Levelable Weapons

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Contents

Weapon Level Deeds

Before you put one of these on your weapon, you must make sure the weapon is good enough to spend 100k tokens on. First, you must put it into a category: Relayer or Weapon.

Relayer

These weapons will generally have resists, HCI/DCI, or other properties that carry over onto equipment other than weapons. See here for properties that apply to relayers. You won't usually find them to be heavy with properties from the Weapon Hits Category, Weapon Hits will only work on weapons used in combat.

Weapons

Depending on the weapon and play style, the properties you add and extend on your weapon will vary. You'll generally be adding properties from under the Weapon Hits Category of the Weapon Leveling Menu.

The Ideal Weapon will generally have:

  • Hit Lightning and/or Fireball
  • Hit Mana Leech
  • Hit Lower Attack(HLA) and/or Hit Lower Defense(HLD)
    • HLA/HLD vary - If you have a War Hammer, you'll probably want HLA, as it will help keep you alive longer. A Yumi or other single target DPS(Damage per Second) would want HLD, as you aren't going to get hit and damage is key there.

After these stats, it's mostly preference. Hit Life Leech(HLL) is nice, but dependent on play style. Hit Stam Leech(HSL) CAN be good, but better for Felluca, and especially on a Whirlwind Weapon.

The only time you'll really want AoE on your weapon is if it has Whirlwind. Whirlwind procs on every target within range, meaning you can hit 9 targets, providing 8 surround you and you are standing on 1. You can proc 9 Lightnings and/or Fireballs and 2-3 Hit Areas, dropping incredible amounts of damage.

Proc refers to the benefits of added damage or other buffing/debuffing that occurs randomly when an item strikes or is used.

Leveling the item

Weapons will gain levels based on experience. You can get to max 999,900 experience, not quite 1,000,000, at the time you will reach level 100. Every time you kill something, the weapon will gain some experience. The harder the monsters, the more experience you will gain.

Note: You can only gain experience if you yourself kill the monster using the weapon. It won't work if it's by a spell or if your pet kills it(unless the weapon is lvl 50 or above in which case pet kills give 1/8th xp).

Spending Points

Each time a weapon gains a level, it will gain a certain amount of spending points (aka sp).

  • Crafted Weapons will gain 3 sp per level.
  • Artifact & Looted (Non-Crafted) Weapons will gain 5 sp per level.

These points are used to upgrade a weapons properties; Single click on the weapon and select Information, and a gump will pop up.


See Weapon Attributes for attribute cost.  A java tool for weapon planning is also available: Stig's Weapon Planner


Note: Artifact Weapons with a Artifact Rarity Tag (aka Arti Tag) cost double spending points to increment a particular property. For example, raising Hit Mana Leech costs 3 sp, when you increment Hit Mana Leech on an arti tagged weapon, it will cost 6 sp.

Removing Artifact Rarity Tag

The Artifact Rarity Tag can be removed by:

  • Using a Weapon Change Deed (cost 200ED), which will allow you to change the weapon and remove the tag.
    • If you want to keep the weapon the same, simply select the weapon type from the menu.

Difficulty

Every quarter of the leveling process is more difficult than the last. Getting from level 1 to 25 will be a whole lot easier than getting from 75 to 100.

There's an exception where it comes to your pets killing the monsters. Since leveling after level 50 becomes rather slow, you will also gain some points if your pet kills it, however only about one eighth of what you would get if you killed it with the sword.

Champion spawn creatures will also give only about an eighth of what a non-champion monster would give. For example, if a dragon gives 80 experience points, the dragon in the Rikktor champion spawn would only give approximately 10 points.

Experience Table

Please note the Experience(Exp) listed is the amount needed to get from the current level to the next level. For example, level 2 lists 500xp - this is the amount of experience to gain at level 2 to reach level 3.

Total exp is the total minimum experience needed to be at that level.

