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Difference between revisions of "Category:UserManual"

From Sanctuary Shard

(Custom and Not AOS)
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# Equality in builds: We don't like "weird exceptions" that force a player to make a min/max build over a role-playing build simply to be equitable.  That's not to say every weird build a role-player comes up with will be effective, but rather that the lumberjack/ax build is not equitable as it penalizes any character who chooses a sword over an ax and lumberjacking.
 
# Equality in builds: We don't like "weird exceptions" that force a player to make a min/max build over a role-playing build simply to be equitable.  That's not to say every weird build a role-player comes up with will be effective, but rather that the lumberjack/ax build is not equitable as it penalizes any character who chooses a sword over an ax and lumberjacking.
 
# Quality of Life: Our shard community likes a difficult and rewarding game but there are a number of annoying designs in the UO code that need to be hunted down and murdered.  We'll get to them, but other things are a priority.
 
# Quality of Life: Our shard community likes a difficult and rewarding game but there are a number of annoying designs in the UO code that need to be hunted down and murdered.  We'll get to them, but other things are a priority.
# Doesn't fit our fiction: Like most games, UO was written to fit ''it's fiction''. We will change or remove things that don't apply to our fiction, like the UO virtue system.
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# Doesn't fit our fiction: Like most games, UO was written to fit ''it's fiction''. We will change or remove things that don't apply to our fiction, like the UO virtue system and the elven and gargoyle races.
 
# Anti Min/Max and Twitch Gaming: As a rule, we like games that provide fair choices, builds that are easy to setup, and combat that does not require extreme feats of dexterity. Too many options in combat is not necessarily a good thing and rewards the quick-fingered.
 
# Anti Min/Max and Twitch Gaming: As a rule, we like games that provide fair choices, builds that are easy to setup, and combat that does not require extreme feats of dexterity. Too many options in combat is not necessarily a good thing and rewards the quick-fingered.
 
# Streamlined functionality  UO is an old game, and it has a lot of systems and ability, many of which break all rules of good design and are effectively little more then skill, ability and spell bloat.  AOS itself was the beginning of this downward trend.
 
# Streamlined functionality  UO is an old game, and it has a lot of systems and ability, many of which break all rules of good design and are effectively little more then skill, ability and spell bloat.  AOS itself was the beginning of this downward trend.

Revision as of 14:27, 11 June 2020

We will be using the last set of Serv UO scripts that we built. The user manual will contain only those aspects which are non-standard additions. To those who have never played UO before; this wiki does not teach you how to play UO, rather it assumes you know how, and only need to know what is new or different from standard game play. We will make an effort to provide a selection of other websites for players new to the game mechanics.

Custom and Not AOS

Our shards have always been custom shards. One of the things that my husband, Mithril, and I love to do is design new game systems. Consequently, you should be prepared for any and all of the functionality to be changed at any point. We change things for all the normal reasons; balanced, fairness, equitability, and gameplay. We also change things because we want to do something new or interesting. Here are some common guidelines we follow for design:

  1. Combat skills should be for combat, craft skills should be for crafting. Any cross over of this, such as magery bonuses from inscription or ax damage bonuses from lumberjacking will be removed.
  2. Equality in builds: We don't like "weird exceptions" that force a player to make a min/max build over a role-playing build simply to be equitable. That's not to say every weird build a role-player comes up with will be effective, but rather that the lumberjack/ax build is not equitable as it penalizes any character who chooses a sword over an ax and lumberjacking.
  3. Quality of Life: Our shard community likes a difficult and rewarding game but there are a number of annoying designs in the UO code that need to be hunted down and murdered. We'll get to them, but other things are a priority.
  4. Doesn't fit our fiction: Like most games, UO was written to fit it's fiction. We will change or remove things that don't apply to our fiction, like the UO virtue system and the elven and gargoyle races.
  5. Anti Min/Max and Twitch Gaming: As a rule, we like games that provide fair choices, builds that are easy to setup, and combat that does not require extreme feats of dexterity. Too many options in combat is not necessarily a good thing and rewards the quick-fingered.
  6. Streamlined functionality UO is an old game, and it has a lot of systems and ability, many of which break all rules of good design and are effectively little more then skill, ability and spell bloat. AOS itself was the beginning of this downward trend.

Consequently, we have AOS (Age of Shadow) changes DISABLED on Sanctuary. We are not using any of the elemental resists or elemental damage options now standard in Ultima Online. Instead, we are using a blend of new stuff with the elemental aspects turned off, as well as a return to the old magic item options for power, destruction, etc. We understand that some of the screens (gumps) still show elemental resists, but they SHOULD NOT affect game play. (If they do please report it.).

This means that many of the skills in-game are not exactly like standard UO; so when reading UO Stratics or UO Guide, please keep this in mind. We are working on rewriting many of the systems heavily influanced by AOS.

