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An All-in-One Skill Guide

Started by Sir Kalden, March 12, 2010, 10:24:54 AM

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Sir Kalden

All information is taken from //uo.stratics.com , //uoguide.com and/or modified by myself to fit the server.


- Alchemy
*Note* It is best to train this skill with the poisoning skill, as they go hand in hand. It will save a lot of money on potion kegs and/or bottles.

Without poisoning-

* 0 - 30: Train at NPC Alchemist.
* 30 - 45: Agility Potion.
* 45 - 55: Total Refreshment Potion.
* 55 - 65: Greater Agility Potion.
* 65 - 75: Greater Strength Potion.
* 75 - 85: Greater Heal Potion.
* 85 - 98: Greater Cure Potion.
* 98 - 100: Deadly Poison Potion.

With poisoning-

* 0 - 30: Train at an NPC Alchemist
* 30 - 40: Lesser Poison
* 40 - 70: Poison
* 70 - 92: Greater Poison
* 92 - 100: Deadly Poison


- Anatomy
*Note* Damage Increase is added to your Damage Calculations. The Damage Bonus % = anatomy / 6 (+ 5% if anatomy at 100.0 or higher).
When combined with the Healing skill, you will heal more and gain the abilities to cure Poison and Resurrect other players.

To gain anatomy, simply attack the training elementals in Insula until you GM the skill.


- Animal Lore
*Note* Animal Lore affects your ability to control a tamed creature, and also improves the amount of damage you can heal via the Veterinary skill. It also effects the amount of stabled pets you can have. The sum of the character's skills in Animal Taming, Veterinary, and Animal Lore determines the amount of additional stable slots according the following table (Jewelry does count):
* Below 160.0: 2 pets may be stabled.
* 160.1 - 199.9: 3 pets may be stabled.
* 200.0 - 239.9: 4 pets may be stabled.
* 240.0 and up: 5 pets may be stabled.
Additionally, "bonus" stabling slots are added for each of the three taming skills that reach 100.0, 110.0, and 120.0. These "bonus slots" are cumulative. The maximum amount of stable slots any one character can have is fourteen.

Animal Lore can be raised by using the Animal Taming and Veterinary skills, as well as actively using the skill. Using veterinary on a tamed pet and getting a passive gain is the preferred method of training. Once you get one passive gain, lock Veterinary and keep vetting your pet for endless gains.


- Animal Taming
*Note* It is advisable to use a skill ball for this skill. It takes several seconds to attempt to tame a creature, and when you succeed you cannot gain off that creature again.

0 - 30: Train at NPC Stable Master
30 - 45: Cows and Sheep
45 - 60: Hinds and Timber Wolves
* Many wolves spawn near the Huntsman found south-west of Wrong.
60 - 75: Walrus and Polar Bears
* Dagger Isle is the best place to tame both of these animals.
75 - 85: Snow Leopards and Panthers
* Stay at Dagger Isle, but concentrate on Snow Leopards.
85 - 100: Great Harts and White Wolves
* Healer's Grove, north of the Sacrifice Moongate in Ilshenar, is a great place to go.
100 - 120: Ridgebacks and Bulls
* The plains of Central Ilshenar, north of Blackthorn's Castle (West of the Compassion Moongate through the mountains), is the

best place to find Ridgebacks. A better spot is in the savage camp just south of castle. Put on a dose of Tribal Paint and you will

find a pen in the bottom of the camp. Two spawn there non-stop. Tame one kill it and another respawn in about 15 seconds. In this

spot you won't have to deal with any of the annoying spawn that might interrupt your taming efforts.


- Archery
Grab a few thousand arrows and a bow and stand at the Training Elemental area in Insula. The faster, the better.


- Arms Lore
*Note* Arms Lore compliments the crafting of armor and weapons in the following ways.
* Gives a +1% Damage Increase bonus to all exceptionally crafted weapons for every 20 skill points (up to +5% at Grandmaster).
* Gives +1% in a random resistance on exceptionally crafted armor for every 20 skill points (up to +5% at Grandmaster)
* these bonuses apply to all crafted weapons (metal or wood) and armors (leather, metal, and wood);
* these bonuses stack, or combine, with properties imparted by Runic Tools.

To train, simply use the skill and target any item.


- Blacksmithy
See George Hephaestus, the Blacksmith Instructor, at the Forge And Anvil in New Haven. The New Player Quest entitled It's Hammer Time! will allow a character to train Blacksmithing to 50 (and get the sweet reward, Hammer of Hephaestus). The New Player Quests use accelerated skillgain.

* 47.5 - 53.0: Kryss
* 53.0 - 57.5: War Axe
* 57.5 - 59.5: Katana
* 59.5 - 70.5: Spear
* 70.5 - 106.4: Platemail Gorget (Note: Gains are tremendously slow from here on out. It may help to switch from the Platemail Gorget to the Platemail Gloves every now and then.)
* 106.4 - 108.9: Platemail Gloves
* 108.9 - 116.3: Platemail Arms
* 116.3 - 118.8: Platemail Legs
* 118.8 - 120: Platemail Tunics

Using a power scroll to increase your Blacksmithing skill early in your progression can improve your 'rate of return' when salvaging items by extending the range at which you can gain skill on any individual item. If your character has used a Legendary Scroll of Blacksmithy early in their career, you may instead consider this alternate progression chart designed to maximize your skill return per ingot:

* 47.5 - 75.0: Kryss
* 75.1 - 89.9: Shuriken (requires the Samurai Empire expansion)
* 90.0 - 100: Circlet (requires the Mondain's Legacy expansion)
* 100.1 - 120: Royal Circlet (requires the Mondain's Legacy expansion)


