From UOEx Wiki
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.
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.
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).
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.
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.
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.
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.
|Level||Exp||Total Exp||Level||Exp||Total Exp||Level||Exp||Total Exp||Level||Exp||Total Exp|
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
- total(n) = 300(n-1) + 200[(n-2)(n-1)/2]
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
◊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.