A lot of us started playing Ultima, with visions of it resembling AD&D, or
the original Final Fantasy, Dragon Warrior and Ultima series. However,
pretty soon, we see a world where no class of character, nor good adventure
is present. Of all my UO memories, that of myself marching around as a
relatively new person stood out the best. This article will teach you how
YOU CAN have the experience you desired, and still be a formidable person.
You don't have to role-play to work this character. It would likely enhance
the game, but it's not necessary (I don't use "thee and thou" often, but I do
speak intelligibly with punctuation.). When starting a new character for
this profession, try to pick a name without aLtErNatInG capitals. Avoid
ebonics such as kIllaz, cappurs, or hunniez. If you want to be memorable,
you need to pick a name that doesn't blend in like the rest. You don't have
to create some wonderful jargoned Role-name. Borrow one from a favorite
fantasy character. Your name says a lot about your character.
Now, for a word about stats. Start with 60 strength, 10 dexterity
and 10 intelligence. Strength is still the hardest to get up, and the
most critical. I suggest that you start with 49 anatomy, 50 healing,
and 1 point of some combat skill. Why the healing? Well, healing is
a powerful skill. It is also quite cheap. Also, your character will
not be a mage. Some may question this, but there are two reasons: Magic,
just as is said, corrupts the soul, or in this case, the character.
Secondly, magery is a big investment. And, when the magery re-definements
come, it's not going to fit. I suggest that you cycle your combat skills.
You are going to be a warrior/adventurer, you will need to use what
you can get. In addition, some weapons work better in some cases. Try
your hand at adventuring, straight off.
Your monetary survival will be
scavenging. There is a huge wealth in Sosaria, just left laying around.
Kindling is readily available from trees by using your dagger. Start a fire,
and cook meat on it. This will raise your stats quickly, AND keep you well
fed. Being well fed will dramatically increase your chances of survival. Any
excess meat can be sold to butchers. You only fetch 4 gold a piece, but in
15 minutes, you can rack up a LOT of meat at a spawn spot. Often in
dungeons, items such as the axes and swords of monsters are left behind.
These weapons can be sold for a small profit of gold. Stay near and in
dungeons. Using a dagger will raise your skill quickly and gains stats.
Don't wear armor until you are a journeyman. Rather, run around and fight
the strong monsters. If you die, you loose nothing. Simply get resurrected.
A dagger vs an earth elemental will gain skills VERY fast. If it gets too
hot, simply run away and use bandages. Repeat as needed. Once you get to
journeyman, you can make a living by killing some monsters. Granted, because
of the way you work, you will often be poor, but it doesn't matter. DO NOT
store more than 2 sets of armor in your bank, and no more than 2 of any kind
of weapon. USE what you get. If you have a mace of power, don't fret over
loosing it, USE it. If you horde, THAT is what will make your poverty a
problem.
In order to stand out and meet your needs, don't wear bone armor.
Bone makes you a clone, and you will never feel like you are an adventurer
like you want. Go to your local smith and purchase exceptional chainmail and
ring mail. It holds up just as well as most bone armor, and doesn't loose
dexterity like plate. You will look UNIQUE. I suggest that you stick to the
traditional hero weapon: the broadsword. Under the new weapon patch, it will
be quite strong and formidable. In addition, daemons have provided excess
numbers of magic broad swords. A good steady sword will be easy to procure.
Accuracy bonuses will allow you to take on tougher creatures. I suggest also
that you invest in an exceptional heater shield or one of the common magic
metal kite shields. Parrying will keep you in good shape. Trolls are
excellent for parrying skills. Do not try them unless you are an advanced
warrior. I suggest two more skills, although you do not need a large amount
of skill in either. Arms lore will gain strength, but will also help you
understand when to get repairs for your armor. Camping will allow a safe log
out, as you will often be staying in the woods, rather than recalling into
towns.
I suggest you organize your back pack as follows:
One bag, color designated for assorted loot.
Another bag, color designated for clothes. This may sound silly, but
changing clothes can often fool some people into believing you are someone
else. It can also help you to blend in at a moment's notice.
Healing potions, in a row, several. I suggest about 5-10. You will not be a
mage, you will need them so that you may make quick escapes when you don't
have time for a bandage.
In a pouch, collect what potions you can. Since others will often be
stronger than you, those white and blue potions can give you the edge.
Always have greater cures to handle poison. Red potions are critical. After
shoving things out of the way, they restore stamina. It's the best way to
make an escape. Purple potions will handle those who hide. In addition, it
will allow you some safety. If an orc party is below you, a few of these can
soften them up. Have your bandages next to your healing potions. Line up
your weapons with plenty of space. Be able to grab them readily. The key to
making this character WORK is to be ready and able to handle situations
quickly.
Summary: Maintain a variety of combat skills. Use your dagger and fight
strong monsters until you gain up to journeyman (earth elementals are
excellent and easy to get to). It will take less time than training dummies.
Use healing skills and potions to give yourself the edge you need. Build a
strong parry skill, and you will take very little melee damage. Soon it will
protect you from magic and arrows as well. Grab meat and refuse. It can
often be sold for a small amount of gold. Add it up, and it should be enough
for you. Settle for what you have. Someone else will always have better.
Maintain a unique perspective & appearance. Be prepared.
OK, well, where is the adventure part? It's simple. I suggest that once you
reach a good comfortable level of skill, that you walk. That is right. Walk
from end to end of Britannia. The reality is that people get too caught up
in getting from point a to b. In between, there is a lot to experience.
Don't keep to dungeons. Hang around populated regions. If someone asking for
help isn't wanting materials, it's a good chance you can start a fun
journey. Keep it simple stupid. Get companions. Be a REAL band of
highwaymen. Surround an object, ask him to dump his gold. Don't be an idiot
or PK.
You can go to player run towns and such. They are often corrupt and
despicable in my eye. It is often fun to rout the louts, and they are often
the subject of terrorist activities. Fighting amongst players is good, when
under two conditions:
- It is done for moral reasons. Fight those who are corrupt.
- It is done in the name of an adventure. Don't kill many, don't kill
excessively and only take gold. Leave the rest and return it to the victim.
Also, if you DO start this, don't turn right around back to an upstanding
person. You can alter yourself to a thief, despicable type. Just don't be
another jerk PK. Don't go after those who can't defend themselves or those
who's appearance indicates they are struggling. Be Robin Hood, rob from the
rich, give to the poor.
Don't confine yourself. Don't go to towns except to sell or deposit loot and
restock after death. Don't worry about who is stronger. Someone else will
always have more. Concentrate on having fun. Build up a party, and move out
as a group. The roads of the land often have strange happenings�if you are
willing to take things in the right way and ask the right questions, you've
got yourself an adventure. Walk all over the land.
- FireStorm, former knight sworn to Lord British.
Chesapeake.
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