Devlin's "How to Be Awesome" Guide

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Devlin
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Devlin's "How to Be Awesome" Guide

Post by Devlin »

The intent of this guide is to better inform the Excelsior General Public (herein after referred to as "The Public") as to what they should be concentrate their efforts towards, i.e., How to Be Awesome. All statements and theories expressed are explicit views of the author. Any statistics, formulas, and whatnot are drawn from UOGuide and are generally assumed by The Public, or confirmed by Staff, to carry over to Excelsior. Should any improper/incorrect information be present in this article, please inform the author and actions will be taken to correct such immediately. Though there shouldn't be. If there is... It's a typo. Or the Gremlins did it. Gimme a break, this thing is long and a pain to proof/edit :P

First and foremost, I'd like to say that this isn't the ONLY way to be awesome, it's just MY way of being awesome. There are multiple other paths that can be taken. Personally, I'm lazy, so my method involves clicking 2-3 keys and sipping coffee. This entire guide can be located throughout the wiki, BUT, this one is nice and colorful.

***Read Me!!!***
I'll continue to edit this part as I update things/time goes on. Just a heads up.
I encourage everyone to please continue pointing out faults/errors and coming up with new topics for me to add. Would be great if someone could sticky this.

Mana Leech* + Chivalry/Necro + Proper Wep Abilities = Godmode
Mana Leech: ML allows you to spam abilities. 40% Mana Leech is decent, if your mana pool is small, 50-60% will help a lot.

Necromancy: Has some nice spells to help you with mana/life regen, life leech, armor/resists, etc. Curse weapon = life leech spell. The only necro spell i use, when i get hit by mortal strike this heals thru it.
Chivalry: Probably the best skill in game, considering the damage bonus you get from it.
Divine Fury: Most importantly, it acts as a refresh potion, FULLY restoring your stamina. Low stamina = low swing speed = bad news bears. It also boosts Damage, SSI and HCI by 10%, but reduces your DCI by 20%.
Consecrate Weapon: Changes a weapons damage type, temporarily, to the weakest resistance of the target. So if something is prone to Cold damage, and your weapon does Physical Dmg, it'll change your wep dmg to Cold while the spell is active. (About 5-10 seconds, depending on Karma)
Sacred Journey: Use this instead of Recall. Slightly quicker, cheaper (reg wise), and you won't be sapped of mana when you recall from Fel.
Enemy of One: Your best or worst friend. This will increase damage on one target type, so if you use it on one lich, it will affect ALL liches (not lich lords tho). If you're fighting a boss, the same mob, etc. then this is great to use. Boosts damage by 50%, BUT you take 100% more dmg from non-targets. So if you're in Doom and you use EEO on a lich lord, then a devourer comes up, you may want to step back :P Lasts for 100-180 seconds or so, depending on Karma once again. Can't deactivate it, just let it time out or change targets.

Wep Abilities: Even if you have a sick 5x58 weapon, if its a Kryss, it's not going to be a good weapon. There are two factors to look at when picking a weapon: Base Weapon Damage and/or Weapon Abilities.

Weapon Ability Chart
First Tier
Armor Pierce: Only found on Yumi's. Best single target DPS ability in the game.
Crushing Blow: Close second to Armor Pierce. Only reason it isn't equal is Yumi's have the highest base wep dmg, so Crushing Blow will always be a little behind.
Whirlwind: Insane ability. Hits every target within a 1 tile range. Anything on your weapon will proc, meaning Hit Lightning/Hit Areas will hit up to 9 targets. Hit Area's can therfore do HUGE amounts of damage.
NOTE: Bushido affects the damage that Whirlwind does. Here is the formula: ((# of opponents * Bushido) * (# of opponents * Bushido) / 3600) = Bonus Damage

Second Tier
Double Strike: Swings twice at once, meaning any +Hits on your weapon will hit twice. Therefore +Lightning/Fireball do well with this ability.
Double Shot: Only on Yumi's. Same as Double Strike
Frenzied Whirlwind: Only on Ninja/Bushido weps, adds a bleed on the target that does massive amounts of damage over 5-10 or so seconds
Mortal Strike: Prevents a target from healing. 6 seconds in PvP, 12 in PvE

Weapon Damage Chart
Bows
Yumi: 18-20, Armor Pierce/Double Shot
Bow: 16-18, Para Blow/Mortal Strike
Composite Bow: 13-17, Armor Ignore/Moving Shot

