Here are a few additions to this thread. They are mostly on the side of "stuff people may not know" rather than shortcuts, though there are some shortcuts below. I see many players running around not knowing this stuff and it pains my heart because a lot of it can be found with a little initiative and basic reading around.
First off -
http://uoex.net/wiki/Commands
It's surprising how many people ask things without having read the wiki first. Hopefully whoever reads this post looking for help will check it out as well, many vital commands are covered above.
It seems to have been updated by someone since the time I joined and first read it - it now covers many more useful commands and is structured more clearly. A huge thank you to whoever updated it, it's great now compared to what it was before. [Edit: Seems that it was BlaZe Budd who did it, thanks!]
Secondly -
Regarding the butcher's war cleaver, I read on Stratics (if memory serves) that holding a skinning knife in your hands and then using it will do the same thing, but it seems that is also not implemented here which is a shame. The occupied weapon slot isn't such a big deal when everyone can be a tamer.
Now, on to the shortcuts and tips, starting with one very
very important one that I am constantly surprised that new players can overlook:
There is no skill cap here. You can be Grandmaster (or Legendary if a power scroll is available) in everything except Spellweaving (which is not implemented), if you invest the time into skilling up.
Unless you are dead set on roleplaying a certain character type, throw out any ideas of being a "noble knight", "cunning rogue" or "sagacious wizard". None of these archetypes are a good idea to follow exclusively, because you can be all of these and more
at the same time!
Notably, the quickest route to a respectable level of strength is to be a tamer/bard/spellcaster using Cleric magic (via Spirit Speak) to heal your pets and Discordance to debuff creatures while your pets destroy them. Running around with a weapon and full plate mail is not a good idea before you have a
very respectable level of gear.
Also note that you can max out
Meditation, Focus, Hiding, and Stealth here - so wearing high quality leather armor (or Mage Armor versions of heavier armors) is very important. Focus is not affected by armor in the slightest, it's just included since it functions similarly to Meditation (half the mana regen, but also affects stamina regen).
As long as you are wearing meddable armor, mana should be a non issue for healing purposes even at only GM Medit and Focus. Then on top of that you can pile on Mana Regeneration (1 point of mana per second, per 10 points of regen), Hit Mana Leech, and Necromancy's Wraith Form which applies a mana leech to your attack/Lich Form which boosts mana regen insanely at the cost of slight constant hit point loss.
Remember that Stealth only works when wearing minimal plate mail, even at 120 skill.
Edit:
Mage Armor won't affect
hiding adversely. I previously included stealth but after some testing of my own I found my movement impeded even by mage armored plate mail while attempting to stealth, though hiding worked as normal.
Therefore, aim for as much leather gear as you can if you intend to make use of stealth very often.
Keep in mind you can still remove and switch gear without many restrictions, so if you are wearing only one or two pieces of heavy armor nothing is preventing you removing them before you stealth (though if you're trying to do so in the heat of combat it may be inconvenient without 3rd party help such as Razor).
[cs <spellname> requires that the spell name has no spaces in it. The command is not case-sensitive. For quick access to Cleric spells, you will need to use this command. Learn it and love it.
[cs TouchofLife and
[cs SacredBoon are your two most potent healing spells, I cry inside whenever I see people trying to keep pets alive with Greater Heal (Magery) and standing at point blank range using bandages. That's the way it goes on OSI, but definitely not here.
[cs Purge is for curing poisons and curses - also note that Touch of Life and Sacred Boon
bypass poison and mortal wound debuff conditions, so you need only cure a poison if it is causing significant damage to your pet, or the fight has ended and you want to clean up.
Faster Casting is capped at 4 (2 for Magery). Faster Cast Recovery is capped at 6.
Quite self explanatory. These are THE most important stats with regard to healing, since it increases your healing output massively. Aside from latency and your actual Spirit Speak skill level, not much else affects how much healing per second you can throw out with Cleric spells (oddly enough, Divine Focus seems to
reduce the potency of your cleric spells instead of doing what it the description says - I need to test this in more detail).
Regarding reasonably common/inexpensive gear, you can find the following FC/FCR items:
- FCR 1-3 on Rings/Bracers/Earrings
FC 1 on Rings/Bracers/Earrings
FC 1 on non-Spell Channeling Weapons and Shields
> Note that a "normally" spawned Spell Channeling item has a -1 FC malus! Non-artifact SC weapons/shields should almost never have a positive faster casting bonus! At best you will have no change since the -1 FC penalty and the potential (random) +1 FC property cancel out.
