Difference between revisions of "Starting Equipment"

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Revision as of 13:55, 29 October 2010

Starting Equipment

Starting Equipment is any items you start with upon character creation. These items will stay with your character upon death aslong as they remain either on your character doll or in the top level of your backpack. If you place these items inside a container in your backpack, or you are a murderer the items will remain on you corpse after death, so always leave them on the top level of your backpack. These items are often referred to as "newbie" items. All characters start with the following items regardless of skills:

  • 100 Gold pieces
  • book
  • candle
  • dagger
  • Clothing (Shoes, pants/skirt and shirt randomly assigned upon entering the world)

Anything else you start with is dependant on which skills you choose to start with, the following is a complete list of "newbie" items.

Name Skill STR DEX INT Starting Equipment Title
Alchemy 90% -- 5% 5% 3 each of 4 random Reagents, 5 Bottles, Mortar & Pestle, Robe (red) Alchemist
Anatomy* 100% -- -- -- 3 Bandages, Robe (grey) Healer
Animal Lore 100% -- -- -- Robe (green), Shepherd's Crook [practice weapon] Ranger
Animal Taming 80% 14% 2% 4% Shepherd's Crook [practice weapon] Tamer
Archery 90% 2.5% 7.5% -- 25 Arrows, Bow [practice weapon] Archer
Arms Lore* 100% -- -- -- Random practice weapon Warrior
Begging* 100% -- -- -- Gnarled Staff [practice weapon] Beggar
Blacksmithy 90% 10% -- -- Half Apron (brown), random blacksmithing tool Smith
Bowcraft 78% 6% 16% -- 14 Boards, 5 Feathers, 5 Shafts Bowyer
Camping 50% 20% 15% 15% Bedroll, 5 Kindling Ranger
Carpentry 75% 20% 5% -- 10 Boards, Half Apron (brown), random carpentry tool Carpenter
Cartography 85% -- 7.5% 7.5% 4 Blank Maps, Sextant Cartographer
Cooking 50% -- 20% 30% 2 Kindling, 3 Raw Birds, Flour Sack (full), Water Pitcher (full) Chef
Detect* 100% -- -- -- Cloak (dark grey) Scout
Enticement 95% -- 2.5% 2.5% Random musical instrument Bard
EvaluateINT* 100% -- -- -- None Scholar
Fencing 90% 4.5% 5.5% -- Spear [practice weapon] Fencer
Fishing* 100% -- -- -- Fishing Pole, Floppy Hat (brown) Fisherman
Forensic* 100% -- -- -- -- Detective
Healing 80% 6% 6% 8% 5 Bandages, Scissors Healer
Herding 75% 16% 6.5% 2.5% Shepherd's Crook [practice weapon] Shepherd
Hiding* 100% -- -- -- Cloak (dark grey) Rogue
Inscription 90% -- 2% 8% 2 Blank Scrolls Scribe
Item ID* 100% -- -- -- Gnarled Staff [practice weapon] Merchant
Lockpicking 75% -- 25% -- 5 Lockpicks Rogue
Lumberjack 80% 20% -- -- Hatchet [practice weapon] Lumberjack
MaceFighting 90% 9% 1% -- Mace [practice weapon] Armsman
Magery 85% -- -- 15% 3 random First Circle Scrolls, 3 of each Reagent, Spellbook Mage
Meditation 100% -- -- -- Robe Stoic
Mining 80% 20% -- -- Pickaxe or Shovel Miner
Musicianship* 100% -- -- -- Random musical instrument Bard
Parrying 90% 7.5% 2.5% -- Wooden Shield Warrior
Peacemaking* 100% -- -- -- Random musical instrument Bard
Poisoning 80% -- 4% 16% 2 Poison (Green) Potions Assassin
Provocation 95% -- 4.5% 0.5% Random musical instrument Bard
Remove Trap** 100% -- -- -- you cannot select this as a starting skill Rogue
ResistSpell* 100% -- -- -- Spellbook Mage
Snooping 75% -- 25% -- 4 Lockpicks Pickpocket
SpiritSpeak* 100% -- -- -- Cloak (dark grey) Medium
Stealing 90% -- 10% -- 4 Lockpicks Pickpocket
Stealth** 100% -- -- -- you cannot select this as a starting skill Rogue
Swordmanship 90% 7.5% 2.5% -- Longsword [practice weapon] Swordsman
Tactics 100% -- -- -- -- Warrior
Tailoring 75% 4% 16% 5% 4 Folded Cloth, Sewing Kit Tailor
Taste ID* 100% -- -- -- 3 random Potions Chef
Tinkering 90% 5% 2% 3% Half Apron (brown), random component, Tinker Tools Tinker
Tracking 75% -- 12.5% 12.5% Boots (brown), Skinning Knife [practice weapon] Ranger
Veterinary 80% 8% 4% 8% 5 Bandages, Scissors Healer
Wrestling 90% 9% 1% -- Leather Gloves Wrestler
* These Abilities are not influenced by Attributes; they are entirely Skill-based.
** Stealth requires 80.0 hiding to begin training, remove trap requires 50 detect hidden and lockpicking. Due to this min skill
requirements tied to other skills they cannot be selected as starting skills.