Difference between revisions of "The Awesome Guides"

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'''Updates:'''
+
* [[New Player Guide]] - (Under Construction)
 
+
* [[Devlin's Formula]]
-Skill section including a list of the more important skills to raise, outside of direct fighitng/crafting skills.
+
* [[220 Dex Guide]] - (Instant Heal with bandages)
 
 
-Champ Spawn section updated to show locations better/Sparkle Guide incorporated into it
 
 
 
-Changed to 220 Dex Guide, instead of 215. 215 is 192 HP p/s, 220 is instant
 
 
 
-Godmode Formula changed. Was Proper Ability + ML + Chiv = Godmode
 
 
 
-Redid Weapon Level Deed section, added a small guide on how to level/what to kill
 
 
 
--[[User:Devlin|Devlin]] 23:35, 31 August 2011 (UTC)
 
 
 
 
 
The 'How to be Awesome Guide' is really a compilation of guides, all in one. Here you will find information on styles of weapons to use, fighting strategies, what spells to cast, where to hunt, and more. This is not a New Player Guide, but will include some information for New Players, as well as some info older players may not be aware of.
 
 
 
== '''Godmode Formula''' ==
 
 
 
''' (Proper Weapon + Mana Leech) + Chivalry  = Godmode '''
 
 
 
The idea behind the Godmode Formula is to use the best skills combined witht he least amount of effort. By using the correct weapon(s), combined with the correct stats, you will be able to continuously spam the ability of your choice. This is key, as the combination of Chivalry/Weapon Abilities/Mana Leech will boost your damage astronomically.
 
 
 
=== Proper Weapon/Abilities ===
 
 
 
The first thing to look at is what kind of weapon to use. There are two factors to look at when picking a weapon: Base Weapon Damage and/or Weapon Abilities.
 
 
 
==== Weapon Ability Chart ====
 
 
 
{| class="wikitable" border="1"
 
|-
 
! Ability
 
! Weapon (Best used with)
 
|-
 
| Armor Pierce
 
| Yumi
 
|-
 
| Crushing Blow
 
| War Hammer, Ornate Axe, Viking Sword*
 
|-
 
| Whirlwind
 
| War Hammer, Halberd, Double Axe
 
|-
 
| Double Strike*
 
| Double Axe, Scimitar
 
|-
 
| Double Shot
 
| Yumi
 
|-
 
| Frenzied Whirlwind
 
| Tetsubo
 
|-
 
| Mortal Strike
 
| Bow, Xbow, Hammer Pick, Exec. Axe
 
|}
 
 
 
*Any weapon with Crushing Blow/Double Strike can be good. Just take a look at the weapon damage; if it is below 15 damage, do not bother.
 
 
 
'''Armor Pierce:''' Only found on Yumis. Best single target damage ability in the game.
 
 
 
'''Crushing Blow:''' Close second to Armor Pierce. Only second because Armor Pierce can be used from range.
 
 
 
'''Whirlwind:''' Great ability. Hits every target within a 1 tile range, up to 9 targets. If you have +Hit Lightning on your wep, it can hit all 9 targets. Hit Areas can do HUGE sums of damage here.
 
 
 
'''NOTE:''' Bushido affects the damage that Whirlwind does. Here is the formula: ((# of opponents * Bushido) * (# of opponents * Bushido) / 3600) = Bonus Damage
 
The Bonus Damage is capped at 100.
 
 
 
'''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'''
 
{| class="wikitable" border="1"
 
|-
 
! Weapon
 
! Base Damage
 
! Abilities
 
|-
 
| Yumi
 
| 18-20
 
| Armor Pierce/Double Shot
 
|-
 
| Bow
 
| 16-18
 
| Para Blow/Mortal Strike
 
|-
 
| Composite Bow
 
| 13-17
 
| Armor Ignore/Moving Shot
 
|}
 
 
 
'''Swords'''
 
 
 
{| class="wikitable" border="1"
 
|-
 
! Weapon
 
! Base Damage
 
! Abilities
 
|-
 
| Ornate Axe
 
| 18-20
 
| Crushing Blow/Disarm
 
|-
 
| Halberd
 
| 18-19
 
| Whirlwind/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/Para Blow
 
|}
 
 
 
