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UO Player Q&A FAQ and Revision List

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This is UO Player Q&A Forum "Frequently Answered Questions"
There are several "HEADER" items that will contain some short information blurbs ... if they say (**INFO**) in the title. Otherwise they are no-text entries.

Latest revision(s)
26 Mar 2008 - new items!!
... "Moonstones - a Bit of History"
... INFO subheader w/some Arms Lore data (under Professions)
... ... Blacksmith skill building & quests
... ... Bowyer skill building & quests
... ... Carpenter skill building & quests
... ... Tailor skill building & quests
... ... Tinker skill building & quests


09 Apr 2008 - New header!!
... HEADER: Housing Related (**INFO**)
Initial info has an item recently ironed out about honoring things and an item about crystal/shadow tile usage in housing.


16 Apr 2008
... Add a link to the Homes & Castles forum on Stratics in the INFO header


T'Amon
 
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"I have x as my profession title and I really want y - how do I change it?"

This is one of those that old-schoolers probably know and non-old-schoolers had no chance to ever learn. Here's a brief explanation of profession titles and how to change them:

The profession title displayed on your paperdoll is your highest skill in "real" or unmodified skill. This part can't be changed - if you're a GM Blacksmith, and you have 50 Tinkering, you can't get Tinkering to display on your paperdoll.

In the event of a tie, however, you have more control. The displayed title will be the first skill in alphabetical order that is marked "up" in the skill window. If they're all locked or set to "down," the displayed title will simply be the first one in alphabetical order. For example, if you have 100 Blacksmithing and 100 Tinkering and you want your title to be "Grandmaster Tinker," lock Blacksmithing and leave Tinkering set to rise.

(Yes, it's a rather arcane system - as I recall, it was implemented when skill locks were. Back in the day, skills rose or fell based on use or lack thereof, and you had no actual control over them - being a GM was usually temporary, because if you used any other skill it'd go up and knock your GM skill down. Trying to maintain a template was... well, uphill, in the snow, both ways. :p)

What does it mean when something is "cursed"?
Some items ingame have the word "Cursed" on them. This is a special designation and the following rules apply:
1. Cannot be blessed or insured.
2. Upon death, the item remains on your corpse. If you want it back, go get it.
3. It can be stolen from you.
 
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Where does ____________ monster spawn and what loot does it have?
Check the Hunter's Guide. Pick your foe from either of the columns on the page then go forth and conquer!!

For Paragon foe, you want to go here.


Where can I find the different quests ingame (outside of New haven) and how do I do them?
You can wander around clicking every NPC you meet or read the guide created by The UnRuled here.

Additional quest information can be gotten at UOGuide.com. This page includes the New haven quests as well but gives a good idea of what else is out there.
 
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One of the hardest parts in starting any RPG is deciding what kind of character you wish to play. Do you want to be a mage? What about a sword weilding warrior? Perhaps you can see yourself working over a hot forge as a blacksmith. You will find there are quite a few options for you in Ultima Online.

Stratics has a forum dedicated to each profession (skill class). Below I have linked to the FAQ for each profession. Take the time to read through them if you are undecided on which type of character you want to play. You may also find some good information on improving your skills in that profession.


UO Adventurer - Those that wish to see all they can.

UO Alchemist - Throw those Purple Potions!

UO Arcanist - Come in and learn how to command nature and cast spells like an Elf. Blue skin and wild hair styles optional.

UO Archer - There is something magical about an arrow in flight.

UO Assassin - Those that live in shadows and poison their enemies.

UO Bard - Who needs a sword when you have a lute?

UO Beggar - Got any spare change?

UO Carpenter - The joys of creating with wood.

UO Chef - Somebody has to do all the cooking.

UO Fisher - The sea, a ship, and a pole. Life is good.

UO Gardener - Time to grow the plants everybody loves.

UO Healer - You got a boo boo? Let me fix it.

UO Lumberjack - "These trees are indestructable!!!"

UO Mage - Cast a spell to heal or destroy. The choice is yours.

UO Merchant - Come and Sell your wares.

UO Miner - Pull the metal out of the mountain. Blacksmiths need it.

UO Murderer - Because sometimes a guy has just gotta be whacked.

UO Necromancer - Evil is your friend. Embrace it.

UO Ninja - Stealthing off into the night.

UO Paladin - You follow the virtues and are most noble.

UO Rares - Where chairs are considered better when broken and bandages better when bloodied. A forum for discussion and price checks on rare items.
<font color=red>NOTE:</font color=red> This is here as it is referenced for non-PvP thieving in UO Thief

UO Samurai - We Honorably Execute everyone.

UO Scribe - Where would a mage be without his spells?

UO Smith - If it is made from metal, you are the one who makes it.

UO Tailor - You can never have enough sewing kits.

UO Tamer - The dragon is your pet and your weapon.

UO Thief - They have it. You want it. Go steal it.
<font color=red>NOTE:</font color=red> This forum is for PvP thievery!!

UO Tinker - Need a golem? Need a trap? Need lockpicks? See your local tinker.

UO Treasure Hunter - It's not the size of your shovel that matters... It's knowing where to dig!

UO Warrior - "Without conflict we are doomed to a dull life." - - Someone..... "RUN AWAY!!!!" - - Someone 'Smart'
 
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What are power scrolls and what do they do?
They increase either your skill cap in a certain skill or your stat cap. More information is found here.

Well now that I know what a power scroll is, where do I find the champion spawns to get one?
There are two types of champion spawns. The ones in Ilshenar give no power scrolls, consider them training grounds. The ones in Felucca give the power scrolls. You can learn more here.
 
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Mod note: Basara worked up this little gem.
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Here's something I put together as part of a Mining guide on the Miner forum, but this part is useful for all characters. I'm tweaking it further in this repost.

Character Carrying Capacity

A. Prior to Mondain's Legacy, a character's backpack could hold 400 stoneweight (whether the character can carry more or less is immaterial - only 400 would fit into the pack). However, with the release of Mondain's Legacy, this was increased to 550 stoneweight. Most persons reading this probably have Mondain's Legacy, or the 9th Anniversary Edition that includes Mondain's Legacy. Returning players from before these supplements should upgrade with one or the other.

B. The overall carry weight of characters (pack+equipment) has a "safety margin" where one can still recall, while overweight; it is also the point that you do not lose stamina when walking.

This is 1% of their total carrying capacity from strength, rounded down (but carrying capacities that are exact multiples of 100 count as the lower category). Typically, a character with 390 carrying capacity (a 100 STR Elf or pre-Mondain's human character) has a safety margin of 3 stoneweight.

Strength Recall Safety Margin Test results from Test Center (using human test subject):

STR 28 (198 stone weight): Safety margin of 1 (could recall at 199, but not 200)
STR 29 (201 stone weight) Safety Margin of 2 (could recall at 203, but not 204)

STR 57 (299 stone weight) Safety Margin of 2 (could recall at 301, but not 302)
STR 58 (303 stone weight) Safety Margin of 3 (could recall at 306, but not 307)

STR 114 (499 stone weight) Safety Margin of 4 (could recall at 503, but not 504)
STR 115 (502 stone weight) Safety Margin of 5 (could recall at 507, but not 406)

STR 143 (600 stone weight) Safety Margin of 5 (could recall at 605, but not 606)
STR 144 (604 stone weight) Safety Margin of 6 (could recall at 610, but not 611)

Testing would then seem to indicate that the safety margin is
100 or less: None
101-200: 1 stone
201-300: 2 stone
301-400: 3 stone
401-500: 4 stone
501-600: 5 stone
601+: 6 stone (reachable only by STR raised by equipment/magic to the 140s)

C. As one has to add one's pack contents to the equipment worn, for total weight, you get the following examples.

1. A human with 125 STR has a carrying capacity of 550 for his pack, but only 537 capacity for his STR.

a. If his worn equipment weighs 77 stone, he can carry up to 465 (460 + the 5 stone safety margin for is total capacity) without being encumbered.
b. However, he can weigh as much as 627 (the worn equipment + 550, the backpack capacity).

2. The same character, with only 20 stones worn equipment (mostly clothes, little or no armor), would run out of pack space at 570 stone total weight. That means that they could hold 522 (517 plus the safety margin) stones in their backpack before being overweight, and a normal Strength potion, or a high-skilled mage's Strength or Bless spell, would probably allow them to reach their home or a bank without being encumbered.

3. Now, take that character from the last two examples, and give them an extra bit of Strength from magic or equipment; for this example, they now have an effective strength of 144.

a. With that addition, they now have a safety margin of 6, and a total capacity of 604 stone (610 with safety margin).
b. With the 77 stone suit, they could easily carry 533 stone weight of items, but could still go overweight.
c. BUT, using the 20 stone suit from example 2., they would actually hit their Backpack's maximum capacity at 570 stone. They will never be overweight, but they won't be able to fully utilize their strength for carrying purposes (unable to use 40 stone weight of personal capacity). However, this give them additional protection from curses like Weaken and Curse, that reduce one's strength, as they are likely to still be unencumbered even after cursing.


Pet/Pack animal carrying capacity (and the fire beetle's uses for a miner or smith)

a. Pack Llamas and Pack Horses hold 1600 stone weight. Each takes one control slot.

b. Giant (Blue) Beetles have the same carrying capacity as the animals above, BUT....
- Around 500 weight in the beetle, plus additional weight on the rider, a beetle starts having fatigue problems, making it difficult to fully utilize the beetle as both a cargo carrier and as a mount. The beetles (normal and fire) take 3 slots, so only one beetle can be out at a time.

c. Horde Minion: Though not a normal choice for a pack animal, by any means, some persons use the necromantic familiar as an emergency pack animal, especially if they don't want to tie up a stable slot. They have the weakness of not being able to be bonded (therefore requiring to be gated, or led to their destination on foot). Uses 1 follower slot when summoned. On the upside, if it dies, just summon a new one. They have a capacity of 400 stoneweight.

d. Fire Beetles: For miners, Fire beetles are like the old BASF commercials. They don't haul your ore - they make hauling it easier. It is a fine combatant (As long as you don't own one of the old bugged ones), it doesn't suffer from the fatigue bug (as it has no cargo capacity), and you can smelt on it in the field. In fact, you can, if you have a anvil that is not near a real forge, even craft and recycle with it substituting for the forge (example, the anvil behind the Britain Blacksmith Guildmasters' south of town, or in the Meer village, where the anvils are too far from the forges to be used). You can even smelt ore on THE GHOST OF A BONDED FIRE BEETLE!
 