Swords
Ornate Axes: 18-20, Crushing Blow/Disarm
Halberd: 18-19, WW/Concussion Blow
No-Dachi: 16-18, Crushing Blow/Riding Swipe
Large Battle Axe: 16-17, Whirlwind/Bleed
Double Axe: 15-17, Double Strike/Whirlwind
Viking Sword: 15-17, Crushing Blow/Paralyzing Blow

Maces
War Hammers: 17-18, Whirlwind/Crushing Blow
War Maces: 16-17, Crushing Blow/Bleed
Hammer Pick: 15-17, Armor Ignore/Mortal Strike
Tetsubo: 12-14, Frenzied Whirlwind/Crushing Blow

215 Dex: The Instant Heal Guide
215 Dex is your goal. Here is the equipment list of gear that has +dex. Orange pieces are optional and/or a cheaper alternative to spending EDs.
Jackals Collar: +15,
Bat Wings: +10,
Gloves of Pug: +8,
Jewelry: +24 (Bracelet, Ring, Earrings). Varies, depending if you have dex/str stuff, which you want.
Weapon: +8, 250k (Wep Level Deed)
Hunters Headdress: +8, 300k-400k. Pretty crappy hat imo, ugly too :P
Ironwood Crown:: +5, no idea on pricing. It's a carpentry item, but it's actually a chestpiece here. +5 dex/str/int
Arms of Tactical Excellence: +5, like 5k, its a Tokuno Minor Arty.

There are two routes to 215 dex. Both involve ED, but one costs 150 ED less.
The Green Pieces total +65 dex. Therefore, your dex cap must be 150 (250 ED to boost), putting you at 215 dex.
The Green Pieces + the Orange Pieces total +83 dex. Therefore, your dex cap must be 135 (100 ED to boost). You only need 132 dex with this route, to put you at 215.

NOTE: If you go with JUST the Green Pieces, then you only need a +25 Stat Scroll. Boosting Str isn't as beneficial as boosting your Dex. If you have low Int, boosting that may help, but I'd advise against it as GoC's give a LOT of mana.
If you go with Orange Pieces too, a +10 Stat Scroll will do. But I'd say get a higher one, you'll have low resists/stats due to the Orange Pieces.

THERE IS A DIFFERENCE BETWEEN +STAT SCROLLS AND +TO INDIVIDUAL STAT SCROLLS.
+Stat scrolls come from Harrower in the range of 5 to 50.
+To stat scrolls are 50 ED per +5 stat.

Why Not to Boost Your Strength Cap
This is NOT me saying don't boost your strength ever. Str is good. But look at the formula for Str. The HP you get from your base str is (Strength/2) + 50.. At 10 Str, you have 55 HP. At 90 Str, you have 95 HP.
Now, after you pass 100 Str, there is no change in the formula, BUT, we can also look at it like thus. 100 Str = 100 HP, 110 Str = 105 HP, 125 Str = 112 HP, 150 Str = 125 HP. After 100 Str, the formula for Str is as easy as 1 Str = .5 HP So should you boost your Str cap to 150, you'll gain 12 HP. Worth it? I think not. Get a relayer instead.

Excelsior Customs
[claim: Will auto loot some items from a corpse, including Gold, Ointments, Fertile Dirt, Arrows and a small reward for claiming
[claimall: Will auto loot all items from a corpse.
[safebet: You can bet on how the World Saves are (every hour). Enter how many seconds you think it will be (i.e. 5.5). Its a 5k bet and the house takes 500 gold per bet. Whoever is closest takes all.
[exex: Custom system used to trade items/stackables. Check http://uoex.net/wiki/ExEx for a guide on how to ues it.
[cs: You can macro any spell with [cs {spellnamenospaces}. So an example would be "[cs enemyofone]" or "[cs consecrateweapon]", without the "s. Some spells aren't in the macro list, this lets you easily macro spells, without scrolling and scrolling.
[bandself: will bandage you. [band will open the gump to bandie. The Alt+O macro for healing doesn't work. Razor works nicely tho. EasyUO users, see Blaze Budd[le]'s HealR script.
Cleric spells: Type "I pray to the gods". List of custom spells. You do NOT need a book for these. Spirit Speak acts as Magery for these spells, so level up SS, only takes a few hours. ALSO: SS will heal you a bit when you use it, heals more if there's a corpse nearby. For reagents, you must tithe at an ankh, just like Chivalry.
Touch of Life: The best heal in game. Nuff' said
Sacred Boon: A HoT, heal over time spell, that heals 10-15 every few seconds. I avoided adding this one initially, because Touch of Life outranks it on cast time, mana and amount healed. I wouldn't advise using it to heal pets, but SB can be nice if you're running through Paroxy or other nasty places.
Angelic Faith: Turns you into an angel, boosts your stats. At 100 Spirit Speak you get +20 to str/dex/int. Every 5 points of SS = 1 point to each stat, at a max of +24's. Will also boost your Anatomy, Mace Fighting and Tactics (May be wrong on Tactics), following the same formula as stats.
Restoration: Best resurrection in game. Brings back the rezzee with 100% mana/hp.
Purge: Quick poison cleanse
Smite: Best spell to use against umms. Causes energy damage.
Trial by Fire: At the behest of Anarchy. This spell is like Thorns from Everquest or WoW. Attackers receive damage when they strike you, sort of like a temporary RPD buff.