- Bowcraft/Fletching
* 0.0 - 28.9: Buy it from an NPC Fletcher
* 29.0 - 34.9: Shafts
* 35.0 - 59.9: Bows
* 60.0 - 69.9: Crossbows
* 70.0 - 79.9: Composite Bows
* 80.0 - 89.9: Heavy Crossbows
* 90.0 - 100.0: Repeating Crossbows


- Bushido
*Note*A character with Bushido as well as the Parrying skill will be able to block with a sword, though their defense chance with an actual Shield is lowered as they progress as a Samurai. Bushido also offers the only method in the game to entirely avoid direct spell damage: The Evasion ability.
A Samurai with 50 Bushido or above may activate the Perfection system by honoring a target creature. This grants a damage bonus dependant on consecutive hits.
At 90 skill, it becomes possible to use Bushido in place of Animal Taming for the purpose of controlling and riding Lesser Hiryus (NOT to tame one, however).
This skill also counts towards your ability to perform Special Moves and gives a damage bonus to the Whirlwind special move.

* 0 - 30: Train at NPC Samurai in Zento.
* 30 - 60: Cast Confidence.
* 60 - 75: Cast Counter Attack.
* 75 - 105: Cast Evasion.
* 105 - 120: Cast Momentum Strike.

Lightning strike *Can* take you to 120, if you don't mind the slow(ish) gains.


- Carpentry
* 0 - 30: Train from a Carpenter NPC.
* 30 - 50: Build Medium Crates.
* 50 - 53: Build Large Crates.
* 53 - 75: Build Wooden Shields.
* 75 - 79: Build Quarter Staffs.
* 78.9 - 100: Build Gnarled Staffs or Shepherd's Crooks.


- Cartography
* 0 - ~30 - Buy from NPC Mapmaker.
* 30 - 50 - Local Maps.
* 50 - 65 - City Maps.
* 65 - 99.5 - World Maps.
* 99.5 - 100 - Decode Treasure Maps up to level 4.


- Chivalry
*Note* Wearing a good suit will also help make training more speedy and less costly. With 100% LRC no tithing points will be consumed. It is also recommended that a nacent Paladin should have the maximum Lower Mana Cost (40%), up to 4 Faster Casting, and 8 Faster Cast Recovery. Also get as much Mana Regeneration as can be obtained.It should be noted that some players consider training by fighting as the best way to increase skill points; such an approach is referred to by some as the earn while you learn method. Regardless, the following method has been recommended for increasing Chivalry skill points:

* 0 - 30: Purchase skill points from an NPC Paladin;
* 30 - 45: Hold a weapon in hand and cast Consecrate Weapon;
* 45 - 60: Cast Divine Fury;
* 60 - 70: Cast Enemy of One;
* 70 - 90: Cast Holy Light; and
* 90 - 115: Cast Noble Sacrifice.

It is impossible to train any further unless you train by being discorded by another player or by a Satyr, or by using Scroll of Transcendence, due to the fact that every Chivalry spell has a 100% success chance at 115 skill and higher.

- Cooking
* 0 - 75: Whatever you want.
* 75 - 100: Miso soups.


- Detect Hidden
Place a GM crafted trapped chest on the ground and use the detect hidden skill on it. The more chests, the better.


- Discordance
*Note*If successful, your target will lose a percentage of its skills and stats. The percentage lost is dependant on your Discordance skill. For instance, at 50.0 skill, the target loses 10% from all stats and skills; and at 100.0 skill the target loses 20% from all stats and skills. Once the effect wears off, the target's skill and stats will return to normal. (Does not affect player characters.)
Once Discordance has been used on a target, the bard must remain alive, visible, and within range of the target or the effect ends.
Regarding creatures with "Dragon AI" (such as daemons, drakes, hellhounds, nightmares, and, of course, dragons): if at any point the bard moves while using any barding song, that may compel the creature to retarget on the moving character.

Discordance uses the same success/failure calcuation formula as Provocation, so training methods are identical in terms of what creatures to discord at what level.


- Evaluating INT
Each cast of either a Magery or Mysticism spell has a chance to gain. Training one of these magic skills to the desired level while having Evaluating Intelligence raise passively is the preferred method. Once Magery or Mysticism is done training, repeatedly casting Magic Arrow is the most effective means. Wear a suit with 40% Lower Mana Cost and as much Mana Regeneration as you can. Weaken on yourself is a good choice if you want to raise also Resisting Spells.


- Fencing
Attack the training elementals in Insula and go AFK for a half hour to an hour.


- Fishing
* 0 - 30: Buy from NPC Fisher
* 30 - 75: Fish in shallow water. Stand on the shore of islands such as Moonglow or Haven and walk around.
* 75 - 100: Fish in deep water. Deep water requires the use of a boat to reach. Get on one and sail around.


- Healing
*Note* At 60.0 skill in Anatomy and Healing you will be able to cure poison. At 80.0 skill in Anatomy and Healing you will be able to resurrect dead players. Healing will always cure the poison first. In order to heal damage you have to apply another bandage. You can not heal a person before they are cured. Time to heal is based on your Dexterity (Use [Mystats) You can train on yourself (except for resurrection), but healing another player trains faster.

* 0 - 40: Train from Avicenna in New Haven.
* 40 - 60: Heal a damaged player.
* 60 - 80: Cure a normal poisoned player, using a poison trap box is best.
* 80 - 120: Resurrect a dead player (they don't have to accept the resurrection and you will still gain).

