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Wolf

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Everything posted by Wolf

  1. Does anyone know or have they read anywhere how to activate the spawn on the other side of the ferryman crossing? Is it just a random spawning occurence or can you create a planned excursion with a group to activate it? If anyone knows this answer, please share it with the group as it is useful information should we be arranging a guild outting to combat this monster spawn and hunt down it's prized loot.
  2. Now that Blade of insanity is worth using a bless deed on!!!!!
  3. Aye definate congratulations are in order
  4. Thanks all. It turned out just how I pictured it, so I'm happy
  5. Ok remember now, this is it, no more complaining, no more whinng, no more "But I didn't have the BOD purple. This is what you will wear and wear proudly should the majority agree on this selection. That being said : BOD 2
  6. Ok Definately still missing emails from some folk. You know who you are. Send it to me NOW!!!!
  7. Today on two separate instances, Legion members gathered amongst the sands of time statues to face the daunting and deadly riddle. With a little bit of patience and the wise directions of a certain old Wolf ,we were able to send our able fingered colleague into the hidden chamber to procure two lamp posts. Well done people. A pleasure to see.
  8. To all PGoH, A very simple excercise that I need all to complete asap. Please email me at wolf@thehonorempire.org with the folowing information: The name of your primary PGoH character and title and a list of all your alts that are members of PGoH. That's it. It will take you 2 seconds to complete, please do so now as we would like to get membership straight and also be able to start utilizing our awards and reward system. For some reason, people tend to ignore these simple requests. Please do not ignore it and email me this info now. Don't make a Wolf beg, you'll suffer for it later
  9. Wolf

    SANDS of TIME

    Aye Fidgit, thanks for the help the other day. Still, next time, please stand down wind from me. My nose is sensitive to orc stink
  10. Wolf

    SANDS of TIME

    Well, once we got our team assembled in the circle (We need to all brush up a little on our listening skills) we were able to send an adventurer through on the third attempt. The player sent through was (young) so could not be harmed by the poison gas or the monster himself. The creature known as the "wanderer of the void" had a couple of MIB's on him. We fished one of them up which yielded a level 3 treasure chest. So all in all, pretty seditary loot. Don't think we missed anything about this room, but could be wrong. Just strikes me as a lot to go through for a couple of MIB's so there may be something we're missing.
  11. It's easy to build, I can help show them if required.
  12. This is no fancy house, bare bones military outpost guarding the soft inhabitants in their luxury homes in the middle of the city. Honor City's Northern Watch Tower
  13. I have a theory on these buggers but have not been able to test due to heavy deathtoll as late and subsequently little fame and karma. Here's my theory so those with high fame and karma, maybe test it out. The Restless Souls are pretty much useless and serve no discernable purpose. They are one hit dead, and do very little by way of damage. I'd like to suggest that someone with high fame and karma attempt to use the sacrifice virtue on them to see if anything comes of it
  14. Wolf

    SANDS of TIME

    I've studied the puzzle as well as participated, (1) Regarding the booby trap boulders, heavily armored warrior types are best for this activity. While I take heavy damage, it is only about half of my hitpoints (I typically go at 60 physical resist with my plate suit, but point being the trap is an inconvenience, but doesn't kill heavily armored warriors. Reason I say this, is that it saves time with trying again, instead of having to rez folks all the time. Also based on there being for levers and the order is sequential without duplicates, there are only 24 combinations for the puzzle, which I've got written down and will post. So as long as there's a little patience and a group that listens well, we should be able to test this out more to gain insight into the next room
  15. Wolf

    BONE DAEMON

    Bone Daemon, First requirement is to complete the quest from the sorceress which is to supply her with 1000 daemon bones. She will then spawn the bone daemon. You must slay the bone daemon to acquire your skull. (Damage is important so a pain for some warriors as those that were with me can attest as I beat on the bugger all day long and still got nothing ). Once defeated, you gain the skull, which allows you to go to the bell and summon the ferryman by ringing the bell and handing over the skull. This takes you to the other islan (which I haven't seen yet) as well as anyone you are partied with - provided they are online to accept the invitation that pops up. Interesting note, if after giving the sorceress the 1000 bones, you don't complete the killing of the bone daemon and decide to leave doom, don't worry, all is not lost as the sorceress returns the 1000 bones to your bank box
  16. Wolf

    GAS CHAMBER

    This is a lovely place that spawns dark guardians (lich type creature). As you wander in to the room, the doors will lock behind you and the dark guardians spawn. The room then fills with gas. The number of dark guardians that spawns in the room is proportionate to the number of adventurers(summoned protectorates as well) 2 spawned for each adventurer. The guardians provide necro spells, necro regeants and a few hundred gp's as loot. Only way out of the room is kill all guardians in it or die yourself. Common tactic used by mages is open door, summon some ev's then hide when guardians appear. They tend to camp this spot which is frustrating for us warrior folk trying to have fun with the room. Other than that, no other known properties that I've determined, except if you die, you and your body get teleported out to that statue in the second main room.
  17. Wolf

