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Throwing
The Throwing skill is an iconic combat skill unique to Gargoyles, who, while unable to use Archery, can use devastating throwing weapons to master the art of Bladeweaving.

Throwing is meant to fill the ranged combat role for Gargoyles that Archery does for Humans and Elves, while maintaining its own distinct combat style.
  • Skill Title: Bladeweaving
  • Passive Gargoyle Ability: Deadly Aim 
  • Requires the UOSA expansion entitlement 
Throwing Weapons

Boomerang
Primary Special: Mystic Arc
Secondary Special: Concussion Blow

Cyclone
Primary Special: Moving Shot
Secondary Special: Infused Throw

Soul Glaive
Primary Special: Armor Ignore
Secondary Special: Mortal Wound


Ranged Combat

Each weapon has a base and max range available to it, where the base range is modified by the player’s strength to determine the actual range.

Determining the maximum range of each weapon while in use

The absolute maximum range is capped. The calculated maximum range a player can throw their weapon is used to determine how accurate their throw actually is when trying to hit a target at a certain distance. This allows the player to have a “sweet-spot” area where their throwing is most effective, while pushing towards their maximum range or throwing while too close to the target results in a less damage or accuracy.

Underthrown - If, while equipped, a weapon has a maximum range of six tiles, and a player throws at a player two tiles away (too close) they have a Hit Chance penalty of 12%, but no damage reduction.
Perfect - Maximum range of six tiles, thrown a distance of four tiles. No Hit Chance penalty, no damage reduction
Overthrown - Maximum range of six tiles, thrown a distance of six tiles. No Hit Chance penalty, but 47% damage reduction

Close Quarters Combat

Even though they may be meant to be thrown, these weapons all have sharp, mean edges on them - perfect for catching an unsuspecting melee fighter off guard. However, as they were designed for ranged combat, a certain amount of proficiency in Swordsmanship is expected for the player to effectively wield a throwing weapon in close quarters.
  • Distance to target must be less than two (2) tiles
  • Players with Swordsmanship skill can partially negate the Hit Chance penalty incurred by such close proximity
  • 120.0% Swordsmanship will negate  a potential Hit Chance penalty
  • The other half of a potential Hit Chance penalty is determined by a player’s Dexterity 
Shield Penalties

All the throwing weapons are one-handed in nature which allows the Thrower to equip a shield or other item in their off hand. The player will suffer a Defense and Hit Chance penalty for using a shield while using a throwing weapon. These penalties can be offset by investing skill points into Parrying. 


Last Updated: Fri, 14 Aug 2009 17:53:50 +0000
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