'''Maces'''
 
 
 
{| class="wikitable" border="1"
 
|-
 
! Weapon
 
! Base Damage
 
! Abilities
 
|-
 
| War Hammer
 
| 17-18
 
| Whirlwind/Crushing Blow
 
|-
 
| War Mace
 
| 16-17
 
| Crushing Blow/Bleed
 
|-
 
| Hammer Pick
 
| 15-17
 
| Armor Ignore/Mortal Strike
 
|-
 
| Tetsubo
 
| 12-14
 
| Frenzied WW/Crushing Blow
 
|}
 
 
 
The Yumi and War Hammer are the top two choices, based on Damage/Abilities. The Halberd and Double Axe both are nice as well. After selecting what kind of weapon you wish to use, now you must look for what kind of stats you want on it.
 
 
 
=== Mana Leech ===
 
Mana Leech (ML) is key in being able to spam Weapon Abilities. Without ML you cannot keep up with Chivalry spells or use Armor Pierce/Crushing Blow every attack, significantly reducing your damage output.
 
 
 
=== Chivalry ===
 
One of the best skills in game, considering the damage bonuses you receive from the spells. Karma is important to this skill, the higher your karma, the longer the spells will last.
 
 
 
'''Divine Fury:''' When cast, it will FULLY replenish all your Stamina. This is important: low stamina = low swing speed = bad news bears. Divine Fury will also '''boosts Damage, SSI and HCI by 10%''', but '''reduces your DCI by 20%'''. The bonus damage from Divine Fury is outside of the Dmg Increase Cap (which is 300% from skills/equip), so you will always gain a slight Dmg boost when casting it.
 
 
 
'''Consecrate Weapon:''' Will change the damage type of your weapon to the '''weakest''' resistance of your target. If your weapon does Physical dmg, and your target is weakest to Cold, your wep will do Cold Dmg as long as Consec Wep is up. Lasts 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  Lasts for 100-180 seconds or so, depending on Karma once again. Can't deactivate it, just let it time out or change targets.
 
 
 
== 220 Dex: The Instant Heal Guide ==
 
 
 
NOTE: To heal instantly with bandages you need 220 Dex. However, at 215 Dex you still heal at 192 HP per sec. Wearing all the +Dex gear may give you low resists, so 215 Dex is a good alternative if you wish to keep your head/chest/sleeve/boot slots free for better pieces.
 
 
 
Here is the list of gear with +Dex on it.
 
 
 
'''Jackals Collar:''' +15, 1m-5mil, depending on seller
 
 
 
'''Bat Wings:''' +10, ~1mil
 
 
 
'''Gloves of Pug:''' +8, 250k.
 
 
 
'''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, 250k-350k. Pretty crappy hat imo, ugly too, should be 150k.
 
 
 
''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.
 
 
 
''Stitcher's Mittens:'' +5 Dex and 30% LRC. Decent alternative to Gloves of Pug. Crafted Leather, so they are medable too.
 
 
 
The Bold pieces total +65 Dex together and are the core pieces of the set. The Italic pieces are optional, depending on a few things:
 
* What your Dex cap is (should be 150)
 
* If you want 215 or 220 Dex
 
* If you care about resists
 
 
 
Keep in mind a few things:
 
 
 
- If you attempt 220 Dex, you will have low Resists, HCI/DCI/LMC, and most importantly, HP!
 
 
 
- You need a base of 150 Dex, which requires 250 ED be spent boosting it. You will also need at LEAST a +25 Stat Scroll to help you get there.
 
 
 
- Boosting the Str Cap from 125 to 150 gives you 12.5 HP. Not worth it
 
 
 
- GoC pieces give a LOT of mana
 
 
 
== Excelsior's Must-Knows==
 
This portion of the guide relates to some of the custom features of Excelsior, as well as some tips for skills you will need to raise/master.
 
 
 
=== Commands ===
 
By typing [help you can bring up a list of all of these commands. Most are self explanatory. Here's a run down of the ones you will need to know.
 
