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Wed, April 22, 2026, 01:53pmLogin ] [ Contact Forum Admin ] [ Main index ] [ Post a new message ] [ Search | Check update time | Archives: 12[3]456 ]
Subject: ***READ*** Miscellaneous AoS Changes ***READ***


Author:
Darkstone News
[ Next Thread | Previous Thread | Next Message | Previous Message ]
Date Posted: Tue, Feb 11 2003, 11:22am
In reply to: Darkstone News 's message, "New weapons for AoS *pics*" on Thu, Feb 06 2003, 01:30pm

In many ways, the Age of Shadows expansion promises a “whole new UO.” With
such a large number of spotlighted changes coming all at once, we wanted to
take a moment to call attention to some of the less obvious happenings and improvements
that will also be occurring.


Adventuring Skills & Activities



  • Virtually all combat formulae have changed—some slightly and others quite
    a bit—to accommodate the new changes and systems.

  • The Skill Scrolls of Power will now include scrolls for Chivalry, Focus,
    Necromancy, Stealing, and Stealth.

  • As of AoS, there will no longer be a “stun paralyze” effect. The “Paralyze”
    special move (both weapon and Wrestling versions) has been converted to impose
    a “normal” paralyze effect which has a duration of
    4 seconds.

  • Arms Lore will continue to be used for the Wrestling “Disarm” move, but
    will no longer give substantial information about items. Players will now
    be able to see all of an item’s properties in a new menu.

  • Gaining in the Parry skill will no longer be limited to using a shield,
    since you can now parry using weapons (unless your Parry skill is locked,
    of course).

  • Discordance no longer affects a creature’s primary and derived stats. Instead,
    it applies negative modifiers to some of the new Stat types and Resistances,
    for the duration of the effect.

  • Item Identification is no longer required to reveal item properties, and
    the future of this skill is being discussed.


Magic-related Abilities & Activities



  • First circle spells are now interruptible. However, spellcasters
    who have items with the new “faster casting” item property may time their
    spells to cast even before another spellslinger
    has the opportunity to interrupt it.

  • All spell damage values have changed.

  • The Inscription skill will give a slight spell damage bonus. It also still
    gives benefits to the Reactive Armor, Magic Reflection, and Protection spells.

  • It is especially important to note that the Evaluate Intelligence skill
    now affects spell damage independently of the target’s Resisting Spells skill.

  • Resisting Spells skill gain should now be more reliable.

  • The Resisting Spells skill may only defend against non-damaging offensive
    spells (Blood Oath, Clumsy, Corpse Skin, Curse, Feeblemind,
    Mana Drain, Mana Vampire, Mind Rot, Pain Spike, Paralyze, Poison, Poison Field,
    and Weaken).

  • Protection now has a casting speed penalty, in addition to Physical Resistance
    and Resisting Spells penalties. However, the “faster casting” item property
    may be used to offset this penalty.

  • Poison Field now deals a poison level based on the poison skill of caster.

  • The Mindblast damage calculation formula has changed. Note:
    Mindblast damage is based on Intelligence and Magery
    skill, but Evaluate Intelligence skill is not a factor.

  • Trapped pouch damage has changed. Note: Users of UO Assist should be cautious,
    as counting items with UOA may trigger trapped pouches.

  • Changes have been made to the Earthquake spell’s line-of-sight check; Earthquake
    can no longer be cast through walls.

  • Blade Spirit and Energy Vortex creatures now have fewer hit points.

  • Meditation’s Mana regeneration is no longer less gradually ineffective as
    you wear “better” armor. It either works fully (while wearing up to leather
    and “mage armor” items) or doesn’t work at all.


Armor & Weapon Conversions



  • Virtually all weapon & armor stats have changed. This includes their
    strength requirements (which have increased), damage values, and swing speeds.

  • Weapons:


    • “Exceptional” weapons gain a 20% bonus to their damage rating (except
      for Runic weapons, which will only get a 10% bonus).

