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Combat Skills

Anatomy | Archery | Fencing | Healing | Macefighting | Parrying | Poisoning
Swordsmanship | Wrestling

Anatomy

Trained By: Butcher, Provisioner

Title: Anatomist


This is a complementary skill to healing. The higher the anatomy skill is, the faster your healing takes effect. For every 15 points of anatomy you will reduce your healing time by 1 second. This means at 60 skill you reduce your time by 4 seconds and at 100 skill you reduce the healing time by 6 seconds.

Anatomy allows you to attempt resurrecting when your healing skill is below 80. If the combined scores for healing and anatomy are greater than 80 then you can attempt to rez'. Healing and Anatomy will raise intelligence.

Anatomy now has Strength and Dexterity descriptions to it. It is not known at this time what they are for.

Archery

Trained By: Bowyer, Beekeeper, Carpenter, Farmer, Ranger

Title: Archer


The archery skill improves your chances of using bows and crossbows effectively in combat. The list of weapons below require Archery Skill:


Weapon Attacks per 10 sec's Damage Skill Used Cast While Holding Hands Required
Bow 5 4-24 Archery No 2
Crossbow 3.773 6-31 Archery No 2
Heavy Crossbow 3.33 6-36 Archery No 2
Firebow 4.255 6-36 Archery No 2
Long Bow 3.333 6-36 Archery No 2

Fencing

Trained By: Armorer, Butcher, Weaponsmith

Title: Fencer


The fencing skill improves your chances of using light blades and spears effectively in combat. The list of weapons below require Fencing Skill:


Weapon
Attacks per 10 sec's
Damage
Skill Used
Cast While Holding
Hands Required
Dagger 9.615 1-6 Fencing Yes 1
Skinning Knife 9.615 1-6 Fencing Yes 1
Kryss 5.405 6-21 Fencing No 1
War Fork 5.405 6-21 Fencing No 1
Schalager 3.076 8-33 Fencing No 1
Rapier 5.405 6-21 Fencing No 1
Short Spear 3.773 8-33 Fencing No 2
Spear 3.508 7-37 Fencing No 2
Pitchfork 3.773 8-33 Fencing No 2

Healing

Trained By: Apothecary, Baker, Barkeep, Bowyer, Leatherworker, Provisioner, Tailor

Title: Healer


This skill uses bandages to heal wounds. It can be done at anytime, even in the middle of combat although there is the possibility of interruption.  Why take healing instead of buying potions? Actually, the two compliment each other. Healing can be used on other people, so if your hunting partner is wounded you can heal him without trying to throw him a potion.  Healing is also much more efficient cost wise.  One Greater Heal will cost 60 gold and heal around 40 health.  For the same amount of gold you could buy 20 bandages, with each one capable of healing an average of 40 health.

However, there are times when healing can't do anything.  Sometimes your health will drop low enough that you fail the skill check on each attempt.  The skill check is based on the amount of damage that you or the person you are trying to heal has taken. Or you may need to heal quickly. It is in these situations that potions really shine. A potion is used as quickly as you double-click it and requires no skill.  It is a good idea to carry both potions and bandages. Use the bandages most of the time, but use the potions if your life is in danger.

When you slap on a bandage you have to wait to heal the damage. The timer is 20 seconds when just healing yourself and 15 seconds if you are healing someone else.  High anatomy skills will shorten the healing time.  The difficulty is based on the amount of damage your target has taken.  The more damage that the patient has taken, the harder it is to heal.  Also, if you are in combat and you get hit a dexterity check is made to see if your fingers slip. If your fingers slip the healing difficulty is slightly increased for each occurrence.  The amount of damage that you can heal is based on your Healing and Anatomy skills. The Table below shows how the average number of points heals based on skill levels:


Healing Skill
Anatomy Skill
Average Damage Healed
60 0 22
60 60 38
80 60 49
80 80 49
100 80 55
100 100 60

Please keep in mind that the above table only shows the average amount of damage that you can heal. The actual amount of damage that will be healed with a successful skill check is randomly determined.

Use of the healing skill also allows you to cure poison.  Whether you slap a bandage on yourself manually or use a dot command, you will attempt to cure poison and heal actual damage at the same time.  There are two skill checks when you are poisoned, one for damage and one to cure. It is possible to pass either, both or neither of the checks. This means you can cure yourself and not recover the damage, heal the damage and not cure yourself, cure the poison and heal the damage or stay poisoned and not heal damage.

It is now possible to heal tamed creatures with bandages. If the person doing the healing isn't the pet's master, the master has to be online and within 10 paces of the animal or else the pet will be too nervous to allow strangers to heal  it.   Summoned pets cannot be healed this way.

There is a discrepency with veterinary and healing; in some systems the actual healing skill is used, and in some the vet skill is used.


