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Topic Review
Gyb

posted on 26/2/2003 at 17:43

I have not seen any magical sashes, boots, robes, earrings, necklaces or cloaks since AoS was published. Pre-AoS stuff still exists of course, but new stuff doesn't spawn as far as I can tell. Magical hats do spawn, but all hats are essentially now the same as armor (they have base resists and follow the same "rules" as armor for what magical effects they can have).

The only thing I have seen skill raising effects on are rings and bracelets. Special, named, Doom artifacts like the ones Rockie posted pictures of break this rule.


Rockie

posted on 26/2/2003 at 16:26



[Edited on 26/2/2003 by Rockie : Not worth it.]


Galrahn

posted on 26/2/2003 at 15:56

There is definately magical clothing, or are you just talking about skill clothing?

I wear magic boots, a magic sash, a magic cape, and a magic robe on my melee, goes with my bracelet, earings, and ring very nicely.

I also have a magic wizards hat on my mage, but it is pre-AoS.

None of it adds any skill points, but definately adds stuff.

Nice pics Rockie, but my stuff is not artifact.





[Edited on 26/2/2003 by Galrahn]

[Edited on 26/2/2003 by Galrahn : Goingto get screenshots before i comment further, need to see myself now.]


Rockie

posted on 26/2/2003 at 14:59

Never let it be said I don't back my stuff up. FYI: The guy who found these was a ghost, so in order to see things in color, he went to UO:A display options and chose to see himself as a ratman (easy way to see in color again).





Please don't doubt, it makes you look foolish. :cool:

Came from this thread on the Thief Boards: http://boards.stratics.com/php-bin/uo/showflat.php?Cat=2&Board=uothief&Numb er=3704676&page=0&view=collapsed&sb=5&o=&what2=postlist&fpart=


Nieves

posted on 26/2/2003 at 01:30

There is a way to end this: "you are wrong, no you are" debate...

Screenshots.

Hasta.


Zeen

posted on 26/2/2003 at 01:02

I'm not wrong, there are just a few, very few, exceptions to the rule. There are those leather leggings artifact as well as another artifact that add +20 to a skill. The leggings are +20 stealing/stealth and the other is a +20 necro item. Those are the only two I'm aware of and they are VERY rare, somewhat unique items. Plus neither of those are the items Galrahn mentioned. If you look at the page I linked, it shows skill bonus proeprties will spawn only on jewlery and only in the 1-15 range.

[Edited on 26/2/2003 by Zeen : me spell good]


Rockie

posted on 26/2/2003 at 00:27

You can get +20 skill items. Go to the stratics thief forum and look around. There are a pair of pants in doom (an artifact) that give +20 stealing and +20 stealth.


Zeen

posted on 25/2/2003 at 22:08

quote:
Originally posted by Galrahn
earings of +10 Resist +10 Focus

plus he has Boots that add +14 Med
and a feather cap that adds +19 Magery




Smells like bullshit to me. First off the max skill bonus per item is +15. Second only jewlery can have skill bonus properties. So those boots and that hat don't exist. Unless there was/is a bug that allowed these items to have those properties. If that's the case I'm sure it will/has been fixed and they would be deleted on sight by a GM.

Also only rings and bracelets are supposed to spawn with new the magic properties. There's rumors of super rare neckalces and earings having properties as well, but they are just that, rumors. I even remember reading something from a dev a few weeks ago about not adding earings and necklaces with magic properties so the male characters didn't have to feel like cross dressers. So again, barring any bugs, those earings don't exist either.

So basically while you should be able to create a solid 8 skill character if you have the right jewlery and dress macros, the above character's equipment cannot exist.

Oh and here's an info source:
http://guide.uo.com/itemproperties_0.html />
Peace

[Edited on 25/2/2003 by Zeen : earings not necklace, duh]


Galrahn

posted on 25/2/2003 at 21:33

FrozenFire, you are correct.

We have a guy whose stats are something like 125/90/35 in our guild. Every item he has, including all armor pieces, clothing, jewelry, shoes, weapons, shields, etc gives bonus hit points. He currently has 178 hit points and he is an umber PvP jacker.

I have seen him take out 3 mages alone who thought their combos would do the trick, but he also has 70% energy and 70% fire resist, and when eb and fs hit 178 hit points with resists that high, it barely makes a dent, particularly when he has a healer.