    • Weapon Damage Enchantments:


      • “Ruin” becomes 15% damage bonus

      • “Might” becomes 20% damage bonus

      • “Force” becomes 25% damage bonus

      • “Power” becomes 30% damage bonus

      • “Vanquishing” becomes 35% damage bonus


    • Weapon Accuracy Enchantments:


      • “Accurate” becomes 2% hit chance increase

      • “Surpassingly” becomes 4% hit chance increase

      • “Eminently” becomes 6% hit chance increase

      • “Exceedingly” becomes 8% hit chance increase

      • “Supremely” becomes 10% hit chance increase


    • Weapon Durability Enchantments:


      • “Durable” becomes 20% durability bonus

      • “Substantial” becomes 50% durability bonus

      • “Massive” becomes 70% durability bonus

      • “Fortified” becomes 100% durability bonus

      • “Indestructible” becomes 120% durability bonus



  • Armor:


    • Armor Rating (AR) will no longer exist. Instead, there will be five possible
      intrinsic resistances: Physical, Fire, Cold, Energy, and Poison.

    • Armor Durability Enchantments:


      • “Durable” becomes 20% durability bonus

      • “Substantial” becomes 50% durability bonus

      • “Massive” becomes 70% durability bonus

      • “Fortified” becomes 100% durability bonus

      • “Indestructible” becomes 120% durability bonus


    • Armor Defense Enchantments:


      • “Defense” becomes self repair 1

      • “Guarding” becomes self repair 1 and +1 to all five resistances

      • “Hardening” becomes self repair 1 and +2 to all five resistances

      • “Fortification” becomes self repair 1 and +3 to all five resistances

      • “Invulnerability” becomes self repair 1 and +4 to all five resistances




Items & Crafting



  • Some magic items (ex. glacial staff, vet reward robe & cloak) will have
    their special properties converted into proper AoS-equivalent properties.
    Some converted items will seem very similar to the previous versions, others
    will see significant changes.

  • Certain magic items that are not used in the new magic item system will
    no longer spawn. These include items that incorporate silver and the Clumsy,
    Feeblemind, Harm, Lightning, Magic Arrow, Mana Drain,
    Paralyze, and Weaken spells.

  • Order & Chaos shields will now be craftable. All players may use them,
    although Order characters may not use Chaos shields and Chaos characters may
    not use Order shields.

  • Newly-improved Large Bulk Order Deeds will be worth more points.

  • Bolas are now stackable and re-usable—they’ll drop
    at the target’s feet after each use.

  • “Newbie” (a.k.a. “valueless”) items will no longer exist in the game. Spellbooks
    will instead become “blessed” (“no loot/no steal”). Players that wish to ensure
    any other items stay with them post-death/resurrection should use the Item
    Insurance option.


Creatures & NPCs



  • Only the prospective owner needs to make a successful loyalty check when
    transferring a pet.  So, if you have a pet you can't control in your
    stables, you may still trade it to someone who can.

  • Pets will no longer drop obey the “drop” command unless they are bonded
    to their owner.

  • To accommodate the new combat system changes, many stats have changed for
    all pre-and post-AoS creatures—including animals, monsters, and tamed pets.
    Skill values have changed, elemental resistances & damages have been added,
    loot has been changed, and hit points were reduced approximately 40%. (Note:
    Before AoS, damage done against creatures was 2x normal before. Now creatures
    and humans use the same damage scale.)

  • All remaining UO:LBR monsters can now be found
    spawning in the Yew swamps of Trammel and the entrance to Exodus’ lair in
    Ilshenar.

  • Many NPC shopkeeper prices have changed (for both buying and selling).

  • The range limit for buying from and selling to NPCs has been extended.


Locations & Travel



  • All newly-created Necromancer template characters will start in Malas’ city
    of Umbra. All other newly-created characters (using either the basic profession
    or advanced character templates) will start in either Trammel’s city of Haven
    or Malas’ city of Umbra.

  • The ability to use Recall and Gate Travel for inter-facet travel between
    Felucca, Trammel, and Malas is now possible. A player-created Moongate that
    leads from a non-PvP ruleset to a PvP ruleset will be red-hued and provide an alert to any
    player attempting to use it.

  • Britannian scholars suggest that the ability to use Recall or Gate Travel
    to exit Ilshenar will be possible in the near future.



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Shroud of Shadows redemption *Updated*Darkstone NewsTue, Feb 11 2003, 02:14pm


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