Relayer

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Contents

General Information

A re-layer deed (more simply known as a relayer) lets you turn an item from one slot to another.

Examples of re-layering:

  • Turning a levelable/leveled weapon into another item such as a shield, shirt, sash, etc...
It will take up the new equipment slot, yet retain all the properties of your weapon.
Armor, Clothing, & Jewelry will not retain offensive skills such as Hit Lighting, or Hit Life Leech. Any properties listed under Weapon Hits on the information gump of a levelable weapon will not apply to a weapon re-layered to a new piece of equipment.
  • Turning a two handed weapon (such as a Blaze of Death) into a one handed weapon.
  • Turning a hat (such as a Spirit of Totem) into another slot .

Relayer Properties

Here are a list of some transferable properties to help you decide how you want to go about doing your re-layers:

  • Damage Increase
Damage Increase from equipment caps at 100%, so some may not need this. Spending Points Cap 50, Gear Gap 100.
Damage Increase is definately wanted to be at cap, but keep in mind that most weapons you may use for re-layers might already have this attribute added to already and can be added up from multiple re-layers and in most cases do not need to be added from the spending points.


  • Resists
Resists are nice and look great on re-layers. Spending Points Cap 20, Gear cap 70
The best route you can go with resists is to hold off at first on resists unless you are actually short on them at moment of each re-layer as you can add them accordingly after you have built up your re-layers to give a better appeal if you ever plan to upgrade a re-layer and wish to sell the original (adding 10 or 5 of each resist or all but physical is more appealing on a re-layer over 5 of one on one re-layer and 5 10 or 15 of another on a seperate one. This is not needed to go this route just adds for better re-sale.


  • Spell Damage Increase
Spell Damage Increase increases the damage done by casting spells or by weapon hits when they go off on an opponent. Spending Points Cap 20, Gear Cap Uncapped.
This is a must have on every re-layer you create or look to purchase.


  • Hit Chance Increase(HCI) and/or Defense Chance Increase(DCI)
HCI/DCI are important to cap, and even go 15-20% over.
Note: If you plan on re-layering items that have HCI in the future, such as a Spirit of the Totem, you might want to hold back on some HCI as the Spirit of the Totem has 15 HCI and can be wasted points on re-layers if you choose to go that route. It is also to speculate how much DCI you really want on your armor. DCI is nice as it helps you keep monsters from hitting you, but later on in the game when you have a good amount of Reflect Physical Damage, you might not care to be hit as much. That would all be personal preference on weather to cap off DCI or not.


  • Reflect Physical Damage
Reflect Physical Damage, or RPD, will reflect the physical damage type done to you back at the percentage worn to the monster.
This is considered by most to have on every item worn in the game and should be considered as a must on every re-layer. Players used to say that this attribute had a cap but recent tests have shown that it is uncapped.


  • Swing Speed Increase
SSI is nice. Caps at 60%.
Swing Speed Increase is a good attribute to have early on in the game, as it basically is a substitute for Dex on swinging your weapon....It also can be a wasted attribute if you spend points on it as once you reach 237 Dex, you will swing all weapons at full speed. The best route to go on this would be to use a weapon that has higher Swing Speed Increase already added (Wind's Edge is a great choice) and just level that. It is also to be told that Swing Speed Increase works the same as Dex as if your stamina falls below a certain level your swing will slow down accordingly.


  • Luck
Luck is a toss up, if you intend on adding luck deeds. Luck deeds add +100 luck per deed, capping at 400 luck per item) available for 100 ED. You may wish to search for a weapon with some luck on it. But it's best to focus on a luck relayer as your second or third one, once you have maxed your DCI/HCI, and surpassed the caps by 25% or so.
If you want luck on re-layers without using EDS to purchase +100 to Luck Deeds, the best weapon to use would be Swords of Prosperity as it has FC 1 and Luck 200 on them both which are costly on spending points.
  • Enhance Potions
Enhance Potions is pretty useful if you're willing to chug potions. 25% enhance potions = an extra 5 strength from a greater strength potion. 50% enhance potions = an extra 15 HP. (Enhance potions adds base strength when you drink a potion. Strength from equipment gives 2 HP per 1 Strength, Base Strength follows a different formula).
The best question to ask yourself is "Am I going to use this?" If the answer is anything other than "No" You will want this on every re-layer.


  • Lower Reagent Cost
LRC Can be useful or a waste pending personal preference on a re-layer.
Some do not think LRC is a good choice in adding to re-layers, and is always up for debate. Two things to think about with using LRC....How many re-layers do I plan on using in the long run? If you plan on using a full set of re-layers, LRC is an added bonus and can easily be fit into the points used. If you do not plan on re-layering a full set you might want to back off on the LRC. But it can prove to be quite a menace to not have LRC on your gear/re-layers down the stretch when you ran to an area you cannot recall to, or use bracelets of binding to get to, only to find out you are out of reagents or piety.


  • Lower Mana Cost
Lower Mana Cost is a very useful attribute. This falls into a complicated question to ask.
Most GoC gear can get you to max LMC, as can wearing the Follower of the Old Lord sash. This can be the same as Lower Reagent Cost, if you plan to use full re-layer set add accordingly. A wise motion would be to wait until you are done replacing your GoC gear with re-layers before deciding how to add this over spending too many points on one re-layer and not having enough to add other needed items.


  • Regens: Mana, Hit Point and Stamina
Regeneration is the process that refills a character's stat pool with the specific stat.
Regens do not have a cap but do have a diminishing return at certain points. Here is a chart made by +Veritas regarding the trends of regeneration on excelsior.


  • Faster Casting and Faster Cast Recovery
FC and FCR are needed attributes to have. FC caps at 4 and FCR Caps at 6.
Faster Casting and Faster Cast Recovery tend to come on GoC Gear and can be waited out later to put on Re-layers as the GoC items are replaced.