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.
Relayers want the following stats, generally in this order: Dmg Increase, Resists, HCI and/or DCI, Swing Speed Increase, Luck. The DI bonus from equipment caps at 100%, so some may not need this. Resists are nice and look great on relayers. HCI/DCI are important to cap, and even go 15-20% over. SSI is nice, but if you have a Headband of Power, you won't need any. Eventually, some will be beneficial to add, but over 50% is unnecessary. Adding Stamina is more important; when your stamina is low, your swing speed is low. So having more Stam than Dex will help negate this. SSI doesn't seem to affect swing speed when your stamina is low (Not proven, just how I feel on it, at 125% SSI I don't notice any gain/difference in my SSI with low stamina).
Weapons generally want +hits, like Hit Leeches, Hit Lower Def/Atk, Fireball/Lightning, AoE, etc. An Ideal weapon would have Hit Lightning(or Fireball), Hit Lower Attack/Hit Lower Defense and Hit Mana Leech. After these stats, it's mostly preference. Life Leech is nice, but mostly dependent on play style. Stam Leech CAN be good, but better for fel, and on a WW wep at that. HLD/HLA vary; if you have a War Hammer, you want HLD, as it will help keep you alive longer. A Yumi or other single target DPS would want HLA, as you aren't going to get hit and damage is key there. And the only time you want a Hit Area is if you're doing a WW wep. 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. 30

Gem of Completion
A Gem of Completion (GoC) is a well earned reward from a lengthy/difficult quest (Mage's Inquisition Quest, See Below). It is a blue/orange bracelet that, when double-clicked, allows you to pick one of the GoC items.
***Acquiring GoC('s) should be one of your main priorities, alongside Imp Pets and 215 Dex***
GoC Rewards:
Chest (Legacy of the Archmagi) - 2 FC, 2 FCR, 12 HP, 22 Mana, 6 MR, 5 HPR, 5% LMC
Boots (Apprentice's Stockings) - 1 FC, 2 FCR, 10 HP, 22 Mana, 5 MR, 10% DCI, 5% LMC
Sleeves (Shaman's Sleeves) - 12 HP, 10 Mana, 5 MR, 3 HPR, 10% LMC
Gloves (Gloves of the Seer) - 10 HP, 12 Mana, 5% DCI, 10% RPD
Shield (Arcanist's Protection) - 11 HP, 12 Mana, 15% DCI, 10% RPD
Hat (Cap of Knowledge) - 1 FC, 2 FCR, 5 Mana, 7 M%, 20% LMC (and bad resists)

Each item has +20% Spdmg and Mage Armor on it (the Hat has 25%). It is considered leather.
Some may argue the shield should be higher. You shouldn't have a 1 handed wep really. Yumi/War Hammer. Get the Chest and Boots first, no matter what. That will put you at 3/4 FC/FCR, meaning you don't need specific jewelry to cap it (And FC/FCR SHOULD be capped at 4/6). Sleeves or Shield next, tho 1handed weps don't do as much damage. And don't relayer a 2h wep to a 1h wep, a relayer is a much better investment.

Mage's Inquisition Quest:
You do not need to "start" this quest anywhere. There are 6 dungeons with specific mobs, that drop specific items. The list is too long to replicate, so please visit here for it http://www.uoex.net/wiki/Collector_Items.
Once you have gotten all the items for a dungeon, head to a World TP, Custom, Excelsior Halls. One screen to the Northwest is an NPC named Information About Collector. Head inside the building he is near and find Aerial The Collector Maker.
The idea of the quest is thus: Collect EVERY item for a Peerless Dungeon (So ALL of Labyrinth, not just the Skorp Stinger/Horn of Defeat. You cannot cross items over from other dungeons.)
Simply say the name of the dungeon that you are looking to complete; you will receive a box. Keep this box on you when adding items or you may not get a gem when you complete the box. There is a wait timer after you complete a box (make a lesser gem, or the GoC itself). 72 hours (3 days) between, so it takes 21 days in total.

