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ITEM FAQ's

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#1
bendavho

bendavho

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_Edit- Baldguy. This thread will contain answers and links to all of your item based questions. For actual USE of the items, you should refer to the appropriate PvP or skill related forum.
Below is a hyperlinked directory list to allow easy navigation of this section. It is jampacked with information.

Intensity Caps

Item Property Descriptions


Luck FAQ

Which armor / items are medable?


Damage Bonus caps

Artifact lists


SSI Discussion

Mana Regen Discussion


Slayer Properties List

Talisman Description


Arcane Clothing
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#2
Baldguy

Baldguy

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Orgininal post by Bendavho

Intensity Caps


Hit Chance Increase (hci) - 45%

Defense Chance Increase (dci) - 45%

Lower Mana Cost (lmc) - 40%

Lower Regeant Cost (lrc) - No cap (100% lrc won't use any regs); works for magery, necro, and chiv

Mana Regeneration (mr) - NONE FoF question submitted RE cap and eval int bonus 19 June, Answer recieved 20 July. Cap of 18 for items removed with the great PvP Nerf, pub 46.(including Lich Form and Vamp form), NO CAP for TOTAL MR .

Hit Point Regeneration (hpr) - 18

Stamina Regeneration (sr) - 24

Damage Increase for Items (di) - 100%

Swing Speed Increase (ssi) - 60%

Hit Mana Leech (Hml) - 100%

Hit Stamina Leech (Hsl) - 100%

Hit Life Leech (Hll) - 100%

Hit (spell effect)______ - 50% (This includes Hit Magic Arrow, Hit Fireball, Hit Harm, Hit Dispell, and Hit Lightning)

Hit Lower Defense (hld) - 50%

Hit Lower Attack (hla) - 50%

Lower Ammo Cost (lac) - 50%

Phyiscal, Fire, Cold, Poison, and Energy Resist - 70 (Unless your an elf, max energy resist is 75)

Faster Cast Recovery (fcr) - 6

Faster Cast (fc) - 4 (For Ninjitusu, Bushido, Spellweaving, Chiv (If magery is 69.9 or less))

Faster Cast (fc) - 2 (For Magery, Necromancy, Chiv (If magery is 70 or more))

Spell Damage Increase (sdi) - 15% for PVP only! (This doesn't include the sdi from GM Inscription.) No cap for pvm.

Luck - 10,000 (This is impossible to achieve. Highest possilbe to my knowledge is 1460.)

Enhance Potions - Request for more info submitted to UO.feedback 19 June

Did this by memory if I missed something or made a mistake please pm me, thank you.

~baldguy~
Most of the above were updated in a Five ON Friday,# 53 UO:F brings it in first.

Useful links


[UO:F Common FAQ] [UO Guide] [Official UO Play Guide] [UO Feedback] [More Links, gathered by the Forum]
[B][SIZE="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ.

#3
Baldguy

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ITEM PROPERTY DESCRIPTIONS

Each of the item properties has a maximum intensity (commonly called MAX) that it can possibly be spawned with. The intensity and combination of these determines it's value to other players. With UO: Mondain's Legend, some of these were raised, and are not accurately reflected anywhere but here on UOF!

Entries in yellow are linked to follow-on posts that discuss aspects in depth.

The normal limit on magic properties is 5. Most runic crafted items have 4 (but better chance of all high end intensity. Some Artifacts and wood enhanced items can exceed this.

The below list is the normal limits on intensity. Certain artifacts can and do exceed these.

Next to each heading is the common abbreviation used in game.

For a concise listing of item property, and intensity that may spawn, refer to the UO Playguide.

This is a modified excerpt of UO.Stratics It has been changed to reflect new updates from the Five on Friday and the past few publishes.

Balanced
Intensity Range: N/A
Found On: Bows
The Balanced property means that even though it requires two hands to wield the weapon, it is still possible to drink potions without unequipping the weapon.

Cold Damage
Intensity Range: 0 - 100. This is NOT extra damage, merely which resists the damage is calculated against.
Found On: Weapons, quivers

Cold Resist (CR)
Intensity Range: 1 - 15, added to the BASE resistance of the item.
Found On: Weapons, Armor, Jewelry, shields
All resists (Physical, fire, cold, poison, energy) are effective against spells and physical attacks.

Damage Increase (DI)
Intensity Range: 1 - 50. Can be enhanced to 60 if it is a bow or wooden weapon.
Found On: Weapons, Jewelry, select artifacts

Defense Chance Increase (DCI)
Intensity Range: 1 - 15
Found On: Weapons, Shields, Jewelry, select artifacts

Dexterity Bonus
Intensity Range: 1 - 8
Found On: Jewelry, select artifacts

Energy Damage
Intensity Range: 0 - 100. This is NOT extra damage, merely which resists the damage is calculated against.
Found On: Weapons, quivers

Energy Resist (ER)
Intensity Range: 1 - 15, added to the base resists of the item.
Found On: Weapons, Shields, Armor, Jewelry

Enhance Potions (EP)
Intensity Range: 5 - 25 (30% on Alchemist bauble, 75% on Ecru Citrine ring)
Found On: Jewelry
Stacks with Alchemy bonus. Increases the effectiveness of potions. Heal more, cure more, explode for more.

