 imps using magery and the healing skill, while it would be impossible for me to solo the same number of reapers. Grey screen would all be that you would see most of the time.
==========================
+ Resist skill Jewlry and Protection
Both are essential and here is the why.. Each circle (level) resistable spell there is a chance to resist the effects and or duration. There is a range where you will have a better chance to gain off these spells depending on the circle and magery level of the caster. At higher levels your gains will come to a trickle off of 1st level spells, while at low resist skill you will seldom gain off of higher circle spells such as mana vampire. This is where + Resist skill jewlery and Protection come in. If you bought Resist skill from an NPC you should get decent gains up to 40 skill then add 20-30 resist in Jewls. 60-77 resist is a good range to gain off Imps and use jewls and Protection to stay in that range till you can cap your Resist to its max with jewlery.
Capping - You must have at least 70 real skill in Resist to cap using Jewls with + 15 each for a total of 30 resist. Your cap is 100 unless you added powerscrolls.
==========================
Do not add Resist
Powerscrolls until you can reach the new cap them with resist Jewls. If your Jewls require you to cap at a higher level, keep working while using any adjustments to keep your resist in the mid 60s using protection to take resist down 35 points and using your jewls to jack them back up.
==========================
Why Cap and how does it work?
Before AOS every spell from 1st to 8th circle was resistable. After AOS came to publish it cut down Resistable spells down to a dribble, so to offset this the Developers put in Wild Card spell casting Monsters/NPCs , Where a person could gain resist skill off any circle of resistable spell regardless of their resist skill level. So you could have a chance to gain off mana vampire at low levels or off feeblemind at high levels.
Wild cards are rare - Anywhere from 3-8% of a spawn will generate a
wild card. The percentage is just theory, but seems to be the case.
Now when you Cap your Resisting Spells skill with Jewlery Wild cards give you a 50% chance to gain resist off each resistable spell!
Rapid gains almost like Power hour days in UO:R :]
Now since you are capped, You wont see gains on screen, you will see skills go down if pointed down if your at your skill point cap. To tell if you are gaining resist look at your skill menu and hit show real, or if you have uoassist, look at the skill menu there.
==========================
How do I get a Wild Card Imp?
When you reach your capping point (70+ resist) reach your cap with the
Jewls. Work with the batch of Imps you have now for a good 5 minutes
making sure each one attacks you with spells by double clicking in war
mode. If you see no changes, kill off that batch and get another 6-8
imps. They instant spawn at Hedge Maze.
==========================
Is Capping Legal? - Yes for now it is approved by the Developers.
Though OSI could change their minds on this at any given time. So if they decide to make it Illegal, Use the above techniques to reach GM naturaly and substitute monsters with higher magery for higher levels.
I wish you luck and speedy gains with Resist.
Lefty
Angry Sheep Parry Guide
UOML Update/Changes
Sheep now do 1 hp damage per hit regardless of Physical resist. This is advertantly related to the Wrestling bug Fix, a Minimum of 1 hp to get off disarm and stun special moves and of course sheep have wresltling.
So docile and so domestic they are so people think. If they had bigger teeth they would be truly the most fearsome beast in Britainia! If you wish to be grandmaster or even Legendary at Parry these brutes will school you in the Art.
<br>
<br>This is by far the fastest way to gain Parry in UO.
<br>
<br>Armor - 70 Physical is suggested.
<br>Location - Yew Sheep Farm (pen)
<br>Facet - Fel/Tram
<br>Equipment - No Shields!!! Use a dagger if at low dex or a real slow weapon at High dex.
<br>
<br>Target all sheep in the area and toggle back into Peace mode. Let them hit you. At 70 physical you shouldnt take hardly any damage if any at all. They will take you from 0-120 in record time.
<br>
<br>Good Luck.
<br>
<br>
<br>
<br>--------------------------------------------
<br>
Ok guys, a bit of info and some tips to both guides.
Bushido Resist Method - To get you in capping range
60 Bushido (recommended)
Unguilded
100-120 Magery (higher the better the gains)
100-120 Eval
Horse
Training area - Trammel ruleset lands
Set up 2 macros - 1 for Honorable execution the 2nd for Weaken or any other debuff spell
Dismount from horse - Say All kill Target self- Hit Honorable execution, Wait for it to go off then hit your debuff macro, Target self.
Now you must have those 2 macros and do it manualy, if not the anti macro code will kick in and ruin all your efforts.
Other Tips - If the Character your training has a +10-+20 Resist Power scroll applied it maybe better for you to train resist on a character with a 100 cap and soulstone it over and finish it up.
Parry Training - Leave DCI Jewls at home and soulstone any bushido till you finish up Parry.
Any Questions - ICQ 329075754