There is a Quest in New Haven that will accelerate your gains to 50 skill. You will also receive a pair of blessed leather gloves

called Healer´s Touch


- Herding
*Note* Herding allows players to direct the movement of any tamable creature. They can either be moved to a specific location or made to follow your character indefinitely. Unlike conventional pets there is no known limit to the amount of herded creatures you may have following you at one time, though they won't travel with you through moongates.
Herded monsters may still decide to attack nearby characters, however it is possible to herd while remaining hidden. A stealthing character can potentially escort a very large group of dangerous monsters (though their movements will likely give away his location to nearby players).
Your chance of success when giving an order is equal to that of your current skill level. The taming difficulty of your target creature has no effect and there is no wait time between attempts.
Area effect peacemaking will stop creatures from following you.
This is used primarily to raise your stats.

To train, herd any tamable creature(s) until GM.


- Hiding
*Note* The chance of hiding successfully is directly equal to that of the Hiding skill. Characters may not hide close to creatures that are actively hostile towards them, although at higher levels of Hiding the distance between the character and the monster may be lessened. At GM Hiding, a character may hide in plain sight of a hostile monster or other player only 8 tiles away. Having creatures neutral nearby to a character has no effect on the chances of concealment, just hostile ones. Be warned that when successfully hiding while under the attentions of powerful magic-using monsters, they will stop in their tracks and cast Reveal on the character's last seen location. While they are occupied in this process it is wise to consider moving away from that location.

* 0 - 30: Train at Gypsy, Ranger, or Thief.
* 30 - 60: Hide.
* 60 - 100: Hide in your house (where you cannot fail), Stealth, repeat. The use of the stealth skill lowers the timer before you can hide again by a few seconds, hence allowing you to gain at a faster rate. As you can't stealth unless you are already hidden the house is used to ensure success.


- Inscription
*Note*In order to copy a spell to Scroll form, you need to be carrying a spellbook which already contains that spell. A scribe with high Magery skill can create Spellbooks with extra Item Properties - Skills bonuses, Slayer effects, and Lower Reagent Cost among others. Inscription Recipes, however, are required to Craft some such items.
The direct use of Inscription on a standard Book can be used to quickly create an exact copy. Their contents can then be locked with
the use of Red Leaves; this process is handy for creating "advertising leaflets" for player run events and auctions.
A GM Scribe gains a +10% Spell Damage Increase to any Magery spells cast.
Caster's inscription skill also affects following spells:
* Protection: Allows you to cast spells without being interrupted.
Lowers physical resistance 15% - (Inscription/20). At GM inscription, Physical lowers 10%.
Lowers resist magic skill 35% - (Inscription/20). At GM Inscription, Resist lowers 30%
Increases spell casting delay. ( Inscription has no effect here )
* Reactive Armor: Increases Physical Resistance ( +15% + Inscription/20 ) , decreases elemental resistances (-5% each).
With 0 Inscription (+15 , -5 , -5 , -5 ,-5)
At GM Inscription (+20 , -5 ,-5 , -5 , -5)
* Magic Reflection: Decreases Physical Resistance ( -25% + Inscription/20 ), increases elemetal resistances ( +10% each).
With 0 Inscription (-25 , +10 , +10 , +10 , +10)
At GM Inscription (-20 , +10 , +10 , +10 , +10)
Also note that LRC will NOT work with inscription.

* 0 - 30: Buy from a NPC Mage or Scribe.
* 30 - 55: Make 4th circle scrolls.
* 55 - 65: Make 5th circle scrolls.
* 65 - 85: Make 6th circle scrolls.
* 85 - 94: Make 7th circle scrolls.
* 94 - 100: Make 8th circle scrolls.


- Lockpicking
*Note* You can gain off of the same crafted box repeatedly by re-locking it.

* 0 - 30: Train at NPC Thief or Tinker.
* 30 - 50: Pick locked boxes made by 50 skill Tinkerer.
* 50 - 70: Pick locked boxes made by 70 skill Tinkerer.
* 70 - 95: Pick locked boxes made by 100 skill Tinkerer.

After 95 skill there are 2 different ways to reach Grandmaster.
* Method 1: Pick level 4 treasure chests in dungeons or do level 4 Treasure Maps.
* Method 2: Satyr Trick


- Lumberjacking
*Note* As your skill improves, your chance of successfully harvesting wood from a given tree increases. Melisande's Corroded Hatchet is the only item in the game that will raise your Lumberjacking skill when equipped. This skill also counts towards your ability to perform Special Moves. Human characters will get one extra log per chop, or two if working in Felucca. Elves, on the other hand, have an increased chance of harvesting special Lumber types. Lumberjacks receive a Damage Increase when they wield certain weapons. The formula is Lumberjack skill ÷ 5 (plus 10% if Lumberjacking is equal to or greater than 100). When wood is harvested, it initially comes in log form (weighing two stones instead of the single stone a board weighs). An Axe type item can be used to perform the conversion, though this is optional - raw logs work just as well for crafting as boards do, they simply weigh more.
For the purpose of creating boards either the Lumberjacking or Carpentry skill can be used (though only Lumberjacks can harvest the rare woods in the first place).

The skill levels required to collect/convert each type of board are:
Plain: 0
Oak: 65
Ash: 80
Yew: 95
Bloodwood: 100
Heartwood: 100
Frostwood: 100

There are 2 ways to train lumberjacking: Chop trees, or equip an axe and attack the Training Elementals in Insula.