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Original work by Lady Beth ...
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There are two types of moongates, static and player cast. The first we will cover is static.

Think of a moongate as a magic bus. You are in one town and want to get to another one. Step in the moongate and choose which other moongate you wish to go to from the list.

When you go into the moongate you will see the facets listed on the left side of the gump (menu). Once you choose a facet, possible destinations for that facet are on the right side. Each moongate on the right will get you close the city with the corresponding name. The Minoc Moongate will place you between Minoc and Vesper.

You start the game on the Trammel facet (New Haven) unless you used the necromancer template. In that case you start on the Malas facet (Umbra). In Malas the moongates are inside of the cities Luna and Umbra. All other moongates are outside of cities.

The factes you can choose form are Trammel, Felucca, Ilshenar, Malas and Tokuno Islands. If you do not see Felucca it is because you are still young.

Felucca - This was the original land of UO. When Trammel was created Felucca was given a look of desolation and is the only facet where one player can attack another player without being in the same guild, a warring guild, or in a faction. We'll talk about those later.

It is also the only facet where one player can steal from another player. Also be aware that Felucca is the only land a player can access if they become a murderer. If you attack and kill 5 other players in Felucca you will become known as a murderer and your name will turn red. You will not be able to leave Felucca until you have played long enough without killing somebody for your murder counts to wear off.

Trammel - Trammel &amp; Felucca are the same size and shape. The only difference in appreance is Felucca has a look of desolation where Trammel doesn't. In Trammel you cannot attack another player or steal from another player unless you are in the same guild or warring guild.

Ilshenar - Ilshenar is unique in that you can not place homes there and you cannot recall or use a mage cast gate into it. You have to use the static moongates to get there. You can not use a mage cast moongate to leave either. You either have to go back to the static moongate or use the recall spell (or Sacred Journey) to leave. This is the only facet where no player homes are allowed. There is however a nice over land (out of dungeons) spawn of monsters.

Malas - Malas is a unique facet in that it allows housing, but has only 2 towns - the Paladin town of Luna and the Necromancer town of Umbra. You will also find the dungeon known as Doom in Malas. Young players can not enter Doom. It is quite possibly the most dangerous dungeon of the game, depending on who you ask.

Tokuno Islands - There are three moongates for this area, but the middle one is the only safe one to use. That one is in the city of Zento. The others have nearby spawn that can be very overwhelming.

To summarize. You can openly attack other players only in Felucca. Ilshenar is the only facet where you can not place a house.

For future reference: Felucca is commonly called Fel, Trammel is commonly called Tram, Ilshenar is commonly called Ilsh, Malas has no real abbreviation, and Tokuno is commonly referred to as Tok.

There is one other difference for Felucca and Ilshenar that are not covered here. That would be Champion Spawns. We will discuss them later.

The second type is a cast moongate.
The moongates already discussed are always there. They don't disappear after a few moments.

Mages can cast their own moongates that other players can use. This is where it gets interesting.

NPC mages sell items known as Runes. Mages can then cast a Mark Spell on a rune they have purchased. The rune then contains the coordinates of where the mage was when he or she cast the Mark spell on it.
The mage can then go anywhere but Ilshenar and cast the Gate Spell on that rune to open a moongate back to it.

If you have a rune marked this way by a mage you can use recall scrolls to transport yourself there, or Sacred Journey if you are a paladin. Gates opened by mages are typically Blue or Red. If they are Blue it leads to a spot somewhere in Tram, The Lost Lands of Tram, or Malas.

If the gate is Red it is somewhere in Fel. Keep that in mind before you walk into a gate somebody you don't know has opened. There are players that will open a moongate to their "Cheap Vendor Home in Fel" when it actually leads to their red friends who are waiting for an easy kill.

While we are discussing facets and moongates I would like to point out 1 other thing. Both Fel and Tram have an area known as "The Lost Lands." Because these lands are "lost" you will not find any wandering healers there if you die.

There are two differences between Fel's Lost Lands and Tram's Lost Lands. You can recall/sacred journey/mage cast gate in and out of the Lost Lands for Tram. You can not do that for the Lost Lands of Fel. You must use one of the "Discovered Entrances" to reach the Lost Lands of Fel.

I do not want to ruin the sense of exploration UO provides by walking you step by step to the lost lands. There is more than 1 way there. I will give you a brief description on finding one of them. The town of Vesper, like most towns, has a graveyard. Only one of the buildings in this graveyard has a basement. There is a tunnel from the basement to the Lost Lands. Go exploring to find it. Then find the others.

Last challenge for you. There is one static moongate that is not listed on the moongate gump when you walk into the moongates. It is a one way gate. You can only leave from this gate, the other gates will not take you to it. Go exploring and see if you can find it.
 
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There are two basic rulesets on production shards now: Felucca and Trammel.. These names come from the names of the 2 moons of Sosaria in the original Ultima game series. Each shard will have "facets" that follow one of these rulesets.

<font color=red>Felucca (Fel) ruleset:</font color=red>
This is the original game - as designed. Thieves, PKs, non-consentual PvP. When not in combat mode, the mouse cursor will be a silvery hue in this facet/ruleset. Trees are without greenery and bones litter the ground - a tweak in the uo.cfg file can remedy the greenery issue.

ADVANTAGE:
1. Double resources in this facet. Where you may chop 10 logs in Trammel ruleset, 20 here.
2. Fame/Karma gains are higher here than in the Trammel ruleset.
3. If you wish to be a thief, this is where you can train snooping and such.
4. If you are an ardent PvP person, this is the place for you.
5. "Champ" spawns in dungeons where you could get a powerscroll allowing you to boost a skill to as high as 120 (Legendary).

DISADVANTAGE:
1. Non-consentual PvP means that you might well be minding your own business and ANYONE may attack you at any time.
2. Do not come here with uninsured items that you cannot afford to lose!

<font color=red>Trammel (Tram) ruleset:</font color=red>
Non-consentual PvP is out - even snooping (thief training) is not allowed. Exception is guilds where you may spar guildmates, war with foe, etc. When not in combat mode the cursor is a golden hue. Trees have greenery and ground is NOT littered with bones.

ADVANTAGE:
1. Non-consentual PvP is forbidden except for guild warfare.
2. Appearances in general show most players are Trammel players for most or all of their gaming. Finding people may be easier here.
3. Refer to #1 ... resource gathering, skill work is less likely to be interrupted suddenly.

DISADVANTAGE:
1. Lower gains in resource counts than in Fel ruleset.
2. Lower Fame/Karma gains.
3. Limited UO experience because part of the gaming design (PvP) is not allowed.

<font color=red>Facets:</font color=red>
Felucca - Original game design landmass. There are some Fel-only dungeons as well. All cities/towns here are in the same spots and look the same - except Occlo. In Trammel, that town is called Haven and has a slightly different layout.

<u>Fel Champ Spawns:</u>
These can drop powerscrolls: Despise, Destard, Fire, Terathan Keep plus (in The Lost Lands) - Marble, Damwin Thicket, City of the Dead, Tortoise, Oaks, Khaldun, Hoppers Bog, Ice East, Ice West, Desert, Oasis and Terra Sanctum.

Trammel - Introduced with UO Renaissence, it is a ruleset that disallows non-consentual PvP (as noted above). Landmass is identical to Fel, but Fel city of Occlo is called Haven in Trammel. This facet is the starting facet for all new characters with Haven being the starting city in most cases.

Ilshenar - Third Dawn introduced this for only that client and later Blackthorns Revenge opened it up to the 2D client. Different monsters, a Gargoyle City and more. Trammel ruleset.

Malas - Age of Shadows introduced this landmass along with Paladin and Necromancer templates, custom houses and the demise of Item ID and Arms Lore because all properties are now visible - including durability. Trammel ruleset.

<u>Champ Spawn:</u>
Bedlam, champ is Monstrous Interred Grizzle - no scroll
Labyrinth, champ is Meraktus the Tormented - no scroll drop.

<u>Other:</u>
Doom, where you must travel through many foe to perhaps receive an artifact.

Tokuno Islands - Samurai Edition introduced these along with Samurai and Ninja templates and skills. Trammel ruleset.

<u>Champ Spawn:</u>
Sleeping Dragon, champ is Serado the Awakened - no scroll drop.

<font color=red>Shard exceptions:</font color=red>
As with most things there are exceptions. The shards of Siege Perilous and Mugen are <font color=red>full Fel rulesets in all facets</font color=red>. They also have a different skill gain system. These shards are NOT accessible to an account until/unless it no longer qualifies for [young] status on characters.
 
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The term "Shard" is used to represent a server in Ultima Online. Each Shard is actually a Server hosting the game for you. The shards are located in various locations around the world. It is best to choose a shard that is closest to where you live to make sure you have the best connection possible.

The available shards are:<blockquote><hr>

North American East
---------------------
Chesapeake
Atlantic
Catskills
Legends

North American Central
---------------------
Lake Superior
Great Lakes
Siege Perilous

North American West
--------------------
Baja
Pacific
Napa Valley
Sonoma
Lake Austin

Western Europe
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Europa
Drachenfels

Japan
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Hokuto
Yamato
Asuka
Wakoku
Izumo
Mizuho
Mugen

Korea
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Arirang
Balhae

Taiwan
-----------------
Formosa

Australia
----------------
Oceania

[/ QUOTE ]As a new player you can log on to any of the shards except for Siege Perilous &amp; Mugen. More details will be given on those later in the FAQ.

Something you may wish to keep in mind is the Asian shards. Most players there do not speak English. You can easily find yourself in a world where nobody understands you.

If you were given UO by a friend or bought it to join a friend find out what shard they play on and start there. Having a friend in game does help.

It is now possible to transfer your character to a different shard. For example if you started your character on Atlantic and you want to move that character to Napa Valley, you have the possibility to do that now!

A Character Transfer code currently cost $ 19.99. You can see the guideline provided by Electronic Arts over here.
 
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<u>Player Vendors</u>
Whenever you buy something from player vendors, your bankbox will be checked for the purchase amount. Loose gold is used first, then purchase amounts deducted from any checks you have there.

If you have insufficient funding you will be advised and the sale will not continue.

<u>NPC Vendors/Shops</u>
When purchasing anything from NPC shops around the land, if the value of goods to be purchased is over 2000 gold, that amount will be deducted from your bankbox, just like with player vendors.

And these folks wil also advise you when there is insufficient funding available.
 
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There are two types of "kite" shields ... Tear Kite and Metal Kite. The Metal Kite looks like this. Guess what? You can color it!