These are the six dungeons and their locations, in order of difficulty.
Blighted Grove: Can be found just Southeast of Shame in Fel. Run like you would to Yew Xroads MoA, then keep heading NWn'ish. Follow the coast, teleport across the small gap when you find the mountain/water (You cannot go above Shame, you must go this way), then follow the mountain up.
Sanctuary: Can be found on the SAME mountain as Blighted Grove. Run like you would to Yew Xroads MoA, heading NW'ish, but follow the mountain around to the north this time, heading towards Yew. You'll find a pathway into the mountain, leading inside.
Labyrinth: Can be found at the Grimswind Ruins. Go through the Northen Archway, in the middle, and you'll be teleported just south of the gate.
Paroxy: Can be found NW'ish of Papua in Fel. Either take the Brit Sewers to get there, then run West, take the Marble Isle pathway, then run East, take the Tera Keep Sparkle from Despise, or take the Vesper GY pathway and run North to get to it.
Bedlam: Can be found in the Healer's in Malas, Umbris. Double click the sarcophagus, like a gate.
Prism of Light: Nu'jelms most Northern point. But not the graveyard, opposite side.

Short run down of what to expect inside each dungeon.
Blighted Grove - Best place to start. Brutal entrance. Have Stealth, or go with a friend. Smallest dungeon, everything is in two rooms; the first giant swamp you find yourself in, and Lady Mel's room, which is accessible via the tree root/trunk where the Sativa stands.
Lady Mel, as all Peerless do, drops Elven Notes. She also drops Imprisoned Squirrels, the best pets in game. This makes her very beneficial to farm, as Elven Notes can be used to purchase Imp Pets (500 per).

Sanctuary - Certainly the most confusing area, as getting from area to area involves finding dilapidated tiles inside the small buildings throughout the area. Has the most amount of random mobs strewn across the area, succubi, gargoyles. Easy enough to run through, however you may want to be prepared with a heal before you progress through. Right when you come in, you'll see a building-like structure to the SouthEast. Go inside, you'll see one of the tiles in a small 3x3 building made of nothing but walls. Through this tile you will find Katchaki. The exit is at the South end, up a ladder. Skrat is right in the middle of the first area, in the graveyard. East/Southeast of Skrat is the entrance to the Ruby Dragon. To exit Ruby's Lair you must stand between two of the torches for a second, then you'll be teleported out.
South of Skrat (back on the main roadway) you'll find a fire pit spewing flamestrikes. Step in the middle, you'll head to the next area. South'ish you'll find the Cyclopian Warrior, through a fort like thing with one entrance/exit. East of the initial entrance (where you get dumped from the flamestrike portal), you can find Netopir's tile, in a hut identical to the one for the Rat men.
Netopir has a AoE Life Drain, so be prepared for a long fight. Imp pets work well, Nobles CAN cut it, but you need to heal very well. Cu sidhes do very well, with 200% damage (and they have packs/can be ridden. They don't heal themselves, though) He drops Bat Wings

Labyrinth - Minotaurs are evil. There's quite a few baddies around this place, so use Stealth the first few times. As for the monsters you need, they are tucked away in safe corners. The Skorp Area can be tough, with Mino Captains next to it, but you can avoid them with LoS. Rend's look scary, but are passive. Simply place really, just stealth through. Slaarion is a tank and spank, 40-50k HP. Long fight, lotta healing. Nobles can do it, but it will take forever, bring a friend or some imp pets.

Palace of Paroxysmus - Safe entrance, but when you move in you better not stop. Filled with slimes, succubi and acid elementals. Spam Divine fury and RUN, or Stealth. Either works. Head South'ish when you enter, then just keep going. Avoid Toxic Experiments, they'll hit for 250ish. Keep running til you see a Palace Guard. He has a 1% chance to drop a key that opens a chest to the SouthEast of his location. The chest contains a Paroxy Gem. Keep going til you find Putrifiers. These guys have a Grizzle Life Drain and hurt too. There's 3, so single them out. They drop a brain for summoning Paroxy, and the rate is low, so check this room OFTEN. If you continue on you'll see two areas that branch off and stop; the Snake, Izadajalska, and the Spider, Otrov bosses are here. Easy fights. Paroxysmus himself is to the east of the spider/snake, down another run like the entrance. You'll find the Putrid Waste down here, as well as the altar to summon Chief Paroxysmus. He spawns jukas, savages, ogre lords, artic ogre lords, ettins, cyclops, evil mage lords... and a lot of other hard things, so be ready for a fight. He one shots everything, so you need Imp Pets and to rez quick, keep your pets on the boss and take down the mobs with your bow.

