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Storage Shelf - For Testi...
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PvM Testing Patch 2-16-18
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Aspect Gear
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explosion pots
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2 hours ago
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Opinion: Why this shard's...
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moar ideas
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Introduce Yourself
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Inferno bridge(s) solutio...
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Few random ideas
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02-17-2018, 10:16 AM
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  Notes/Findings/Random Thoughts
Posted by: GrizzlysGhost - 01-16-2018, 07:32 PM - Forum: Development Feedback - Replies (11)

Thought I'd start a thread of my own since it seems that's the way to go, rather than littering a half dozen other threads Smile

- Two doors don't currently auto-open in town on the Island: The Mage building, and trying to enter the Provisioner building from the sheep-pen side.  I think the issue for both doors might be objects placed too near them.  They will open with a double-click, but not auto.

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  PvP - Clarifications.
Posted by: Locomotive - 01-16-2018, 02:08 PM - Forum: General Discussion - Replies (1)

Good day fellow UO dwellers.

After long years break though will look for a shard. Always great to start when its new. 

Quick question to those who know the answer. What would be the pvp overview? Classes? 

And the most important questions. Will you be able to run and cast? 

Thank you in advance for any information.

p.s. shard so far looks great.

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  Fresh Character Gold Generation
Posted by: Donald Trump - 01-16-2018, 05:57 AM - Forum: Development Feedback - No Replies

[Image: JBNJpgY.png]

50 lumberjack
49 carp
1 forensic eval

timer starts from standing on starter tile

train swords
train forensic eval

chop trees attack birds
craft arrows
sell to bowyer for 1ea

this was first run, should be able to reliably get this in just over 12 minutes not accounting for competition for trees and birds

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Music Random Tidbits of Info
Posted by: Expo - 01-15-2018, 10:02 PM - Forum: Player Guides & Macros - Replies (8)

I wasn't sure what some of the icons were in the status gump were. Here are the answers:

[Image: ikSp2FH.png]

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  Small bugs/finding
Posted by: FireDog - 01-15-2018, 09:06 PM - Forum: Development Feedback - No Replies

-Able to use Hatchet with a pickaxe equipped

- Telekinesis -> able to open locked and trapped chests

Shelter island Mines
- While 2 ppl were mining ores for 20 minutes or so, it was really difficult to find ore from the mines.

- Anatomy and Animal lore are opening the same gump when used on animals.

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  Blaise's Razor Macro Library for UOOL
Posted by: Blaise - 01-15-2018, 03:39 PM - Forum: Player Guides & Macros - No Replies

I tend to get asked for macros or help with macros in Razor on a fairly regular basis. I've decided to start sharing what I make that's specific to UOOL and I'll just keep adding to this as I go along.

Today I Spun up a quick mining macro here that'll dress your pickaxe, mine the area, say "Movin on!" and stop macro, when the resources have been depleted:

Mine Area Macro:
Requisites: Dress item "Pick" with pickaxe added by type. 
Optional Configs: Add Organizer Agent after SpeechAction to organize ore to pack animal (set as hotbag)
Assistant.Macros.SpeechAction|0|52|3|ENU|0|Movin on!

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  is uo worth playing again?
Posted by: reb - 01-12-2018, 12:58 PM - Forum: General Discussion - Replies (3)

hi, ill try to keep this as short as possible.

i was an uo newcomer in 2012 or so, played ipy2 and relpor, also uo an corp and uo immortalis for a bit but quit early, dont remember much or why.

im burnt out on gaming today, cant find nothing interesting to play. was thinkig back at the short period i played uo and had to admit that it was one or maybe even THE best gaming experience ive had in the past 10 years.

i loved this game when i was new and naive. i later started to hate this game more and more when i realized how everyone else played it.
the following may sound super negative, please excuse me for that but these are the reasnons me, an uo outsider and probably others will never attempt to play this game or get playing again:

1: is the community still trying to skip the game by scripting/macroing everything available in the game?
id like to play the adventure, i enjoy the journey, but not when im totally gimping my progress and better just "cheat" like everyone else.
double skillgain in dungeons was a joke, maybe 10x would have done the trick, maybe still worse than unattended macroing progress.

