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Just a quick correction to last; I mentioned that a lumberjack can start pulling Dullwood at 60 skill, but it is actually at 65 (as is the case with all gatherers).  I just hit 65 at 11 hours, 23 minutes and pulled Dullwood 7 minutes later.  I will have a more detailed write-up when I hit skill 70.  Thanks!
 
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Final update for this go-around: Reached Lumberjacking skill 70 in just over 19 hours.  Not a lot to report, other than skill gain slows down noticeably the higher you get.  Also, only a few minutes after reaching level 65, I was pulling Dullwood.  Only about 5% of the wood pulled was colored, but getting it right away was a good boost to moral, considering it is a long, slow grind.  Just wanted to make sure folks were aware that adding Lumberjacking to their Swordsmanship build will take some work before they can really reap the benefits of added damage.  Thanks, and happy adventuring!
 
i noticed healing is very slow to raise.
i hope the wilderness will be full of sheep as the only way to get gm healing moderately soon is by macroing all night long.

why is tactics pointed down on your dexer? :P
 
Ya, healing is really slow; I was watching it very closely since I was fighting a lot of ghouls before I was level 60 (as you know, at 60 healing/60 anatomy, you can heal poison, and nearly every ghoul will poison you) :) I don't mind the slow climb though. Also, I picked lore over tactics I suppose because I felt I needed the boost to durability-loss resistance. Durability is a real factor, and I needed to save as much gold as possible (having to buy less equipment is a plus!) It increases the chance for me to cause bleed, so it was a fair deal I thought. :)


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Something a little different.  I cleared Level 1 of each of the 8 current dungeons to get an idea of loot, and thought I'd share.  Some of the "low loot turnout" is due to the small size of some first levels.  

My primary takeaways:

Ossuary is a good beginning dungeon that a player can opt for after the newby dungeon, or if they are willing to risk it, as a beginning dungeon.
Mount Petram had the best loot, but is rather difficult.
Mausoleum is a good, mid-level, consistent farming atmosphere; for the ambitious it would be a good second dungeon after the newby dungeon.

I plan on doing the same thing with Level 2 for each dungeon, but that might take a while ::) Stay tuned!
 
PARAGON CHESTS:

Some folks were wondering if the difficulty for cracking Paragon chests scaled with their rating (Lesser, Regular, Greater).  The answer is, currenlty, yes!  Luthius is currently re-working Paragons, but I thought I'd provide a quick note on how things are right now, 18 April, 2018.

I've maxed my Remove Trap and Lockpicking skills to 120, and am using Valorite Picks and Trap Tool; pretty much the very best chances you can hope for to pick these chests.  Lesser Paragon gave me a 57.5% chance, Regular Paragon a 32.5%, and Greater Paragon is 7.5%.  These percentages do not change as you progress through the trap and lock, they will stay the same throughout the process.  Hope this info is useful to someone, thanks!

**Difficulty levels for Paragon Chests have been lowered, and loot increased.

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Loot Results, Part 2:

Just finished with checking all Dungeons, Level 2, for loot.  I spent around one hour in each, and all loot is from killed mobs (not chests).  Here are the results:

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My final takeaways for Dungeon Levels 2:

The difficulty level for the runs I did varied nicely, from okay difficult to I-want-my-mommy, and for the most part, the loot reflected this ramp.  Some levels were better for gold, some for regs/scrolls, and others for physical loot.  They were all different enough that you could definitely tell they had their own identity, which is great when doing long-term farming so it stays exciting.  If I had to pick a favorite... I don't think I could.  I really enjoyed some of them with my Summoner, and others I would have preferred a Tank or Bard.  With that in mind, you will have to find your own recipe for having a good time exploring, Lord knows there are enough varied templates to keep things interesting for a long time.  Enjoy!
 
Pirates are LIVE for testing!

Some of the next few entries here will most likely concern Pirating, as this element has just been added to the official testing phase (and I've been anticipating this for quite some time)!

Most of what anyone needs to know is in this thread: http://forums.uooutlands.com/showthread.php?tid=386

What I hope to cover are items that might not be readily available.  So I'll begin with a short overview of Themes.  As an "add-on" to your ship, you may with to choose a "Theme" which might reflect your state-of-mind while sailing/pirating.  Themes will place items on your vessel, giving it a unique look.  There are 6 themes at the moment.  Pictured below are the themes, but I believe they aren't "set in concrete," meaning for instance, the fishing theme will retain it's overall look, but sometimes you might have a crab at the bow of your ship, and sometimes it might be jars of bait.  Anyway, on with the show!