Faster Cast Recovery (FCR)
Intensity Range: 1 - 3
Found On: Jewelry, Spellbooks, Select artifacts
For every point of Faster Cast Recovery you have the delay is shortened by 0.25 second.

Faster Casting (FC)
Intensity Range: 1
Found On: Weapons, Shields, Jewelry, Spellbooks, Select artifacts.
Faster Casting makes you able to cast Magery and Paladin spells faster than normal. For every point in Faster Casting you have the casting time is shortened by 0.25 second.

Fire Damage
Intensity Range: 0 - 100. This is NOT extra damage, merely which resists the damage is calculated against.
Found On: Weapons

Fire Resist (FR)
Intensity Range: 1 - 15
Found On: Weapons, Armor, Jewelry

Hit Chance Increase (HCI)
Intensity Range: 1 - 15
Found On: Weapons, Shields, Jewelry, select artifacts
Adds to your chance to hit, based on the weapon skill you are using. If you have 0 weapon skills (including wrestling), and 15% HCI, and are fighting something with 100 skill, then you have a whopping 9% chance to actuall hit it. Source: Stratics calculator

Hit Cold Area
Intensity Range: 2 - 50. 100% on select artifacts.
Found On: Weapons
Limited to a 5 tile radius of effect. Hits EACH creature in range for the area damage. Very effective when used with whirlwind type special moves.

Hit Dispel
Intensity Range: 2 - 50
Found On: Weapons
Will dispel summoned creatures only on hit. This effect is resistable.

Hit Energy Area
Intensity Range: 2 - 50 (100% on select artifact)
Found On: Weapons
Limited to a 5 tile radius of effect. Hits EACH creature in range for the area damage. Very effective when used with whirlwind type special moves.

Hit Fire Area
Intensity Range: 2 - 50
Found On: Weapons
Limited to a 5 tile radius of effect. Hits EACH creature in range for the area damage. Very effective when used with whirlwind type special moves.

Hit Fireball
Intensity Range: 2 - 50
Found On: Weapons
A weapon with Hit Fireball will have a percentage chance on each hit to cast the magery spell fireball on the target.

Hit Harm
Intensity Range: 2 - 50 ( Higher on select artifacts)
Found On: Weapons
A weapon with Hit Harm will have a percentage chance on each hit to cast the magery spell harm on the target.

Hit Life Leech (HLL)
Intensity Range: 2 - 100
Found On: Weapons, necromancer effects
Restores Mana based on the swing speed, and % mana leech of the weapon. For a chart of this, refer here. For Mr. Tacts explanation, click here.

Hit Lightning
Intensity Range: 2 - 50 (Higher on select artifacts)
Found On: Weapons
A weapon with Hit Lightning will have a percentage chance on each hit to cast the magery spell lightning on the target.

Hit Lower Attack (HLA)
Intensity Range: 2 - 50
Found On: Weapons

A weapon with Hit Lower Attack will have a percentage chance on each hit to lower the hit chance of the target for a short time. The amount the hit chance is lowered is equal to a Hit Chance Increase of -25. The effect lasts for about 5-10 seconds and is not cumulative. This effect is global (everyone gets benefit), timer resets for each succesful strike. FOF 66

Hit Lower Defense (HLD)
Intensity Range: 2 - 50
Found On: Weapons, select artifacts
A weapon with Hit Lower Defense will have a percentage chance on each hit to lower the defensive capabilities of the target for a short time. The amount defense is lowered is equal to a Defense Chance Increase of -25. The effect lasts for about 8 seconds and is not cumulative.[/B] This effect is global (everyone gets benefit), timer resets for each succesful strike. FOF 66

Hit Magic Arrow
Intensity Range: 2 - 50
Found On: Weapons
A weapon with Hit Magic Arrow will have a percentage chance on each hit to cast the magery spell magic arrow on the target. This does fire damage as if you cast the spell at 0 eval. (Five on Friday question submitted, will update when answer received)

Hit Mana Leech (HML)
Intensity Range: 2 - 100
Found On: Weapons, necromancer effects
Restores Mana based on the swing speed, and % mana leech of the weapon. For a chart of this, refer here. For Mr. Tacts explanation, click here.

Hit Physical Area
Intensity Range: 2 - 50
Found On: Weapons
Limited to a 5 tile radius of effect. Hits EACH creature in range for the area damage. Very effective when used with whirlwind type special moves.

Hit Point Increase
Intensity Range: 1 - 5
Found On: Armor
Hit Point Increase increases your Hit Point maximum hit points by 1 for every point of Hit Point Increase you have.

