Difference between revisions of "New Player Guide: Basics"
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You can initiate the combat by: | You can initiate the combat by: | ||
*double clicking on a target while in War mode. You can toggle between War and Peace modes by pressing the Tab key. | *double clicking on a target while in War mode. You can toggle between War and Peace modes by pressing the Tab key. | ||
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− | |[[Enhanced Client]] - You can set your Peace/War toggle to War by clicking on the Peace button [[File:Guide EC peace button.jpg]] from the [[New Player Guide: Introduction to the Interface#Player Quick Menu|Player Quick Menu]]. The same way, you can return to Peace mode by clicking on the War button [[File:Guide EC war button.jpg]] | + | |[[Enhanced Client]] - You can set your Peace/War toggle to War by clicking on the Peace button [[File:Guide EC peace button.jpg]] from the [[New Player Guide: Introduction to the Interface#Player Quick Menu|Player Quick Menu]]. The same way, you can return to Peace mode by clicking on the War button [[File:Guide EC war button.jpg]] |
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*or by casting a [[#Spells|Spell]] and single clicking on a target. | *or by casting a [[#Spells|Spell]] and single clicking on a target. | ||
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Every weapon have at least eight item properties that can be seen by placing the mouse over the item: | Every weapon have at least eight item properties that can be seen by placing the mouse over the item: | ||
*Weight: The weights of items in Ultima Online are measured in stones. The total weight you can carry is determined by your strength. | *Weight: The weights of items in Ultima Online are measured in stones. The total weight you can carry is determined by your strength. | ||
− | *Damage Type: Damage Types is a collective, generic term for the areas in which damage is meted out and armor is designed to resist. | + | *Damage Type: Damage Types is a collective, generic term for the areas in which damage is meted out and [[#Armor & Resistances|armor]] is designed to resist. |
− | *Weapon Damage: This is the base damage a weapon can inflict without taking into consideration the armor of the target or the level of the character's [[#skills|skills]] and [[#stats|stats]]. | + | *Weapon Damage: This is the base damage a weapon can inflict without taking into consideration the [[#Armor & Resistances|armor]] of the target or the level of the character's [[#skills|skills]] and [[#stats|stats]]. |
*Weapon Speed: It specifies the delay between two swings of the weapon in seconds without the Swing Speed Increase or the Stamina bonus. | *Weapon Speed: It specifies the delay between two swings of the weapon in seconds without the Swing Speed Increase or the Stamina bonus. | ||
*Strength Requirement: It denotes the minimum amount of the strength stat required to equip the item. | *Strength Requirement: It denotes the minimum amount of the strength stat required to equip the item. | ||
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| onehandedweapon=yes | | onehandedweapon=yes | ||
| skillrequired=Swordsmanship | | skillrequired=Swordsmanship | ||
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| energyresist=3 | | energyresist=3 | ||
| strengthrequirement=25 | | strengthrequirement=25 | ||
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Revision as of 02:39, 28 February 2012
Basics
Now that you are more familiar with the interface, it is time to take a walk and get to know the town around you. Depending on your starting location, you are now inside the local Inn or the city Bank .
Inns & Banks |
Inns act as lodging places for travelers who seek shelter to rest safely. They are safe places where you can log out instantaneously. Banks provide a place of storage, also known as the bank box. To open your bank box you must first visit a bank. Most cities have one, usually found in a central location. When you are close enough to a banker or minter NPC, say "bank" to open your box. You can also open it by using a context menu on the NPC. |
Context Menu & NPCs |
The term Context Menu refers to a menu accessed by single clicking on something (or holding down shift, then single clicking on something, if one has selected the option to handle it that way). Several game mechanics can be accessed this way. A Non-Player Character (NPC) is any character that is not controlled by a player. The term's polar opposite is Player Character. Although not controlled by players, monsters and animals are not generally considered NPCs. Hostile NPCs are sometimes categorized with other creatures or monsters. Typical examples of NPCs include: Bankers, Minters, Healers, Vendors and Guards. You can also pay NPCs for training your Skills up to a certain level. |
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Skills |
Ultima Online has 58 different skills currently in game which determine the capabilities of your Character. As a new player, you can expend up to 700 points between these however you desire. In order to improve in a skill you simply carry out the associated actions. For example, if you wish to train as a Swordsman, simply fight Monsters with a sword equipped. Likewise, casting a Fishing Pole out into the water is all it takes to become a better Fisherman. Each skill is associated with certain Statistics, which are trained in the same manner. You can usually pay NPCs for training up to a certain level. For example, visit your local blacksmith's shop and you should be able to learn some of their trade via their Context Menus. You will be expected to pay for these services, of course, though the Gold requested is a pittance. The gold amount is 1 GP per 1/10 of skill with the highest amount of skill costing 400 gold for 40 skill points. |
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Statistics |
Stats, an abbreviation of statistics, refers to the three statistics all characters have in varying amounts, as follows:
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Combat |
There are two kinds of combat:
You can initiate the combat by:
Note that if you are attacked, you will counter attack automatically, whether or not you're in War mode. |
Spells |
Skilled spell casters are able to attack enemies, aid themselves and allies, move objects and themselves, create things out of nothing, summon creatures and a whole host of other actions that most people imagine when they think of magic. While some spells require the use of components, or reagents, in order to cast them, others do not. Spells are added to spellbooks by dropping an appropriate scroll onto the spellbook in question. Low level spell scrolls can be purchased from NPCs that are located in town magic shops, while high level scrolls can be found as loot on certain monsters. There are eight different spellbooks:
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Weapons |
Weapons are any items that can be equipped in a character's hands and then used to do either melee or ranged damage to another target. They are wielded using either one or two hands. Weapons can possess a wide range of item properties, including damage increases, swing speed increases, abilities for leeching hit points or mana, casting various spells automatically upon a successful hit, and many more. Weapons are usually categorized by what skill is required to wield them effectively:
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Armor & Resistances |
Armor is the category of in game items that can be equipped by a character mostly for defensive purposes. It generally has Resistances and other Item Properties used by a character in combat. This distinguishes armor from clothing, which typically does not. Some (but not all) types of armor can also be categorized more specifically by theme. Suits may or may not contain components for each equipment slot. For example, Leather Armor comes with a head covering while most other sets do not. Furthermore, some sets contain "alternative" Female Armor components. Note that all types of armor in a given set come with the same basic resistances. For example, a Platemail Gorget provides exactly the same level of protection as a Platemail Tunic. Armor that is Exceptionally crafted will receive a bonus that is further boosted by your character's Arms Lore skill, while Runic Tools can be used to send the total resistance level far higher. Some forms of armor are "medable," meaning they do not affect your use of the Meditation skill when worn. Elven armor can only be worn by Elves. The same way, Gargish armor can only be worn by Gargoyles.
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Next: Hints and Tips |