Bedlam - When you come in, there are two liches called Vroak Guards. These are balrons relayered to look like liches. Be ready for a fight. Don't fight the Flesh Eating Dragon. One shots everything. Ancient Mage Mikael drops a key to the bottom floor, with Jonath/Malachai/Skeltor. The Password to Grizzle's Room is Odkleni Vrata. Spam it a lot. Be ready to die from the Red Deaths, it takes a bit to work sometimes. Grizzle has an 8 tile Life Drain, so bring a Cu Sidhe or be ready to heal quickly.

Prism of Light - Simplest dungeon to follow, but has very hard rooms. This dungeon requires Imp Pets. Safe entrance, safe until after the Daemons. Crystal Hydras hit for 400 or so. They aren't fun. There are two in the room, along with some snakes/water thingers. Its rough, but you can do it with practice. . The room after has Crystal Giants, which hit for like 150-200. Easily kited however. This is a SICK room to farm Ointments, as is the Daemon Room. After the Giants, you can either take the dirt path to the Ice Wyrm, which hits for a LOT of dmg with his breath, or go to the structure where the snakes are, up the ladder and to the summoning point for Effusion. See the wiki for the items you need.

Champ Spawns
Go download UOAM before you read another word. Get it from http://www.uoex.net/codex/technical/uoam
There are 14 Champ Spawns. Many are in Felucca, the good ones at least. There are two entrances into Felucca. Via the World TP (Which puts you at the Brit Moongate location, in Felucca). The other is similar to a moonstone, except its stable. Head to Covetous. If you want to see on UOAM, its the dungeon to the West of Vesper, by the Desert/Swamp, Southish of Cove. At the Northwest point of Covetous, you'll see a Y shaped passage. Follow the right side to the end of the cave, where you'll find a sparkle. Say "Forget" (much like Recdu/Recsu, or the Serp Pillars), and you'll teleport into Fel, on the opposite side of the Y shaped passage. Saying "Remember" will get you back to tram, but you can recall.
NOTE: DO NOT RECALL OUT OF FELUCCA. You will be sapped of your mana and it won't regen for a few minutes. Use Chivalry, Sacred Journey, to recall to avoid this.

Here are the 14 champs, in order of difficulty.
Four MoA's: (Noob, Yew Xroads, Cove Plains, Marble Isle; ALL Fel):
Noob Champ Goto Fel, run straight west, you'll see a dude.
Yew Xroads Goto fel, run NW to the pass through the mountain, follow that West. When you hit the T in the road, with Skara to the South and Yew to the North, keep running West. You'll notice a clearing in the trees, a grass path of sorts. Follow that as it bends NW, you'll come to an altar.
Cove Plains Use the Forget entrance, run West/NW. It's off the road, no more than 20 seconds from the Forget cave.
Marble Isle T-shaped island, NW'ish of Trinsic.
Barracoon(Despise, Fel): This isn't in Despise. It is directly to the North, in the tiny mountain pass right above it. Just follow the mountain, past Wind, pass the Shadow encampment at Chaos Shrine, hug it around and you'll find it.
Neira(Straight North of Doom, Malas): Goto Malas, Doom. Run North, you'll see a keep like structure.
Rikktor(Destard, Fel): Goto World TP, Felucca. Run SouthWest, look on your map for the river nearby, bout a ten second run. Once you pass the river, run straight South. You'll see the Maze, make sure you run to the bottom of it, hug the wall and run SouthWest again, when you are at the end. You can keep running til you hit the water, then go south along the mountain, til you find the Destard entrance.
Mephitis (Tera Keep, Fel): Right at the entrance, if you go in via the front door
Frost Giant (Ice Isle, Deceit, Fel): See the sparkle guide
Serrado (NW of Valor Shrine, Tokuno): Goto Tokuno, Valor Shrine. Run straight NW til you see Deathwatch Beetles and you hit a clearing.
Semidar (Fire Dungeon, Fel): See the sparkle guide
Doc Apoc (Nu'jelm, Fel): Right by the bank/inn in Nu'jelm
Kronus (Grimswind Ruins, Malas): Westish of the Grimswind Ruins in Malas.
Blood Clan (Directly outside Cove, Fel): See left.
ATM Champs are on a 6 hour timer. Kronus is on a 24 hour, Doc Apoc is on a week timer, Blood Clan... I have no idea what the timer is, but it doesnt drop a pscroll. Just orgs.