Hit Point Regeneration (HPR)
Intensity Range: 1 - 2
Found On: Armor, bloodwood enhanced items, certain artifacts
Hit Point Regeneration increases the rate at which you regain hit points. For every point of Hit Point Regeneration you have, you will regenerate 0.1 hit point every second.

Hit Poison Area
Intensity Range: 2 - 50
Found On: Weapons
Limited to a 5 tile radius of effect. Hits EACH creature in range for the area damage. Very effective when used with whirlwind type special moves.

Hit Stamina Leech
Intensity Range: 2 - 50
Found On: Weapons, necromancer effects
Restores Mana based on the swing speed, and % mana leech of the weapon. For a chart of this, refer here. For Mr. Tacts explanation, click here.

Intelligence Bonus
Intensity Range: 1 - 8
Maximum Attainable: 22(40)
Found On: Jewelry, Spellbooks, cetain artifacts
Intelligence Bonus increases your Intelligence Stat by 1 point for every point of Intelligence Bonus you have.

Lower Mana Cost
Intensity Range: 1 - 8
Found On: Armor, Jewelry, Spellbooks
Lower Mana Cost will lower the amount of mana you need to be able to cast a spell or use a special move.

Lower Reagent Cost (LRC)
Intensity Range: 1 - 20
Found On: Armor, Jewelry, Spellbooks, certain artifacts
Lower Reagent Cost lowers the amount of reagents you need to cast spells. Every time you cast a spell there is a chance that no reagents will be used.
If you have 100% Lower Reagent Cost, you will not need to carry reagents at all. This works for Magery, Necromancy spells and Chivalry abilities. For chivalry, you will still need to have the required tithing for the ability, but they will not get used.
Lower Reagent Cost does not have any effect for the Alchemy or Inscription skills.

Lower Requirements
Intensity Range: 10 - 100
Found On: Weapons, Armor, Shields
Lower Requirements lowers any stat requirements the item has by a percentage. If an item has 100% Lower Requirements, it will have no stat requirements. Extrememly useful for platemail.


Luck
Intensity Range: 1 - 100
Found On: Weapons, Armor, Shields, Jewelry, certain artifacts
Luck increases your chances of getting better loot when you kill a monster. It has a chance of increasing the number of items you find, the number of properties the items have and how high the properties are. See "what is luck?" for more info.
Normal magic items do not spawn with more than 100 Luck and shields actually don't spawn with Luck at all, but due to the enhancing that can be done by crafters, armor and weapons can get as high as 140 Luck and shields can get 40 Luck.

Mage Armor
Intensity Range: N/A
Found On: Armor
The Mage Armor property means that you will be able to meditate actively while wearing that piece of armor, even though it normally wouldn't allow you to do that. This of course also means that it doesn't slow down your passive regeneration rate.
Mage Armor also does not increase the difficulty of using the stealth skill, like it normally would.

Mage Weapon
Intensity Range: -29 to -20 normally. Some artifacts are lower.
Found On: Weapons
A Mage Weapon will allow you to use your magery skill instead of the appropriate combat skill for that weapon. You will not be able to use the special moves on the weapon unless you have sufficient skill points in the right combat skill though.
Mage Weapons have the small side effect of lowering your magery skill by up to 30 points when you wield them. Ex. A mage with 120 makery skill using a -30 wand is calculated in combat at 90 macing skill.

Mana Increase
Intensity Range: 1 - 8
Found On: Armor, Spellbooks, certain artifacts
Mana Increase increases your maximum mana by 1 point for every point of Mana Increase you have.

Mana Regeneration (MR)
Intensity Range: 1 - 2
Found On: Armor, Spellbooks, certain artifacts
Mana Regeneration increases the rate at which you regain mana. For every point of Mana Regeneration you have, you will regenerate 0.1 point of mana every second. Pub 46 Gave a new forumla, FoF submitted 16 August 2007.
Night Sight
Intensity Range: N/A
Found On: Armor, Jewelry, certain artifacts
Night Sight makes it so that you can't tell the difference between night and day, because while wearing an item with Night Sight it will never become dark. It works the same way as the magery spell of the same name.

Physical Damage
Intensity Range: 10 - 100
Intensity Range: 10 - 100. This is NOT extra damage, merely which resists the damage is calculated against.
Found On: Weapons, quivers

Physical Resist (PyR)
Intensity Range: 1 - 15
Found On: Weapons, Armor, Jewelry, shields
Physical Resist allows you to resist a percentage of all physical damage that is inflicted on you.

Poison Damage
Intensity Range: 10 - 100. This is NOT extra damage, merely which resists the damage is calculated against.
Found On: Weapons, quivers .

Poison Resist (PR)
Intensity Range: 1 - 15
Found On: Weapons, Armor, Jewelry, shields
Poison Resist allows you to resist a percentage of all poison damage that is inflicted on you.