Get a standard dye tub and dyes from a tailor and go crazy. Some colors just won't really look right, but others do nicely.
 
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This is for all those who wish to mine or lumberjack - at least. How to reduce weight for more carrying ability - with or without pack animals.

<u>Mining:</u>
Ore comes in 3 main sizes ...
Large - 12 stone and looks like this:

Medium - 7 stone and two forms:
and

Small - 2 stone:


Note: Dull Copper Ore Elementals (in dungeon Shame and elsewhere) carry 2 large Dull Cooper Ore. Earth Elementals carry 5 small iron ore. All other Ore Elementals carry 25 large ore of whatever type ore they are named after.

You can combine several of a larger size to a smaller by double-clicking the pile and targeting the smaller size pile. Large to small the max count of large ore stack is about 7 or 8 and returns 4 small for each one large. So, a stack of 7 large can produce 28 small ore.

Pack animal carry weight is 1600 stone. That's 133 large, 228 medium or 800 small ore. Given the number of ingots from each size, it makes having 800 small ore the more ingot gain in the long run.

<u>Lumberjacking:</u>
Now this one is really common sense ... cut the logs to boards! Yeah, you have to lug along some froes or scorps, but this is a major weight reduction! Note: For any wood other than normal logs, you do need a level of Carpentry to make boards.

Again, your pack animal will be carrying a lot more of the boards than they will carry in logs.
 
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This is probably buried in one of the stickies, but it's worth repeating for the REALLY, REALLY new players. Can get some cash with little effort.

<u>Requirements:</u>
1. 1 dagger or other bladed instrument - skinning knife is good.
2. Access to a tailor shop or to a house (public or as a friend) with a spinning wheel and loom.
3. A pair of scissors for cutting things

<font color=red>No skill is needed for this process</font color=red>

<u>Process:</u>
Just go to a) the 2 or 3 pens in Yew; b) East side of the old Haven town; c) Delucia - healers hut and out the NW gate area. These are the best areas, but any sheep is a valid source!

Find a sheep that looks "fat". Double-click the bladed item and target the live sheep. You should collect a pile of wool. Just keep repeating this until you are just about maxxed on your carry weight.

NOTE: Shear live sheep! A dead sheep will give wool but the yarn from it is less (1 I believe) AND you cannot sell "bloodied" wool to a tailor NPC.

NOTE 2: If using the Yew pens in Trammel - kill the sheep after shearing. They respawn quite rapidly ... within seconds. In Fel it has been suggested using a stealther to snag the wool - and remember, increased resources in Fel!

Head to an area where:
A. you have access to a spinning wheel (at least) and a loom
B. a NPC tailor shop to sell these things

<u>If you are going to sell the wool</u>, then simply go to a tailor shop in a town and do so for 60-65 gold per wool bundle. &lt;shrug&gt;

<u>If not selling the wool</u>, then stand near a spinning wheel, double-click the wool and target the wheel. It should start spinning and in a couple seconds or so 3 balls of yarn will be added to your pack. Your weight drops 1 stone for each wool used this way. Keep doing the wool until they are all gone and you have balls of yarn.

Now head to the loom. Make sure all the yarn is in one stack - it makes things easy. Every 5 yarn makes one bolt of cloth. Sooo, double-click the yarn and target the loom. Keep repeating this until you have less than 5 yarn left. You can place that in the bank for the next time you wish to do this process.

<u>Now what?</u>
You have a few options open to you now.

1. If you wish, sell the bolts of cloth to a tailor NPC. 95-105 gold each is a typical price. Orrrrrr ...

2. Double-click the scissors and target the stack of bolts. You now have cut cloth. This can be sold to a tailor, or you can accumulate a LOT of cloth for possible sale to players training up a tailor. Orrrrr ...

3. Create bandages by using the scissors on the cut cloth. Each bolt you produced will make 50 cloth thus 50 bandages. These can be used if you are training up healing.

<u>Alternate item source:</u>
There is a pen in the South part of Moonglow island where 5-6 cotton grow. These look like cottonballs on stems. Another small source of cotton are the mainland fields outside Skara Brae.

Double-click them and a bale of cotton is on the ground. Pick it up. Repeat for all the plants.

You can ...
Sell it outright at a tailor shop ... about the same price as for wool. Or you can go through the process of spinning these to spools of thread and using the loom to make cloth from the thread. After that the same options apply.
 
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In Level 1 of Deceit dungeon (undead) take the first doorway to the west (character left) after you enter. There is a brazier here in the middle of the room. It'll spam a warning message ... Take care of any immediate foe (skeletons, zombies, mummy sometimes)

<font color=red>WARNING - the next step may be something your character should NOT do!</font color=red>
Double-click the brazier. A random monster will be spawned! It will be something from a Mongbat to a Dragon or Daemon. Think twice before activating this feature!

This brazier does have a spawn timer on it from last activation, so you may get a "fizzle and pop" message with no spawn. Also, be aware that someone before you may have spawned a Dragon or something they couldn't handle. You could walk in on a peeved foe!

Monsters I have gotten ... Lizardman, Mongbat, Slime, Daemon, Lich, Fire Steed, Dragon, Drake, Orc, Orc Captain, Skeleton, Zombie, Giant Scorpion, Giant Spider, Ogre, Troll, Earth Elemental.

<font color=red>14 Feb 2008 - NOTE ON DRAGONS!!</font color=red> - As of a publish today, a Greater Dragon may appear. These are buffed up - some as high as 2000 HP before taming. If one of these appear from the brazier you are in deep trouble. They teleport the more you damage them, also cast necro spells. You have been warned.

Others have reported Nightmare and White Wyrm as well.

I mention this as a general tip because a gal that has played 6+ years did not know of this little fun thing to do, so I figured I'd mention it here as a fun thing to try doing.
 
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<u>Master Quest List</u>
This list was originally published by GageEndal as an addition to the New Players Guide to questing. Seb of Sonoma contributed the majority of properties for the items. I filled in some of the rest.

In bold there will be the location where the quest giver is typically located. A number in parentheses ( ) designates a corresponding location on this map by GageEndal. The objective and reward are listed next, with any reward properties right after that.

New Haven Bank ( 1)
<u>Sarsmea Smythe</u>
• Increase Focus to 50
• Clasp of Concentration
o ... blessed
o ... stamina regeneration 1
o ... mana regeneration 1
o ... fire resist 5%
o ... cold resist 5%


Docks (Fishermen) ( 2)
<u>Lyle the Mage</u>
• Make 5 Recall Scrolls
• Red Leather Bound Book

<u>Norton</u>
• Obtain 5 Fish
• Peppercorn Fishsteak


Warrior's Guild (Melee Combat) ( 5)
<u>Tyl Ariadne</u>
• Increase Parrying to 50
• Escutcheon de Ariadne
o ... blessed
o ... durability 50%
o ... reflect physical damage 5%
o ... defense chance increase 5%
o ... energy resist 1%
o ... strength requirement 45

<u>Jockles</u>
• Increase Swordsmanship to 50
• Jockles' Quicksword
o ... blessed
o ... hit chance increase 5%
o ... swing speed increase 10%
o ... damage increase 25%
o ... physical damage 100%
o ... weapon damage 15 - 16
o ... weapon speed 3.5s
o ... strength requirement 35
o ... one-handed weapon
o ... skill required: swordsmanship

<u>Alden Armstrong</u>
• Increase Tactics to 50
• Arms of Armstrong
o ... blessed
o ... strength bonus 3
o ... hit point regeneration 1
o ... physical resist 6%
o ... fire resist 6%
o ... cold resist 5%
o ... poison resist 5%
o ... energy resist 5%
o ... strength requirement 20

<u>Robyn</u>
• Increase Archery to 50
• Heartseeker
o ... blessed
o ... hit chance increase 5%
o ... swing speed increase 10%
o ... damage increase 25%
o ... lower requirements 70%
o ... physical damage 100%
o ... weapon damage 13 - 17
o ... weapon speed 4s
o ... range 10
o ... strength requirement 13
o ... two-handed weapon
o ... skill required: archery

<u>Dimethro</u>
• Increase Wrestling to 50
• Gloves of Safeguarding
o ... blessed
o ... stamina increase 3
o ... hit point regeneration 1
o ... physical resist 6%
o ... fire resist 6%
o ... cold resist 5%
o ... poison resist 5%
o ... energy resist 5%
o ... strength requirement 20

<u>Aelorn</u>
• Increase Chivalry to 50
• Bulwark Leggings
o ... blessed
o ... stamina regeneration 1
o ... mana regeneration 1
o ... physical resist 9%
o ... fire resist 5%
o ... cold resist 5%
o ... poison resist 5%
o ... energy resist 3%
o ... strength requirement 40


Finely Woven (Tailor) ( 7)
Clairesse the Servent
• Make 1 Fancy Dress
• An Old Ring and An Old Necklace


Forge and Anvil (Blacksmiths) ( 8)
George Hephaestus
• Increase Blacksmithy to 50
• Hammer of Hephaestus
o ... blessed
o ... uses 20
o ... blacksmithing +10


Mage's Guild (Sorcerers/Mages) (12)
<u>Kaelynna</u>
• Raise Magery to 50
• Ember Staff
o ... blessed
o ... hit fireball 15%
o ... mage weapon -10 skill
o ... spell channeling
o ... faster casting -1
o ... lower requirements 50%
o ... physical damage 100%
o ... weapon damage 11 - 14
o ... weapon speed 2.25s
o ... strength requirement 15
o ... skill required: mace fighting

<u>Alefian</u>
• Raise Resisting Spells to 50
• Bracelet of Resilience
o ... blessed
o ... defense chance increase 5%
o ... fire resist 5%
o ... cold resist 5%
o ... poison resist 5%
o ... energy resist 5%

<u>Jillian</u>
• Raise Inscription to 50
• Hallowed Spellbook
o ... blessed
o ... Undead slayer
o ... 34 spells

<u>Mithneral</u>
• Raise Evaluating Intelligence to 50
• Ring of the Savant
o ... blessed
o ... intelligence bonus 3
o ... faster cast recovery 1
o ... faster casting 1

<u>Gustar</u>
• Raise Meditation to 50
• Philosopher's Hat
o ... blessed
o ... mana regeneration 1
o ... lower reagent cost 7%
o ... physical resist 5%
o ... fire resist 5%
o ... cold resist 9%
o ... poison resist 5%
o ... energy resist 5%
o ... strength requirement 10


Necromancer's Temple (13)
<u>Mulcivikh</u>
• Increase Necromancy to 50
• Complete Necromancer Spellbook

