PVP Template Guide - Updated 3/29/17

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Link [HOT]
the Legendary

Post Tue Feb 12, 2008 1:56 pm

This topic will lay give you basic PVP advice on character templates.

Player Races

The Mondain's Legacy expansion introduced the concept of player races to UO. Currently there are three: humans, elves and gargoyles.

Human
  • Carry 60 stones more weight
  • +2 Hit Point Regeneration
  • Jack of all Trades - 20 base skill in all skills
The 20 base skills is an often overlooked ability. Focus gives you +2 Stamina Regen, +1 Mana Regen. Meditation can give you +2 Mana Regen. You can get damage bonuses from Tactics and Anatomy. You will have 20 Resisting Spells if you forgo that skill. Every skill as a human is counted as at least 20 in every equation that involves a skill.

Elf
  • Permanent Night Sight
  • 75 Energy Resistance cap
  • +20 Mana Increase
If you don't start with an Elf (say you are activating an account) you can do the Elven Heritage Quest to change races. There is also another quest to change back. You can perform the quests as many times as you like.

Gargoyle
They are dumb. Don't be one!

Warrior Templates

In today's UO the warrior template is no longer divided up into Swords, Macing and Fencing. It is now based on the supplementary skills you pick up such as Chivalry, Bushido, etc. With the Use Best Weapon Skill item property on a weapon, it can be used by any skill with no penalty. The vast majority of warriors either use Swordsmanship or Fencing because speed trumps slow weapons. It does not matter which you pick unless you have a specific weapon you want to use already in mind. Your choice of weapon comes down to the Special Moves it has.

Standard Skills
The following skills are standard on all warrior templates
  • Weapon Skill - Either Swordsmanship or Fencing. As high a skill as possible, if go beyond 110 in any skill it should be this one.
  • Tactics - Required to perform special moves. Only 90 is required to perform both specials.
  • Resisting Spells - This skill is not required. It can be supplemented with items such as a trap box to break Paralyze and remove curse apples. The pros and cons have to be weighed for the template you choose to build and whether Resisting Spells can be dropped. If you don't use Resisting Spells be ready to cure all the time because you are unlikely to ever resist it. For a complete list of the spells that can be blocked/reduced see the Resisting Spells page on UOGuide.
  • Focus - If you have skill points left over, spending them on focus is an option. For every 10 focus you get +1 Stamina Regeneration. For every 20 focus you get +1 Mana Regeneration. Having anything but a multiple of 10 in focus is pointless. If you end up with all medable armor, spending it in Meditation would be a better idea for every 10 gives you +1 Mana Regeneration.
What? Where is the Healing and Anatomy? It depends on the template. It is possible to get by without them.

Basic Warrior
Here is a more classic template design.
  • Weapon Skill
  • Tactics
  • Chivalry - This skill was introduced with the Age of Shadows expansion. It turned the warrior class from click and run into a more tactical mage-like class. The skill lets you cast spells that heal, cure, do extra damage, replenish all your stamina, an area attack like Chain Lightning, etc. You can read about all the spells on UOGuide. How much Chivalry you train is up to you. It is unique in that ~60 skill will let you cast major spells like Close Wounds (healing) and Divine Fury. If you want to Holy Light, then you go to 95. If you are going to be using the curing spell as your main curing source, then 100 or better is needed.
  • Anatomy - When combined with Healing it can cure yourself and resurrect other dead players. The bandage timer has been cut in half to about 5 seconds at 125 dexterity. It also enhances damage like Tactics, but not as much. Going to 100 skill is standard.
  • Healing - Heals damage. When combined with Anatomy it can cure poison at 60 and resurrect dead players at 80. Going to 100 is standard.
  • Resisting Spells or Optional Skill - The final skill is up to the player. Poisoning, Parrying, Ninjitsu and other skills can be used.
Why only 6 skills? Because most of them will be going to 110 at least and there will be next to no room for another.