Reflect Physical Damage
Intensity Range: 1 - 15
Found On: Armor, Shields
Reflect Physical Damage will reflect a percentage of any physical damage that is inflicted on you back onto the one who inflicted it.

Replenish Charges
Intensity Range: N/A
Found On: Instruments
Replenish Charges will recharge the uses of your instrument at a rate of 1 every 5 minutes.

Self Repair
Intensity Range: 1 - 5
Found On: Armor, Shields
Items with the Self Repair property will have a chance of regaining 1 point of durability over time. Must be in your pack or worn to repair.

Skill Bonus
Intensity Range: 1 - 15
Found On: Jewelry, Spellbooks, certain artifiacts
Skill Bonus increases your skillpoints in the skill named on the item, not any higher than your cap for that skill allows though.
Skill Bonus items can be found for all the skills you can also find powerscrolls for in Felucca Champion Spawns.

Slayer
Intensity Range: N/A
Found On: Weapons, Instruments, Talismans
A weapon with the Slayer property will do double damage against all creatures within a certain group.
An instrument with the Slayer property will increase your success chances when using bard skills against all creatures within a certain group.

For a list of the different Slayer groups, go here.

Spell Channeling (S/C)
Intensity Range: N/A
Found On: Weapons, Shields, Wands
Spell Channeling items allow you to cast magery spells even though you have a weapon or shield equipped.

The Spell Channeling property will always come with a Faster Casting -1 property, which means that if an item also spawns with Faster Casting 1, it will simply only show Spell Channeling because the two Faster Casting properties cancel each other out.

Spell Damage Increase (SDI)
Intensity Range: 1 - 12
Found On: Jewelry, Spellbooks
Spell Damage Increase increases the amount of damage your spells inflict.
Spellbooks can only be crafted with a range of 1 - 9 Spell Damage Increase.
Spell Damage Increase is capped at 15% for all Player vs. Player combat, but there is no cap for Player vs. Monster.

Stamina Increase
Intensity Range: 1 - 8

Found On: Armor
Stamina Increase increases your maximum stamina by 1 point for every point of Stamina Increase you have.

Stamina Regeneration
Intensity Range: 1 - 3
Found On: Armor
Stamina Regeneration increases the rate at which you regain stamina. For every point of Stamina Regeneration you have, you will regenerate 0.1 point of stamina every second.

Strength Bonus
Intensity Range: 1 - 8
Found On: Jewelry
Strength Bonus increases your Strength Stat by 1 point for every point of Strength Bonus you have.

Swing Speed Increase (SSI)
Intensity Range: 5 - 30
Found On: Weapons
Swing Speed Increase increases the base speed at which you swing your weapon.
Although Swing Speed Increase is not capped, swing speed is capped at 1 swing per second.

Use Best Weapon Skill (UBWS)
Intensity Range: N/A
Found On: Weapons
Use Best Weapon Skill means that instead of needing the appropriate weapon skill to wield the weapon effectively you can use any melee weapon skill and still get the best result.

[B]Velocity

Intensity range:1-50? (needs to be verified with heartwood runic, anyone want to donate one for the cause?)
Found on: Runic crafted bows and M'arties
Additional to hit property akin to on hit lightning, but ALOT more damage (60-72 damage). Damage ranges are based on distance from the target (1-8 tiles). Farther away, more damage dealt. The % range is the chance for velocity to activate.

Useful links


[UO:F Common FAQ] [UO Guide] [Official UO Play Guide] [UO Feedback] [More Links, gathered by the Forum]
[B][SIZE="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ.

#4
Baldguy

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Luck FAQ

Since luck affects number of items, number of properties, and intensity of each property, it can be said that luck does in fact affect quality of loot. FoF submitted 16 August to clarify luck % effect on calculation.

Luck calculator
http://uo.gamesentry.com/luck.php

Luck description
http://guide.uo.com/...operties_4.html

http://uo.stratics.c...sics/luck.shtml

Luck Five On Friday
1- Perfection and luck (no bonus)

2- Luck and doom artifacts

Loot Division

4- Perfection and Luck Part Two (wait, there IS a bonus)

AOS Luck Chart. This has changed some since the release of UOSE and UOML, but gives you a feel for the different categories.

My experiences with luck, and the pioneering work done by JC the Builder, and quite a few others on UOPowergamers shows that luck is indeed a factor. The sweet spot on the luck curve is about 800. At this point, you have a good chance of getting the *bump*, the suit is still affordable, and you can fit in resists.

Revised Luck Tables, Percent to Luck by baldguy. Luck is a whole number, so round UP to get nearest total luck value.. Source UO.Stratics.com

Posted Image



Revised Luck Tables, Luck to Percent by baldguy. Luck is a whole number, so round UP to get nearest total luck value. Corrected Formula typ-o in table (was Luck Value = Luck ^1/1/8, should have been =Luck^1/1.8). Source UO.Stratics.com


Posted Image

Attached Thumbnails

  • UO CHarts3.png
  • UO CHarts4_Page_1.png
  • UO CHarts4_Page_2.png
  • UO CHarts4_Page_3.png

Useful links


[UO:F Common FAQ] [UO Guide] [Official UO Play Guide] [UO Feedback] [More Links, gathered by the Forum]
[B][SIZE="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ.