- Mace Fighting
Attack the training elementals in Insula and go AFK for a half hour to an hour.


- Magery
*Note* When training, target an inanimate object such as anything on the ground or in your backpack to avoid causing damage. Also equip a 100% Lower Reagent Cost suit to save reagents. Other important properties include up to 40% Lower Mana Cost, having 4 Faster Casting, having 8 Faster Cast Recovery, and as much Mana Regeneration as you can. Finally, equip a Mage Weapon -29 Magery skill Wand with the Spell Channeling property. It will allow you to cast lower skill spells which are faster and consume less mana. You would need an extra faster casting to compensate for the -1 of the Spell Channeling property.

* 0 - 30: Train at NPC Mage
* 30 - 45: Cast Fireball
* 45 - 55: Cast Lightning (or Mana Drain for also raise Resisting Spells and Evaluating Intelligence)
* 55 - 65: Cast Paralyze
* 65 - 75: Cast Reveal
* 75 - 90: Cast Flamestrike (or Mana Vampire for also raise Resisting Spells and Evaluating Intelligence)
* 90 - 120: Cast Earthquake


- Mining
*Note* In order to mine you must use a Pickaxe or Shovel on a cave floor or mountainside tile. Ore may then be smelted by using it on a Forge or Fire Beetle. Be warned - If you fail to smelt you will lose 50% of the contents of your ore pile!
The mining skill is also useful when practising the creation of smeltable items (which can be recycled back into usable Ingots, with the amount of ingots returned based on the Mining skill). It furthermore gives a bonus to Treasure Hunters looking for Treasure Chests underground. You cannot mine while mounted.
A GM Miner, after the proper research, may also extract High Quality Granite and Sand for use by the more experienced crafters. When you have read the High Quality Granite book, you can click on your pickaxe and set it to mine both stone and ore. When you have read the High Quality Sand book, instead of mining only in rock, you can also mine the beaches and deserts of Britannia (or any random sand tiles available to you).
Although your Mining skill cannot advance past 100 points through training, Mining Gloves may be worn to take your skill to an absolute maximum of 105. Mining is the only skill that can be advanced in this way without the use of a Power Scroll.
Human characters will have a chance to get extra ore with each dig, while Elves have an increased chance of harvesting special ore types from colored veins (as opposed to finding colored veins).
Whenever an ore vein refreshes after being harvested from, it will change resource type. For example, a mountainside that yielded Valorite earlier today might give plain iron later, and vice versa. Your level of skill does not determine your chance of finding a colored vein, it only determines whether you can extract the colored ore.
A Gargoyle's Pickaxe and/or Prospector's Tool can be used to potentially advance an ore vein's level by up to two types (e.g., Agapite to Valorite). Gains from the actual digging process can be from mining any ore type (even Iron-only veins), as the chance of a gain is based on the chance of digging up ore (which only reaches 100% at 100.0 skill). However, gains from smelting of ore into ingots is difficulty based, and is based on the chance to successfully smelt that ore. As a result, while you can gain slowly, simply by mining, you can enhance gains further by splitting up colored ore piles that you are not 100% chance to succeed on, and smelt 1 ore at a time. This is especially useful at very high levels of mining when ores are rarer.
To get the most ore out of your pickaxe uses, go to Felucca instead of Trammel. You will notice that you get exactly double the amount of ore per use of the pickaxe.
Mining veins in towns are half of what you could get outside of the towns.
People can get confused on which beetle most suits their character. Its wise to have both but when you are mining, it is a better deal to use the Fire Beetle over the Giant Beetle, especially in locations far from forges. However, if you are relatively close to a forge all the time, you can collect more ore, smelt them into ingots, and store them in the Giant Beetle.
There is no way to increase your mining above grandmaster 100 skill unless you are using Mining Gloves which add a +5 to your total skill. Mining Power Scrolls do not exist.
Tinkering is a very good combination with your mining skill. You can use it to create more pickaxes and shovels with the ingots you collect. This way you can stay out with your pack mule for longer periods of time.
When smelting richer types of ore material that you can't always work with successfully (eg, Agapite, Verite, or Valorite), it's best to divide all of the material in piles of two. That way if you fail to smelt the ore (hence wasting half the pile), you only lose one ore rather than, say, fifteen ore from a nice pile of thirty in that type.
To mine High Quality Granite or Sand, you must travel to the Gargoyle city Ver Lor Reg in Central Ilshenar and buy "tutorial books" from the gargoyle alchemists or stonecrafters that reside there. The books can only be read by GM Miners.
Although the type of ore a vein gives will change over time, the percentage of coloured ore it'll give on average (of any colour) does not change. That is to say, if you clean out a Dull Copper node and get 70% coloured ore from it, you'll likely get the same percentage if it ever flips around to Valorite.

As your skill improves, you become capable of mining and smelting more obscure forms of ore:
* 0+ Iron Ore
* 65+ Dull Copper Ore
* 70+ Shadow Iron Ore
* 75+ Copper Ore
* 80+ Bronze Ore
* 85+ Golden Ore
* 90+ Agapite Ore
* 95+ Verite Ore
* 99+ Valorite Ore

Training:

* 0 - 40: Train from Jacob Waltzt in the Haven Mountains. (cost 400 gold)
* 40 - 50: Do the accelerated skill gain New Player Quest The Delucian's Lost Mine from Jacob Waltzt. and receive Jacob's Pickaxe.
* 50 - 100: Mine up and smelt Ore.



- Musicianship
This skill will passively gain with Provocation, Discordance, and Peacemaking, or raised by double-clicking any instrument.