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GM Cooking... FINALLY!  39 hours

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My ideal (mostly role-playing) ship captain will have fishing and cooking, so I started a new character with some requisite skills and set him on a dock to fish.  He fished, and fished.... and fished.  He also cut up the small fish and cooked the fish steaks on campfires (which he was setting while he fished).  He saved any "raw large fish" he caught so he can cook them when he reaches skill 105 (they are a special ingredient for more advanced dishes).

I didn't take an accurate count, but to get to this point, he went through a lot of fishing poles, and a LOT more skillets.  He also had to take breaks to chop lumber for kindling.  He might be able to support himself by selling fish steaks and fish baskets (so he can buy more poles and skillets), but that is dependent on a healthy market economy.

All told, he ended up amassing a good amount of cooked food, which when consumed, grants the consumer a possible 40% bump in regenerative ability, which can be the difference between living and dieing in UO.

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I will continue dipping a line in the water in an effort to test timelines for achieving GM Fishing, stay tuned! :D
 
Visual Ship Comparisons

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Small vs Small Dragon

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Medium vs Medium Dragon

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Large vs Large Dragon

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Carrack vs Galleon


Not all ships are created equal!

When building the ship, a random variance is put into play based on the maker's skill level.  In the case with these ships, the maker had a Carpentry skill of 120, which meant none of the variances would be negative, but there would still be a variance in the positive scale.  Below Skill 120, there is a chance for a negative outcome.

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To the right of the key figures is a percentage (a decrease would be in a shade of red, and an increase a shade of green).  These increases have already been applied to the key figures displayed.  In this case, my Medium ship fared very well, but my Medium Dragonship came out quite poorly, considering.  When buying a ship, if there is more than one available, ensure you investigate their "Stats" pages so you can make an informed purchase and end up with the best possible bang for your buck!  Again, these ships were built by a "Legendary" carpenter; many of the first ships will be made by crafters who barely have the skill to make them, so there may be a lot of negative percentages to the stats.  The more you know! :D
 
FISHING!

I just finished running a "realistic" test of fishing gains from Skill 50 to GM.  By "realistic" I mean, how I would play the character rather than just fishing for the sake of skill gain only.  What I mean is that, while fishing, I was also cooking the fish I caught on campfires I was starting (so I was also camping and cooking while I fished, as well as an occasional lumberjacking trip to get more kindling, and buying more skillets and fishing poles as needed).  I also started out using the Hiding skill, but stopped actively using that skill once I got near Hiding level 50 since it was slowing down the process too much.

I imagine one could gain fishing skill more quickly by just throwing their catch on the ground and having a mule run fresh fishing poles out to you so you wouldn't have to waste time running to the provisioner for more yourself, but in my mind that isn't "realistic."  Who throws perfectly good meat on the ground?  I suppose you could have a camper/cook set up next to your fisherman, and hand off your fish to them to do their thing so you can go on fishing... but that's something I don't plan on testing so go for it!

Another thing, when I started this fishing quest, boats weren't patched in yet, so I fished from shore until just over Level 90, then I hopped on a boat.  For those of you who don't know, fishing from a boat will grant you a chance to fish up a greater variety of rares than you can currently get from shore (currently, the only "rare" items you can get from shore are Large Fish, an ingredient used in more advanced recipes.  Currently (and subject to change), you can fish up these additional "rare items" from a boat: Crab, Lobster, Special Fishing Net, and Message in a Bottle.  I believe you can have a chance of fishing up these rares even at skill zero, as long as you are fishing from a boat.  Something to think about if starting a fisherman somewhat later in the game is your plan.

tl;dr:  It took roughly 80 hours and 7 minutes to reach GM (from 50 skill).

Total Bounty from combined fishing and cooking:

Cooked Fish Steak (lower-level Training Recipe which yields Meagre food (+40% chance to regenerate double amount of hits/stam/mana): 2339
Fishsteak Basket (highest-level Training Recipe which yields Meagre food, available at Cooking Skill 75, 3 raw steaks can yield 5 baskets: 13,693
Raw Large Fish ("rare" ingredient that can be fished from shore or a boat, used in advanced cooking recipes): 629
Raw Lobster ("rare" ingredient that can only be fished from boat, used in advanced cooking recipes): 138
Raw Crab ("rare" ingredient that can only be fished from boat, used in advanced cooking recipes): 119
A Special Fishing Net ("rare" item, potential use could be in "special" fishing areas, or in open water to yield a variety of results: still to be determined): 25
A Message In A Bottle (MiB) ("rare" item which yields "A Waterstained SOS" with coordinates to sunken treasure, use on Outlands still to be determined): 9


These numbers can be affected a great deal by RNG, so other's may have slightly different results.  My best advice, drop in a line yourself and have fun! ::D

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FORENSIC EVALUATION

How much can adding and actively using Forensic Evaluation to your starting build affect advancement and gold earned? I know using FE definitely enhances your build, but wasn't sure how much, so I ran a limited 4-hour test to see for myself. 