2: steam uo was released just about when i quit. is steam not totally broken? isnt everyone abusing it even more than razor? doesnt it automate pvp even more?
when i see a video like this i do believe thats the case: https://www.youtube.com/watch?v=M01E8tXAfTs
id have to become a scripter to actually play this game again and to be on the same level as everyone else, frightening.
i have deleted all my razer macros. id need an all in one "scripts you need to play uo in 2018" package.

3: any plans to prevent ghost or hidden scouting in front of dungeons?
this was not a knight game to me, more like a high tech everything under surveillance world. 7 PEC guys showing up when you solo pked some guy and were trying to res him lol, ty paladin orb.

4: are you going with the OP stealth mechanics from relpor again?
it was kind of amusing to solo ancient wyrms on a stealth dexer with 90s skills and just a hally and some bandages with zero risk of death from any monster nor player.
BUT it turned the game into another game that i did not exacly enjoy. the limited interaction we had left due to low pop was further hurt when everyone started only stealth around and ganking anyone that wasnt smart enough to do the same.
part of it was also that the dungeons were overpacked with mobs. for example if you entered khalmar (name?) you had 5 imps cast on you, 2nd level 10 gargoyles dump you etc. there were barely any break zones except in every dungeon on the lowest floor. best loot, not much danger because none bothered coming down to hunt you, invisile, invulnerable! boring.

sorry, i didnt come here to bash uo or its developers, i want to thank you all for the experience i could have.
id just love to have a shard where active play is desired, ban macroing completely, id be down with it. i want a hardcore experience while seemingly this whole community is stuck in a bubble trying to trivialize the game as much as possible, or not?

hi miridor, we used to play with you guys on ipy2 etc, hans and ultimate_onliner/boogieknight i believe

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  PvM Testing Patch Notes 1-9-18
Posted by: Luthius - 01-09-2018, 06:46 PM - Forum: Patches - No Replies

Patch Notes


  • Shearing a sheep with scissors now does a captcha prompt (Captchas occur at most once every 20-30 minutes)
  • Sheep now regrow wool every 30-60 minutes
  • Sheep will only yield wool when carving their corpse if they could have been sheared normally
  • Added more sheep spawns to Shelter Island
Harvesting / Skinning
  • Players can now utilize Smart Harvest to use Forensic Eval / Skinning Knives and target themselves to skin any nearby corpses that are grey to them

Character Creation
  • Players taking the Cartography skill will now also receive a Spyglass and Shovel
  • Players taking the Lockpicking skill will now also receive 2 Trap Tools

Treasure Maps
  • Players now decode treasure maps using the Cartoraphy skill and Spyglasses, which have a limited number of uses, and receive bonuses based on the quality and resource material of the spyglass being used
  • When players decode treasure maps, they make an estimatation of where the treasure chest is located, with an accuracy percentage displayed (i.e. how close they likely are to the actual location)
  • Players may attempt to makefurther Cartography attempts through spyglasses to improve the accuracy of the map, and can reach a maximum accuracy level based on their Cartography skill as well as the quality / material bonus of the Spyglass being used
  • Players use shovels and target the ground to attempt to location any decoded treasure maps they have in their backpack
  • The player who decodes a treasure map does not have to be the one to dig up the chest
  • A player's Mining skill as well as the quality and material bonus of the shovel used determines how close the player must be to the actual location of the chest to dig it up
  • A tracking arrow will appear pointing to the chest location if they successfully dig (in case the chest is visable blocked by foliage or terrain)
  • When a player has successfully lockpicks a chest, a number of monster waves will spawn at timed intervals, based on the difficulty of the chest
  • Any player who is not in the party or guild of the player who digs up the treasure map chest will flag grey if they loot any items from the chest

Ore Maps / Lumber Maps / Skinning Maps / Fishing Maps
  • New resource maps that spawn as loot that when decoded, lead the player to a location where they will harvest a guaranteed quantity of colored / special loot
  • Players use spyglasses to decode resource maps (Ore / Lumber / Leather / Fishing) in a similar fashion to treasure maps
  • When players begin harvesting at a resource map location, a "camp" is set up nearby
  • Players can double-click any camp item to demolish it should their movement become blocked by the "camp"