<u>Morganna</u>
• Increase Spirit Speak to 50
• Bag of Necromancer Reagents


Samurai's Dojo (14)
<u>Hamato</u>
• Increase Bushido to 50
• The Dragon's Tail
o ... blessed
o ... hit stamina leech 16%
o ... swing speed increase 10%
o ... damage increase 25%
o ... physical damage 100%
o ... weapon damage 16 - 18
o ... weapon speed 3.5s
o ... strength requirement 40
o ... two-handed weapon
o ... skill required: swordsmanship


Assassin's Lair (15)
<u>Walker</u>
• Increase Tracking to 50
• Walker's Leggings
o ... blessed
o ... physical resist 14%
o ... fire resist 9%
o ... cold resist 9%
o ... poison resist 3%
o ... energy resist 3%

<u>Ryuichi</u>
• Increase Ninjitsu to 50
• Silver Serpent blade
o ... blessed
o ... hit chance increase 5
o ... damage increase 25%
o ... physical damage 100%

<u>Jun</u>
• Increase Stealth to 50
• Twilight Jacket
o ... blessed
o ... reflect physical damage 5%
o ... physical resist 6%
o ... fire resists 12%
o ... cold resist 3%
o ... poison resist 3%
o ... energy resist 3%

<u>Chiyo</u>
• Increase Hiding to 50
• Bag of Smoke Bombs


Springs N' Things (Tinker) (16)
<u>Amelia Youngstone</u>
• Increase Tinkering to 50
• Amelia's Toolbox

<u>Nebbet the Tinker</u>
• Obtain 5 Clock Parts
• Craftsman's Satchel


Healers of New Haven (Healers) (18)
<u>Avicenna</u>
• Increase Healing to 50
• Healer's Touch
o ... blessed
o ... weight: 1 stone
o ... stamina increase 3
o ... reflect physical damage 5%
o ... physical resist 6%
o ... fire resist 6%
o ... cold resist 5%
o ... poison resist 5%
o ... energy resist 5%
o ... strength requirement 20


The West Mill (Carpenter) (23)
<u>Hargrove the Lumberjack</u>
• Obtain 60 Logs
• Craftsman's Satchel

<u>Lowell</u>
• Obtain a Straw Chair
• Craftsman's Satchel
 
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Reference map here and in the Quest Reward post.

Original post by GageEndal.

1 New Haven Bank
2 Docks (Fishermen)
3 Port Authority (Maps / Boats)
4 Bit and Bridle (Stables)
5 Warrior's Guild (Mele Combat)
6 Bag of Many Things (Provisioner)
7 Finely Woven (Tailor)
8 Forge and Anvil (Blacksmiths)
9 Alchemest
10 Gentle Rest (Inn)
11 Wandering Healer
12 Mage's Guild (Sorcerers / Mages)
13 Necromancer's Temple
14 Samurai's Dojo
15 Assassin's Lair
16 Springs N' Things (Tinker)
17 Lion's Pit
18 Healers of New Haven (Healers)
19 The Bottled Imp (Alchemests)
20 Bakery (Cook)
21 The Proscenium (Bard)
22 Thick Hide (Leatherworker)
23 The West Mill (Carpenter)
24 Old Haven

The first thing new players should do is head to the profession area you are going to begin with. I do not suggest giving yourself anything higher than 49 in any skill, the reason for this is the quests that will give you some decent startup items. Before you start the quests in this area (except for the guide quests) you should train all of the skills you want to use at the vendors. They will teach you up to 40% in any skill. Once you are set at 40% in all the skills you want to work with you should collect the quests.

The first quest everyone should get is the Focus quest, since everyone uses focus to some degree. This quest is located just outside of the Bank by Sarsmea Smythe. After this you should go to see Sir Helper on the north side of the Bank's courtyard. He will tell you where to go to find the other quests that you will want to get.

Once you have your quests the rest is fairly simple. Get the skills you chose up to 50% and you will be given a reward from the Quest Giver. This is a great way to get started since it will give you all of your startup skills up to 50 and will also give you a bit of range in the area. I would suggest starting to hunt in the Southwest and working your way around town. Old Haven is full of the undead and the old farmlands have been taken over by Brigands. The Lizardmen are still guarding the Moongate though.

Throughout your hunting you should be doing escort quests when you can, aside from being able to get some compassion and fame, you will also get 500 gold for walking a few feet. I have been given quests to take people through a door 10 spaces away. They are easy quests and will give you a great deal of knowledge of New Haven.

Another bonus of New Haven is that it seems to be the place where high level players will drop off the loot that isn't quite top quality, though I have put together two meddable 100% LRC suits from my pickings while making a mage. If you are going to work on a macroing skill, I suggest doing it in that area with a pack mule behind you holding your supplies, you will meet a lot of new people there and you may be given a bit of help to get you going.
 
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You are labeled as a YOUNG player when you start UO because you are new to the game. The purpose of being young is to help you get started without having too many problems.

It is in your best interest to choose one of the starting templates when you create your first character. Don't choose the Advanced option yet. Each of the templates will give you a new player quest to help you become familiar with UO and the various options of the game.

As a young player you will not be attacked by monsters unless you attack them first. This will give you a chance to explore UO without getting killed by monsters you do not recognize. It also gives you a Young label that other players can see with your name. This way people know you are new to the game and can help you out. Remember, some people role play evil characters and may not be too helpful. Young players can buy from NPC vendors in towns without having to wait for the vendor to restock. Again, the purpose of being young is to help you get started.

Haven is an island that all new players start on. It's purpose is to give you an area you can explore, learn in, meet other players, and not come face to face with monsters that would eat you in the blink of an eye. Think of it as a training level. You can start learning most skills in Haven. The monsters there aren't too tough (really, they aren't) so that you can begin working your fighting skills.

Did you know that when Haven was first added to UO only Young players could go there? Now it is open to all players except murderers. We will talk about murderers more later.

What's that? You are Young but not in Haven? Ah yes. You started with the Necromancer Template. You are in the town known as Umbra. When you started you were offered a quest. I hope you took it. It really will help you get started with the game. Once you have finished that quest head to Haven to continue your training. You aren't a Dread Lord yet.

<u>Requirements to be young</u>
A Young player can be recognized by the [Young] tag over his head in-game.
Young players can only sell items like a horse, to other young players.
Young players will not be able to travel to Felucca. Young players logging into Felucca will be sent to Trammel.

<u>Ways to lose YOUNG status:</u>
Having over 350 skill points (this includes logging in to Test Center and modifying stats/skills)
Note: EA support states 450 points. Am checking on this ... T'Amon
Having one or more skills over 80 points
Having 5 characters on one account
Using the advanced template to create a character
Playing longer than 40 hours
Saying "I renounce my young player status"
 
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Above all don't panic! That's the worst thing you could do!

Yes, you have died. I hate to be the one to tell you this, but get used to it. Dying is part of the game. Nobody enjoys dying, we just adapt to it.


The most important thing to do is remain calm. If you begin to panic you will forget where your body is and where you are.

<u>When you die as a Young player</u> you are teleported to a Healer's Shop. The healer there will resurrect you. You will find that all of your items are in your backpack and waiting for you.

<u>When you die and are NOT young</u> you will simply be a ghost. You will need to find a healer on your own then. Other players can resurrect you if they have that ability. Otherwise you will need to find a Healer's Shop or a Wandering Healer.

Remember, now that you are no longer Young all of your items that are not blessed or insured stay on your corpse. You have approximatley 10 minutes to get resurrected, run back to your body, double click it. This will place all the items back in your backpack and it will also put your clothes back on. Nice little feature, huh?
 
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Source: Five On Friday, 01/11/2008

These topics may help someone here. EoO might be best in Paladin Forum, but IMO there's more activity here! &lt;shrug&gt;

<font color=red>Please note:</font color=red> Enhanced bandages info is in two different pieces ... original statement and a correction.
====
"There’s some confusion about enemy of one’s actual damage increase - is it 50% or 100% more damage?"

I checked with Draconi on this, and he said:

"It’s 50% more than your normal damage to your chosen enemy. So if you’re hitting for 80, multiply by 1.5 to get 120. Everything else though hits you for 100% more damage: double the trouble."<blockquote><u>T’Amon edit:</u>
Some Test Center work by Flin shows these as results:

Weapon only: 39-50 damage: Initial value i.e. 100%
Weapon + EoO: 61-75 damage: 150% of initial
Weapon + slayer: 78-102 damage: 200% of initial
Weapon + slayer + EoO: 116-144 damage: 300% of initial</blockquote>"Enhanced Bandages - do they help if you're already at your skill cap?"
No - they give a +10 boost, but will NOT bring you up over your skill cap. (So, for Legendary Healers or Grandmasters who haven't used a Power Scroll, they won't actually help any more than normal bandies.)
=====
Source: Five on Friday, 01/25/08, a correction to enhanced bandage usage - from Jeremy.<blockquote>Leurocian looked over this again, and it turns out while we were partly right, we were also definitely wrong:

"Using enhanced bandages - even if you’re at your healing cap - will affect the amount of hit points healed. Enhanced bandages essentially adds 10 to your healing skill for the purposes of calculating the amount of hit points healed."

What they do NOT do is improve your success chance (say, for resurrection, which is 64% at GM.) So if you're capped out, they do provide a benefit, but it's a very specific benefit.

(Note: if you're NOT at the cap, one other thing enhanced bandages can do is bump you up over the minimum skill requirements for curing poison (60) and resurrecting (80.) You'll have a pretty low success chance, and you won't be able to gain skill from those attempts, but you can try 'em.)

Thanks to Athos for very kindly pointing out that we'd overlooked something
</blockquote>
 
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With the release of 10th Anniversary items that may drop as loot in dungeons that are "anti-virtue" ... I present the list as scalped from a UHall thread.<blockquote>The correct list would be:

Covetous----Opposes----Sacrifice
Despise------Opposes----Compassion
Destard------Opposes----Valor
Deceit-------Opposes----Honesty
Hythloth-----Opposes----Humility
Shame-------Opposes----Honor
Wrong-------Opposes----Justice
Abyss-------Opposes----Spirituality

The Abyss of course is not in UO as of yet.

From the Urban Dictionary, just for the heck of it:

hythloth: pride, leading to death by one's own deeds. Also one of the anti-virtues in the world of Ultima</blockquote>The poster is AdriannaDanere.

Thank you Adrianna!

