HAGS1

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This page is the beginnings of a step by step guide for new players; tells them what skills to train, some custom commands, lays out a path for what gear to yearn for, etc.

I'll add more to the step by step part as I have time


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... Find a 120 Hide Power Scroll, train it and you can hide not far from your foes.

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 / Levelable Weapons

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

This portion of the guide has been moved in order to save space. Please visit Peerless Dungeon Walkthru for info on dungeon locations as well as info on the monsters inside each dungeon.

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.

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.

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.