Paragon Chests
  • Paragon chests (lesser, regular, greater) should now correctly drop as loot on Paragon creatures

Animal Stables
  • The cost to claim or retrieve any stabled, tamed creature that requires less than 70 Taming skill is now 0 gold
  • Players may now stable dead, bonded creatures but the cost to claim the creature is increased by (20 * Control Slots) gold
  • Any dead, bonded creature that was stabled is automatically ressed when claimed
  • Players can now pay stable costs from both gold in their backpack and bank

  • Player's tamed and summoned creatures should now display property notoriety to other players

  • Fixed an bug where issuing War / Peace would issue to all guilds (not just target guild)
  • Added the ability in guild menu for Guildmembers to customize guild settings and options (ranks, titles, symbols)
  • Cleaned up variety of guild member issues

Lockpicking and Remove Trap
  • Skillgain for using Lockpicking and Remove Trap on dungeon chests have massively increased (20x) and receive a further increase in the New Player Dungeon (+100%)

World Atlas
  • Removed Healer Caravans category and added Moongates category
  • Added Personal and Guild category, which eventually will show the location of the player's houses, guild headquarters, and any ships at sea

  • Players who die on mounts will no longer have their mounts killed as well

Repair Kits
  • Changed the hues for Smithing, Carpentry, and Tailoring Repair Kits

  • When a player becomes a murderer, their default selected Moongate Destination is switched to Corpse Creek

  • Increased the stationary requirement for Hiking from 5-10 seconds
  • Players hiking will now have their nearby pets teleported with them to their destination
  • Added entries in the World Atlas for the player's house guild headquarters that players will be able to hike to at 120 skill

  • Players now can beg from NPC vendors to receive 5 gold on successes
  • Players may at most successfully beg once from each vendor in a 24 hour window
  • Vendors carry 50 gold per day
  • Players can now use the Begging skill on NPC Ship Crewmembers who will live in various town and wilderness housing locals to acquire them (they become a Ship Crewmember deed that is then placed into a ship deed)
  • Players are only allowed to make one begging attempt on a Ship Crewmember per day

  • Added Doubloon Checks and Jade Coin (Donation Currency) checks for banks
  • Added support for bankers to withdraw / display balances for Doulboons and Jade Coin

  • Fixed an issue where commodities would lose track of their commodity type on server restart

Text Displays
  • Fixed the formatting of tamed creature experience gains overhead text

  • Capped the maximum number of hits on some low-level creatures that make several attacks against players (such as the Precursor Servitor in Pulma, Giant Swamp Slug, etc)

  • Fixed an issue with water splashes from movement while in Pulma

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  Character introduction/biography
Posted by: Synn_Wright - 01-07-2018, 02:27 PM - Forum: Roleplaying Discussion - Replies (3)

Hey all, I'm new to this shard but an old veteran of UO. Like many of you who are taking the time to read this I believe role-playing is by far the best aspect of the game. At the core of all great shards is a thriving RP community. So, with that in mind, I thought I would kick off the first discussion thread in the forum with a place to introduce yourself (both in-game and/or out of character.) Feel free to use the template I choose or make up your own. 

Name: Synn Wright
Race: Human
Age: 32
Occupation: Trader/Hunter/Trapper
Appearance: 6'0'' Caucasian/slight tan with short brown hair/full beard. Large dark brown, almost black  eyes, a thin nose and mouth almost completely hidden by facial hair. Medium build and unassuming.   
Skills: Handles a sword and a bow with proficiency, adept at blending in to his surroundings when needed.  
Of note: Synn is equally comfortable in the city or the deep forest. He is quiet but quick with a joke if comfortable with those around. Not entirely forthcoming about his job's wilderness expeditions but never seems to lack for any funds.

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Posted by: Heinous - 01-07-2018, 12:35 AM - Forum: General Discussion - No Replies

Shout out to bringing back precast. One of my favorite things in uo.

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