- Necromancy
*Note* Wearing a good suit will greatly improve training. The most important property will be 100% Lower Reagent Cost if you don't want to use up any reagents. The next most important would be having 40% Lower Mana Cost. In addition make sure to wear 4 Faster Casting, 8 Faster Cast Recovery, and as much Mana Regeneration as you can.

* 0 - 40: Train at NPC Necromancer in New Haven
* 40 - 50: Cast Pain Spike
* 50 - 70: Cast Horrific Beast
* 70 - 90: Cast Wither
* 90 - 110: Cast Lich Form
* 110 - 120: Cast Vampiric Embrace


- Ninjitsu
* 0 - 30: Train at NPC Ninja at Zento.
* 30 - 40: Cast Animal Form Rat or Rabbit
* 40 - 50: Cast Animal Form Cat or Dog
* 50 - 60: Summon Mirror Images. Attack your mirror images so they will disappear.
* 60 - 70: Use Focus Attack
* 70 - 85: Use Shadow Jump
* 85 - 120: Use Death Strike


- Parrying
*Note* Parrying is used to completely block melee blows or archery shots from opponents. In usual practise you must equip a Shield in order to parry - Which type doesn't make a difference (unless the item has an additionally listed Defense Chance Increase bonus).
If you fail to parry, a shield offers no protection aside from any Item Properties it might have displayed (such as Resistances).
As a character gains in Parry as well as Bushido, the system changes somewhat: Your chance to block with a shield falls, and instead you gain the ability to parry with a sword. An additional bonus is granted if the weapon is double handed.
This skill also counts towards your ability to perform Special Moves.

Training:

Put on a suit of armor to get as much Physical Resistance as possible. As you'll be taking plenty of damage, Durability is a factor - either bring several sets of expendable items or items with the Self Repair property (three or above is excellent). The Virtue Armor Set is great for situations such as this, though it's quite possible to train wearing no armor at all. Reactive Armor can be used to gain a small bonus for "free". More importantly, collect several shields of any type (keeping in mind these will also be taking a large hit to durability) and find some sparring partners.The goal here is to receive incoming melee blows as fast as possible. Every time a creature would land a strike against you, you have a chance to parry (and therefore gain). The more Dexterity your creature of choice has the faster it'll be able to attack you - The more Wrestling ability, the more likely it'll land an accurate blow. You should, of course, avoid wearing armor with the Defense Chance Increase property, though you might find Hit Point Regeneration invaluable.Sheep are a traditional choice (as they deal negligible damage), while Spectral Spellbinders will offer faster strikes (and impressive Resisting Spells gains). Lizardmen are again more powerful, though keep in mind you'll gain little skill while dead. Be sure to stay out of combat mode after engaging your targets to avoid killing them (even unarmed your strikes will add up over time).At the most you'll be able to have nine creatures attacking you at once (eight surrounding you and one in the same tile as your character). Be sure to have a sustainable method of keeping your Hit Points above zero; bring hundreds of Bandages or cast healing spells (remembering to prepare Protection first). Of course if you can find another player to stay with you for support, you'll find it far easier to stay alive (and sane).


- Peacemaking
*Note*Peacemaking skill has two different modes, Area Peacemaking and Targeted Peacemaking.

Area Peacemaking:
Activate the skill via macro or skill button and target yourself. If successful, all aggression in the area will cease for a few moments. Players will have to re-attack their targets.

Targeted Peacemaking:
Activate the skill via macro or skill button and target a creature. If successful, the targeted creature will either remain non-aggressive or stop attacking it's target until a sufficient attack upon it breaks the trance or the bard loses line of sight for more than 10 seconds.

Training:

Obtain a few dozen musical instruments, either from a carpenter or NPC. Use the Peacemaking skill and target yourself(Area Peacemaking). Repeat until the desired level is achieved.


- Poisoning
*Note* It is best to train this skill with the alchemy skill, as they go hand in hand. It will save a lot of money on potion kegs and/or bottles.

* 0 - 30: Train at an NPC Thief Guildmaster
* 30 - 40: Apply Lesser Poison
* 40 - 70: Apply Poison
* 70 - 92: Apply Greater Poison
* 92 - 100: Apply Deadly Poison


- Provocation
*Note* A musical instrument obtained from a Carpenter with less than 80.0 skill or an NPC-bought instrument adds no benefits.
A GM Carpenter created instrument adds 10% to your success chance.
A Slayer Instrument adds 20% to your success chance if the creature type matches, or removes 20% if it doesn't match.
With 100.0 Musicianship, you will have a 100% chance to pass the first skill check when Provoking or Peacemaking. With higher than 100.0, you will have an even better chance, but this may actually slow your training in the skill.

Training:
0 - 30 What? You can't afford to buy up to 30? OK, fair enough. Just head out to your local forest, Jhelom Farm or the Delucia cows area and provoke away, you should get there in no time.

30 - 40 Damwin Thicket in The Lost Lands will s ee you doing well sending headless against those strongbats, some of the tougher animals will get you gains too. If you want to move onto something with a bit more challenge, it's time to hit the cemeteries for those skeleton and zombies (watch the tougher undead)

40 - 50 The cemeteries are the place to be, wherever the lower level undead roam. Also those pesky Orcs (the footmen, watch their big bully commanders and elite warriors) and the annoying creatures that chase you around swamps will all help you gain at this level

50 - 60 Those cemeteries still look good, but aim for the wraiths, spectres etc now, and gains should keep coming. Also keep up with those orc camps, forts and caves, the swamps still look good, covetous level 1 has a good variety (but keep away from the gazers for now) and Despise Level 1 and 3 (although not earth el to earth el) and the ogres on level 4 should keep you amused for a while.