There are many more potent (and
costly) artifacts or crafted items to be obtained with greater magnitudes of FC and FCR, but if you are reading a new player help guide those will be out of reach for a while. Names to look out for include: Swords of Prosperity (1 FC, spell channeling, dual-wielded swords), Arcane Shield (1 FC, spell channeling, order shield), Ornament of the Magician (3 FCR, 2 FC, bracelet), Royal Hive Boots (1 to 3 FCR, boots).
The above items also have several other potent stats on them, and there are many more to be found...
If you have a mass of health bars out (eg. if you run with multiple pets or like to drag your target's health bars up),
and you want to separate one of them from being "stuck" to the rest:
- 1. Hold down ALT
2. Click once on the health bar that you wish to drag off and then release the mouse button
3. Release ALT
4. Drag the offending bar away, it's now unlocked and you can reposition it, or close it without closing the other bars
When at an NPC vendor, shift-double-click on an item to purchase all of their stock for that given item.
Thanks Blaze for bringing this to my attention.
Protection [Magery, 2nd Circle] can be used to prevent spellcasting from being interrupted by melee strikes.
This spell, like Reactive Armor and Reflect Magic, persists indefinitely until recast to toggle it off. In any situation where you cannot afford to be interrupted during casting (for example, if you know that you will need to heal yourself while being attacked by several mobs in the near future) toggle it on to make your life
immeasurably easier.
Note that, however, you will lose the following. Numbers are based on 100 Inscription skill.
- 10% Physical Resistance (Can still reach 70% with more gear, high Inscription reduces penalty slightly)
30.00 Resisting Spells Skill (Not really a big problem, high Inscription reduces penalty slightly)
2 Faster Casting (Not affected by inscription skill, also see the following note)
>> IMPORTANT: The faster casting penalty applies AFTER the cap. What this means is, if you are at the cap of 4 Faster Casting and 6 Faster Casting Recovery, you will have equivalent of 2 Faster Casting with Protection active. Even if you wear +100000 Faster Casting gear, the hard gear cap of 4 will take place first, and
then the -2 FC penalty comes into play. Take heed, don't stack too much Faster Casting, and if you are healing your pets on a boss which is only attacking your pets, consider
disabling Protection so you can throw out heals more quickly - it may spell the difference between victory and defeat.
>> EXTRA NOTE: If you find your resist values have changed without you changing any gear, try toggling Protection / Reactive Armor / Reflect Magic, to see if that is the cause. All 3 of these spells modify your resists in some way.
Edit:
At 120 Inscription I now lose 9% Physical Resist, 29.0% Resisting Spells Skill, as opposed to 10/30 at 100 Inscription. Not really an amazing difference but an upgrade's an upgrade. The FC penalty is, of course, still -2.
Don't neglect your spellcasting skills. They often have 1 or more useful spells.
This is
not a comprehensive list, but below are some spells from the various caster skills that are useful. I won't cover Druid spells since the book costs 200 ED (that's the equivalent of 6 million gold on average, if you bought ED at 30k gold each in-game, or 20 bucks donation).
Spells in
bolded orange are the most important ones.
- MAGERY
There are a lot to list since Magery has 64 spells, but I'll cover a few of the most useful ones.
Clumsy - use on self or pet to raise Magic Resist, works all the way to 120 (130 for pets)
Protection - for the reasons given above
Bless - a very potent short-term combat buff for personal combat, not really needed if using pets for hunting
Telekinesis - included so that I can point out many dungeon chests have their trap explosion radius reduced to a mere 1 tile
Teleport - handy for getting to hard-to-reach places, but is quite sensitive to z-axis/line-of-sight
Recall - see Chivalry [It has been brought to my attention that Recall will allow you to access an occupied tile, unlike Sacred Journey. Therefore it is still worth using, if you can stomach your weapon dropping out of your hands if it isn't spell-channeling. Note that you won't have this issue very often if you Mark smartly. If you lack a spell-channeling weapon, it would be best to use Sacred Journey until you get a "This location is blocked" message, and then attempt to Recall to the same spot. This would save you the most time overall.]