Now, that being stated ... there is debate on it STILL. From Sir Bolo in the same UHall thread:<blockquote>The Hythloth/Abyss debate dates back to Ultima IX...
In that game, Origin explicitely identified Hythloth as the anti-Humility dungeon (or dungeon of Pride), and the Abyss as the anti-Spirituality dungeon. This is written even in the game manual!

In previous Ultimas no explicit connection was stated between these dungeons and the anti-Virtues. But from many clues it was likely that Hythoth was intended to be the anti-Spirituality dungeon:

- In Ultima IV, the white stone of Spirituality had been hidden in Hythloth until somebody took it to the top of the Serpent Spine mountains where the Avatar found it. There was no dungeon of Pride in UIV: the Great Stygian Abyss was definitely not an anti-Virtue dungeon, and the place opposing the Virtue of Humility was the city of Magincia (as in UO...).
- In Ultima V, the power word to open the doors of Hythloth was IGNAVUS, a Latin word to describe the condition of those who are too scared or lazy to even choose between good and evil... something akin to sloth, and definitely anti-Spiritual. The Abyss was destroyed and remained sealed until Ultima Underworld...

So if you follow the first Ultimas, Hythloth is anti-Spirituality and the Abyss is not an anti-Virtue dungeon. If you follow Ultima IX, Hythloth is anti-Humility and the Abyss is anti-Spirituality.

As a side note, we know that in Ultima IV the city of Magincia had been destroyed for its Pride by the daemons who guarded the Shrine of Humility on the Isle of the Avatar. This is probably the reason for the daemon spawn in Hythloth and on the temple outside in UO...</blockquote>For the time being, I vote to accept the Ultima 9:Ascension definition.
 
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Each shrine for the virtues has a mantra that can be said. When wearing the Ankh necklace, you may be granted temporary upgrades in one area or another. Stat buff, regen buff, etc ...

Mantras are:<blockquote>Compassion - mu
Honesty - ahm
Honor - summ
Humility - lum
Justice - beh
Sacrifice - cah
Spirituality - om
Valor – ra</blockquote>To meditate at the shrine of Spirituality, you must say "om om om" all on one line.

I believe the triple stating as noted above is required at all of them.

Here are the shrine Co-ordinates:<blockquote>Chaos - 66 33'N, 9 29'E &lt;-- not a Virtue Shrine!!
Compassion - 65 49'N, 37 37'E
Honesty - 93 9'N, 156 57'W
Honor - 167 15'S, 28 15'E
Humility - 177 49'N, 152 31'W
Justice - 87 5'N, 1 37'W
Sacrifice - 117 14'N, 142 48'E
Spirituality - 76 1'S, 19 7'E
Valor - 157 20'N, 82 7'E </blockquote>For the sextant-impaired among us, a map is here. Thanks, Timberwolf!!
 
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I hear people saying "LJ, Dexxer, DooD, Newb, afk, BOD." What does that mean?
You can find descriptions of most terms used in game here.


I am seeing all these different item properties and magic bonuses. What do they all mean?
The answers you seek are here.


I see people Role Playing and I want to try it as well. How do I get started?
Most Role Players will help you if you ask them. A good guide can be found here. The Lessons are on the top left side of the page.
 
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Du Hast Cooper wrote the article originally. It is copied here in its entirety.

<font color=red>WARNING:</font color=red> UOAM is no longer supported by the author, as you will see by following the link. He also has no plans of releasing the code for others to support. This product works only with the 2D client of UO.
=====
UO Auto-Map (and why it's great!)

Link to UO Auto-Map

UO Auto-Map is useful for a few reasons:

1. You have a resizable, zoomable map that you can leave on top of the game screen area without interference.

2. It has names of locations on the map, that you can customize and mark. (Makes it a heck of a lot easier to find the healers in a strange town ).

3. If you have access to a public or private Auto-Map server, you and your friends can all log on to it and see each other on the map, as well as chat! (Gives additional functionality when combined with UOAssist, allows you to chat on the UOAM Server from UO).

I run a 24/7 public and completely free UOAM Server found at uoam.servebeer.com, if you'd like to set up a permanent session for you and your friends/guilds to use, just PM me and let me know, and I'll be glad to set it up for you!

Here's that part copied from my FAQ for my Auto-Map Server:

UO Auto-Map Server FAQ
SECURITY NOTICE:

As with any server, while connected, the host will be able to see your IP address, and could potentially access your computer via your connected port. There is no "Certificate" system in place for open servers such as this, so there is really no way to know if the person running the server can be trusted. I have no ill intentions with running this server, I just wanted to give back to the UO Community that has given me so much. I figured I'd put this in just to make sure people understand the potential risk of using a server. In addition, I'd like to add that I am the ONLY person with Administrative rights to the server, and it will stay that way. Others connected to the server will not be able to track IP addresses of other users, only the Admin will. Thank you.



What is a UOAM Server?

UOAM Server is a standalone program that allows multiple UOAM users to connect and communicate, as well as track each other on the map.

Why would I use this?

It's a great tool for guilds and groups of players, large and small, to communicate above and beyond the scope of the UO party system.

Great! How do I connect to the server?

First off, you have to have UO Auto-Map installed, open UOAM, then look for the link settings. Go to "Link Controls" You will see four fields, in the name field, you can type your desired name to use on the server (Character name usually), then enter the IP address of the Auto-Map server, and the Port (next field, default is 2000). Finally, enter the password provided to you by the server host.

If you like UO Auto-Map, shoot Belxan a "Thanks!" or a few bucks, he's worked hard to bring it to us, and done a ton of updating over the years to keep it current.
=====

Again, please note that Belxan is no longer improving his product and availability is only for so long as the UOAM.net domain is active.
 
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How long do the Paladin spells actually last?
The durations were documented in a Five on Friday. That excerpt and some examples based on T'Amon's Paladin Spin are included here - the Paladin Forum


What does Resisting Spells really do?
This excerpt outlines WHAT is resisted to some extent. Please see this page for full details.<blockquote><hr>

RESISTING SPELLS
While the name of this skill may suggest that it helps with resisting all spells, this is not the case. This skill helps you lessen the severity of spells that lower your stats or ones that last for a specific duration of time. It does not prevent direct-damage spells, like Energy Bolt or Flamestrike. The spells that can be resisted are listed below:<pre>Magery Spells:
Clumsy Mana Drain Paralyze Field
Weaken Curse Mana Vampire
Poison Feeblemind Paralyze
Poison Field</pre><pre>Necromancer Spells:
Blood Oath Mind Rot Corpse Skin
Pain Spike</pre><pre>Spellweaving Spells:
Thunderstorm Essence of Wind</pre>

[/ QUOTE ]
 
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What is a good set of skills (template) to use?
It varies from player to player. See what other players suggest here (our very own forum!) in the Template Thread.


What do the different character templates offer when I create a new character?
When starting a new character you can choose between 5 premade character types or an advanced character. The information below is by Xanth de Orlig.

<u>Samurai</u>


<u>Ninja</u>


<u>Paladin</u>


<u>Necromancer</u>


<u>Warrior</u>


<u>Mage</u>


<u>Blacksmith</u>
 
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Our very own Magdalene had a message here in the old FAQ and asked the Tamer Forum folks for updates to include changes and newer animals. While that forum does not yet have the full list, this is as of today.

Thanks to Magdalene, R Traveler, Vincia Eaglehorn, Reymar and Lady Nico (Tamer Forum Mod)
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What kind of mount can I ride and what skill is needed to have it?

Mounts of Britannia

1. Horses – may be tamed almost anywhere (minimum 29.1 taming skill required), purchased from stable masters in town; or from players; can be ridden by anyone – no minimum skill* required. Preferred food – fruit and vegetables. Occupy 1 control slot.

2. Rideable Llamas - may be tamed in T2A and in Malas(minimum 29.1 taming skill required) or purchased from players; can be ridden by anyone – no minimum skill* required. Preferred food – fruit and vegetables. Occupy 1 control slot.

3. Forest and Desert Ostards - may be tamed in T2A (minimum 29.1 taming skill required) or purchased from players; can be ridden by anyone – no minimum skill* required. Preferred food – fruit and vegetables. Occupy 1 control slot.

4. Frenzied Ostards - may be tamed in T2A (minimum 77.1 taming skill required) or purchased from players; can be ridden/transferred to players with minimum 72.1 skill*). Preferred food – meat, but some original ones that still exist eat fruits &amp; vegetables. Occupy 1 control slot.

5. Savage Ridgebacks – may be tamed in Cove Orc Fort, Delucia Orc Fort, Swamps south of Destard and in Central Ilshenar (minimum 83.1 taming skill required) or purchased from players; can be ridden by anyone – no skill* required. It can be transferred to anyone in the same manner as horses and normal ostards. The Savage Ridgeback is not aggressive by nature. Preferred food – fruit and vegetables. Occupy 1 control slot.

6. Swamp Dragons – may be tamed in Ilshenar (minimum 93.9 taming required) or purchased from players; can be ridden by anyone – no skill* required. First seen in the attack on Yew, where Chaos Dragoons riding these Swamp Dragons invaded the town. Chaos Dragoons can make their mounts perform fire and stomp attacks. When the Dragoon is killed, the Swamp Dragon can be tamed.

When tamed, Swamp Dragons no longer perform the special attacks. Swamp Dragons die very fast at the hands of a warrior, but are extremely tough when being attacked by other monsters. They do very little damage in melee. These rideable creatures come in two different versions: armoured and non-armoured. Smiths can create a Dragon Barding, which can be used on a non-armoured tame Swamp Dragon to turn it into an armoured one. The armour comes in all ingot colours. Swamp Dragons can be found in the huge swamps like Hopper Bog (T2A) or Nox Tereg (Trinisc) not Ishenar only, without riders. They aren’t normally aggressive, but a failed taming will make them so. Preferred food – raw meat. Occupy 1 control slot.

7. Ki-rins and Unicorns – may be tamed in Ilshenar and in Malas (minimum 95.1 taming required) or bought from other players provided you have minimum 90.1 skill*. Only females can tame and ride Unicorns. Males can not tame or ride Unicorns, but can have them transferred. When wild, they will attack any creature with negative karma, including humans and tamed pets. When tamed, they will not attack humans or tamed creatures, but will attack anything else with negative karma. The Unicorn has a special ability to help its master when in trouble. If the rider becomes poisoned and their health drops below a certain point (40HP), the Unicorn will attempt to cast cure on them using its magery skill. Once it successfully cures the rider it cannot attempt to cure them for another hour. In addition to this the Unicorn is also completely immune to poison. Only males can tame and ride Ki-rins. Females can not tame or ride Ki-rins, but can have them transferred. They are good-aligned just like Unicorns and will attack anything and everything with negative karma when wild. If the owner of a Kirin gets hurt in battle, the Kirin shall at one point "call down the forces of nature on your opponent" thereby doing a substantial amount of damage to whatever is attacking you. Preferred food of both Unicorns and Ki-rins is fruit and vegetables (some animals tamed quite a long time ago eat raw meat though). Occupy 2 control slots.