#5
Baldguy

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Medable refers to the ability to use the meditation skill in certain armors. The below list is an inclusive list, with all expansion armors.

All jewelery, including necklaces and pendants ( ex, Luck Necklace and Pendant of the Magi) are medable.

Additionally, any other armor type (studded, dragon, plate, hide, woodland) can be medable if it has the MAGE ARMOR property.

MED SLEEVES
Leather Hiro Sode
Leather Sleeves
Leaf Arms

MED BODY ARMOR
Bustier, Leather
Female Armor, Leather
Leather Do
Leather Ninja Jacket
Leather Tunic
Leaf Tunic

MED GLOVES
Leather Gloves
Leather Ninja Mitts
Leaf gloves

MED HEADGEAR
Bandana
Bear Mask
Deer Mask
Dragon Helm
Flower Garland
Hat (all types)
Leather Cap
Leather Jingasa
Leather Ninja Hood
Orc Mask / Mask of Orcish Kin
Skullcap
Tribal Mask (horned)
Tribal Mask (red)

MED LEGS
Leather Haidate
Leather Leggings
Leather Ninja Pants
Leather Shorts
Leather Skirt
Leather Suneate
Leaf Tunic

MED NECK Armor
Leather Gorget
Leather Mempo
Leaf Gorget

Useful links


[UO:F Common FAQ] [UO Guide] [Official UO Play Guide] [UO Feedback] [More Links, gathered by the Forum]
[B][SIZE="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ.

#6
bendavho

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Damage Bonus



Table 1 shows the DI % for strength, tactics, anatomy, and LJ. There is no cap on how much DI % you can have from Table 1 (this is valid for pvm and pvp). The max DI % from Table 1 is 226.25%.


Table 1

Table 2 shows DI % for items and EoO.

PVM: There is a 300% DI cap from Table 2 with a
sub-DI % cap from DI items which is 100%.

PVP: There is only the 100% DI cap from items. (Slayers and EoO do not work in PVP)

Table 2

Primer of Arms is consider a DI item when calculated DI %.
Lich Lord Killer 35% is an example DI talisman, in Table 2.

The max DI for PVM is 526.25% and for PVP is 326.25%.

To calculate the final damage (FD) done, first add the total DI % from Table 1 and Table 2, let's call this FDP (final damage percentage) then, you need to know the base damage (BD) of your weapon, and finally use this formula:

FD=BD+(BD*FDP)

Please take into consideration that this formula doesn't include the resists of your opponent.

Special thanks to uo.stratics for the formulas used. :)
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#7
Baldguy

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This is a comprehensive cross link list. Too many people have spent too much time listing them on different sites for us to duplicate here. Items affected by recent changes will be reflected in this post, unless already updated on the source site.

Artifacts in UO are powerful items that can either be crafted, stolen, or recieved as loot for slaying bosses, or peerless.

There is another class of artifact called minor artifacts, or "Marties". These are powerful items found on paragon monsters in Ilshenar, on Leve 6 treasure chests, or Leviathans fished up by an Ancient fishing net.

UO: Mondain's Legacy (UOML) introduced even more "Marties", which have a chance to drop from ANY type of UO:ML monster, but are more commonly seen from named monsters and Peerless bosses.

UOML also introduced Community Collections. These give rewards that vary in strength, and some are exceedingly useful. Players turn in items specified by the Community Collector in order to receive a reward.

Links and descriptions:

UO.com artifacts list (not updated for UO:ML items)

Note, the beserkers maul SSI is capped at 60, vice the displayed 75.
Artifact Rarity 11
Swing Speed Increase 60%
Damage Increase 50%
Physical Damage 100%
Weapon Damage 14-16
Weapon Speed 32
Strength Requirement 45
One-Handed Weapon
Weapon Skill: Mace Fighting
Durability 255

UO.Stratics Artifacts lists (click on the top menu to navigate between different types). This list does not include Community Collections or the UOML Marties.

UOStuff Crafted Artifacts lists Click on the associated skill to the right to see a list of the recipes required and the item it produces.

UOStuff Artifact Lists.

UOStuff Marties Lists (inluding UOML) Click on the text to the right of each photo for a description.

UOStuff Treasures of Tokuno lists. These items came from a now suspended event, which has been done twice. Jeremy of EA_Mythic has HINTED that there MIGHT be a SLIM chance that SOMEDAY we might see it again.(Treat it as a rumor). These also BRIEFLY appeared right before old Haven blew up recently.