    Base Properties

    ITEMS: BASE PROPERTIES Information & Images from Official UO.com Site These are the base properties inherent to all pieces of armor. These values will always be the same, unless the armor piece is of exceptional quality*. Weapons always have a base of 100% physical damage, which means that the damage they do is all physical 100% of the time. ARMOR SETS Leather Studded Leather Ringmail Chain Plate Bone Dragon Physical Resist 2 2 3 4 5 3 3 Fire Resist 4 4 3 4 3 3 3 Cold Resist 3 3 1 4 2 4 3 Poison Resist 3 3 5 1 3 2 3 Energy Resist 3 4 3 2 2 4 3 Total Resist Per Piece 15 16 15 15 15 16 15 Pieces in Suit 6 5 4 3 6 5 5 Shields Physical Fire Cold Poison Energy Wooden Kite Shield 0 0 0 0 1 Buckler 0 0 0 1 0 Wooden Shield 0 0 0 0 1 Round Bronze Shield 0 0 1 0 0 Kite Shield 0 0 0 0 1 Heater Shield 0 1 0 0 0 Metal Shield 0 1 0 0 0 Order Shield 1 0 0 0 0 Chaos Shield 1 0 0 0 0 Misc. Helmets Physical Fire Cold Poison Energy Helmet 2 4 4 3 2 Closed Helm 3 3 3 3 3 Bascinet 7 2 2 2 2 Norse Helm 4 1 4 4 2 Orc Helm 3 1 3 3 5 Masks And Hats Physical Fire Cold Poison Energy Hat 0 5 9 5 5 Bear Mask 5 3 8 4 4 Deer Mask 2 6 8 1 7 Orc Mask 1 1 7 7 8 Tribal Mask (horned) 6 9 0 4 5 Tribal Mask (red) 3 0 6 10 5 Skullcap 0 3 5 8 8 Bandana 0 3 5 8 8 * An exceptionally made piece of Armor will gain a 6% bonus that is distributed randomly among the base properties of that item. For example, an exceptionally made plate tunic could have 2% applied to Physical, 2% to Fire, and 1% to each Cold and Poison. Or, and this would be extremely rare, all 6% could be added to Physical, making it quite a valuable piece of armor. * Exceptionally crafted Weapons get a 20% Damage Increase bonus.
  18. Wolf