Another example, For the first time in UO history I have seen screenshots of an 8x player. He is by far the most wicked Master Mage on Great Lakes.

90 Magery
90 Resist
90 Eval
90 Med
90 Tactics
90 Anatamy
90 Fencing
90 Focus

He has 3 items of special note...

a ring of +10 eval +10 Fencing
a bracelet of +10 Anatamy + 10 Tactics
earings of +10 Resist +10 Focus

plus he has Boots that add +14 Med
and a feather cap that adds +19 Magery

The key to templates like this is finding the right items.

Add to this his armor is Full plate mage armor enchanted with reduced mana cost.

I think FrozenFire is right on with his thinking. My fencer has 120 cap in fencing and tactics, i have only 110 skill in both and used that 20 points plus 30 points from other skills to add 50 focus on my melee. But my +11 fencing and +13 tactics items give me 120 in both skills.


Mojo the Avenger

posted on 25/2/2003 at 16:52

I got a ring with +1 wrestle/+4 stealing/+5 fencing, for what it's worth.

3 skill items are out there.

I was killing Lich Lords and I had 20 luck.


Ward

posted on 23/2/2003 at 14:16

well I've been hunting ratmen and skeletal knights and bone dragons and have been finding pieces of jewlery(rings and bracelets) that have no more than +11 in one skill, not to mention some skills/stats/resists as well.... and my char only has 200 luck so imagine what someone could get with high luck


Mojo the Avenger

posted on 21/2/2003 at 23:24

I got a +11 anat/stealth ring.

also, regarding the stat question, I have 8 +10/all stat items, and they can all be stacked on one character.
It's insane.


Zeen

posted on 20/2/2003 at 01:40

Legion,

Were the boots and necklaces with stat bonuses you've seen old Strength, Cunning, Agility, Bless items? Those will add 10 to the appropriate stat/s, but will eventually be fixed so that they use charges and wear out like they did in the past.

As far as I have heard, read, and seen you should only be able to get bracelets and rings that alter stats, and skills for that matter.


Legion

posted on 19/2/2003 at 20:37

I've seen necklaces that add to Stats, so I don't think it's unlikely that there are necklaces that also add to Skills.

Frozenfire's theory really depends on if ANY item can have skill bonuses. Items such as sashes, capes, robes, hats, armor, weapons, etc...

Oh, I also have boots with Stat bonuses, so maybe they can have skill bonuses too!

The highest skill bonus I've seen so far is +12.
The highest stat bonus I've seen so far is +10.

But keep in mind that the highest Luck I've had is 315 or so... while I hear some people hunt with 600+.

[Edited on 19/2/2003 by Legion]


syphat

posted on 19/2/2003 at 01:54

heli, what do u hunt??

i keep hunting dragons and nothing good


Helicobacter

posted on 18/2/2003 at 16:09

Rimmerdall and I found a +11 taming, + 8 magery bracelet with a few extra resists thrown in last night.

If our Luck holds (and keeps going up), I foresee some very nice + skill stuff making its way onto the LA market. :)

yhs,
Heli


BonaneS

posted on 18/2/2003 at 11:12

Just for the record, FOUND lying on the ground outside skara atl bank +10 intelligence stats boots (no loss to other stats either). So stats can be raised too, can you go above 250 ?? i dont know as only 225 but its possible. Just checked, my max stats reads 225 in the max stats box but my stats read 100 str 80 dex 55 int (235 .. i know you can add ) so higher than 250 is possible.

[Edited on 18/2/2003 by BonaneS]

[Edited on 18/2/2003 by BonaneS]


Albus Demur

posted on 18/2/2003 at 06:39

I found a bracelet that had a +15 archery and a +5 necro for skills and a 7% spell damage increase and 5% lower cost of regents. So for skills it only had +20 (15 for archery, 5 for necro) but a pretty good bracelet none the less. The highest I've seen in Eval is +10, and I personally have a +8 Eval bracelet.


FrozenFire

posted on 17/2/2003 at 22:48

Im still trying to piece it together. Ive heard specifically rings and bracelets so far. I also read a post about a guy that said he had a +20 eval int item. It remains to be seen whether that is true.


Bokonon

posted on 17/2/2003 at 21:59

Yeah, no offensive, but while you captured the idea behind the skill jewelry you mutilated the facts. There are no earrings, necklaces, etc. that increase skill, unless I've been *really* amiss in my looting. There are only bracelets, and the highest I've personally found was a +11, I've heard reliably +12, and only vaguely from someone who was looting my kills, of +15. I doubt the +15, but the +12 seems reasonable.

