The Awesome Guides

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Revision as of 17:18, 19 August 2011 by Devlin (talk | contribs)

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Updates:

-Added headers/intros to most sections

-Still no Necro portion added.

-Added a Stealth Guide

-Fixed info on Wep Leveling

--Devlin 13:48, 19 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.

Excelsior Customs

There's plenty of custom things in Excelsior. Here's a basic rundown of the essentials.

Commands

[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.


Godmode Formula

(Proper Weapon + Mana Leech) + Chivalry = Godmode

By using the correct weapon(s), combined with the correct stats (mostly Mana Leech) 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

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

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

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

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/sleeves 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

Weapon Level Deeds

Before adding a Level Deed to a weapon, you must determine 2 things: -Is it worth leveling? -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 even 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, str pots can give you over 100 HP, easily. -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.

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.

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 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. 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

Please visit The Mage's Inquisition Questpage for an intro and info on locations.

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 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.

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

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): 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. 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. (No clue. Sorry.)

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.