I built two nearly identical warriors and tried to play them essentially the same, with subtle differences based on one having FE, and the other one not.  Warrior 1 started out with Tactics as one of their starting skills, and as such had an extra +10 Str crystal to get him going.  I started them both in the newby dungeon, but may have moved Warrior 1 to skeletons too soon, as he went through a lot more bandages and had to use some of his precious gold to buy more.  I assumed, for both builds, that the sheep were either shorn or killed, so any extra bandages would have to be made on their own by purchasing cloth.  As soon as I hit level 70 with any skill, I moved the Warrior to Aegis Keep for the rest of the test.  I chose Aegis because it's easy to get to: just travel through the town gate to Horseshoe Bay and run to the dungeon (I did it this way because the dungeon gates won't exist after launch).  If there was a bunch of running around that had to be done, I wanted to make sure I recorded that.  I didn't use or sell any "special" finds, as that is entirely RNG, so I just banked them.

As soon as they could afford it, they ran out and purchased a katana, then returned to the dungeon.  Warrior 1 had to leave the newby dungeon once more to purchase more bandages, Warrior 2 did not (his newby bandages lasted until he graduated to Aegis Keep).

Quick notes:

Warrior 1 (without FE):
- Seemed to go through bandages a lot more quickly.  He was in newby cloths, then partial leather, a lot longer than Warrior 2 (who was able to afford full plate pretty quickly into the test).
- Reached 70 Anatomy (as high as he could go in the Newby Dungeon) at 1 hour and 10 minutes in, then advanced to Aegis for reminder.
- Pulled in a grand total of 3,140 gold in 4 hours, but spent 1,420 of that on bandages and gear.
- RNG for Warrior 1 was much kinder, and actually had a hell of a haul for a beginning Young player only 4 hours in.

Warrior 2 (with FE):
- Since he had FE, I primarily stayed on mongbats as long as practical, as each mongbat he skinned meant he dealt a little more damage to the next one (up to his cap).
- As such, he seemed to go through much less bandages than Warrior 1. 
- Mongbats started out giving 1 meat and 1 hide (I started with FE Skill 1), but were regularly giving 2 hides each once I reached around FE level 30.
- Because I could sell the hide and meat to vendors, I was able to get my katana sooner, and thus was able to kill things faster than Warrior 1
- This all snowballed, because since I was killing things faster, I was getting meat and hide faster, and making gold much faster.  I killed mongbats until I could afford full plate everything, a heater shield, and a viking sword (450gp), then I moved on to skeletons.
- Pulled in a grand total of 4,961 gold in 4 hours, but spent 840 of that on bandages and gear.
-- Of that gold, 1,776 of it was through selling hides and meat.

In a nutshell: Forensic Evaluation will definitely give you an edge.  And actually, that small edge snowballs into significant results in a short period of time (more than I expected).  Having FE in your beginning build will push you out of the newby dungeon more quickly, and geared better, and those who don't have the skill.  Even the time "wasted" running to the butcher/tanner are well worth the extra gold.  I wouldn't say it unbalances things enough to remove these items from vendor buy lists, but someone who knows the ins-and-outs of how FE works certainly has an advantage over someone who does not. 

Anyway, that's about it.  I will include FE in all of my builds regardless of whether or not vendors buy my stuff, because anytime you can get extra things from a corpse essentially for free is always a good deal! ::)

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WARRIOR 1: WITHOUT FORENSIC EVALUATION, 4-HOUR RUN, STARTING FROM CHARACTER DEVELOPMENT


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WARRIOR 2: WITH FORENSIC EVALUATION, 4-HOUR RUN, STARTING FROM CHARACTER DEVELOPMENT
 
I dont love the idea of removing meat and hides from the NPC buy lists, but as is, having FE is like a 25-35% gold increase per monster, which is quite considerable. This does not include such things as killing faster, as that won't necessarily be applicable to everyone although it is a factor. I also like the grand concept of most things dropping hides and FE skill usage in general. Eventually, selling to a vendor will be a bad idea as I am sure players will pay more, but is this enough to warrant a change for the server's launch? Hard to say, but FE is certainly HUGE at the start.
 