Please Report

We are sure that there will be a number of things we find that will need to be fixed, as it stands, between now and Go Live (9/1). Staff reserve the right to fix/confiscate anything they think is either unbalanced or just plain ugly. Please help out and report any of the following things:

  1. Glowing or spangled colored items.

Known Issues & Pending Changes

  1. 8/11/19: Necromancy, Spellweaving, Ninjitsu (Deception) and Bushido (Precision) are all only partially implemented because we turned off AOS and they all need a review and some attention. They should be resolved in a few weeks.
  2. 8/11/19: Almost all of Grimmwold's crafting system has been moved over, but some with more skill then others ... expect changes to keep coming.
  3. 8/14/19: Weapon abilities being set to pre-AOS.
  4. 6/11/20: Magic systems will eventually be re-written. In the meantime changes to inscription, cartography, artistry, gate and recall are planned. Forum thread here

Not Skills

How to Train Skills
Skills on Sanctuary use our Grimmwold methods for skill training, including passive gains, 2 min timer activation, no difficulty checks, more than 1300 skill points using a .spec setting, and so on. In addition, you can purchase limited training from NPCs as well as advanced " book skills" both of which are available on Master NPCs. Read More ..
Message of the Day
Sanctuary uses a message of the day command (.MOTD) which also functions as our event calendar. Players can create their own events and tag a location allowing guests to join them at the event location. All players are welcome to create and host events; this is not exclusive to seer-run events only.Read more...
Custom Player Commands
Sanctuary has a number of custom commands that players should familiarize themselves with. Read More ..
Hunting
New player hunting is available on Summer Isle. Regular higher-end hunting is available in Summer Isle dungeons and the Underhill map. Moving armies comprised of champ and mini champ spawns are found on Cuiveinen. Read More ..
Housing
We offer both player housing and player shops. You can have a total of 9 houses and 1 shop. Houses can not have vendors, and shops are required to have stocked vendors. Shops are restricted to specific shopping districts.Read More..
Armor
Armor on Sanctuary is pre-aos with heavy customization. Read More ..
Player vs Player
There are two ways in which player vs player conflict is initiated and resolved on Sanctuary; PvP and RPCSS. All PvP on Sanctuary is restricted to Cuiviénen (the mainland). Read More ..

Combat Skills

Most of the melee, barding and spell casting skills should match OSI/Base UO as of 2016 which is the version of ServUO we are currently using. We are happy to transfer over any updates, assuming it doesn't effect any core systems or balance issues. If you discover something is missing, please request its addition on the forums.

Barding Skills

Discordance
Combines Discord, Peacemaking and Provocation. Read more ..
Musicianship
Musicianship is the support skill for Intonation is one of our two required bard skills. Read more ..
Peacemaking
Combines Discord, Peacemaking and Provocation. Read more ..
Provocation
Combines Discord, Peacemaking and Provocation. Read more ..

Melee Skills

Anatomy
Anatomy is a necessary support skill for the melee weapon skills and healing. Read more ..
Archery
Archery is the skill needed for all bows and cross-bows. Read More ..
Fencing
The fencing skill is used for most stabbing weapons. Read more ..
Focus
The Focus skill could be defined as the "Warrior's Meditation Skill." Read me ..
Healing
Healing allows you to heal close by players with bandages. Read More ...
Mace Fighting
Mace Fighting is the skill needed to use blunt and mace weapons, including staves. Read more ..
Parrying
Parrying is used to block melee blows or archery shots from opponents. Read More ...
Swordsmanship
Swordsmanship is the skill needed for most of the bladed slasher weapons, including daggers, swords, and polearms. Read More ..
Tactics
Tactics is a necessary support skill for the melee weapon skills. Read Me ..
Throwing
This skill has been disabled on Sanctuary until the development team can take a look at its functionality. Read More ..
Wrestling
Wrestling is the unarmed combat skill and is rarely used. Read More ..

Warrior Specialities

Precision was Bushido
Precision is melee support skill that focuses on increasing out going direct damage while allowing you limited ability to parry with a two-handed weapon. Read more ..
Devotion was Chivalry
Devotion is a melee support skill that provides improved tanking and parry abilities. Read More ..
Deception was Ninjitsu
Deception is currently broken due to the disabling of AOS. Any player who has taking this skill should page for a skill swap. Read More ..

Spellcasting Skills

Evaluating Intelligence
Evaluating Intelligence is a support skill for Magery. Read More..
Imbuing
Imbuing has been deactivated on Sanctuary for the time being.
Magery
Magery is the primary skill of the spell caster. Magery is not recommended to first time players as it is both difficult and costly to level up. Read More ..
Meditation
Meditation both passively and actively regenerates mana. Read More ..
Mysticism
This skill is being rewritten, its currently non-functional. Read More ..
Necromancy
Necromancy is the primary skill of the Necromancer. Necromancy has been significantly crippled by the implementation of Pre-AOS. Read More ..
Resisting Spells
Resisting spells reduces the effect/damage of incoming spells. Read more ..
Spellweaving
Druidry, which replaces Spellweaving, has been released for player testing. Druidry is the primary healing and buff skill of the new magic skills. Read More ..
Spirit Speak
Spirit Speak allows players to understand dead players as well as channel healing from monster corpses. Read More ..