8. Nightmares – may be tamed in Terathan Keep, in Ilshenar or in Malas (minimum 95.1 taming required) or bought from other players provided you have minimum 90.1 skill required to ride them. Evil black horses with a serious attitude, they are VERY hard to tame and are very aggressive, but can be incredible steeds once they are under control. At full strength their fireball does between 24- 26 points of damage. They are also capable of casting 7th circle magery, excluding summoning and area effect spells. Preferred food - raw meat. Occupy 2 control slots.

9. Fire Steeds – may be tamed in Fire Dungeon (minimum 106.0 taming required) or bought from other players provided you have minimum 101.0 skill*. Steeds have no magic skills but have a fire breath attack that will do about 20 points of damage. It also has daemon and equine pack instincts, that will make it do more damage if it is in the company of another creature with the same instincts. Preferred food - raw meat. Occupy 2 control slots.

10. Giant Beetles - The Giant Beetle is another one of the results of the failed Decay spell cast by the Meer. It can be found in the Solen Tunnels along with some of the other creatures changed by the spell. The Beetle is quite a strong and fast fighter, when it is hit with a ranged attack it will run towards its attacker with an incredible speed until it catches up and hits him. Once it has taken enough damage it will be beaten into subjugation, which will allow animal tamers to tame it (minimum taming skill 29.1), if it is above ground. Once the Beetle has been tamed it can be used as a mount AND as a pack animal, which like a Pack Horse can carry 1600 stones. Because of its superior fighting skills and the pack ability it requires 3 control slots to own it. No taming skill is required to own or ride it. If the Beetles pack is very full and you mount it, it will become overweight and you will not be able to move very fast without it running out of stamina. (The Beetles pack can be accessed by using its context menu while you are not mounted).

11. Fire Beetles - works like portable forge, unlike Giant Beetles have no backpack. No taming required to own. Minimum 93.9 skill required to tame. 3 control slots. Best friend for miners.

12. Cu Sidhes ** - can be found in Twisted Weald (Ishenar). Can be tamed by elves only. Non agressive if you have positive karma but will become aggressive on a failed tame attempt. Requires 101.1 skill to tame. Humans need Pads of the Cu Sidhe to be able to ride it. It uses 4 slots, can heal his master and has a bleeding attack. Eats fruit and vegetables.

13. Reptalon - can by found in the Labyrinth (Malas). Uses 4 slots, 101.1 skill required, agressive, has a paralyze and firebreath attack. Eats raw meat.

14. Hiryu ** - uses 4 slots, 98.7 skill needed, their attack lowers physical resistance or dismount. Can be found at Sleeping Dragon champion spawn, Hiryu Forest, Hotaka Plains (all are on the Tokuno Islands), agressive, eats raw meat.

15. Lesser Hiryu ** - is the same but weaker and can also be found in Kitsune Woods ... players with bushido skill and no taming skill can ride the Lesser Hiryu too (may require 90 Bushido). Uses 3 slots.

* Animals that can be tamed with a skill of 29.1 or less will follow anyone’s orders. Harder to tame animals need an experienced master, at least the minimum skill needed to tame the animal less 5.0 is required to ride such mount. In other words, your modified control rating (taming x 0,8 + lore x 0,2) has to be within (minimum tame -5.0) Ridgebacks and Swamp Dragons are exception from that rule.

** - it has been pointed out that Cu Sidhe, Hiryu and Lesser Hiryu that spawn as a direct result of a Champ Spawn are <u>not</u> tameable.
 
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There are 3 Main things that affect your characters resistances.
1) Armor, Jewelery with Resist properties, Weapons and Shields with resist properties
2) Magic Resistance Skill
3) Protection, Reactive Armor and Magic Reflection Spells

Armor, Jewelry, Weapons &amp; Shields
Armor natuarally has a set of resistance values that are accumulative until a total value of 70 is reached. Any resistances that add up to more than 70 accross the armor pieces simply dont count.

A lot of Jewelery Pieces have a few resistance values among their properties these values add directly to any armor you are wearing.

Every Shield has 1 or 2 resist Properties and enhanced shields can have up to 5 resists depending on the material it was enhanced with.

Some weapons also can have a resist property but enhancing weapons wont affect this property.


Resisting Spells skill
This gives you some basic resistances, even when you are not wearing any armor at all. The formula to calculate your basic resistances is (Resist skill - 40) / 3 * 2 rounded down to the nearest whole number. At 100 skill points, this gives you 40 points in all five resistances, at 120 skill points this gives you 44 points in all five resistances.

These resistances are not cumulative with armor resistances. If you wear an armor that has 30 in all resistances, and you have 40 points in all resistances because of your Resisting Spells skill, then your final resistances will be 40 (and not 70).


Spells
Spells are usually the culprit when it comes to unusual resist values appearing as you cannot easily tell if a spell is active or not.

<u>Protection</u> - Reduces your Magic Resistance Skill by 35 points and deducts 15 points from your Physical Resist

<u>Reactive Armor</u> - Adds 15 points to the Armors Physical Resist and deducts 5 points off each elemental resist of the armor itself. It has absolutely no effect on your skill based resist.

Inscription affects this spell - an additional +1 Physical per 20 points of Inscription.

<u>Magic Reflection</u> - Deducts 25 Points off the Armors Physical resist and Adds 10 points to each elemental resist. Again this spell only affects the value of the Armor itself and has no effect on skill based resist.

Inscription affects this spell - Physical reduction is 1 less per 20 points of Inscription

All 3 spells give the same 2 sounds when being cast a rising pitch sound when the spell activates and a dropping pitch when the spell deactivates.

Compare, effects of inscription with both RA &amp; MR cast
0 inscription, Elf: +15-25 Physical, -5+10 others (net: -10 Physical, +5 all others)
0 inscription, human w/JOAT (and elf with 20 skill): +16-24 Physical (net -8), +5 others.
100 inscription: +20-20 Physical (net change 0), +5 to all other resists.
 
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What stats can I gain if I use &lt;insert skill here&gt;?"

Shamelessly swiped from UHall, the answer is ...<pre>Skill - primary / secondary
Alchemy - Int / Dex
Anatomy - Int / Str
Animal Lore - Int / Str
Animal Taming - Str / Int
Archery - Dex / Str
Arms Lore - Int / Str
Begging - Dex / Int
Blacksmithing - Str / Dex
Bowcraft/Fletching - Dex / Str
Bushido - Str / Int
Camping - Dex / Int
Carpentry - Str, Dex
Cartography - Int / Dex
Chivalry - Str / Int
Cooking - Int / Dex
Detect Hidden - Int / Dex
Discordance - Int / Dex
Evaluating Intelligence - Int / Str
Fencing - Dex / Str
Fishing - Dex / Str
Focus - Dex / Int
Forensic Evaluation - Int / Dex
Healing - Int / Dex
Herding - Int / Dex
Hiding - Dex / Int
Inscription - Int / Dex
Item Identification - Int / Dex
Lockpicking - Dex / Int
Lumberjacking - Str / Dex
Mace Fighting - Str / Dex
Magery - Int / Str
Meditation - Int / Str
Mining - Str / Dex
Musicianship - Dex / Int
Necromancy - Int / Str
Ninjitsu - Dex / Int
Parrying - Dex / Str
Peacemaking - Int / Dex
Poisoning - Int / Dex
Provocation - Int / Dex
Remove Trap - Dex / Int
Resisting Spells - Str / Dex
Snooping - Dex / Int
Spellweaving - Int / Str
Spirit Speak - Int / Str
Stealing - Dex / Int
Stealth - Dex / Int
Swordsmanship - Str / Dex
Tactics - Str / Dex
Tailoring - Dex / Int
Taste Identification - Int / Str
Tinkering - Dex / Int
Tracking - Int / Dex
Veterinary - Int / Dex
Wrestling - Str / Dex</pre>In order to gain in the secondary stat, lock the primary and practice the skill all you want!
 
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Original post by The Pict.
====
Much like any large community, UO has nice and not-so-nice folks, and everything in between. By and large, most you run into will be, at the very least, decent people though for sure there are always the odd ones who, high on the anonymity and power of an online game display the social interaction skills of your average rock. For the most part, however, people will be more than willing to help out new players if a few basic social rules are followed.

CAP LOCK KEY
This is one of the easiest to fix and also one that others can find quite irking for no obvious reason. It is often seen as the online equivalent to yelling or shouting. Your reception will be much better if you turn it off. If you have a visual impairment and need the larger text, it's worth explaining this if anyone comments on it. If you prefer not to disclose this, just be aware of the reaction others may have if they don't know it's a necessity for you.

Be polite
For many this is obvious, but when addressing a stranger, particularly when in need of help, use "please" and "thank you". Even if your request is a very small one, "Could you show me where the stable is, please?" is far more likely to be granted, possibly with even more help forthcoming, than "HEY YOU! SHOW ME THE STABLE!" Think of the city banks as like standing by a busy ATM in a large city. You really need a pen. Do you yell out "I need a pen, give me one!" to the crowd? Perhaps a better option would be picking a friendly looking person, turning to them and asking, "Excuse me, do you have a pen I could have?" Sure, the kind thing would be for someone to give you a pen regardless of how you asked, but no one HAS to give you one and you are far more likely to get one with the latter.

In the UO world, asking nicely for something small may turn into getting a new set of armor, a good weapon, and maybe some new friends in addition.

Remember that everyone has been new at some point, even if it was a long time ago. Everyone started with not much, and the further back they started the less they started with. Because of this, asking for advice on how to get things will likely get your further than just asking for handouts. I will happily tell a new player some ways to make gold at their skill level, heck, I'll even make you a runebook to the spots and show you around, but I tend to think I'm doing them a disservice by just giving out gold and never showing them how to get it themselves. Feel free to ask other players how they got started or got the items you see on them; most are proud of their accomplishments ingame and will gladly tell you how you can do it also.