Sparkle Guide
Deep in the heart of some dungeons of Felucca, there are Sparkles; they can be found in Despise, Fire, Deceit, and Tera Keep.
Rule #1: Never go right
Rule #2: See above

Right will always bring you to Fire or Destard.
Despise: Tera Keep/Destard
Fire: Despise/Destard
Deceit: Despise/Fire
Tera Keep: Deceit/Fire
Destard has no Sparkles in it. It also has Ancient Wyrms, some of which might be paragons. So yeah. Don't go there.
Fire puts you right near the champ. Just run East then North, first chance you get. But Fire champ sucks/fourth tier is succbi/daemons.

Lost Land Passages
There are many routes to get in and out of the Lost Lands (Delucia/Papua)
Britain Sewers to Hoppers Bog: Goes from the Britain Sewers (Accessed near the Brit Inn) to East of Papua.
Delucia Passage: Goes from the Trinsic Caves (Accessed via a cave at the bottom of the mountain near Trinsic) to Delucia or the Undead City.
Fire to Sak Teb: Goes from Fire Dungeon to the Desert in the Lost Lands.
Ice to Kos Heb West: Goes from Ice Dungeon to the North Tundras of the Lost Lands
Marble Island Passage: Goes from Marble Isle to directly West of Tera Keep.
Minoc North Mines Passage: Goes from the Caves near Minoc to Hoppers Bog (the same swamp the Brit Sewers takes you to)
Moonglow to Papua Mage Shops: Speaking Recdu/Recsu will bring you from shop to shop
Serpent Pillars: Speaking Doracron/Sueacron will bring you from pillar to pillar
Temple Island to Delucia Temple: Brings you from an Island nearby Serpents Hold/at the Bottom end of Britannica to a spot East of Delucia
Vesper Cemetery Passage: *My favorite passage* Goes from Vesper Cemetary (one of the houses has a basement/tunnel) to the middle of the Lower Lost Lands. Papua is a straight shot north, making this a quick route to Paroxy.
Yew Prison to Lighthouse: Coolest passage way, most useless however. Brings you from Yew Prison to the Lighthouse in the Desert in the Lost Lands.

Imp Pets
When someone says Imps, they don't mean the annoying little green buggers, they mean Imprisoned Rodents. Squirrels, Ferrets and Dogs to be precise. These are obtained either through killed Peerless bosses and looting elven notes, or looting the Imps directly from the boss. Lady Mel drops Squirrels, Travesty drops Dogs and Effusion drops Ferrets.
Slaarion drops a Portal Map. This brings you to an area where you purchase Imp Ferrets/Squirrels with Elven Notes (500 per). Imp Dogs can ONLY be looted.
The reason Imps are so awesome is because they don't take stat loss. Anyone with a pack of nobles knows about stat loss. This makes farming 1-hitters much easier. They only come with about 200 HP however, so you either need to be quick with heals, or oint them up. You don't need to oint up pets, just preference really.
Last edited by Devlin on Tue Jan 27, 2015 11:01 am, edited 31 times in total.
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Re: Devlins "How to Be Awesome" Guide

Post by Melkor »

Nice job Del!
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Re: Devlins "How to Be Awesome" Guide

Post by dillingham »

great info
HACKSAW
It is better to lead from behind and to put others in front, especially when you celebrate victory when nice things occur. You take the front line when there is danger. Then people will appreciate your leadership.
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Devlin
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Re: Devlins "How to Be Awesome" Guide

Post by Devlin »

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Re: Devlins "How to Be Awesome" Guide

Post by anarchy »

personally i like this set up better

proper weapon + necro (vampiric embrace, curse weapon) + cleric (trial by fire, sacred boon, touch of life) + chiv ( divine fury, consecrate weapon, army of one depending) = Anarchy mode :)

with the necro spell
vampiric embrace you really don't need much life leech if any at all.
curse weapon- life leech effect.
cleric spells
trail by fire is like the old school reactive armor. kind of like RPD.
sacred boon is a hp regen spell with vampiric embrace, and curse weapon you'll always be getting life.
touch of life- fastest healing spell.
chiv
Divine fury- stamina replenish-er
consecrate weapon- makes the monster take more damage
army of one (i almost never use it unless 1 vs 1)- raises damage to monster type

because of this set up you can cancel out life leech effects on weapons. more points for the fun stuff. :)

hope this helps.
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Re: Devlins "How to Be Awesome" Guide