Bushido Warrior
This template relies on the Samurai Empire expansion skill Bushido.
  • Weapon Skill
  • Tactics
  • Bushido - This skill may seem useless having only 6 abilities, but a couple of them make it extremely strong. The biggest ability is Evasion, a tactic that lets you completely block ~30% of all damage. This includes Magery spells, explosion potions and any other damage source. For Evasion to work you need the Parrying skill but you carry no shield, just a two-handed (higher evasion chance) or one-handed weapon. The Confidence ability lets you regenerate about 30 health in a couple seconds or until you are damaged. The Lightning Strike ability gives you 50% Hit Chance Increase when activated and a chance to perform Armor Ignore depending on your Bushido skill level (about 20% at 100 skill). For Bushido you will want to go to 110 at least because the abilities tie directly into your skill level.
  • Parrying - This skill is required in the Bushido template because of the Evasion ability. The higher your Parrying, the more you will evade. But you want to Parry with only a weapon, no shield. Using a shield has a heavy penalty when you have the Bushido skill above 20. Two-handed weapons will allow you to parry better than a one-handed weapon. The weapon will parry physical attacks just like a shield would when Evasion is not activated. Since Evasion is based on parrying chance, 110 minimum is needed in the Parrying skill.
  • Two Other Skills - Here is the chance to customize your Bushido Warrior. If you decide to go with Resisting Spells then only one skill is available. If you don't then two. You could pick up Anatomy and Healing for extra damage plus another way to heal. You could go Resisting Spells and Chivalry for the magical defense plus variety of extra spells. It is really up to what you want to play with.

Mage Templates

* to be completed

Dothra
the Expert Troll

Post Tue Feb 12, 2008 6:55 pm

Elves get +20 mana

Not +20 int.


Very big differnce.

User avatar
Link [HOT]
the Legendary

Post Tue Feb 12, 2008 7:16 pm

Thanks for pointing that out. It is fixed now.
UOGuide - Must be a good website if Stratics wants to copy it!

Ecstasy - VIP [VIP]
the Adept Flamer

Post Tue Feb 12, 2008 10:16 pm

Thats some terrible warrior advice :(. We don't want these guys on awful templates that can't do shit, thats not fun.
Compare Your Lives To Mine And Then Kill Yourselves.

User avatar
Link [HOT]
the Legendary

Post Tue Feb 12, 2008 10:18 pm

Well point out what is wrong and could be improved then.
UOGuide - Must be a good website if Stratics wants to copy it!

Ecstasy - VIP [VIP]
the Adept Flamer

Post Wed Feb 13, 2008 1:09 am

Well lets see

Macing is clearly better then swords or fencing, unless u have poisoning.
Healing and Anat are only optional if ur blue 4/6 chiv and if these temps are for people starting fresh i doubt they'd be able to go 4/6
Focus? No one uses focus.
60 chiv will let u cast all the main spells,... half the time. 105 is needed for holy light, curing is based on karma.
Thats all the major corrections i can think of atm.
Compare Your Lives To Mine And Then Kill Yourselves.

Chitrani
the Forum Neophyte

Post Wed Feb 13, 2008 1:50 am

Thanks a ton, Link and all !

With so many skills to choose from it's hard to tell what will help me survive the coming Epic Battles.

I'll settle for just being useful :P

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Link [HOT]
the Legendary

Post Wed Feb 13, 2008 9:13 am

Ecstasy - VIP wrote:Macing is clearly better then swords or fencing
If it was more people would use it. This is about explaining the most commonly used templates today, not every single one.
Healing and Anat are only optional if ur blue 4/6 chiv and if these temps are for people starting fresh i doubt they'd be able to go 4/6
It depends on the template. The standard template I posted includes Healing/Anatomy so I don't see why you are complaining. I'm just informing that there are now multiple ways to heal and warriors don't require it like pre-AOS.
[quoteFocus? No one uses focus.[/quote]
If someone has skill points leftover (which is likely because not everyone is getting 120s), then focus is a good place to stash them.
60 chiv will let u cast all the main spells,... half the time. 105 is needed for holy light, curing is based on karma.
The curing based on Karma is already in there. I will clarify that you can really only cast Heal and Sacred Journey with 60.
UOGuide - Must be a good website if Stratics wants to copy it!