'''[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 use 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 Healing, 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.
 
 
 
===Skills===
 
Here's a break down of what skills you will need to have. Won't mention, magery/fighting skills, etc, as everyone knows of these
 
 
 
'''Hiding:''' Must have, as you need it for...
 
 
 
'''Stealthing:''' One of the best skills in game. Allows you to easily get back to your corpse, scout out a new dungeon, avoid baddies, etc. You do not need to reapply stealth every 10 steps here, but there is a skill check as you are walking. Metal armor, etc. make it harder to stealth. You cannot use your pets for 20 seconds after you stealth. Macro hiding/stealth early on, as it changes so many things.
 
 
 
'''Focus:''' The warriors meditation. This adds base stam AND mana regeneration. Get this and Meditation to 120.
 
 
 
'''Music/Peacemaking:''' Good to stall enemies as they approach, helps let you fight one at a time. Also helps in taming pets.
 
 
 
'''Discordance:''' A bardic ability that lowers the stats of the target. At 100 skill, lowers stats by 20%, 120 should be 24%.
 
 
 
'''Bushido:''' Great assist skill. You need Bushido, or Ninjitsu, in order to use a Yumis abilities. Bushdio also has spells that act as weapon abilities, should your weapon not have any good ones (eg cavorting club). Bushido will also affect the amount of damage done by Whirlwind weapons, up to a cap of +100 damage. Shouldn't be the first skill you level, but definitely worth having/playing with
 
 
 
'''Chivalry:''' See Godmode section.
 
 
 
'''Necro:''' Great skill. Has a bunch of great spells that allow you to increase mana regen, add life/mana leech to your weapon, do AoE dmg and more. If you don't have the tokens for a wep level deed, check out necro, as it can be a great help with Mana Leech, to help spam abilities.
 
 
 
'''Tracking/Detect Hidden:''' Helps in Gauntlet, on the Shadow Knight boss. Good to have before you go in and waste an hour/all your regs.
 
 
 
'''Spirit Speak:''' See Cleric Spells.
 
 
 
== How to Level a Weapon ==
 
 
 
Before adding a Level Deed to a weapon, you must determine 2 things:
 
 
 
-Is it worth leveling?
 
 
 
-Is it a Weapon or Relayer?
 
 
 
First, ask if it is worth leveling and imagine leveling the weapon. A Butchers Resolve, Cavorting Club or any looted weapon like that MIGHT have nice stats, but will take FOREVER to level. Make sure that leveling the weapon won't kill you.
 
 
 
Second, figure out what this weapon is for. Weapon? Or Relayer. The base stats for each will be entirely different. Weapons want +Hits, like Lightning/Fire Area or Leeches. +Hits do NOT transfer to a Relayer, so they want Resists/HCI/DCI/Dmg Inc/Luck/SSI
 
 
 
=== '''Relayers''' ===
 
 
 
Generally want the following stats: 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 you will even want to go 15-20% over. SSI is nice, but if you have a Headband of Power, you won't need any.
 
 
 
Here is what you will want to add to your Relayer:
 
 
 
-HCI/DCI/LMC/1 Faster Casting/2 FCR*
 
 
 
-ALL char stats/regens
 
 
 
-RPD
 
 
 
-Spdmg
 
 
 
-Resists
 
 
 
-Luck
 
 
 
-Enh Pots
 
 
 
-LRC
 
 
 
*If done properly, you can cap HCI/DCI/LMC/FC/FCR with your first relayer/GoC Chest & Boots/Follower Sash
 
 
 
-Char Stats/regens/Rpd/Spdmg all total 311 points. These are essential to a relayer. Regens have a diminishing return around 33.
 
 
 
-Resists aren't needed, but look nice.
 
 
 
-Do not add luck, starting from 0. If you have 75-90 luck, boost it to 100. 100 luck = 100 ED.
 
 
 
-Enh Pots is pretty awesome. 25% enh pots = an extra 5 Str. 50% enh pots = 15 HP (Enh pots adds Base Str. Str from equipment gives 2 HP per 1 Str, Base Str follows a different formula)
 
 
 
-I don't recommend LRC, but if you want it, go for it.
 