Post by Adrias »

Yeah I think the only 2 additions I would add is to mention vamp embrace because it has a permanent duration until death (karma is a non issue). Discord is also a nice skill to have, although doesn't seem to work on peerless until they are practically dead anyways.
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Re: Devlins "How to Be Awesome" Guide

Post by Devlin »

Im not quite finished. I have the * on Mana Leech because Im gonna go over the necro part in a bit =) more to come, how to instant heal, gear guide, skill guide, goc guide etc :P
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Re: Devlins "How to Be Awesome" Guide

Post by Devlin »

and im too lazy to cast other spells than consec wep/divine fury. And LL is certainly better end game.
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Re: Devlins "How to Be Awesome" Guide

Post by anarchy »

all in all this information is extremely accurate. nice job dev! :)
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Re: Devlin's "How to Be Awesome" Guide

Post by Danilo Thann »

Looks Good! Though it's not the only way to get things done, of course.

Until recently I didn't actually raise my Dex past 90 (80 if you're being picky) and I could down most things. Of course I'm no Anarchy, who once again.. does things totally different then both you and I Devlin. Stun him though, canceling his life leech, and he drops like a stone from a ledge. :nod:

I'm Pure melee, try to be any ways, and lack re-layers. GoC armor is very useful, and I doubt id take it off if it was rusting clean through.

Things id like to point out, feel free to add them:

Strength past 140 is some what useless, for added damage, so only raise it for the HP gain, which isn't really useful after 100 due to the .5 hp gain per Strength point instead of 1.5, gained from items with STR onit. (some things got left out, when i edited the first time... happens :? )

60 DCI seems to cover the 20% loss from using Divine fury. (remember 45% DCI is the cap, But you can still have spare DCI)

Hit Lower Defense and Hit Lower Attack: HLD & HLA are must have's for anyone not using pets. First off the more often you hit something the faster it dies. That being said, if the target your beating on can't hit you then you can bash away.

When HLD is trigger its like having +25 HCI -Hit Chance Increase- for 5-10 seconds.

When HLA is triggered its like having +25 DCI, But it stacks past 45% (current cap) which makes you very tough to hit (reason I eat Balrons, using only a spear)

The spell 'Curse' - read the spell it makes perfect sense to cast it first. with or without spell channeling, on your weapon. *Note* Wishes +Colibri would change the dispel on hit, to curse on hit.

And finally - with concerns to weapons and Spell Damage Increase - it applies to your weapon's to hit spells and to hit area spells. This means if you didn't raise your Magery, Evaluate Intelligence Skills, & kept up on your Intelligence Stat, you're missing out on addition damage. And if you scoffed at the bonus SDI on armor, Jewelry, or the Famous GoC armor set... shame shame. (hands out fail cookies; no milk for you!)

Many ways to do everything... some day we scribes will get it all written down.

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Last edited by Danilo Thann on Sun Mar 27, 2011 3:45 am, edited 1 time in total.
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Re: Devlin's "How to Be Awesome" Guide

Post by Lietuvaitis »

Good job :) it took long time for u :)
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Re: Devlin's "How to Be Awesome" Guide

Post by Devlin »

Aye, Danny, thanks for the input. Forgot to mention that Divine Fury will do that. And yeah, somewhere, in that mess, is a mention about not increasing Str because of the formulas.

Still haven't completed the Level Weps Guide/a few other portions, so expect to see them in there. Gotta break this up somehow, lol, getting too long to edit without getting a headache.

And most definitely, there are routes to take that don't involve 215 Dex. Theyre much cheaper too. That's the #1 goal of most players here though, so I figured I'd outline that first. A Druid guide is to come, guides on Lore needed/mana/LMC effects, etc. Might throw in something on how to just be a balance toon. *shrug*
Last edited by Devlin on Sat Mar 26, 2011 9:31 am, edited 1 time in total.
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Re: Devlin's "How to Be Awesome" Guide

Post by Adrias »

Danilo Thann wrote: Strength past 140 is some what useless, so only raise it for the HP gain, which isn't really useful after 100 due to the .5 hp gain per Strength point instead of 1.5.
This is not true. Str past your str cap (125 through 150) actually gives 1.5 hp. until your str cap it only gives .5 (plus 50 base).

example: my str cap is 150. my base hp is 125. I put on my spirit of the totem ( +20 str), I gain +30 hp up to 155 hp.