Thieving Skills

Begging
This skill has little or no use on Sanctuary. Read more ..
Detecting Hidden
Detect hidden is used to reveal hidden mobs or players. Read More ..
Forensic Evaluation
This skill is a combination of Forensic Evaluation, Arms Lore, Taste Identification and Item Identification. Using "Forensic Evaluation" from the skills menu will use one of these four skills depending on the target. Read More ..
Hiding
This skill allows a player to hide from other players and mobs. Read More..
Lock Picking
This skill allows a player unlock various types of treasure chests. Read more ..
Poisoning
This skill allows you to apply poison potions to one-handed swords, fencing weapons or food. Read more ..
Remove Trap
This skill has little or no functionality on Sanctuary, players should page for a skill swap. Read More ..
Snooping
Snooping is active on Sanctuary but stealing is not. Read more ..
Stealing
Stealing is effectively useless on Sanctuary, players should page for a skill swap. Read more ..
Stealth
This skill allows you to walk while hidden. Read More ..

Wilderness Skills

Animal Lore
This skill is a support skill for Animal Taming. Read Me ..
Animal Taming
This skill allows you to tame combat animals. Read Me ..
Camping
Create a secure camp to restore exhaustion and concentration. Read More ..
Herding
Herding is primarily used to butcher animals and make candles.
Tracking
This skill allows you to track nearby animals. Read more ..
Veterinary
This skill is a support skill for Animal Taming. Read more ..

Resource & Craft Skills

All crafting on this shard is restricted to one of the six town crafting halls, a handful of NPC shops nearby those craft halls, and player owned buildings set as shops. Some crafting stations have been used as static deco but do not function. The most commonly used location is near the Evervale bank on Summer Isle (starting location).

Most of these skills function like the craft skills from Grimmwold except where the Grimmwold craft skill was nearly identical to OSI/Base UO anyway; in which case, we have used the updated version of the crafting skill from ServUO circa 2016. If you discover NON-AOS updates available on OSI/Base UO, and you'd like us to investigate adding them, please put the request on the forums.

Resource Skills

Herding/Butchering
Herding is primarily used to butcher animals and make candles.
Farming was Taste Id
Farming is used to harvest food and alchemy reagents. Read More ..
Fishing
This skill is used to harvest fish and some crafting resources.Read More ..
Lumberjacking 
Lumberjacking is used to harvest wood and magery reagents. Read More..
Mining 
Mining is used to harvest ore, sand, gems, and necromancy reagents. Read More..

Crafting Skills

Alchemy
Cooking makes food, inks, dyes, paints, and alchemy potions.Read More..
Artistry was Item Id
This skill allows you to create incantation spell scrolls, paint pictures, make maps and weave baskets. Read More..
Blacksmithing 
This skill crafts metal armor and weapons. Read More..
Carpentry
This skill is used to make wooden and stone furniture and decoration. Read More..
Cartography
This skill allows you to create incantation spell scrolls, paint pictures, make maps and weave baskets. Read More..
Cooking 
Cooking makes food, inks, dyes, paints, and alchemy potions.Read More..
Fletching aka Bowcraft
This skill is used to make bows and wooden weapons. Read More..
Inscription 
This skill allows you to create incantation spell scrolls, paint pictures, make maps and weave baskets. Read More..
Tailoring 
This skill is used to make clothing, rugs, leather armor, decorations and magical footwear. Read More..
Tinkering 
Tinkering is the art of creating tools and fine crafts from metal ingots. Read More..

Book Skills

Apiculture 
[Herding] Bee farming and candle making
Basketweaving 
[Artistry] Create decorative baskets.
Beer Brewing 
[Cooking] Currently only in design.
Fine Furnishing 
[Carpentry] Crafting furniture release for the Asian art expansion
Glassblowing
[Alchemy] Create bottles and decorative glass items.
Herb Harvesting 
[Farming] For harvesting alchemy herbs.
Horticulture 
[Farming] For growing special potted plants.
Pottery 
[Artistry] Create decorative pots and clay items.
Infusion 
[Lumberjacking] Not yet implemented.
Magical Tailoring 
[Tailoring] Create fast shoes and arcane garb.
Sidhe Carpentry 
[Carpentry] Crafting furniture released in the elven art expansion.
Special Dyes 
[Cooking] Crafting special dye tubs that use our custom hues.
Special Mining Resources 
[Mining] For mining sand, granite, and necromancy reagents.
Stone Crafting 
[Carpentry] Crafting items and furniture made out of stone.
Wide Loom Weaving 
[Tailoring] Craft rugs and tapestries.
Wildcrafting
[Lumberjacking] Harvests magery reagents.
Wine Crafting 
[Farming] Harvest grapes and craft fine wines.
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