So while you couldn't make a 7x120, you could make (with a 5 year vet account) a template that had (example here, a dexer):

120 archery
112 healing
112 tactics
100 resist
100 anatomy (120 anatomy is pretty worthless now since it doesnt increase para chance)
100 chiv
100 focus

Please don't rip on the template, I didnt think it through for pvp or anything like that, but I just wanted to show that you could inflate two skills to 112; another alternative is obviously inflating another skill like focus or tactics to 120 with both jewerly slots.

One question I would like to toss up, is limits on the magic jewerly. Has anyone found pieces with multiple +11s? Ie. Animal Taming AND Lore? or Fencing AND Focus? or is the total max skill increase +11 or +12 or +X?

Also are the same numbers that max the jewerly the numbers that max damage % increases and those types of things?

Also, sorry off on a limb...using items that increase defense chance (I assume this is parry rate), is it possible to raise this percentage up to a substantial amount, say 75% parry chance?


JC the Builder

posted on 17/2/2003 at 20:47

It isn't as good as you make it sound. You can do one or 2 skills but thats about it.

Like now I don't have to waste my time training my taming up. I can just toss on some jewlery. Or you can get that +10 eval boost from jewlery when you need it. Or if you want to go provoking take out your +provoke jewlery.


WarGrind

posted on 17/2/2003 at 20:37

Well, I don't think it's quite as revolutionary as you think, the skill cap is 720 max (doesn't go more than +20), and only rings and bracelets come with skill bonuses, so you're not gonna get all that much out of it. Plus we haven't seen the full potential of skill bonus jewelry, how many possible skill bonuses per piece (it could just be one but I think I have one with two so it's possible that all four slots could be skill bonuses of up to whatever the max is), and what the top + is, but even if so, it's probably very unlikely to get a piece of jewelry like that. Necklaces and earrings are still purely decorative. It can help, with a couple of insured pieces you might get a virtual skill cap of like 760, but I'd think that'd be an unusual thing and involve alot of PvM to get.


FrozenFire

posted on 17/2/2003 at 20:07

. . .that with AoS we need to think about templates in a radically different way. What started out as a trickle, gloves to add mining skill, then a steady flow of ancient smithing hammers, is now washed away by a virtual flood of skill enhancing jewelry.

From what Ive read, a lot of people look at skill jewelry as cheap skill scrolls, but they are quite different in what they can do for you.

Scrolls are needed to increase the individual cap of a skill beyond 100, but the total skill cap for that character remains 700-730. There is also, from what I understand, a hard individual skill cap at 120 for each skill.

So skill jewelry can do two things for you. First, lets say you bought a skill of +20 magery but want the boost now, and not waste time training. Throw on a set of magery enhancing jewelry amounting to +20 and youre set. As you train, you can loose the jewelry piece by piece and pick up stuff to boost whatever else you want. But the true power of skill jewelry is that whatever is added does not count towards the total skill cap.

So. . .that means, I can buy 7 +20 scrolls, train my char to GM in each skill and then find myself a set of jewelry that adds +20 in each of my chosen skills. Presto a 7X120 char. . . Thats assuming there will be enough slots to equip 7 skill items. Earrings, necklace and ring would only count for three skills, so Im basing this on the guess that sashes, hats and possibly weapons, shields or armor will also add skills. And if the latter is true, I dont see why you cant have a template with 9 skills trained to 80 (assuming 720 skill cap) and then use skill jewelry to polish things off. And even if theres not enough slots to max all 9 skills, carry the jewelry for all skills and max those you need depending on what youre fighting. Versatile and powerful.

Wow. Its been on the AoS site for weeks, and its only now I realize the potential. And its huge. Normally I usually worry about giving players too much power, destroying game balance. But with the new combat system and all, Im beginning to wonder if theres not a reason why we all fret about not having enough slots to fit needed skills into our templates.

To be honest, most of you know this much better than I do. Since I play on Europa, Im nowhere close to even try out what AoS combat means and so my theory is based on what I have heard and read.

So what do y'all think? Did I just have my heureka moment, or is this the ravings of a madman who has played UO for too long? Or am I the last guy on earth to relaize what youve known for ages?

[Edited on 17/2/2003 by FrozenFire]





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