    Magic Modifiers

    Information & Images from Official UO.com Site Magic items have been an intricate part of Ultima Online since its very beginning, allowing players to enhance their abilities through the use of a special weapon, or a piece of armor, jewelry, or clothing. In Ultima Online: Age of Shadows, this fundamental system will be translated into an entirely new magic item properties system that will allow for a greater diversity of item effects and enhancements. With this new dynamic system, there will be practically limitless combinations of magic properties available on magic items, allowing for a greater level of rarity and a wide range of new abilities and effects. By mixing and matching gear, players will be able to fine-tune their characters better than ever before. Magical Effects Table The following table lists which properties can be found on various types of items. Weapons Armor Shields Jewelry Wands Instruments Nautilus Physical Resist Physical Resist Lower Requirements Physical Resist Heal Air Elemental Slayer Firehorn Fire Resist Fire Resist Durability Fire Resist Greater Heal Arachnid Slayer Energy Resist Energy Resist Defense Chance Increase Energy Resist Magic Arrow Blood Elemental Slayer Cold Resist Cold Resist Hit Chance Increase Cold Resist Harm Daemon Slayer Poison Resist Poison Resist Self Repair Poison Resist Fireball Demon Slayer Luck Night Sight Spell Channeling Night Sight Lightning Dragon Slayer Lower Requirements Luck Luck Earth Elemental Slayer Durability Lower requirements Faster Casting Defense Chance Increase Spell Channeling Elemental Slayer Defense Chance Increase Durability Damage Increase Mage Weapon Fire Elemental Slayer Damage Converters Hit Point Regeneration Hit Chance Increase Faster Casting Gargoyle Slayer Damage Increase Mana Regeneration Spell Damage Increase Lizardman Slayer Swing Speed Increase Stamina Regeneration Faster Cast Recovery Ogre Slayer Spell Channeling Hit Point Increase Faster Casting Ophidian Slayer Hit Chance Increase Mana Increase Lower Mana Cost Orc Slayer Hit Spell Effect Stamina Increase Lower Reagent Cost Poison Elemental Slayer Hit Slayer Mage Armor Strength Bonus Repond Slayer Hit Stamina Leech Lower Mana Cost Intelligence Bonus Reptile Slayer Hit Mana Leech Lower Reagent Cost Dexterity Bonus Scorpion Slayer Hit Life Leech Reflect Physical Damage Skill Bonus Snake Slayer Hit Lower Attack Self Repair Enhance Potions Snow Elemental Slayer Hit Lower Defense Spider Slayer Hit Area Damage Terathan Slayer Mage Weapon Troll Slayer Best Weapon Skill Water Elemental Slayer Faster Casting Night Sight Resist Modifiers: Resistance modifiers apply their bonus directly to your character's different resistances. Resistances reduce damage done by attacks. For example, at 40% Physical Resistance, all Physical damage dealt to the player will be reduced by 40%. Physical Resist - Previously considered as AR, this effect is now a resistance to physical damage. AR used to block a set amount of damage per hit - but Physical Resistance blocks a percentage of damage from each hit. This property adds directly to your Physical Resistance. Fire Resist - This item property adds to your Fire Resistance. Energy Resist - This item property adds to your Energy Resistance. Cold Resist - This item property adds to your Cold Resistance. Poison Resist - This item property adds to your Poison Resistance. Durability Effects: Durability - Durability bonuses are applied to an object once. A more durable object takes longer to wear down and break. Regeneration Effects: Hit Point Regeneration - Increases the wearer's natural Hit Point regeneration rate. Mana Regeneration - Increases the wearer's natural Mana regeneration rate. Stamina Regeneration - Increases the wearer's natural Stamina regeneration rate. Defense Increasers: Defense Chance Increase - Increases the wearer's chance that his opponents' swings (or arrows/bolts) will miss. Stat Bonuses: Strength Bonus - Increases a player's strength while the object is equipped. Intelligence Bonus - Increases a player's intelligence while the object is equipped. Dexterity Bonus - Increases a player's dexterity while the object is equipped. Skill Bonuses: Skill Bonus - Grants a bonus to a specific skill while the object is equipped. Derived Stat Bonuses: HP Increase - Increases a player's maximum Hit Points while the object is equipped. Mana Increase - Increases a player's maximum Mana while the object is equipped. Stamina Increase - Increases a player's maximum Stamina while the object is equipped. Damage Converters: Normally, weapons do 100% of their damage as Physical Damage. Damage Converters convert part (or all) of a weapon's damage to one of the four Elemental Damage Types. The total of the weapon's Physical, Fire, Cold, Energy, and Poison damage will always be 100%. Physical Damage - % of the damage that will be dealt as Physical damage. Fire Damage - % of the damage that will be dealt as Fire damage. Cold Damage - % of the damage that will be dealt as Cold damage. Energy Damage - % of the damage that will be dealt as Energy damage. Poison Damage - % of the damage that will be dealt as Poison damage. Damage Increasers: Damage Increase - Increases the maximum and minimum damage the wielder deals with wrestling, melee and ranged weapons. Speed Effects: Swing Speed Increase - This property increases the weapon's swing rate by a percentage, allowing the wielder to swing more frequently in combat. Hit Increasers: Hit Chance Increase - Increases the player's chance to hit a target with wrestling, melee and ranged weapons. Caster Modifiers: Spell Damage Increase - Increases the damage of the item wearer's spells. Faster Cast Recovery - Lowers the amount of time to recover after casting a spell. Mage Armor - Mage Armor items eliminate an item's Meditation penalty. For example, a plate tunic with the Mage Armor property will no longer reduce the effectiveness of the wearer's use of the Meditation skill to regain mana. Faster Casting - Lowers the amount of time required to cast a spell. Lower Mana Cost - Lowers the amount of Mana required to cast a spell by a percentage. This includes Necromancer spells and Paladin abilities. Lower Reagent Cost - % chance that any spell or Paladin Ability cast by the wearer will not consume reagents or Tithing Points. Spell Channeling - Allows a mage to wield a weapon while casting a spell, but increases the wielder's spell casting time. Mage Weapon - Uses the player's Magery skill as a combat skill for the weapon (i.e.: Magery used in lieu of Swordsmanship for a sword). However, the wielder's Magery skill is lowered while wielding such a weapon. Note that using Special Moves associated with the weapon will still require the wielder to have the required amount of skill points in the actual weapon skill. Hit Effects: Hit Slayer - This property corresponds to the classic Slayer Weapons. The weapon with this property will do double damage versus a specific monster or grouping of monsters. Hit Stamina Leech - Each time the weapon hits, it will do its normal damage. Then the weapon leeches a percentage of the damage done from the target's Stamina, transferring the leeched Stamina to the weapon's wielder. Hit Mana Leech - Each time the weapon hits, it will do its normal damage. Then the weapon leeches a percentage of the damage done from the target's Mana, transferring the leeched Mana to the weapon's wielder. Hit Life Leech - Each time the weapon hits, it will do its normal damage. Then the weapon leeches a percentage of the damage done from the target's Hit Points, transferring the leeched Hit Points to the weapon's wielder. Hit Lower Attack - A successful hit with this weapon temporarily lowers the attack rating of the target by a certain percentage. Hit Lower Defense - A successful hit with this weapon temporarily lowers the defense rating of the target by a certain percentage. Hit Spell Effects: Each time a weapon with one of the following properties hits a target, it has a chance (given as a percentage) of firing the listed spell effect on that target. Hit Spell Effect items have unlimited uses. Hit Magic Arrow - Percentage rate of cast for Magic Arrow. Hit Harm - Percentage rate of cast for Harm. Hit Fireball - Percentage rate of cast for Fireball. Hit Lightning - Percentage rate of cast for Lightning. Hit Dispel - Percentage rate of cast for Dispel (if the target is a summoned creature). Area Damage Effects: Like Hit Spell Effects, these properties give weapons a chance to cause damage in an area of effect around the wielder. The damage done by these effects only harms targets the wielder can legally attack, so there is no worry of accidentally harming an innocent. Hit Cold Area - Percentage chance to do an area-effect Cold attack on a successful strike. Hit Fire Area - Percentage chance to do an area-effect Fire attack on a successful strike. Hit Poison Area - Percentage chance to do an area-effect Poison attack on a successful strike. Hit Energy Area - Percentage chance to do an area-effect Energy attack on a successful strike. Hit Physical Area - Percentage chance to do an area-effect Physical attack on a successful strike. Use-based Targetable Effects: These effects contain charges of different spells. Unlike Hit Spell Effects, these can be activated at will by the item wearer. Heal - Cast Lesser Heal on a target. Greater Heal - Cast Greater Heal on a target. Magic Arrow - Cast Magic Arrow on a target. Harm - Cast Harm on a target. Fireball - Cast Fireball on a target. Lightning - Cast Lightning on a target. Additional Effects: Night Sight - A permanent, non-charged, light source that raises the ambient light level for the wearer. Luck - Raises the wearer's Luck statistic, which increases the potency and number of magical properties associated with loot on monsters the player kills. Lower Requirements - Lowers the strength, dexterity, and intelligence requirements to wear an object. Reflect Physical Damage - Reflects a portion of Physical Damage the player receives back at the source of the damage. Self Repair - The item repairs its durability over time. Enhance Potions - This property increases the effectiveness of potions used by the wearer by a percentage. Best Weapon Skill - Uses the player's highest weapon skill to attack with the weapon, instead of the specific skill needed for the weapon.
  19. Wolf