60 - 70 Covetous level 1, Despise Level 4 Trolls, Shame Level 1 & 2, The Ophidian Fortress and Terathan Keep (lower level Ophids and Terras are safest), Orc Forts, the City of The Dead, Fire Level 1 and Ice Level 1 and even the Jungles. Just remember stay away from the upper level creatures, or at least provoke them onto small creatures, and you have a lot of variety here.

70 - 80 You can continue to work all the areas in the previous level, just go for the tougher creatures to keep the gains going. As well as those locations, add also Titan Valley and Wyvern Isle.

80 - 90 Titan Valley, Wyvern Isle, Shame Level 4 and 5, Wrong, The Lich Forest at Yew, The Trinsic Passage to the Lost Lands, Covetous level 2, Wind, Fire Temple, Ophidian and Terathan strongholds and Despise Level 4.All of these places have good gain potential, just remember that many of the weaker creatures you are now just too good for, and you need to set them against the bigger creatures for best gain potential. Also, the sweet spot for gains is beginning to inch up, so start working the easier creatures around 90, and leave it till 100 before you work the hardest ones. Of course if you just want to have a good time, go try them all out and decide for yourself.

90 - 100 Time to start working the bigger stuff, although the best range for gains starts to climb from here, so you can keep working some of the previous level (creatures which are easier to provoke). Sure, you can go play with those lesser creatures that are yours to command, but you only learn my stretching your boundaries, so the time has come to train in places where the balance between who wins and who dies is always in doubt.

Wind and Hythloth Level 2 Daemons are not too hard, Fire Temple will keep you busy, and Despise Level 4 should see you touring Ogre Lord Isle for good gains in relative safety - also stop by the Titans there for some variety.

100 - 110 Well, your a Grandmaster. Congratulations. What? You want to be Legendary? Sure, why not. The creatures of Brittania will bow down before you, although 1 or 2 may still wish to debate the issue when you ask them to do something. If you are determined on this course, wear your flameproof overalls - it's hot out there.

From 100 to 120, you can enjoy the challenge and provoke harder creatures, but best gains will see you staying basically in one or 2 spots. This is because the sweet spot for gains goes from about 60% at 100-105, up to around 85-90% at 115 - 120. So if you like, you can stand in Destard Felucca all day and provoke those dragons one after the other all the way to legendary. At least until 110, this is really the best place to be with a GM instrument most of the time.

110 - 120 If you're feeling a little squeamish, you can still get good gains on the 90 - 110 level spawn, although the easier ones will start to slow down after 110.

Go visit the Rotting Corpses and their undead mummy friends on Covetous Level 4 or in Ilshenar, Nox Tereg near the Humility shrine or in the Wisp Dungeon will take you all the way if you like. The Blood Dungeon will be heaven. Get those Daemons, Blood Els and Succubi into a big melee and you should have fun. Central Dungeon has all sorts of variety - I'm sure you can find some Blood Els or Lich Lords to keep you amused, or getting the Poison El and the Ki-rin to play nicely could be good for you. Of course the Pass of Karnaugh will provide hours of endless entertainment, with just about every high level creature you can find. And finally, sorcerers dungeon has some interesting creatures for you to practice your skills on.


- Remove Trap
*Note* In order to begin learning the art of removing traps, you must first demonstrate proficiency in the thievish arts of Lockpicking and Detecting Hidden - when you have achieved a base skill level of 50 in each, you may begin training in trap removal.
For those in search of Treasure Chests, it is less expensive in terms of skill points (and far safer!) to assume they all contain Chest Traps. Casting Telekinesis from a distance will set off any dangerous devices installed and disarm a chest permanently (assuming it was not barred with the Magic Lock spell).
This skill is still useful in Factions as it is the only way to remove enemy Faction Traps.
Arrange to have a tinker create 100 dart trapped boxes. You will need 3 different skill tinkerer levels: 50, 80, and 100. Arrange 20 boxes and put all the keys on a keyring for each backpack. Unlock and relock the boxes to activate the traps again. Make sure to wear a 70 physical resistance suit because you will be damaged on some failures. A method of healing will be needed also.

* 0 - 30: Train at Tinker or Thief.
* 30 - 50: Use on 50 skill trapped boxes.
* 50 - 80: Use on 80 skill trapped boxes.
* 80 - 100: Use on 100 skill trapped boxes.


- Resisting Spells
*Note* This skill helps you lessen the severity of spells that lower your stats or ones that last for a specific duration of time. It does not prevent direct-damage spells, like Energy Bolt or Flamestrike. At higher levels, the Resisting Spells skill also benefits you by adding a bonus to your minimum elemental resists. This bonus is only applied after all other resist modifications from what you're wearing have been calculated. It's also not cumulative. It compares the number of your minimum resists to the calculated value of your modifications and uses the higher of the two values.
For instance, if you are a Grandmaster, your minimum resists will never go below 40.