Language
The same rules of language apply to UO as apply to life. People use different words talking to friends then they do talking to strangers in the grocery store. Before you cuss a stranger out (especially the ones who didn't give you the pen you just yelled for), think to yourself if you'd say it to a stranger in real life. (At this point someone always says, "I swear at strangers all the time!" and if this is the case, well, expect about the same reaction ingame as in real life.) This applies to general comments as well. If the line in the grocery store is really long and slow, what language do you use to express this to the crowd? Some bystanders may not be impressed hearing that you think it is "F-ing [homosexual] lame [butt] [insert something offensive about its mother's virtue here]," even if you weren't directing it at anyone in particular.

Killing stuff
There is an etiquette to coming into an area with monsters that has another person or people in it. Essentially if what you are about to do will a.) get the other guy killed, b.) impede his already established monster killing then you need to consider what would most polite and beneficial to you both.

There are a few things to consider when entering an area where others are hunting.
<u>Is this something tons of people are already pummeling?</u>
If so, join the fray. No worries. Some current examples of this are the Doom Gauntlet and the Mondain's Legacy dungeons with their named monster spawns.

<u>Is it a place with a decent number of monsters and a couple people killing separate things independently?</u>
A graveyard is a great example of this, others include the earth elementals in Shame, lizardmen in Despise, or the drakes and dragons in Destard. It's very possible for multiple folks to hunt here at the same time without ever infringing on anyone else. If you want to fight WITH someone, ask them first if they would like help before helpfully whacking at the monster, they may have reasons for wanting to kill it solo even if it appears difficult for them. It's great to keep an eye out for others who might get into trouble, need a heal, bandage, help with an extra monster they didn't plan on, they might return the favor, but by and large this is still solo territory.

If what you're about to do will easily wipe out the whole graveyard in one fell swoop, like dropping a bunch of blade spirits, you will be impeding other adventurers and it's obviously too easy for you, go someplace harder or find an empty graveyard where you can do this without infringing on others.

<u>Is this something with one person killing one monster solo?</u>
If so, this is where it gets hazy. Many demon spawns are like this, other areas include ice fiends, ogre lords, the serpentine dragon, balrons, and blood elementals. These are high end monsters who drop a lot of gold and loot, and folks tend to stand around killing them for hours at a time with high returns on their effort.

There are some who would jump right in killing, assuming that whoever kills fastest and hits hardest has right of way. This is often seen as the rudest option.

I've been known to comment after someone does this, "Good evening to you too, no, I wouldn't mind sharing this spot at all, thank you for asking!" only to have them look at me blankly and say they had no idea they were being rude at all; they assumed it was a.) a really hard monster and I'd be glad of the help, b.) they assumed I would share the spawn and it was clearly their turn, but didn't feel a need to talk to me at all, or c.) they hit harder and faster and want the spot and I can stuff it. Two of these are decently intentioned and some bad feelings can be avoided by talking before jumping in.

I for one have a "never help/rez/or interact with at all again if I can help it" policy on these types. And yes, I will notice your guild name as well and quite possibly extend this policy to all of your guildmates if you're particularly rude.

One other option when you come into a spot like this and see someone there is to leave, since if this is a solo-able monster you probably wanted it to yourself anyway, and that's not going to happen unless you are especially obnoxious (see above, along with repercussions). Check out some rune libraries for other possible hunting locations, tons go totally unused these days. Heck, ask the person who is there if they can recommend other spots where this monster spawns that you could go to.

Another option is to ask if the other person minds if you take turns. Both people kill a bit slower than they would if they were the only ones there, but it's a nice compromise. If asked nicely I'll almost never say no, and when I ask I find that I'm rarely turned down.

These same monster rules apply to anything that might involve one person and one object in a public place in the game, shearing sheep for wool, gathering hides, lockpicking chests, gathering quest items, mining, or chopping trees.

In the long run you will get far more help, more friends, and a better reputation with politeness. It may be a large world, but it's not so large that rudeness is entirely unnoticed or kindness and friendliness forgotten.
 
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What release of UO is required to mine gems? Anything special I should know?
Mondain's Legacy release is the minimum release needed to mine gems.

The ability to mine gems starts at 95 in Mining. However, you can also mine up blackrock at the same level! Be very careful with this and check your pack for the pieces!

Elves have an increased ability to mine up gems.
 
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<u>How to insert screenshots in your post.</u>

<font color=red><u>How to capture an image:</u></font color=red>
To capture an image you can use the Prt Sc (Print Screen) button on your keyboard.

You have to use an image editor e.g. MSPaint, PaintShop or PhotoShop to make an usable image file.

Open your image editor and make a new document.

<font color=blue>File &gt; New… (or Ctrl +N)</font color=blue>

Paste the screenshot into the new document.

<font color=blue>Edit &gt; Paste (or Ctrl +V)</font color=blue>

Now you have a large image the size of your screen.

Large images make the forums load slower and very large images will force users with smaller monitors to scroll sideways, which is annoying and thus makes the use of the forums less attractive.

So we encourage our users to crop their images before posting.


<font color=red><u>How to crop an image:</u></font color=red>
Click the Marquee tool
and drag to select a rectangular area.



Make a copy of the selected area.

<font color=blue>Edit &gt; Copy (or Ctrl +C)</font color=blue>

Paste the selection into a new document.

<font color=blue>Edit &gt; Paste (or Ctrl +V)</font color=blue>

Sometimes a white area will occur around your image.

To remove that white area, grab the small blue dot in the lower right corner with your cursor and drag it till it fits the image.



Now your image is ready to save.

<font color=blue>File &gt; Save As…</font color=blue>

Give your image a name and choose JPEG under Format and Save. (You can save smaller and less colorful/monocrome images as GIF)

You can also use UO Screenshot Utility which is the best screenshot utility available. It lets you take pictures with a single keystroke and automatically saves them as JPEGs.

The UO Screenshot Utility takes a shot of the game window and the black area around it and nothing else.

To edit those pictures open them in your image editor and follow the steps above.


<font color=red><u>How to insert the image in your post:</u></font color=red>
First you need to upload your image to a public server. You can’t link to you own hard disc drive.

There are a lot of free image hosts where you can upload and store your images.

http://imageshack.us/ , http://photobucket.com/ and http://www.freeimagehosting.net/ are just a few of them.

Once uploaded, your image will have an URL such as:

http://img174.imageshack.us/my.php?image=NameOfYourImagett4.jpg

To copy the URL, highlight it and press Ctrl +C.

Click the Image button in the “Make a new post” window and paste (Ctrl +V) the URL into the input field.

You can also paste the URL into your post and type [image] right in front of it and [/image] right after.

 
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What does the ankh pendant do? Anything??
The ankh pendant will give a bonus to one or more of the 3 regeneration statistics that will last for 1 hour. The bonus can only be activated once per day. Each of the shrines will give a unique bonus combination to regeneration statistics based on the virtue for that particular shrine. A character need not wear the ankh once the bonus has been earned.

Honesty (Ahm): +2 Mana Regeneration

Compassion (Mu): +2 Hit Point Regeneration

Valor (Ra): +2 Stamina Regeneration

Justice (Beh): +1 Mana Regeneration, +1 Hit Point Regeneration (50% chance to get one bumped up to +2)

Sacrifice (Cah): +1 Hit Point Regeneration, +1 Stamina Regeneration (50% chance to get one bumped up to +2)

Honor (Summ): +1 Mana Regeneration, +1 Stamina Regeneration (50% chance to get one bumped up to +2)

Spirituality (Om): +1 All Regenerations (25% chance (3 independent rolls) to get each bumped up to +2)

Humility (Lum): +3 Random Regeneration

Source UOGuide

Basicly...you put it on, go to the shrine of your choosing and say the magic words. It gives you regeneration increase for 1 hour.
 
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Sometimes on vendors or in the contents of a collapsed house you will find a "moonstone". It will be named "Felucca moonstone" or "Trammel moonstone".

These used to spawn on monsters as part of the loot before the release of Age of Shadows. The purpose was to be able to travel between facets via a gate <u>at the precise spot you activated it</u> barring obstructions on the other side.

So, when in Trammel and wanting to get to Fel in the same area, you would place it on the ground, double-click it and await the gate appearance. Enter the gate and you would then be transported to the same area you left ... but in Fel. Trammel moonstones worked the same way to get you from Fel to Tram.

So, what value are they now?
Purely decorative, but some have sold at auctions for a few K gold ... to collectors.
 
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The guides below were done by Basara, Moderator on the Mining and Smith forums. I took the liberty of breaking out each craft into an individual item, but the original words are there.

These are such that one can follow while training crafting skills from whatever, towards their final goal (be it GM or 120, depending if they have powerscrolls).

The quests are described by their required items, not their actual names (which can differ, if offered in both Heartwood &amp; Sanctuary)


A note on Arms Lore
These methods make Arms Lore gains a snap, as well.

Tailors can gain Arms Lore when crafting the Flower Garlands and Studded Bustiers.

Blacksmiths can get Arms Lore gains off crafting everything but shields.

Fletchers can get Arms Lore gains off crafting bows & crossbows of any type.

While none are in the quests, tinkers can gain Arms Lore crafting the tinker-made weapons.

Carpenters can gain Arms Lore when crafting armor and weapons; for the alternate crafting paths I suggested, Bokutos and Shepherd Crooks for the library quests would potentially give gains.
 
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<u>The Tinker</u>
The Trinket weavers are a bit multiple-personality-disorder, for quests. They have quests for carpenters and tinkers, while giving recipe rewards for those two skills, the masonry subskill of carpentry, AND Inscription, Alchemy &amp; Glassblowing.

The following quests are ones taking tinker items from the trinket weavers.
Necessity's Mother (Tinker Tools)
The Far Eye (spyglasses)
Tick Tock (clocks - require multiple assembly steps)

These Quests are also tinker quests, and come from the Grape &amp; wine tenders behind the trinket weavers.
Beer Goggles (barrel taps)
The Song of the Wind (fancy wind chimes)

Quests to Avoid:
<u>1. "Reptilian Dentist"</u> is nominally a Tinker quest, but you get its quest item from killing a named monster in the Blighted Grove, not crafting.

<u>2. "Tick Tock" (clock quest)</u> requires making clock frames (0.2 tinkering required to start, advancing at 2/1 rate) and clock parts (can make starting at 25 skill - chance is 0.2% at 25.1, advancing at 2/1 rate). Assembly of frames and parts as a unit is 100% successful at 0 skill. The clock parts are stackable. Essentially, this is something you would train on (if at all) AFTER 25 skill, preferably after 30 or 35 to actually make the frames at least half of the time, and have a marginal chance of making the parts. Your best choice is to SKIP THIS QUEST.