    Soccer Game

    Wolf comes through with 32 points
  20. While out marking runes for the Malas landmass, I was able to come to one very irrefutable point. Take some time to review and enhance the various resistances that now come into play. Creatures that you would not have thought twice about i.e reapers, gargoyles etc... can fell you easily with magic if you happen to forget to pop on the correct armor. My mage was killed by a flamestrike and a fireball (not sure wether from the gargoyle or reaper) but the end result was the same I wasn't wearing any armor, but as it never came into play for magic before it didn't really matter. For all of you tailors and blacksmiths out there. Time to get cracking and mix and match the best pieces. I started with my smith combining various pieces with protection against the common monster magic (which statistically tends to be fire based spells). So compare your armor sets carefully and start separating based on like resistances. Will be very useful to be sure.
  21. I've seen some selflessness from guild members before, but I really feel the need to tip my hat to all of the individuals that helped each other in whatever capacity they were able to allow for the Honor City to take shape the way it did. A testament to the strength of the guild and the roots of why we all play together. Again, well done.
  22. Sweet. It'll be nice to see you again Fing. Hey wait a minute, does that mean you're now a government employee? Cuz if so...Get to work, I don't want my tax dollars mis-spent on what will be your new found addiction to UO AoS
  23. Hello all, To make getting about the new land mass a little easier, I was able to run around and mark a couple of runebooks with all the major locations in Malas. There is one locked down on the steps of Balandar's house in Honor City and another one locked down on the small house on the the NE corner of Honor City behind Prom's house. Feel free to use them to make a quick book. I will make more copies this evening. Off to work I go
  24. Well, I'm happy to report that on an off chance, I decided to call a small local retailer and low and behold they received their copies (only 3 of them) this afternoon. Imagine that. Giant corporations and no game and the small guys beats em to the punch, so long story short I have my AoS . Now if I can only update my account
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