Resistable Spells

Magery Spells:
* Clumsy
* Mana Drain
* Paralyze Field
* Weaken
* Curse
* Mana Vampire
* Poison
* Feeblemind
* Paralyze
* Poison Field

Necromancer Spells:
* Blood Oath
* Mind Rot
* Corpse Skin
* Pain Spike

Spellweaving Spells:
* Essence of Wind
* Thunderstorm

Training:
* 0 - 50: New Haven. In the 12 Mage's Guild shop, seek out the NPC, Alefian, to receive a quest that requires you to raise Resisting Spells to 50 through battle. At some point in the quest accelerated skill gain will activate which will result in the normal 0.1% skill increase increment to range from 0.2-0.5% lasting until the quest conditions have been satisfied. The title of the quest is Defying the Arcane and the reward is the blessed Bracelet of Resilience.
* 30 - 120: Hew Haven. Unarmed, target several Spectral Spellbinders. The more that are casting on you, the faster you can gain. Once, a damaged house to the South Southeast of the remaining Haven buildings allowed a player remain out of melee range while still subject to the Magery and Necromancy spells thrown by the Spectral Spellbinders, but no longer.
Malas. "Hook" a Crystal Elemental on the front steps of a house. This will allow you to stay out of melee range while still subject to the Magery spells thrown by the Crystal Elementals. It should be noted that while Crystal Elementals cast the Teleport spell, creatures are no longer allowed to actually teleport and therefor will stay stuck on a house's front steps.
At Sea. Sea Serpents cast Magery spells and are slow enough to allow a sailor to gain Resisting Spells at a nice rate.
Magery. While training Magery you can also train Resisting Spells using these cast on yourself: First Circle Weaken, Fourth Circle Mana Drain, Fifth Circle Paralyze, Seventh Circle Mana Vampire


- Spellweaving
*Note* To begin training, you must first complete either the Patience Quest in Heartwood or the Discipline Quest in Sanctuary. Upon completion of either quest, you will receive: a Spellweaving spellbook, an Arcane Circle scroll, and a Gift of Renewal scroll. To fill the rest of your spellbook you will either have to kill monsters in Mondain's Legacy dungeons or buy them from other players. Two spells, Summon Fey and Summon Fiend, can only be earned by completing certain quests.Once you have your spellbook in hand you can begin training Spellweaving. The chart below represents the quickest and most efficiant method of what to cast at each skill level

0 - 20 Arcane Circle
20 - 33 Immolating Weapon
33 - 44 Reaper Form
44 - 60 Summon Fey/Fiend
60 - 74 Essense of Wind
74 - 90 Wildfire
90 - 120 Word of Death


- Spirit Speak
*Note* If you manually activate Spirit Speak and successfully channel your spiritual energy, you will hear what ghosts say instead of OooOOOoOo. At 100 skill or higher you automatically hear what ghosts say and don't have to activate Spirit Speak. When you are a ghost and have 100 Spirit Speak or more, living players will hear what you say instead of OOooOoOoo.

Channeling through Corpses: The corpse must be within 3 tiles to be used, otherwise, the player will channel his own energy. The amount healed is a random number between the minimum and maximum values listed in the table below. Should the minimum value be greater than the maximum value, then the healing is equal to the maximum value.
* Min -- Fame/500 + 1
* Max -- (Spirit Speak)/2
Channeling your own Energy: If there are no corpses nearby, you can channel your own spiritual energy into healing. However, this method will yield a lesser amount of healing than if you were to channel through a corpse. The amount healed is a random value between the minimum and maximum values below:
* Min -- Max/2 + 1
* Max -- (Spirit Speak)/10 + 4
You will need at least 10 points of Mana in order to channel your own energy.

Spirit Speak will raise when Necromancy spells are cast. If you are training a Necromancer it is best to let Spirit Speak raise passively until you finish training. Once Necromancy is at the level you want, the quickest way to raise Spirit Speak is:

1. Turn into Lich Form if able.
2. Summon a Shadow Wisp if able.
3. Wear 40% Lower Mana Cost, 2 Faster Casting, and 6 Faster Cast Recovery.
4. Wear as much Mana Regeneration as possible.
5. Equip a weapon.
6. Cast Curse Weapon over and over.


- Stealing
*Note* Attempting to steal an item will reveal you if you are Hidden or Invisible. It is typically considered wise to Stealth over to your target beforehand, then (if your mark is another character), use the Snooping skill to better pinpoint the item you're after. You must have both hands free to steal and will need to wait ten seconds before you can use another skill.
To steal from other players, one must join the Thieves Guild and make all attempts within the Felucca facet.
You may not take items that weigh more then your skill level divided by 10, nor items that are Blessed or Insured. Attempting to steal directly from another player (as opposed to Snooping them first and selecting a specific item) will result in a random item being chosen, which may weigh too much or be Blessed/Insured (resulting in automatic failure).
Attempting to steal from another player, whether the item is taken or not, may make you a Criminal. The chances of this decreases as your skill rises, but the more characters (including NPCs) are nearby, the more likely you'll be "caught in the act". Assuming you are not seen, you will retain your Blue status.
Certain special artifacts and items can only be obtained by stealing in certain areas (such as the Doom Stealables) or by stealing from Monsters.
You will need a pack animal (Pack Horse, Pack Llama, or Giant Beetle) and a stack of items. Make sure you tell the pack animal to guard you if you train inside the guard zone! Any items will do such as Empty Bottles, Wood, Leather, or Gold. Just as long as the stack weighs 12 stones or more. Stealing is mainly trained on the Felucca facet. However, stealing skill points can be gained in Trammel. The blacksmith shop in Buccaneer's Den is one such Trammel location.

To train, place the specified weight of items on the pack animal and attempt to steal them. No matter whether you fail, succeed, or

only steal part of the pile, take the remaining items and restack them. Pull out a new stack of the appropriate weight and put it on

the pack animal. Steal again.