UOStuff Community Collections Lists for Britian Library The numbers on the far rigth are the number of points required. See our quest thread for more info. The special glasses (aside from the Martie Brightsight Lenses) can be earned here. Click on the blue text to the LEFT to see a description of the item.

UOStuff Community Collections Lists for Vesper Museum For item description, click on the blue text to the left.
Donation items accepted are on the right. Most popular here is bloodwood boards.

UOStuff Community Collections Lists for Moonglow Zoo tamers get in the game too, by donating tamed pets to the zoo. There are shard rewards of more pets to see in the zoo, and personal rewards of collectable statues. Pets accepted for turn-in are listed on the bottom.

Useful links


[UO:F Common FAQ] [UO Guide] [Official UO Play Guide] [UO Feedback] [More Links, gathered by the Forum]
[B][SIZE="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ.

#8
Baldguy

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SWING SPEED INCREASE


The Five on Friday (FoF) for 9 Mar answered several questions about SSI. Pulling all the various inputs together, we get the following facts.

*Fastest swing speed is 1.25 seconds

*Stamina swing bonus is based on increments of 30, rounded down.

*MAX Stamina is 250, MAX Swing bonus is at 240 (bonus of 8)

*Swing speed increase total bonus capped at 60 (see chart!)

*Weapon swing speed is converted to "ticks" first. Multiply weapon speed by 4.


NEW!!! Bendavho has created an excel spreadsheet calculator for swing speed. Thanks to Kitiara for the hosting! Click here to download the calculator. *DISCLAIMER* Practice safe surfing and ALWAYS virus scan before opening any document on the web!

SSI Formula
1. Figure out Weapon Base speed in ticks. Take whatever speed in seconds your weapon says on the tooltip and multiply that number by 4. If you are barehanded, you swing at the fastest weapon rate (10 ticks = 2.5 seconds). Example: The Halberd (4.25 second base speed) has a base speed of 17 ticks.
2. Figure out Stamina Ticks (Current Stamina / 30). Example: Current Stamina = 50. So Stamina Ticks rounded down = 1.
3. Figure out Swing Speed Increase modifier from equipment. Example: 20.

Here is the formula:
a. Hit Start = ((Base Weapon Speed - Stamina Ticks) * (100.0 / (100 + Swing Speed Increase)))
ex. Hit Start = ((17 - 1) * (100.0 / (100 + 20)))
c. Make sure minimum swing time is never less than 5 ticks (1.25 seconds).
ex. The calculated Halberd Hit Start speed = 13 ticks (3.25 seconds)

New Charts courtesy of Cervesa.
http://www.uocoders....88&d=1195841881

http://www.uocoders....89&d=1195841881

http://www.uocoders....90&d=1195841881

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#9
Baldguy

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Mana Regen



UO Stuff Mana Regen Discussion

Caps:

Passive Mana Regen: No cap on items (has lowered effect for each 1 MR. FoF Submitted 16 August for new formula due to Pub 67), 18 possible from Focus and Med, Bonus for high Int. Max possible MR per second is 3.9 mana per second(assuming 125 int, 120 focus, 120 med).

Active Mana Regen: 3.16 MR. Active Med was broke, fixed in Pub 67

Items : 24 possible (HOM +4, Runebeetle carapace +3, boomstick +3, Crystalline ring +3, pendant of magi +3, legs +2, Arms +2, gloves +2, Dark sapphire bracelet +2)] + Lich form (13) and Vamp form (4) bonuses apply as item bonus.
This list does not, and will not, include "EM" event items. I will not comment my thoughts on THAT.

Med: 12 (120 med) (1 MR for every 10 rounded down to nearest 10)

Focus: 6 (120 focus) (1 MR for every 20 focus, rounded down to nearest 20)

Necro bonus:
Lich form: 13 MR
OR
Vamp form: 4 MR
These are applied to your equipment bonus.

Intel bonus: CAP is 250. NOT the same as mana! Calculated ONLY when armor is entirely medable (leather or mage armor property) AND you have med skill = 3+INT.

MR value: EACH point of MR is converted to a MR rate of.1

Formulas for intel and med bonus:
For 99.9 med or less N = ((Meditation * 3) + Intelligence)
For GM med or above N = (((Meditation * 3) + Intelligence) * 1.1)

Formula for MR rate (med and int only, all other bonuses are additive)

Mana/second = Floor(N / 40) * 0.1 + 0.2 (0.2 mana/second is the mana regeneration rate everyone has regardless of any other considerations) (note: if you're wearing any meditation unfriendly armor, N = 0)


Up to date MR calculator (Noxins)

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[B][SIZE="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ.

#10
Baldguy

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What are the slayer types? What do they work on?


Slayer weapons (originally called virtue weapons by the players) were introduced unannounced Pre-AOS. They do double damage to the specificed type of monster.