If you intend on relayering an item, the first two slots you want to use are Kilt/Skirt and the Shirt slot. These slots have no items that have stats. The next is the Cloak (only items w/ stats here are from Events), the Sash (Follower of the Old Lord), and finally, Pants (5th relayer, will need resists to cover the loss here).

The thing to always consider and in most players opinions the best stats to put on every re-layer are STR/HP, Dex/Stam, Int/Mana(some only put mana), RPD, SDI, MR/SR/HPR (the regens), and possibly EP. The rest you can wait out and weed out or add other things needed to them.

Stat Caps that can help you as well figure out what to add

How to Relayer

Re-Layering an item step by step:

  • Buy the re-layer deed for 500 EDs. It is located within the white portal near the Trinsic Bank.
  • Double click the re-layer deed.
  • Target the item you are wanting to re-layer; ie. level 100 bow
  • Target the item you want re-layer your leveled item into; ie. a shirt or kilt. ◊ See Below
  • Click "ok"

NOTE: If you are changing to the appearance of a lantern, candle, or torch - this item will be permanently in the 'off' position. If you wish your item to be lit, place the item, sample item, and relayer deed into your backpack and page the staff to do the change for you. You cannot have the item switched to 'on' at a later date without being charged 100ED for an appearance change service.

Warning: You are imprinting the stats upon the targeted item, THAT ITEM WILL BE DESTROYED. It is suggested you craft the item that you will be imprinting onto.

Getting Started

Your first two relayers will most likely take the Shirt and Kilt slot. This is because there is no ordinary gear for these slots which contain any specials.

There are multiple strategies for selecting a base item to relayer. Some folks like relayering Spirit of Totems (a non-weapon) and leveled Bonecrushers because they add more than the 8 max strength than can otherwise be put on a relayer. Others prefer looted (not crafted) weapons with high resists (physical, fire, cold, energy, posion), such as a 4x12 resist or a 3x14 resist, meaning 4 different 12 point resists or 3 different 14 point resists. Another strategy is to count up the number of ability points you would have had to apply to get desirable relayerable attributes on the base weapon. For example, 4x12 resists = 4x12x5 = 240 spending points.

As you level the weapon, here are some things to consider:

  • Crafted weapons gain only 3 points per level, looted weapons gain 5.
  • Remove the artifact rarity tag (if the weapon has one) before you start applying points.
  • No attributes in the "weapon hits" category will be used by the game when present on a relayer. This means that "hit life leech," "hit fireball," and the like are wasted points on a leveled weapon intended to be a relayer.
  • Do not use weapon spending points to improve attributes in the Misc. Attributes category. There are ED-purchasable deeds which apply these attributes to the weapon over and above the spending points you gain from leveling it. In order to maximize your gain from each relayer, you'll want that bonus.
  • Beware that there have been some reports that resists on a Shirt relayer may be ignored by the game. Some folks have reported that this is the case, some have reported that their shirt relayer works just fine.
  • Some folks avoid adding physical resist to their relayers. This is because it's possible to relayer a Spirit of Totem (SOT). SOT's provide 20 strength bonus and 20% physical resist. Since the maximum you can have in a resist is 70 points, just a couple SOTs provide all the physical resist you need. Note that when relayering something that isn't a leveled weapon (like the SOT) you can't add any points to it: you're stuck with what it has.
  • Note that leveling a looted weapon by 10 levels gives you 50 spending points, but applying a weapon level deed purchased with ED gives 55 spending points.

There are a few weapon leveling attributes you should consider adding to every relayer:

  • 8 str, 8x4=32 points: strength makes you hit harder and increases your HP. There is no cap on the strength you can have.
  • 8 dex, 8x4=32 points: dex improves your healing rate (see 220 dex) and increases your stamina. There is no cap on the dexterity you can have.
  • 8 int, 8x4=32 points: increases mana. Improves spell success rate. There is no cap on the intelligence you can have.
  • 8 bonus HP, 8x3=24 points: extra hit points gives you a better chance of survival. There is no cap on the number of hit points you can have.
  • 8 bonus stamina, 8x3=24 points: stamina determines weapon swing speed. When liches and other monsters leech away your stamina, your swing speed will slow down. The more stamina you have, the more you can lose before your attack rate drops. There is no cap on the amount of stamina you can have.
  • 8 bonus mana, 8x3=24 points: weapons specials consume mana. Weapon specials like whirlwind and double strike consume mana. More mana, more use of weapons specials without waiting for mana to regenerate.
  • 15 reflect physical, 15x3=45 points: high level monsters tend to deal you more damage than you deal them. With 220 dex instaheal, this is OK. When the damage bounces right back on them, it's more than OK. If you intend to make use of reflect physical damage, you should put the maximum 15 points on every relayer.
  • 20 spell damage increase, 20x2=40 points: nice levelled weapons have multiple spell hits. SDI on the relayers increases the damage these hits do.
  • 25 enhance potions, 25x2=50 points: with a few hundred points in enhance potions, it's possible to increase HP, stamina, and mana by up to 100 points by quaffing a potion. With a huge bag of holding and a couple potion kegs, this can really help. If you intend to make use of enhance potions, you should put the maximum 25 points on every relayer.

If you apply all of these attributes to a weapon which started with none of them, it will consume 303 spending points. This leaves 147 spending points for attributes like Lower Reagent Cost which should only be used on a few relayers to get the maximum effect.

Relayer Slots

Note: Above links are to give a general idea of the types of item styles available for each slot. Not all styles are available on this shard.

Note that the Right Hand Slot will always be consumed by your weapon, leaving at most 17 slots for relayers. Your weapon will generally try to max out the weapon hits category as no relayers can provide those points.