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Kayne.
the Eldest Elder

Post Sat Feb 16, 2008 10:07 pm

60 chiv -
cure
heal
conc wep
remove curse
SJ
Divine Fury

all with decent reliability to 100%
Kayne approves of this message.
Varrius wrote:I live in Florida now, glad I didn't get my education from here. I definitely need to move before I have a child.
RIP ANDY

thejeffe
the Forum Neophyte

Post Sun Feb 17, 2008 1:21 am

Not to create an argument or anything for that matter, but I feel that Macing is a very viable skill to take in Factions or at least this event, because it is a group battle. So that 30 points you hit for vs. a Fencer's 20 points of damage is going to make a difference when two mages hit someone with a FS.

Now 1v1 you will have your hands full and probably get killed or battle to a stalemate.

Plus for people creating new characters or coming back to UO for this specific event 120 Macing Scrolls (1.5 - 2 Mil) are a heck of a lot cheaper than Swords, Fencers, Archers, and Mages.

BTW, for people coming back or just creating a new dexxer on ATL for the event the prices for stuff you are going to want to have and optimal pieces:
+20 Stat Scroll ~1 Mil
Ethy Mount ~2 Mil
Heritage Token for the Samurai Helm and Royal Ember Leggings (both of which are great starting points for dexxers and mages alike as they both have the "spell channeling" property) ~200k a piece.
Heart of Lion (tunic piece) ~350k
Resists Currently:
AR 45
FR 45
CR 20
PR 40
ER 35

Decent Piece of Armor(this is not uber armor just a decent piece) ~500k (or less or more who knows just do some shopping)
Another optional piece of equipment is the quiver of infinity which also comes from the heritage tokens and gives you +10% damage overall.
With those things it should be fairly easy to get to 70's in all resists and have room for other mods with jewelry.

Thus final price of all these items would be around 6 Mil...

As a final note do yourself and everyone a favor if you follow this armor template and wear a fucking faction robe over all that horribly colored armor you just put on.

Just my two cents anyway

Hugs & Kisses.

User avatar
Link [HOT]
the Legendary

Post Sun Feb 17, 2008 1:34 am

thejeffe wrote:Not to create an argument or anything for that matter, but I feel that Macing is a very viable skill to take in Factions or at least this event, because it is a group battle. So that 30 points you hit for vs. a Fencer's 20 points of damage is going to make a difference when two mages hit someone with a FS.
Except in the time it takes the Macer to do 30 points of damage the fencer did 40 from two strikes. Macing is useful in specific circumstances, but this is about giving information on the most popular templates today.
UOGuide - Must be a good website if Stratics wants to copy it!

User avatar
Kayne.
the Eldest Elder

Post Sun Feb 17, 2008 1:41 am

Effective cheap templates for warriors

Wep
Parry
Tact
Chiv
Resist
Spellweavin/Bushido
Necro (vamp form)

furies and/or momentum strike are good for faction fights :)

one of my newer favorites

necro
ss
archery
tact
anat
resist
chiv/healing

wraith form archer for inside base. can take out resist and anat for Hiding and stealth. its what i used to use. Sounds lame but its great. EO Conc blow with a painspike is deadly
Kayne approves of this message.
Varrius wrote:I live in Florida now, glad I didn't get my education from here. I definitely need to move before I have a child.
RIP ANDY

Dothra
the Expert Troll

Post Mon Feb 18, 2008 3:50 pm

Link wrote:
thejeffe wrote:Not to create an argument or anything for that matter, but I feel that Macing is a very viable skill to take in Factions or at least this event, because it is a group battle. So that 30 points you hit for vs. a Fencer's 20 points of damage is going to make a difference when two mages hit someone with a FS.
Except in the time it takes the Macer to do 30 points of damage the fencer did 40 from two strikes. Macing is useful in specific circumstances, but this is about giving information on the most popular templates today.

Its called ubws...

and swing speed...

god people...