Slayers do NOT work on players in PvP anymore, but DO work on players in shape shifted form. Players in another form will do extra damage (50%) to people using opposing slayers. See FOF 56

There are SUPER slayers and specific slayers. This list does not inlcude the slayer properties found on talismans. The below list is grouped by Super slayer, and the lower level slayers that fall under it.

There is a DOWNSIDE to using slayers. This is called "opposing slayer groups". Using an opposing slayer on a monster causes an increase in damage recieved (50%). Bards will have a decreased chance of success if using an opposed slayer instrument (using a repond slayer on a lich lord). The penalty will be assessed for using any of the slayer types under the group (using a troll slayer against lich lord is the same as repond against lich lord)

[B][U]Slayer type [/U][/B]          [B][U]Take extra damage from[/U][/B]
Repond                     undead

Undead                     humanoids (repond)

Elemental                  Abyss (demon types)

Demon                      Elemental and Fey

Arachnid                   Reptiles

Reptiles                   Arachnid

Fey                        Abyss (demon types)


Slayer items can be crafted using a runic tool (fletcher, smith, carpenter) or by scribes on spellbooks. The most common is made by dull copper hammers. With the new arms lore changes, these crafted slayers can have up to 40% DI (35% GM bonus, 5% from GM arms lore).Mondains L

Slayer properties are found on magic items and artifacts.

Slayer properties can also be found on musical instruments.

Repond slayer - Double damage against Ogres, Orcs, Trolls, Cyclopses and Titans

Orc Slayer - Double damage against Orcs

Troll Slayer - Double damage against Trolls

Mage Slayer- Double damage against mages


Elemental Slayer - Double damage against all elementals

Blood Elemental Slayer - Double damage against Blood Elementals

Earth Elemental Slayer - Double damage against Earth Elementals (All Ore Elementals)

Poison Elemental Slayer - Double damaga against Poison Elementals

Fire Elemental Slayer - Double damage against Fire Elementals

Snow Elemental Slayer - Doubled damage against Snow Elementals

Air Elemental Slayer - Double damage against Air Elementals

Water Elemental Slayer - Double damage against Water Elementals


Demon Slayer - Double damage against Daemons, Gargoyles, Blarons, and Dark Fathers

Gargoyle Slayer - Double damage against all types of Gargoyles

Daemon Slayer- Double damage against imps, daemons


Arachnid Slayer - Double damage against giant spiders and Terathans

Scorpion Slayer - Double damage against Scorpions

Spider Slayer - Double damage against giant spiders (Terathans excluded)

Terathan Slayer - Double damage against Terathans



Reptilian Slayer - Double damage against Alligators, Snakes, Lizardman, Dragons, Drakes, Wyrms, Hiryu, Serpentine Dragon, Skeleton Dragon, Reptalon and Ophidians

Dragon Slayer - Double damage against Dragons (anything with dragon in the name), drakes, Hiryu

Lizardman Slayer - Double damage against Lizardmen

Snake Slayer - Double damage against Snakes,Sea Serpents, Deep Sea Serpents

Ophidian Slayer - Double damage against Ophidians


Fey slayer- Most peerless, pixies, UO:ML creatures.
Fey Group (opposed to Abyss Group) Slayer Weapon: Double Damage
(Only spawns on the Pixie Swatter minor artifact)

Centaur
Ethereal Warrior
Ki-Rin
Lord Oaks
Pixie
Silvani
Treefellow
Unicorn
Wisp
Lady Melisande
Dread Horn


For the uo.stratics.com list, click here

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#11
Baldguy

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What are talismans?


Talismans were introduced in UO:ML. The expansion aslo introduced a new equipment slot on the paperdoll to accomodate these new items. The can have up to 6 properties. They can be insured. Any talisman (even artifacts and community collections) can also spawn (rare)with the Owned by property. Owned by is a character specific bless (often called soul bound). Like a blessed item, it cannot be lost or stolen.

Picture courtest of Epona. Thank you for starting the original thread.
http://www.uoforums....=1&d=1125509948


Where do I get them?
(gold font indicates a link to more information, either internal or external)
Talismans can be found in a variety of ways.

Peerless bosses(UOSTuff.com): All peerless have a chance to drop them

Heartwood Quests & Sanctuary Quests(uostuff.com): All heartwood quests have a chance to reward you with one.

Community Collections (Brit Library only): Special Talismans are available from community collections

Minor Aritifacts (UOStuff): Two are spawned as minor artifacts. Totem of the void (highly valued) and Bloodwood Spirit


What properties can the non-artifacts have?

Crafting bonus: (FoF Sumbitted 26 jun for clarification of bonus formula, Answered 29 June) The bonuses are added directly to your displayed chance to craft or craft and exceptional item.
The crafting bonus comes in two forms.