Invisibility - a safe-escape spell, macro it on a panic button along with "wait for target" and then "target self"
Mark - the only way for a non druid to mark a rune
Reveal - gets a special mention for finding the Shadow Knight in Doom Gauntlet, unless you have Detect Hidden skill
Energy Field - a good blocking spell, if you can find a place where it creates a chokepoint
Gate Travel - to never fizzle Gate you need 115 Magery
Chain Lightning/Meteor Swarm and Earthquake are situational spells when you need to throw out some AOE damage in a hurry. They aren't amazing though.
NECROMANCY
Remember you will lose Karma by casting Necromancy magic, this can take you all the way to Dread title (assuming you have the fame to display a title at all).
Corpse Skin - situational, increases fire/poison damage that the target takes, but also increases it's physical/cold resists
Curse Weapon - grants 50% Life Leech to your weapon for a short time
Wraith Form - grants special Mana Leech to your attacks, (Spirit Speak/5)% of magery/weapon damage you deal is stolen from the target, unsure if it drains from the target too, but if it has no mana you leech none
Lich Form - for training healing (constant life drain on you that won't kill you) and increasing mana regen
Vampiric Embrace - grants great Life Leech to your attacks constantly
Summon Familiar - the Horde Minion loots items off the ground for you and puts them in its pack (accessed like a pack animal), though it does use one control slot and cannot be commanded - it just attacks what you attack
Wither - an amazing point blank AOE spell, but has a small radius
CHIVALRY
Requires Tithing points at an Ankh as reagents. With LRC, you will not lose Tithe, but you still need enough base Tithing points for the spell you want to cast.
Divine Fury - Part of the fighter's Holy Trinity of buffs, has a short duration, also fully refills stamina when cast
Consecrate Weapon - Part of the fighter's Holy Trinity of buffs, has an ultra-short duration
Enemy of One - Part of the fighter's Holy Trinity of buffs, has a medium duration, remember to recast it when switching to a different enemy type, and don't use it when fighting many different enemy types due to the penalties it invokes
Holy Light - if you don't want to use Wither you can try this spell, it's not as good but is still a PBAOE
Sacred Journey - a Recall spell that doesn't unequip non-spell channeling weapons, just like all Paladin spells
NINJITSU
Ninjitsu leveling is greatly eased by having high Stealth skill due to many spells using it.
Animal Form - the forms with increased run speed let you stealth at humanoid running pace, and you can shift to/from animal form while stealthed, but note you cannot cast most other spells in animal forms
Shadow Jump - lets you teleport while in stealth mode, without breaking stealth, and does not seem to require additional stealth checks here unlike what the tooltip states
Mirror Image - grants a (Ninjitsu Skill -30%) chance (maximum 90% at Legendary) to divert one attack to the Mirror Image, requires one follower slot per image, *very* useful in certain situations
Focus Attack - grants a damage increase to one attack, and unlike what the tooltip states that it increases hit chance of that attack, it actually increases the chance to proc "hit effects" on your weapon to 100%, which can be quite potent with mana or health leech, or a spell nuke proc!
BUSHIDO
Bushido is mostly leveled to let you parry with 2-handed weapons. Remember that it permanently reduces your shield block chance! Bows are a very good weapon choice here, so this is not really a huge penalty if you want to min-max.
The spells are not particularly useful. There are only six of them as well so it's easy to test and pass your own judgment.
CLERIC
Cleric spells use Spirit Speak as their base skill, and Tithing points as the reagent. The gump is accessed via saying "I pray to the Gods". As stated earlier, use [cs macros to cast them quickly and easily.
Angelic Form - boosts your strength, dexterity, intelligence, mace skill, healing skill, and anatomy skill by (Spirit Speak / 5), for a maximum of 24 at Legendary, and increases regeneration, cannot be used with Necromancy forms
Banish Evil - destroys undead and demons, will not work on every single undead or demon, target disappears, granting no corpse or fame/karma gain, use it if an undead/demon that you can't or don't want to kill attacks you
Touch of Life - as mentioned earlier, a vital healer's tool
Sacred Boon - as mentioned earlier, a vital healer's tool
Purge - as mentioned earlier, a vital healer's tool
Restoration - the best resurrection spell since it causes no fame loss unlike bandages/magery/ankhs/healers