 
 
'''Note:''' Do not add Swing Speed Increase. It takes a lot of points and is not worth it. Find a wep with it on it already, or wear a Headband.
 
 
 
=== '''Weapons''' ===
 
 
 
Generally want the following stats: Hit Lightning/Fireball, Hit Mana/Life/Stam Leech, Hit Lower Atk/Def, Hit Area Effect (only for Whirlwind weps). HCI, DCI and Luck are also good side stats, but are not essential to the weapon.
 
 
 
Here is what you will want to add to your Weapon:
 
 
 
-Hit Lightning
 
 
 
-Hit Fireball
 
 
 
-Hit Area*
 
 
 
*Only for Whirlwind Weps
 
 
 
Find a wep with Mana Leech, Stam and/or Life Leech, HLD, and Hit Fire/Light. Then just add to the +Hit Spells to do more damage. No Char stats/regens, etc. Just Lightning/Fireball. Magic Arrow is not bad, just slow. Harm is okay.
 
 
 
=== '''How to Level''' ===
 
 
 
Leveling a weapon is no fun, anyone will tell you that. However, it is extremely valuable, as you can create weapons that you only dreamed of on OSI. Leveling a wep is like leveling a character on an MMO such as EQ or WoW; as you gain levels, the amount of XP needed per level increases, by 200 per level. Level 50 = 250,000 XP while Level 100 = 999,990 XP. As you can see, levels become much harder to obtain as you get higher. Therefore, make sure you add the stats you need before level 50, the 1/4 mark. If leveling a Yumi, make sure you have added Mana Leech, any char stats or hit lightning before you reach 50. After 50 it will be a while before you can add significant points to anything.
 
 
 
The main question that every person asks when they begin leveling a weapon is "what do I kill?" Ideally, you want monsters you can one or two shot. Liches are a good example of this. When leveling, take a look at the tokens you are earning from kills; these are usually a good indication of how much XP you gain per kill. Skeletons will give 3 tokens and about 20 XP, while liches give about 55 tokens and 60 XP.
 
 
 
This is a list of common places/monsters that people hunt for XP:
 
 
 
- Doom: Devourer of Souls, Liches, Flesh Golem, Skeles, basically anything in here is good
 
 
 
- Deceit: Quite a few liches in here
 
 
 
- Undead Camp, north of Delucia, by Savage Camp: Savages and a lot of undead
 
 
 
- Fire: Lot of good stuff to kill in here, was tweaked to have a lot more guys to kill
 
 
 
When you first start off, undead and savages are both good bets as they are easy to kill and do not pose much of a threat. Doom and Fire can both overwhelm younger players, so be wary.
 
 
 
== 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.
 
 
 
NOTE: Acquiring GoC('s) should be one of your main priorities, alongside Imp Pets and 220 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 ftw. 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 are the third best choice, followed by the gloves.
 
 
 
== Mage's Inquisition Quest ==
 
 
 
Please visit [[The Mage's Inquisition Quest]] page for an intro and info on locations.
 
 
 
''Detailed run down of what to expect inside each dungeon.''
 
 
 
==== Blighted Grove ====
 
 
 
'''Ankhs:''' One at the entrance, near the Abcess, in the swamp to the South, another in Mel's Room
 
 
 
This is the best place to start, but has a very difficult entrance. Outside sit a Moss Maiden, Poison Ele's and other baddies. Inside sit three Abcess/Thrashers. Your best bet is to stealth past all of these, stealth into Melisande's Chamber, and start from here. Should you choose to enter through the front door, simply kill what is outside, then walk in with your pets guarding you. Once they take aggro, have them focus on one Abcess while you shoot it as well. Abcess have a breath that hits for about 120, so be ready. Once these are down, the rest of Blighted should not be too hard.
 
 
 
Further inside you will find the 3 Dryads, which have decent HP, but die fast, the 1 Saliva, which has high HP but dies easily, and Tangle, which is super easy. Inside Mel's Chamber you will find Drevo, who isn't too hard, and Mel. Mel will spawn Satyrs throughout the fight, which will peacemake you and your pets. Dispose of them quickly and the fight will be a breeze.
 