Also Str always increases damage without a cap.
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Re: Devlin's "How to Be Awesome" Guide

Post by Johnny Warren »

Very nice guide.

Food for thought: WHen u mention lvling items to relayer you mention certain properties importance. If you are intending to relayer items remember what the item caps are (found on the wiki). I think in this section you undervalue SSI. Since its technically one of the stats that is uncapped. With monstrous SSI you can still swing quickly even with half or less stamina. Remember SDI is uncapped so it should be at 20% for every item you relayer.

Note this is note what Devlin said:
Danilo Thann wrote:Stun him {Anarchy} though, canceling his life leech, and he drops like a stone from a ledge. :nod:

Strength past 140 is some what useless, so only raise it for the HP gain, which isn't really useful after 100 due to the .5 hp gain per Strength point instead of 1.5.

Hit Lower Defense and Hit Lower Attack: HLD & HLA are must have's for anyone not using pets. First off the more often you hit something the faster it dies. That being said, if the target your beating on can't hit you then you can bash away.
When HLA is triggered its like having +25 DCI, But it stacks past 45% (current cap) which makes you very tough to hit (reason I eat Balrons, using only a spear)
Ok Firstly Anarchy wouldnt "drop like a stone" for a few reasons, primarily he has invested heavily in strength which is the most important stat after you are at 220 dex. Which brings me to point 2.

Ok what you say on strenght is totally wrong. Str past 140 is incredibly useful, can you read what Devlin said (and whats true ingame) each single (1) point of str on your equpment adds 1.5 hp (1.5). No matter how much str you have. In fact once you are at a decent level strength (and the resultant HP) is pretty much the only stat you want to invest in. Have you noticed how all of the decent players roll with 3-4 SoT's for the strength bonus? Each SoT adds 30HP. Thats a lot when you fight mobs that can AI you for 200+ damage.

What you say about HLA and HLD is just wrong.... Once you have 220 dex (Dev says 215 but i swear i notice a difference if i drop to 215) then HLA does nothing.... your bandies will heal you fast enough so that it doesnt matter if your enemies hit you 100% of the time... This is a guide to being awesome after all, not a guide to being average and relying on sub-optimal weapon hits. Now if it were PvP i would agree that HLD and HLA are good but against mobs... HLD is ok but HLA is pointless. I wrestle balrons to death... as many as you could possibly spawn on me could not kill me since i have high HP and high dex.... i don't have HLA at all.
Danilo Thann wrote:Until recently I didn't actually raise my Dex past 90 (80 if you're being picky) and I could down most things.
By "Most things" you mean basic tram monsters up to and including balrons, but not fell ballys, para ballys/ancient wyrms, custom monsters, peerless monsters or anything that actually hits hard?
Last edited by Johnny Warren on Sat Mar 26, 2011 9:33 am, edited 1 time in total.
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Re: Devlin's "How to Be Awesome" Guide

Post by Devlin »

Str from gear = 1.5 Hp per 1 str
Str from stats = 1 HP per 1 str, BUT ONLY TIL 100!
After 100 Str, you get .5 HP per 1 str. So boosting your str cap with ED is bad.

I swore it was 220 Dex, +V said it was 215 however.
The Formula is
Healing time: 11 - (Dexterity / 20)
215 = .25 sec heals, so I guess it is 220? No idea.

Also. There is a limit, when it comes to Dmg Increase from Str.
First, theres a 100% DI cap from equipment, 200% from other stuff, Anatomy, Chiv spells, etc.
Anarchy looked into it, I kind fuddled with it, but it appears theres a hard cap on Str somewhere.
The formula for Dmg Inc based off of Str is
For Strength < 100, Strength * 0.3
For Strength >= 100, (Strength * 0.3) + 5
Highly impropable that I'm gaining a little more than 75% Dmg Increase from my Str alone.

HLA is a great stat. If you go to Umbris, with an AoE weapon, you want this on there. HLD is nice, but surviving > killing quicker. If you find a wep with HLA/HLD and the other stats you need, then do it. but HLA > HLD.
Last edited by Devlin on Sat Mar 26, 2011 9:44 am, edited 4 times in total.
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