Macefighting

Trained By: Alchemist, Apothecary, Armorer, Carpenter, Mage, Scribe, Weaponsmith

Title: Macefighter


The macefighting skill improves your chances of using bludgeon weapons and staves effectively in combat. The list of weapons below require Macefighting Skill:


Weapon
Attacks per 10 sec's
Damage
Skill Used
Cast While Holding
Hands Required
Wand 1.040 1-6 Mace Yes 1
Smithy Hammer 9.615 1-6 Mace Yes 1
Flail 4.255 5-30 Mace No 1
Sledgehammer 5.405 6-21 Mace No 1
Hammer Pick 5.405 6-21 Mace No 1
Club 5.405 6-21 Mace No 1
War Axe 5.405 6-21 Mace No 1
Mace 5.405 6-21 Mace No 1
Shepherd's Crook 4.464 4-14 Mace Yes 2
Black Staff 4.464 4-14 Mace Yes 2
Gnarled Staff 4.464 4-14 Mace Yes 2
Mage Staff 4.464 4-14 Mace Yes 2
Druid Staff 4.464 4-14 Mace Yes 2
Ebony Staff 4.464 4-14 Mace Yes 2
Ironstaff 4.464 5-20 Mace Yes 2
Maul 4.255 7-27 Mace No 1
War Mace 4.255 7-27 Mace No 1
War Hammer 3.508 7-37 Mace No 2
Pickaxe 3.773 8-33 Mace No 2
Quarterstaff 3.773 8-33 Mace No 2

Parrying

Trained By: Armorer, Carpenter, Weaponsmith

Title: Shieldfighter


The base chance for parrying and the effect of parry are both different. First off for you to be able to parry a blow, the blow must come from in front of you. The attacker must be within your forward 180-degreee arc. Once it is determined the attack is within this arc, your chance to parry is determined as follows:

chance to parry = defender's parrying skill – attacker's weapon skill + 30

When a blow is determined to be parried, the blow is completely deflected.  You take no damage from the attack.

Poisoning

Trained By: Barkeep, Provisioner

Title: Assassin


You can poison weapons. Bows can also be poisoned but not the arrows and bolts - all other weapons, blades or bludgeon can be poisoned. Some staffs can also be poisoned.

To poison a weapon you need to use your poison skill. You will be asked to select a poison potion to use, then asked which weapon to apply it to. You will get a message letting you know if you succeed or fail to poison the weapon.

Your skill in poisoning determines what kind of poison you can use:


Skill Level Poison Type
60 Regular
80 Greater
100 Deadly

If you use the poison skill on an item other than a poison potion, you will now be given a message indicating whether that item is poisonous or not. If the item is poisonous, the message will also indicate the general strength of the poison. (Armslore also tells you if an item is poisonous or not, but doesn't tell you the strength.)

Each time you hit something with a poisoned weapon, there's a chance that the amount of poison on the weapon will be decreased. You may start out with a weapon with deadly poison on it, but after a number of hits it will be reduced to being greater, then normal, and so on until it wears off entirely.

Your stat regeneration rates are affected by poison. HP, Stamina and Mana will not regenerate at their normal levels (as adjusted by hunger) while you are poisoned.


Swordsmanship

Trained By: Armorer, Butcher, Weaponsmith

Title: Swordsman


The swordsmanship skill improves your chances of using swords, axes and heavy pole arms effectively in combat. The list of weapons make use the swordsmanship skill:


Weapon
Attacks per 10 sec's
Damage
Skill Used
Cast While Holding
Hands Required
Butcher Knife 9.615 1-6 Swords Yes 1
Cleaver 9.615 1-6 Swords Yes 1
Longsword 4.225 7-27 Swords No 1
Scimtar 4.225 7-27 Swords No 1
Katana 5.405 6-21 Swords No 1
Cutlass 5.405 6-21 Swords No 1
Single Edge Sword 5.263 9-24 Swords No 1
Daikatana 2.564 9-39 Swords No 1
Broad Sword 4.255 7-27 Swords No 1
Battle Axe 4.225 7-27 Swords No 1
Hatchet 4.464 4-14 Swords Yes 2
Viking Sword 4.255 7-27 Swords No 1
Axe 3.373 8-33 Swords No 2
Double Axe 3.373 8-33 Swords No 2
Executioner's Axe 3.373 8-33 Swords No 2
Large Battle Axe 3.373 8-33 Swords No 2
Two-Handed Axe 3.373 8-33 Swords No 2
Bardiche 3.508 7-37 Swords No 2
Etched Axe 3.22 6-48 Swords No 2
Double Headed Axe 4.166 8-33 Swords No 2
Two Handed Sword 3.636 9-39 Swords No 2
Bastard Sword 3.636 9-39 Swords No 2
Halberd 3.508 10-45 Swords No 2

 

Wrestling

Trained By: Baker, Fisherman, Leatherworker, Provisioner

Title: Wrestler


Default damage is 1-8 (which is modified by tactics), speed is 1 attack per 1.5 seconds.
Wresting is also used by many of the special abilities.


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