I'd stop selling the meat and leather to vendors the minute I get my first weapon and armor set.. doesn't seem worth it even if you're going for a house ASAP. I think the key to making money here is really rushing that first gear set and getting the hell out of newbie dungeon.

I'll do my own run sometime this week and post up the results.. :D
 
I recently built a "Generic" 7x warrior-type figure to illustrate how different skills can enhance your damage output (or damage avoidance).  I ran each character through a relatively predictable environment (North Newbie Dungeon (Ettens, Ogres, Trolls, Orc Captains)) for 1-hour and used the Damage Tracker to record my results.  While testing, I always had a mob on me, usually more than one, so I was pretty much constantly swinging for the full hour.  Each template starts out with a fresh weapon and armor (since weapon damage degrades with their durability.)  I used only GM Iron armor and weapon (plain lumber for the staff weapon).  I chose a 2-handed weapon because the Lumberjack enhancements only adds damage to axes and I wanted to keep the templates consistent in their weapon choice.

Base Template: Axe Warrior
~ Build that includes only the basic, "complete" combat elements of Anatomy, Arms Lore, Tactics, Parry, Healing, and Weapons Specialty (7th skill for base was Hiding, which I switched out for the "Enhancement Skills." 
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Enhancement: Lumberjack
[size=medium]~ Increases damage with Axe weapons against creatures by (20% + (Lumberjacking Skill / 100))[/size]
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Enhancement: Camping
[size=medium]~ [size=medium]A player visiting a secure campfire site that they created themselves receive a melee and spell damage bonus against creatures of (20% * (Camping Skill / 100)) for the next 20 minutes[/size][/size]
[size=medium][size=medium]~ I set campfires every 15 minutes to ensure the bonus was always in effect.[/size][/size]
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Enhancement: Forensic Evaluation
~ When a player carves a creature's corpse, they will gain a Slayer damage bonus and Slayer Barding bonus against that creature's Slayer Type for the next 12 hours
~ [size=medium]The maximum Forensic Eval Slayer damage bonus that can be achieved against each Slayer Type is (15% * (Forensic Eval Skill / 100)) which is equivalent to a Lesser Slayer Weapon[/size]
[size=medium]~ All creatures in the test were of the same Slayer Type.  It took 14 minutes to maximize my bonus (from 0% to 15%), after which I started the timer.[/size]
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Enhancement: Tracking
~Players receive a (20% * (Tracking Skill / 100)) damage bonus against their Marked creature target
~I had "Hunting Mode, Current Combatant" active, so the damage bonus was always applied to the target I was currently fighting.
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The final "enhancement" in this test is Mining, which increases damage output on Mace weapons.  Since it is a different weapon type (with a different "special" attack), I ran a baseline first.

[size=large]Base Template: Mace Warrior[/size]
~ I opted to use a Staff in keeping with my "2-handed weapon requirement."  By Outlands design, Mace weapons have a "narrower" window of damage.  Where the axe base damage ranges from 13-40, the staff base damage ranges from 18-38.  More info on weapon damage consistency can be found in these patch notes: http://forums.uooutlands.com/showthread.php?tid=450
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Enhancement: Mining
~ Increases damage with Macing weapons against creatures by (20% * (Mining Skill / 100))
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One final item I was interesting in testing during this run was the impact of Parry vs No Parry.  
~ Chance to parry a melee attack is (50% * (Parrying Skill / 100))
~ [size=medium]Successfully parrying an attack from a creature will reduces its damage by 75%[/size]
[size=medium]~ It should be no surprise that I found Parry has a significant impact on how well a person can tank, there were times it was difficult staying alive.  Over the course of one hour, I absorbed nearly double the damage without Parry.[/size]
[size=medium]~ Additionally, because I was getting hit much more often, I fatigued more quickly, which slowed down my swings, resulting in less overall damage to mobs.[/size]

Base Template: Axe Warrior, NO PARRY

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PARTING THOUGHTS:

~ "Harvesting" enhancements (Lumberjack, Mining, Forensic Eval) can be tedious and time consuming, and take a very long time to master, but you receive tangible returns for your investment (logs, ore, hides).
~ Camping is essentially "free" in that you just need to have a hatchet to supply yourself enough kindling to level and use the skill.  Camping also allows you to Hike to destinations in your World Atlas base on your skill.  Camping is also a "community" skill, in that others in your party can benefit from your campfire (at a reduced percentage).
~ Tracking is completely free, and can be fine-tuned based on need (i.e. it can be used to locate other players, or Paragon creatures, etc.) 
~ Mace weapons seem to consistently deal more damage.  This is most likely due to their "special attack."  Special attacks for specific weapon types (Macing, Swordsmanship, Archery, Fencing) can be found in the skills summary entry here: http://forums.uooutlands.com/showthread.php?tid=368
~ The importance of Parry should not be overlooked if you plan on building a character that will be face-to-face with an adversary.