* 0 - 30: Train at NPC Thief
* 30 - 40: 3 stones
* 40 - 50: 4 stones
* 50 - 60: 5 stones
* 60 - 70: 6 stones
* 70 - 80: 7 stones
* 80 - 90: 8 stones
* 90 - 100: 9 stones
* 100 - 110: 10 stones
* 110 - 120: 11 stones


- Stealth
*Note*
* Dismount if you are mounted.
* Hide by either using the Hiding skill, having the magery spell Invisibility cast on you, or drinking an Invisibility Potion. This may also be done with using a smoke ball which requires Ninjitsu and Hiding.
* Once you have hidden successfully, activate Stealth and you will be able to move a distance dependent on your skill. If you have 25 points or more you can automatically activate Stealth by walking a step while hidden.
If successful, you can walk a small distance while remaining hidden. Your character appears gray to you as long as you remain unseen. Any act that would normally reveal you from Hiding (other then moving) also reveals you while using the Stealth skill.
The number of steps your character can take while using the Stealth skill is equal to your Stealth score divided by 5. So, if your Stealth skill is at 80, you will be able to take 16 steps before the next skill check. So long as you continue to succeed at stealthing you will remain hidden over any distance.
Although you may run once you have started to stealth, every step will count as two. If you are still running when you reach your next skill check you will be revealed.
Because stealthy movement requires a knowledge of hiding and moving within shadows, you must be very skilled in the art of hiding before you find success at stealthy movement. To begin learning Stealth, you must have a Hiding skill of 60 or greater.
Stealthing becomes harder as you equip heavier equipment. Leather or Mage Armor is typically best if you want a high chance of success.

0 - 30 Buy from NPC
30 - 57.4 Leather Gorget, Leather Gloves
57.4 - 65.0 Ringmail Glove, Leather Sleeves, Leather Gorget
65.0 - 84.5 Ringmail Gloves and Ringmail Sleeves, Leather Gorget
84.5 - 95.0 Ringmail Gloves, Ringmail Legs, Leather Tunic, Studded Sleves, Studded Gorget
95.0 - 100 Leather Legs, Chain Tunic, Studded Gorget, Leather Cap
100 - 120 Chain Tunic, Ringmail Arms, Plate Gorget

All items are bought from NPC characters.


- Swordsmanship
Attack the training elementals in Insula and go AFK for a half hour to an hour.


- Tactics
*Note* Your level of Tactics determines how much of your Base Damage you are capable of inflicting on opponents. The percentage is equal to your skill plus + 50%.

You will gain tactics passively as you use melee skills.


- Tailoring
*Note* Experienced Tailors can create Arcane Clothing which stores charges of magic power, allowing the wearer to cast spells without reagents.

* 0.0 - 29.0: Buy it from an NPC Tailor
* 29.0 - 41.4: Short Pants
* 41.4 - 54: Cloaks
* 54 - 78: Robes
* 78 - 110: Oil Cloths (I have found you can get faster gains in the 90's by making Elven Shirts. They can also be sold back to the tailors for a small profit.)
* 110 - 115.0: Cloth Ninja Hoods
* 115.0 - 120.0: Studded Hiro Sode


- Throwing
Attack the training elementals in Insula and go AFK for a half hour to an hour.


- Tinkering

* 0 - 40: Train from Amelia Youngstone in New Haven
* 40 - 45: Scissors (2 ingots each)
* 45 - 60: Tongs' (1 ingot each)
* 60 - 92.5: Lockpicks (1 ingot each)
* 92.5 - 95: Candelabras (4 ingots each)
* 95 - 100: Scales and Spyglasses (4 ingots each) - Alternated every 500 Ingots

It is also a good idea to do the The Right Tool for the Job quest in New Haven for accelerated skill gain to 50 skill and you will receive Amelia's Toolbox.


- Tracking
*Note* Having higher Tracking skill allows characters to track characters with higher Hiding or Stealth skills, allows objects in a broader ranger to be detected, and allows objects to be detected more reliably.
It is currently most useful in PvP combat. Even with very little skill it is possible to reliably track most other visible characters, making it far more difficult for them to flee.

* 0 - 40: Train from Walker The Tracking Instructor in New Haven.
* 40 - 100: Use the skill.

It does not matter if you select a target to track or not you will still gain as long as the tracking window opened.

For accelerated skill Gain to 50 get the quest from Walker The Tracking Instructor in New Haven. you will also receive Blessed leather pants Walker's Leggings.


- Veterinary
*Note* In order to heal creatures you must use a pile of Bandages on them. Your Healing and Anatomy skills have no influence here, Veterinary and Animal Lore are used instead. As these two skills rise the amount of damage healed increases as does your chance to cure/resurrect if need be.
* 60 Veterinary and 60 Animal Lore to have a chance to cure a creature's Poison. You must be standing within two tiles of it.
* 80 Veterinary and 80 Animal Lore to have a chance to Resurrect a bonded pet. You must be standing directly beside it.

Training:
* 0 - 30: Train at a NPC Stablemaster.
* 30 - 60: Heal creatures.
If you don't have Animal Lore the only way to train to 100 or higher is by healing. Otherwise you can continue below.
* 60 - 80: Cure a poisoned creature (need 60 Animal Lore).
* 80 - 120: Resurrect your dead pet but don't press OK (need 80 Animal Lore).


- Wrestling
Attack the training elementals in Insula and go AFK for a half hour to an hour.

Phallen

#1
Sticky this to the top please.  It would be helpful to New Players

Fearfactory

#2
Why is this in 2 forums?

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