| Arms Lore is the study of armor and weapons.
Using this skill on a piece of armor/clothing/weapon will tell you the
approximate statistics of the weapon. In combination with wrestling, armslore
can also be used to disarm an opponent (Minimum 80 wrestling, 80 arms lore). To
disarm someone, create a macro for Wrestling Disarm in the UO Config.
It can be useful for blacksmiths to determine
which items should be repaired, and on disarm-thieves who need arms lore to
disarm weapons.
| Item Health
points |
| 100% |
Brand new |
| 90% |
Almost new |
| 80% |
Barely used, with a few nicks and scrapes
|
| 70% |
Fairly good condition |
| 60% |
Suffered some wear and tear |
| 50% |
Well used |
| 40% |
Rather battered |
| 30% |
Somewhat badly damaged |
| 20% |
Flimsy and not trustworthy |
| 10% |
Falling apart |
| Armor Rating |
| 31+ |
Is superbly crafted to provide maximum
protection |
| 26-30 |
Offers excellent protection |
| 21-25 |
Is a superior defense against attack
|
| 16-20 |
Serves as sturdy protection |
| 11-15 |
Offers some protection against blows
|
| 6-10 |
Provides very little protection |
| 1-5 |
Provides almost no protection |
| 0 |
Offers no defense against attackers |
Note that these values are the raw AR
values, and are not equivalent to the displayed Armor rating.
| Weapon Rating |
| 26+ |
Would be extraordinarily deadly |
| 21-25 |
Would be a superior weapon |
| 16-20 |
Would inflict serious damage and pain
|
| 11-15 |
Likely hurt opponent a fair amount |
| 6-10 |
Would do some damage |
| 3-5 |
Would do minimal damage |
| 0-2 |
Might scratch their opponent slightly
|
Again, these values represent the
unmodified average damage done, which isn't equivalent to the actual damage
done.
When used on faction items, arms lore can
be used to determine how many days the faction-blessing lasts.
Skill training:
Arms lore is a target-based skill and therefore
affected by the anti-macro code. To raise arms arms lore you need a LOT of
different items. If you're training in powerhour only, 300-400 different
targets should be enough, but after powerhour you're going to need 600 or more
targets to reset the anti-macro code.
Unless you already have a large weapon
collection, it's easiest to tailor skullcaps (they are considered armor), to
tinker knifes, or to smith daggers. Place 66 different items in one bag, and
then record an UOA macro arms loring them all. Add 1500 MS pauses after each
"Target" line in the macro.
You should create about 6-8 of these bags for
best skill gain. Once you've that many targets, you can GM the skill in a few
days (let the macros run after powerhour until you've arms arms lored every
item without gain, then wait for the next powerhour.)
Tips & tricks
- Arms lore magic weapons on player run vendors
before you buy them ;)
- Arms Lore will tell you if a weapon is
poisoned. (Not very useful now that it always shows when you click a weapon)
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