Leveling Experience
Level Exp Total Exp Level Exp Total Exp Level Exp Total Exp Level Exp Total Exp
1 300 0 26 5300 67500 51 10300 260000 76 15300 577500
2 500 300 27 5500 72800 52 10500 270300 77 15500 592800
3 700 800 28 5700 78300 53 10700 280800 78 15700 608300
4 900 1500 29 5900 84000 54 10900 291500 79 15900 624000
5 1100 2400 30 6100 89900 55 11100 302400 80 16100 639900
6 1300 3500 31 6300 96000 56 11300 313500 81 16300 656000
7 1500 4800 32 6500 102300 57 11500 324800 82 16500 672300
8 1700 6300 33 6700 108800 58 11700 336300 83 16700 688800
9 1900 8000 34 6900 115500 59 11900 348000 84 16900 705500
10 2100 9900 35 7100 122400 60 12100 359900 85 17100 722400
11 2300 12000 36 7300 129500 61 12300 372000 86 17300 739500
12 2500 14300 37 7500 136800 62 12500 384300 87 17500 756800
13 2700 16800 38 7700 144300 63 12700 396800 88 17700 774300
14 2900 19500 39 7900 152000 64 12900 409500 89 17900 792000
15 3100 22400 40 8100 159900 65 13100 422400 90 18100 809900
16 3300 25500 41 8300 168000 66 13300 435500 91 18300 828000
17 3500 28800 42 8500 176300 67 13500 448800 92 18500 846300
18 3700 32300 43 8700 184800 68 13700 462300 93 18700 864800
19 3900 36000 44 8900 193500 69 13900 476000 94 18900 883500
20 4100 39900 45 9100 202400 70 14100 489900 95 19100 902400
21 4300 44000 46 9300 211500 71 14300 504000 96 19300 921500
22 4500 48300 47 9500 220800 72 14500 518300 97 19500 940800
23 4700 52800 48 9700 230300 73 14700 532800 98 19700 960300
24 4900 57500 49 9900 240000 74 14900 547500 99 19900 980000
25 5100 62400 50 10100 249900 75 15100 562400 100 0 999900

Experience Formulas

The amount of experience needed to increase from the current level to the next level, where n is the current level:

exp(n) = 300 + 200(n-1)


The total minimum experience to be at current level, where n is the current level:

total(n) = 300(n-1) + 200[(n-2)(n-1)/2]
= 100n2 - 100

Attribute Caps

These are the highest of each attribute that you can increase on a levelable weapon. If a weapon has an attribute that exceeds the cap already, it will not be decreased, but still be unable to go higher.

Defense/Hit Chance Increase = 50 each
Damage Increase = 50
Swing Speed Increase = 40
Reflect Physical Damage = 15

Strength/Dexterity/Intelligence Bonus = 8 each
Bonus Hits/Mana/Stamina = 8 each
Hit/Mana Regeneration = 6 each
Stamina Regeneration = 10

Spell Damage Increase = 20
Faster Casting = 1
Faster Cast Recovery = 6
Lower Mana Cost = 10
Lower Reagent Cost = 20
Enhance Potions = 25

Hit Life/Mana/Stamina Leech = 60 each
Hit Lower Attack/Defense = 60 each
Hit (Spell) = 60 each
Hit (Damage Type) Area = 60 each

(Damage) Resist = 20 each
Lower Requirements = 100
Self Repair = 5
Durability = 255

Special notice

According to the Codex it is against the rules to level your weapon if you are AFK. AFK is defined as not paying attention to the UO client while you are working on adding levels to your weapon.
For example - Say you are out in your family room watching the TV and enjoying a nice meal. Your computer that you play UO on is in a different room than where you are.
You shouldn't make a macro that enables you to auto-heal yourself while simultaneously using sacred journey/recall to appear where monsters spawn, then killing the monsters which adds experience points to the weapon; all while you are enjoying that meal in the family room.
There are special checks in place to help prevent players from doing so.
You can read more about that here.