 
 
==== Sanctuary ====
 
 
 
'''Ankhs:''' One in Netopirs room, one at East end of Ratmen Cave, one in middle of first room, near Skrat, one near Fire Ruby Dragon.
 
 
 
Very confusing area. When you first walk in, you will see a "wall" to the NorthWest. If you run in here, you will soon see a small "shack" with a "dilapidated tile", or something that looks like a hole. This is a portal. Step on it and you will be ported to the Ratman Katchaki. He spawns somewhere inside these tunnels and is an easy fight. To exit this area, find the ladder in the Southwest.
 
 
 
Back in the main area, you will find Skrat in the graveyard, right in the center. Dies quickly.
 
There is another "shack" on the East side, near Skrat, that brings you to the Ruby Dragon. To exit the Ruby Dragon, you must stand to the EAST of the ankh. You will see a ledge nearby that you cannot teleport to. Stand between the ankh and this ledge and you will be ported there automatically, via an invisible tile.
 
 
 
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. Another easy tank/spank.
 
 
 
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 Ratmen.
 
Netopir has a AoE Life Drain, so be prepared for a long fight. Cu sidhes do best here, as they do high damage. The more pets you put on him, the more they drain, so no Mules. Imps/Nobles may work, intensive healing though.
 
 
 
==== Labyrinth ====
 
 
 
'''Ankhs: '''One near Skorps, one near Pyres
 
 
 
Note: Don't run into buildings, some of them will port you to different parts of Laby, potentially in front of a Mino or something. Be careful when doing this.
 
 
 
Your best bet for this place is '''Stealth'''. Minotaur are evil, no matter what kind, do not find them. Rends are passive, do not fight them. The Golden Liscar can be found right at the start; simply run in, one shot them (they have 75 HP), loot quick and RUN. A Mino will probably be near you by now. If you cannot loot in time, come back with Stealth. Again. Have Stealth here.
 
 
 
Shortly after the Liscar you will find the Skorps. There are more Minos here; hide behind the wall, inside the Skorp spot, you can easily avoid them. Skorps are tank/spank, shouldnt be too hard with mules and/or nobles.
 
 
 
Labyrinth is a one way place, you can only go deeper or back the way to came. Keep running, find the bridge right after the Skorps and you will see the Egiptski Dragon. It has no HP and dies easily.
 
 
 
You may want to stealth thru the next part, to the Pyres. Just avoid Minos, etc. Pyres wont aggro you, die easily/don't hurt.
 
 
 
Slaarion spawns in a building at the end of here, on the first floor. To fight him easily, kite him upstairs, where the portal is. Mules will take far too long, you must have nobles or imp pets for him. He hits hard and uses MS, but can be easily outhealed. Pure Tank/Spank, just put pets on him/shoot him/heal. Easy Peerless, drops consistent Notes and has the Portal Map.
 
 
 
==== Palace of Paroxysmus ====
 
 
 
'''Ankhs:''' One at North end of Putrifier Room, one near Spider, one in Paroxy Room.
 
 
 
When you first go in there will be a load of slimes, succubi and poison eles. Take the South (left) passage, spam Divine Fury and do not stop running. Like Laby, this is a one way dungeon, in or out, so keep going. Eventually you'll find a Palace Guard. He has 50k HP and a 1% chance to drop a key to a chest (to the SE of him) that has a Paroxy Gem. Never seen it myself.
 
 
 
Past the Palace Guard (NW) is the Putrifier room. These are green Balrons that drop red brains, used in the summoning of Paroxy. They are hard to get, camp here often. Putri's use WW, have MS and hurt. Be warned.
 
 
 
Past the Putri's lay the Spider/Snake. Head south past the Putri Room and there will be two branches to the West/South. Easy fights.
 
 
 
To the East, from the Spider/Snake, is another run like the beginning, to the Altar to summon Paroxy. Again, spam Divine Fury and do not stop running. At the Altar you will also find Putrid Wastes. To summon Paroxy, you must have the required body parts, found on the PUTRID slimes (not regular slimes), as well as the Putrifier Brain.
 