<u>3. "Message in a bottle" (potion bottles)</u> have to be bought or crafted by an already GM alchemist that has glassblowing. Not worth the effort, and doesn't train your skill.

***********
Tinker Training steps.

<u>1. "Necessity's Mother" (tinker tool quest; Trinket weaver)</u>
This is the best one to do to start out. Start it after buying some skill (you can make starting at 10 skill - buying up to 30 would have you at 40% to start), preferably at the New Haven Tinker New Player quest (Amelia).

Fill your pack with tinker tools in the accelerated gain area, until you finish the quest or run out of space, then go to Heartwood for this quest and turn them in (going back to Amelia and more accelerated gains if you've not hit 50 yet). You'll be able to gain on Tinker Tools until you hit 60 skill. Switch to the next quest sometime between 45 and 60.

<u>2. "Beer Goggles" (Barrel taps; Wine &amp; Grape Tenders)</u>
You can start at 35, but the skill percentages aren't good enough to bother with until 45 to 50 skill. Can train on until 85, but you're better off switching to the next step at about 80.

<u>3. "The Far Eye" - (spyglass quest - trinket weavers)</u>
These can be started at 60, but you start at 0% at 60, so you might want to train on other stuff till 70 or 80 skill (like the previously-mentioned lockpicks). These will take you all the way to Grandmaster.

Optional – <u>"The Song of the Wind" (fancy wind chimes - Wine &amp; grape tenders)</u>
Only go this route if you're having trouble getting gains near GM with the spyglasses. The chimes use almost 4 times the ingots as the spyglasses, and are only 30% to make at 95 skill. Expect to use or lose a LOT of ingots, going this route.
 
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<u>The Carpenter</u>
The Carpenter doesn't have many choices for Heartwood quests, yet they have the most rewards. Heck, sometimes, the other quests (like bowcraft &amp; tinker) GIVE completed carpentry ITEMS from the recipes as rewards, not just the recipes.

The two Carpentry quests are "Arch Support" and "Stop Harping on Me". Both are available from trinket weavers, but some of the other quest givers also offer one or the other.

Due to the spread-out nature, it might be more worthwhile to spend some of the time in Britain, making items for the library collections.

This first part is using just Heartwood...

<u>1. "Arch Support" (foot stools)</u>
You can start crafting these at 11 skill (50% chance). Can get gains on them up to 36 skill.

<u>2. "Stop Harping on Me" (lap harps)</u>
This requires 63.1 carpentry and 45 music. Can gain on these until 88.1.

This section uses a mix of Heartwood Quests and Library collections

1 - "Arch Support"
2 &amp; 3 - No matching item at either spot - use wooden box, until you get enough skill to make Ballot Boxes (47.3), then do ballot boxes until 63.1 (if you have the required music) or 70 (if you don't have music skill)
4 (with music) - "Stop Harping on me"
4a - No music, but have 40 tailor - Fishing poles starting at 68.4, donating to fisher NPC at the library.
4b - No music, no tailor, or if you want folding steel glasses more than the fisher glasses - Starting at 70, Bokutos, donating to Samurai NPC at the library.
5 - after gaining enough or gains stop with step 4, any of the options - Shepherd's crook, donating to the Animal Trainer NPC at the library. Can start as early as 78.9, or as late as 95 (when Bokuto gains would stop).
 
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<u>The Bowyer (Bowcraft/Fletching)</u>

This is the best one of the lot. One can go all the way from skill purchase to Grandmaster doing nothing but quests, and will be likely to have most (if not all) rare recipes, and maybe a runic or two, by the time you're done.

<u>1. "A Simple Bow" (bow quest)</u>
You start with a 50% chance of success at 30 skill. the chance of success appears to go up at a 5% per 4 skill point rate, hitting maximum at 70 Skill.

<u>2. "Ingenious Archery I" (crossbow quest)</u>
One can start making these normal crossbows at 60 skill, again with the oddball 5%/4 ratio gains. You can gain on it up to GM, but the gains will slow down so much, you really won't want to. Switch to the next step at 80 skill.

<u>3. "Ingenious Archery II" (heavy crossbow quest)</u>
One can start making heavy crossbows at 80 skill. You can gain on it up to GM, but as the next step uses the same amount of wood per bow, with better gains (and less weight), move on at 90 skill.

<u>4. "Ingenious Archery III" (repeating crossbow quest)</u>
One can start making repeaters at 90 skill. Use this quest up to GM. If you still need recipes (or are going for runics) after hitting GM, go back to the "A simple Bow" quest.

Don't Bother With: <u>The Lethal Darts quest</u>. The F-Darts are problematic, as instead of requiring 1 dart with 10 uses, they require 10 separate darts - but all your wood on you is turned into a single, multi-use, dart when you craft. So, instead of having to constantly pull individual boards off your packy into your pack, it's easier to just stick with bows. Also note that the harp quest is a CARPENTER quest on the bowyer. Don't do it unless training your carpenter.
 
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Guest

Guest
<u>The Blacksmith</u>
Blacksmith quests have an advantage in that there is a New Player Quest in New Haven for Accelerated Skill Gain. Essentially, start out as a standard blacksmith (or even start with just a little amount of bought skill), get the "Hammer Time" quest from George Hesphaestus, then start cranking out the Bascinets for the Heartwood quest until you hit 50 skill, or a full backpack.

If the latter, walk to the New Haven gate, go to Yew, then go into Heartwood, cycle through the quests until you get the appropriate quest (IIRC, "Nothing Fancy"), mark the items, and get the satchels. When empty, return to New Haven for more accelerated training.

<u>Bascinet quest</u>
You can start attempting to make bascinets at 8.3 skill. Unlike Tailor (where items start at 50%), Blacksmith items start at 0 skill. Most likely, one will be starting with between 30 &amp; 40 skill. Will be able to gain on Bascinets up to 58.3 skill, if no powerscroll used. Add 2.5 points for every 5 points of powerscroll over 100, up to 68.3 if you've already used a 120 Blacksmith scroll.

<u>Heater Shield quest</u>
Because of the high ingot cost, this one can pretty much be skipped. Skill starts at 24.3, can gain up to 74.3, unscrolled (up to 84.3 with a 120 PS).

<u>Broadsword quest</u>
This is likely to be your second tier of training with quests - perhaps even the first tier, if you start at a skill higher than 50 in Blacksmithy. Can start crafting at 35.4 skill (at 0 - which is why I don't recommend it for the New Haven accelerated training area, as you'll be less than 30% at the end of accelerated gains - you'll probably lose more ingots from failures than the extra 5 per bascinet, plus extra 5 bascinets per quest, would cost).

Gains will run up to 85.4 skill without a power scroll, up to 95.4 with a power scroll. Even after gains stop, this is the optimum for continued quests for smith recipes.

Don’t bother with ...
<u>Dragon Helm quest</u> - too hard to make, and to get ingredients, and scales worth much more as library collection donations (20 scales = 400 library points, or the equivalent of a 6000 GP check donation for EACH helm crafted, if successful - think of each quest the equivalent of throwing away a 60k check). If you must try it, it can be gained on all the way to 120 skill, but it's really not worth the trouble.
 
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Guest

Guest
Why can't I lock down or secure items in my house when friends and co-owners can? It just started to occur.
Got a pet ... like a horse or something? Try locking it down. If you get a message related to honoring then you've apparently honored something (perhaps even in your house!). Locate a "quick" kill (cow, sheep, bull), honor it and kill it. You should now be able to lock/secure items once more.


I want to use the Crystal or Shadow tiles in customization, but can't. I have the expanded bankbox, 7th character and all that stuff.
To use these tiles in house customization, you must have the 9th Anniversary Edition as a registered edition. That wil allow the use of these tilesets.


Where can I find help on decorating and stuff?
Glad you asked that! If you go to the UO Homes and Castles Forum you'll find some really talented folks and all sorts of tips and techniques.
 
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Nenime

Guest
How do these Artifacts drop?

The items will drop using the Treasures of Tokuno drop system (meaning the more you kill, the more likely it is that you will get one of these items as a drop.

from Publish note for Pub 47

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How is the drop rate* for these items determined?

The event uses the Guaranteed Reward Point system, which was created for the Treasures of Tokuno event:

* This system keeps track of the monsters you kill in the event area and gives you an increasing chance to get a special loot drop as you kill more monsters.
* The loot will appear in your backpack.
* Monsters that have higher fame increase your chances faster. (Keep in mind that monsters in Felucca give 30% extra fame.)
* Higher luck will improve your chances for a loot drop.
* The overall loot drop chance for this event will be lower than ToT, as we are planning for it to run for quite a while - very possibly permanently.
* Your points DO NOT reset if you log out - no marathon hunting sessions required!

:scholar: Keep in mind that at no time is a drop guaranteed, it simply becomes more and more likely - so some people will get lucky and get them quickly, and some people will be unlucky and take longer.

from FoF September 28 2007

* The drop rate has NOT chanced in this context! The devs confirmed this on the Town Hall Meeting on July 26, 2008. I'm looking for an offical link from uo.com, but until I have one you can read about it here. (Many thanks to those who logged the speech.)

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Are there any other modifiers / restrictions?

# You will get less credit towards the new dungeon drops if you are hidden when the monster you are fighting dies.
# You will get no credit if you are more than 16 tiles away from the monster when it dies.

from Publish 47 Incremental Update

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Does being in party affect the 10th Anniversary Event artifact drop rate?

Actually being in a party does not affect the drops or the points given out out all. However, if multiple people are fighting the same creature - whether or not they're in a party - that does affect the rate of points given out.

To get points, everyone must make the top attackers list. (The top attackers list is simply the top 16 damagers.) So you can't party up then let someone else do all the work, and still get credit.

Next, points are scaled based on where you are on the top attackers list. The overall highest damager will get the same amount of points he would when soloing - everyone else will get increasingly smaller amounts, down to about 1/7 of the usual if there are more than 12 attackers on the list.

So while fighting with two or three people could be much more efficient in terms of kills per hour, and therefore total points, having a full group may be less efficient for the people who tend to do less damage. On the other hand, if you want to take your crafter out to do some hunting, pair him up with a fighter and make sure he smacks each critter at least once, and he will get some credit for the kill.

from FoF October 5 2007

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How long is the 10th Anniversary content going to last?

As for the artifact drops in the dungeons - we have no plans to remove them, but we'd like to add items to the system over time and perhaps limit certain items to certain dungeons or areas. So the content may grow or change, but overall it's here to stay.

from FoF October 12 2007
 
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