%success: (1-30%)This increases your chance to succeed at crafting an item. You must be at a skill level that allows you to craft the item in order to recieve the bonus. Does not apply towards enhancement

Exceptional chance (1-30%) This increases your chance to craft an exceptional item. Some skills do not have exceptional items, so are NOT affected by this property (scrolls, potions, masronry, etc). This does not apply towards enhancement

NOTE: Skill gain and talismans (see FoF answer here). Talismans DO affect your chance to succeed / exceptional chance. Chance to gain is based on your chance to succeed (+/- 30 around chance to succeed / exceptional chance cap of 75%). Therefore, talismans can negatively impact your skill gains if you do not take this into account. If your talisman takes you over 75% chance of exceptional (the bonus is not displayed in the crafting menu), then you will not gain.
Overall, if you follow existing crafting skill guides, and use a talisman, you will experience a huge increase in the number of resources used to reach max skill. Personally verified with fletcher/bowyer.

Affected skills:
Alchemy
Blacksmithy
Carpentry
Cartography
Cooking
Fletching
Glassblowing
Inscription
Masonry
Tailoring
Tinkering


Killer bonus (1-100%)
X% amount of additional damage to specific creature/monster type (unlike slayers, which can apply to multiple) (note: this is still limited to 300% DI, when using slayer weapons.Killer damage property DOES stack with slayer damage.)

Protection bonus (1-60%)
Specific creature/monster damage reduced by this amount. Stacks with your armor resists.

Slayer bonus
Simliar in function to the Weapons slayers. These slay previously overlooked group (and in some cases, allows double slayer bonus{weapon/talisman}, like fire elemental, ice elemental). Will never spawn with the Killer bonus. Types are: Bovine, Bat, Beetle, Bird, Bear, Flame, Ice, Mage, & Vermin slayers : 100% additional damage to monsters. (Note only melee weapon damage and archery componded. Magic damage does not apply. Capped at 300% DI. Talisman slayer damage & weapon slayer damage do stack.

Working list of slayers and types:
Bird slayer >>> swoop (Swoop is an eagle, according to EoO buff bar information), Pyre, Phoenix
Ice slayer >>> ice elemental, ice fiend, anything with ice in the name
Flame slayer >>> hell hounds, hell cats, anything with fire in the name, including Pyre
Bear slayer >>> grizzly, brown bear, Grobu
Beetle >>> rune beetle, fire beetle, giant beetle
Bovine >>> cows, bulls, gamans, minotaurs in the labyrinth
Mage >>> Liches, Lich Lords, Ancient Liches, Evil Mages, Evil Mage Lords, Bone / Skeletal Mages, Zealots of Khaldun, Orcish Mages, Juka Mages, Meer Mages
Bat >>> vampire bats (?) mongbats?
Vermin >>> Barracoon the piper, Ratmen (all types), Gnaw and other wolfs

A full list can be found here at uostuff.com


Summoning
Complete list of summonings can be found on uostuff.com

Removal Charges
Complete list of removal types can be found on uostuff.com. Note, the bloodwood spirit has UNLIMITED damage removal charges on a timer. Very useful in Doom (mortal strike).

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[B][SIZE="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ.

#12
Baldguy

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What is Arcane Clothing for?


Posted Image
Arcane clothing was introduced back in the days of scenarios, Scenario 2, Gargoyles Redemption, October 2001. It it created by a tailor with appropriate skill. This special clothing uses charges instead of reagents for both the necromancer and the magery disciplines.

To make it, first you need Arcane Gems. They can be found on:
Controllers
Golems
Juka Lords
Juka Mages
Exodus Minion
Exodus overseer

Next, you need exceptional clothing:
Cloak
thigh boots
Robe
Leather gloves

Then you need a tailor:
Double Click the gem, then target the clothing to convert.
When this is done, the original colour of the item is lost, and the resulting item will be red. (ie. You cannot create Arcane clothing from Nightmare clothes.)

All Arcane clothing will bear a Maker’s Mark.
24 charges maximum with each piece (120 tailor).
Max charges is based on the skill of the tailor using the formula skill/5. A GM will create an item with the maximum possible charges of 20.
Anyone can use a gem to recharge an item. However, a non-GM tailor cannot fully rechage an item, only about 80% of the max charges. In this case, it is best to use legendary arcane clothing, as a non-tailor can restore 19 charges!

What does it do?
-When worn, you are able to cast spells without having the necessary reagents.

-A charge is drained for each spell cast. (ie. Ebolt will drain 1 charge.)

-When out of charges, arcane clothing return to their normal (grey)colour.

- You can recharge by double clicking a gem, then targetting the clothing to be recharged.

- Clothing can ONLY be recharged when it is out of charges

-The clothing will only come into effect should you lack the necessary reagents. This is a boon for those who do not have full lrc suits. If you have 50% LRC, then you will only use your charges 50% of the time.


Other questions:
- Using an Arcane Gem on blessed clothing will remove the blessed status.

- Arcane clothing cannot be blessed, only insured.

- Arcane clothing can be dyed normally after it is made.

- players who use arcane clothing often use only the robe, cloak and boots, as these do not take up armor slots.

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[B][SIZE="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ.





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