 
 
Paroxy will do a few things
 
 
 
-One shot your pets
 
 
 
-Summon a bunch of random mobs, including ogre lords, savages, orcs and the like.
 
 
 
Imp pets required here. Put your pets on the boss. As he spawns mobs, YOU must use your Yumi to take them down, and fast. Don't let them hurt your pets. Paroxy will one shot your pets, rez/heal them fast and get them back on him ASAP. Don't bother healing pets that are being hit, focus on getting the pet you just rezzed to full HP. (Sometimes you can heal pets, for example, if paroxy JUST one shot a pet and he hits another for 1/2 HP, heal him until paroxy one shots that one too) Takes a bit to get used to, easy with 2 people.
 
 
 
==== Bedlam ====
 
 
 
'''Ankhs: '''One in Main room, NE of Stable in main room, against the wall, one downstairs, one in Grizzles chamber.
 
 
 
When you first walk in there will be two Balrons disguised as liches. Be warned. They don't have anything for the quest, they just hurt. Red Death are all over the main room here. They move fast and can hurt if they pile up. Pull them 1 by 1.
 
 
 
'''Note:''' The Dragon you see inside Bedlam will one shot you. Avoid it. It has nothing good.
 
 
 
To the West of the Entrance is Mikael, who has a chance to drop a Key to get into the Basement of Bedlam. Easy tank/spank.
 
 
 
In the Basement you will find Malakai, Jonath, and some of Jonath's creations, all easy tank/spanks. There is a lever to the SW that will release Skeletor, for the key.
 
 
 
To the North of the entrance is Grizzle's Room. The Password is Odkleni Vrata. You will need to spam it to get in. The first floor holds an imposter Grizzle/some mages. Kill them or run past. Grizzle is upstairs and is a tough fight. Like Netopir he drains, but in an 8 tile range. He WW's, MS's and is a general badass. Use a Cu on him, or be quick with heals on Imp Pets. Drops a no age ethy steed.
 
 
 
==== Prism of Light ====
 
 
 
'''Ankhs:''' Should be one in each room, if not, the one next to it.
 
 
 
Easy dungeon to follow. Each room leads to another via tile like the ones in Sanctuary. Avoid the first room, nothing worthwhile drops. The second has some easy Eles for a GoC item. The third room has Arcane Daemons, an easy fight with pets for another GoC item. This room is good to farm oints in, as the snakes, etc, have a good chance.
 
 
 
The fourth room is the Crystal Hydra room. There are 2 Hydras in here that will one shot you and do 400-500 dmg to your pets. Try to separate them if you can. Imp pets do best here. GoC items/summoning item in here.
 
 
 
Next room contains the Crystal Giants. These will also do serious damage to your pets. Kite them at a range, or use imp pets. Another great room to farm oints in, the slimes respawn fast.
 
 
 
Next room is the Guardian Room and the branch off to summon Effusion or fight Ice Wyrm. To the East is the Wyrm. You can enter/exit his cave at will, which you will need to. Imp pets required here. He will one shot your pets and quite often at that. Simply rez/heal the pet he kills ASAP. Do not heal the pet he is attacking, only focus on healing the new one. Bring a Yumi and try to do as much damage as possible. If he kills all pets, run out/rez and try again. It takes time to get used to, but eventually will be a simple tank/spank with pet rezzing. Oint the HP on your pets a little bit to help here as well; if a pet dies to a regular attack, not the one shot, its bad news bears.
 
 
 
== Champ Spawns ==
 
 
Go download UOAM before you read another word. Get it from http://www.uoex.net/codex/technical/uoam
 
 
 
Now that you have UOAM, head to Covetous and run to the NW peak, where there is a Y intersection in the mountain. Run up the path, head right, into the back of the cave. Say "Forget" and you will be ported to Fel, instead of taking the World TP. Remember this spot, it helps for champ spawns/getting to the [[Lost Lands]].
 
 
 
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.
 
 
 
=== Sparkle Guide ===
 
The best way to get to some champs is via ''Sparkles''. These are portals located in Fel dungons that allow you to port from dungeon to dungeon. There are portals 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.
 