Scapra
the Expert Troll

Post Wed Feb 20, 2008 1:53 pm

Kayne. wrote: can take out resist and anat for Hiding and stealth.
Speaking of which, what are the standard "stealth archer" templates ? I have never played one, but thought it might be fun to try, especially for factions. With soulstones I was half thinking of doing

hiding
stealth
taming
lore
ninjitsu
and a bit of magery/med or whatever

then just stealthing/shadow jumping behind the lines of a faction base and then summon a greater dragon on someone lol. Wouldn't even need equipment on myself except the pet ball and maybe some bandages for rezzing the pet. Sort a fire and forget type of template to cause some havoc. :D

hex
the Moongate Journeyman

Post Fri Feb 22, 2008 2:05 am

Link wrote:
Ecstasy - VIP wrote:Macing is clearly better then swords or fencing
If it was more people would use it. This is about explaining the most commonly used templates today, not every single one.
Healing and Anat are only optional if ur blue 4/6 chiv and if these temps are for people starting fresh i doubt they'd be able to go 4/6
It depends on the template. The standard template I posted includes Healing/Anatomy so I don't see why you are complaining. I'm just informing that there are now multiple ways to heal and warriors don't require it like pre-AOS.
[quoteFocus? No one uses focus.
If someone has skill points leftover (which is likely because not everyone is getting 120s), then focus is a good place to stash them.
60 chiv will let u cast all the main spells,... half the time. 105 is needed for holy light, curing is based on karma.
The curing based on Karma is already in there. I will clarify that you can really only cast Heal and Sacred Journey with 60.[/quote]


no one correct link ever again, he runs the most successful guild in uo! it has like 200 memebers omg!

Vaen
the Eldest Elder

Post Fri Feb 22, 2008 3:46 am

His name is Link the Dragonslayer. Get it right.
Image

Ecstasy - VIP [VIP]
the Adept Flamer

Post Sat Feb 23, 2008 1:28 am

god damnit hex did u just correct me u sob?

and no noone uses focus!!

if u have extra skill points put it in med

stam regen is pointless with stam pots or chiv
Compare Your Lives To Mine And Then Kill Yourselves.

Ayla_EB2 [EB2]
the Novice Poster

Post Sun Feb 24, 2008 12:39 pm

Hello all!

I've came back to UO for the factions event but even after reading the templates above I'm still not sure what to do with my Ayla character. Here is her current (old) template.

115 tactics
115 swords
115 anatomy
106.7 healing
108.6 resist
100.0 lumberjacking

100 str, 125 dex, 28 int

After initially reading this thread last night, I went and bought 33.3 chivalry and a spellbook. Somehow I have 25.6 in focus. I assume that it was marked to go up and I ignored it. *shrug* So, the big question is, should I lose lumberjacking for 100.0 chivalry? My initial thought is yes but it is going to be an SOB for me to get used to Ayla casting spells.

I have some of the armor that is recommended above thanks to my pal Scapra and now I have enough gold to buy whatever else I need. Ayla's current armor set comes out to 70, 70, 64, 70, 70. Ayla is currently wearing the following armor.

Sentinel's Guard order shield, royal leggings of embers, violet courage female armor, ancient samurai helm, a barbed leather gorget, gloves of the pugilist, barbed leather sleeves, a ring that is +12 magery, 12% hit chance increase, 19% damage increase, 7% lower mana cost, 12% fire resist and a bracelet that is enhance pots 10%, hit chance increase 7%, defense chance increase 12%, lower mana cost 3%, poison resist 14%. Not that it matters but she is also wearing a hooded shroud of shadows. :) So, there it is. I've been gone from UO for almost 4 years and getting used to the changes isn't as easy as I initially thought it would be. Any help would be greatly appreciated.
Justice is not the exercise of hatred, it is the celebration of civilization. - Richard Rahl

Dothra
the Expert Troll

Post Sun Feb 24, 2008 3:22 pm

That setneal guard sheild doesnt have HCI/DCI or FC 1

you need to drop it when you can.

for a dexxer nowadays

you should ATLEAST

30 LMC and 30ish HCI and DCI

and if your going to go chiv, your going to want 4 fc/6 fcr (or as close to as posible)
DI/MR/HPI are all also very inporntant for a dexxer but with a low budget might be hard to get high in all.

Ecstasy - VIP [VIP]
the Adept Flamer

Post Sun Feb 24, 2008 4:20 pm

holy shit i just noticed u quoted richard rahl in ur sig Ayla_EB2

i love that guy.
Compare Your Lives To Mine And Then Kill Yourselves.

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