One Final Inclusion: LOOT!

Exactly 8 hours spent killing Orcs, Ettins, Trolls, and Ogres left me with the following haul:
- 19,861 Gold
- 50 various gems
- 2 Expertly Drawn Treasure Maps
- 3 Magic Spellbooks (Charged Might, Charged, Simple Ruin)
- 2 Wands (Harm of Lesser Humanoid Slaying, Harm of Lesser Construct Slaying)
- Weapons:
-- Surpassingly Accurate Quarter Staff
-- Ruin Short Spear
-- Substantial Ruin War Fork
-- Substantial Accurate Ruin Double Axe
-- Ruin Broadsword
-- 2 Hammer Picks: (Accurate, Ruin)
-- 2 Bows: (Ruin, Durable Accurate)
-- 3 X-Bows: (Ruin, Accurate Might, Durable Accurate Ruin)
-- 2 Heavy X-Bows: (Accurate Might, Durable Accurate)
- Music Instruments:
-- 2 Lutes: (Durable Melodist X2)
-- 2 Drums: (Melodist X2)
-- 2 Harps: (Melodist X2)
-- 2 Tambourines: (Melodist, Durable Melodist)
- Armor:
-- Head: (Durable Defense Ringmail Helm, Defense Platemail Helm, Defense Studded Cap)
-- Neck: (Defense Ringmail Gorget, Defense Bone Gorget, Durable Defense Bone Gorget)
-- Arms: (Defense Bone Arms, Defense Chainmail Arms, Defense Ringmail Arms)
-- Hands: (Defense Chainmail Gloves)
-- Chest: (Defense Bone Chest, Durable Guarding Leather Chest)
-- Legs: (Durable Guarding Bone Legs, Substantial Guarding Leather Shorts)
-- Skirts: (Durable Defense Leather, Defense Ringmail X2, Defense Leather)
-- Shields: (Durable Defense Buckler, Defense Bronze, Durable Defense Bronze, Substantial Defense Metal)
- From Forensic Eval:
-- 1157 Leather, 12 Dullhide, 4 Shadowhide, 4 Copperhide, 8 Rosehide, 3 Valehide, 609 Raw Ribs, 4 Raw Ham, and 1 Raw Meat Shank


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Hopefully someone finds this information helpful for making decisions while building their characters.  Thanks, and have fun! :D
 
Quick, 1-hour Loot Test of GM Fishing

I placed my boat, climbed aboard, dropped a line in the water, and set the timer. The boat I was on had a +55% chance for fishing up rares (one fishing upgrade, and a fisherman crew member). I will most likely conduct a repeat test with just a basic boat (no upgrades), but I wanted to start this next fishing sequence with a build closely resembling something I will be using.

Anyway, after an hour, here's the verdict. The haul was much better than expected. I was GM, and my boat had fishing upgrades, but still better than I thought it would be. I will run another test starting at 50 fishing skill and we shall see! :D

All told: 5 Special Fishing Nets and 8 Special Fish (7 different varieties). Nice, just need a fish tank! ;)

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Does that seahorse weigh 8.4 stones OR 8,396 stones?! That's freakin colossal indeed either way!
 
Haha, I was wondering the same thing when I fished it up! I think it is being carried three decimal spaces to make it more competative for who caught the biggest fish, perhaps.
 
While my 50-Skill Fisherman is doing his thing (probably for about 8 hours), I will stick a little nugget of unrelated information here.

Leather Cap Restyling Deeds!

At 120 Tailoring, you can create restyling deeds for that hideous leather cap everyone loves to hate, and restyle it into pretty much any kind of craftable hat while still maintaining it's original Leather Cap stats. Here's how it's done :D

*I know, the .gifs are kind of weird, but I thought I'd try something new. :p

- Open up crafting menu with Sewing Kit
- Select "Utility Items"
- Select "Leather Cap Restyle Deed" (Requires 10 leather and 1 Mastercrafting Diagram)
- Select "Create Item" (Deed shows up in your backpack)
- Double-click the Deed and Target the Leather Cap you wish to convert
- Select new hat style
- Click "Confirm" (New restyled Leather Cap/Hat will show up in backpack)

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