 
 
{| class="wikitable" border="1"
 
|-
 
| ''Champ''
 
! Left
 
! Right
 
|-
 
| '''Despise'''
 
| Tera Keep
 
| Destard
 
|-
 
| '''Fire'''
 
| Despise
 
| Destard*
 
|-
 
| '''Deceit'''
 
| Despise
 
| Fire
 
|-
 
| '''Tera Keep'''
 
| Deceit
 
| Fire
 
|-
 
|}
 
 
 
*Destard has no Sparkles in it. You can port in to Destard, but you can't port out, you must run. It also has Ancient Wyrms, some of which might be paragons. So yeah. Don't go there. 
 
 
 
Here are the 14 champs, in order of difficulty.
 
 
 
===Champ Locations ===
 
 
 
'''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. Use UOAM to locate it and then sail.
 
 
 
'''Barracoon (North of Chaos Shrine, Fel):''' This is north of Despise. It is in the tiny mountain pass right above Despise. Just follow the mountain, past Wind, pass the Shadow encampment at Chaos Shrine, hug it around as it curves 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):''' This champ is at the entrance of Tera. The best route here is the Despise Sparkle. You can also come in from the Lost Lands via any of the passages and enter from the front door.
 
 
 
'''Frost Giant (Ice Isle, Deceit, Fel):''' North part of the island, near the top of the mountain. Take Despise/Tera Sparkles here.
 
 
 
'''Serado (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):''' In the maze section of the dungeon, near the Northeast end. Take Despise/Tera Sparkles here, or the Pillars from Destard.
 
 
 
'''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.
 
Note: Currently removed, either for an event or because it was worthless.
 
 
 
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.
 
There is a fifteenth Champ as well, '''Lord Oaks'''. Spawns once a week in three locations, one outside of Blood, one outside of Valor, and one near Humility. One skull drops, used to summon the Harrower, who drops +Stat scrolls. Check uoguide for info.
 
 
 
== Lost Land Passages ==
 
 
 
There are many routes to get in and out of the Lost Lands (Delucia/Papua) Most of them are worthless and unless you happen to deep in the Lost Lands in fel, looking for a way out, you will most likely never use 3/4 of these. Passages with a * next to them imply they are useful, while the others are too far out in no mans land to help.
 
 
 
''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/Savage Camp to the North of Del.
 
 
 
''Vesper Cemetery 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.
 
 
 
''Marble Island Passage:* ''Goes from Marble Isle to directly West of Tera Keep.
 
 
 
''Moonglow to Papua Mage Shops:*'' Speaking Recdu/Recsu will bring you from shop to shop
 
 
 
''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
 
 
 
''Minoc North Mines Passage:'' Goes from the Caves near Minoc to Hoppers Bog (the same swamp the Brit Sewers takes you to)
 
 
 
''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
 
 
 
''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.
 
 
 
There are only a few places you would want to go to in the Fel Lost Lands.
 
 
 
'''-Tera Keep Champ:''' Closest passage is Marble Isle. Alternative options are: Vesper GY, Britain Sewers, Papua Mage shop.
 
 
 
'''-Paroxysmus:''' Closest/best passage to take is Vesper GY. Alternative options are: Britain Sewers, Marble Isle, Papua Mage shop.
 
 
 
'''-Khaldun: '''I'm just going to save you time and tell you there is nothing here. Britain passage is closest, but really. Don't go, it is not worth it.
 
 
 
 
 
If you are sneaky/smart about it, you can use some of these passages to check champ spawns  very efficiently. The best way to check champs is to run a circuit, check a few in a row in an optimal manner. One such circuit is the Forget run, which is Cove MoA, Barracoon, Tera Keep, Fire and/or Ice.
 
 
 
When checking Destard, bring a boat with you. When you finish/if it is down, hop on your boat and sail west, to the Serpents Pillars. This will put you near Fire Dungeon in the Lost Lands. Then you can check Fire/Ice, maybe Tera as well. Take note of some of the other locations as well, they can be used similarly.
 
 
 
 
 
[[Category: Guides]][[Category:Young Players]]
 

Latest revision as of 16:23, 28 November 2014