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Treasures of Wildfire Rewards

Started by keven2002 · 2021-06-23 · 117 posts · General Discussions
#0
I wanted to create this thread as a placeholder for all of the rewards for people to share things about the rewards as they are selected so people know what they are getting (since this isn't on TC1 to see). A few things I'm curious about is the Idle of WIldfire / Stolen piece of Castambre / Lucky Abomination Skull / Bloodspawn Ritual Table. At 75-150 points per item I'm hoping they aren't simply just decoration.

I think it would be useful to have one single place to look for the rewards so please avoid comment that would have this thread closed. Thanks.
#1
Hope skull will work like statue adding more luck points for some time. 
Cats ambre chunk? Dunno, i think it should make you to loose carma even faster than new cloak. 
If cat ever used your shoes , you must remember how other people react in your presence. 
#2
The Stolen Piece of Castambre is probably deco and was just something Kyronix was using because it fit nicely with the storyline, but just in case "Find My Heart..." actually means something...


Treasures of Wildfire | uo-cah.com


Stone of Castambre:
Standing on the Isle of Fire in Britannia, it is a bleeding stone from which the Tree of Life grows. The stone can be "milked" for blood or strange hearts with a pick. Both of these items are needed in the act of golem creation or reconstruction. While the tree seems to wilt when harvesting a heart from it, it quickly recovers with seemingly no ill effects. Otherwise, there isn't really much known about the stone, apart from a book on the Isle of Fire, written by the mage Astelleron, who had discovered and researched its use in the creation of golems.
Stone of Castambre - The Codex of Ultima Wisdom, a wiki for Ultima and Ultima Online (ultimacodex.com)
#3
I just finished creating a page for the event and adding all the various artifacts to relevant pages. (artifacts - events, Armor Artifacts, Clothing and Talisman Artifacts,Fencing Artifacts, Jewelry Artifacts, Swords Artifacts,Throwing Artifacts, Artifact & Collection Damage Increase items, Artifact & Collection Luck items,Artifact & Collection Spell Damage Increase items)  Hopefully I didn't miss any.
#4
link?
#5
The tower is still up at Ter Mur with the writing desk.
but Great Lakes writing desk is gone.
Can it be put back?
some people only got one book, before it disappeared.

#6
We've updated the reward costs on Origin based on feedback.  The Lorebook pages are still 1 point each, which is all that has been claimed thus far on Origin.

Thanks everyone for the feeedback.
#7
 HiKyronix said:
We've updated the reward costs on Origin based on feedback.  The Lorebook pages are still 1 point each, which is all that has been claimed thus far on Origin.

Thanks everyone for the feeedback.
Thanks.

We should put those pages in a new book correct?
#8
pages are still fine, it's all keyed by title so it's fine

#9
"will they go in the old book of the three? and will people get their page 0 back from the book of lore of the three?"
#10
Have no idea what rewards or points this post is referring to.  So was there some practical reason for players to collect pages of lore other than deco?
#11
Kyronix said:
We've updated the reward costs on Origin based on feedback.  The Lorebook pages are still 1 point each, which is all that has been claimed thus far on Origin.

Thanks everyone for the feeedback.


Thank you, guild appreciate it, they asked me, If I could ask for further reduction on the ring ? ;)

Do you have any feedback on why the weapons are antique? You have artefacts that are similar 6 property quality that are fully repairable? (All Stygian Abyss ones?) I think antique on these weapons, will put anyone off getting them at all.



#13
Kyronix said:
pages are still fine, it's all keyed by title so it's fine

@Kyronix , why only 9 pages when the book needs 13 to be filled ?

Chances are, that there do are players who may need anyone from 1 to 13 that they have missing to fill up their book....

Could you please add the 4 missing pages ?

Thanks.
#14
Cookie said:
Kyronix said:
We've updated the reward costs on Origin based on feedback.  The Lorebook pages are still 1 point each, which is all that has been claimed thus far on Origin.

Thanks everyone for the feeedback.


Thank you, guild appreciate it, they asked me, If I could ask for further reduction on the ring ? ;)

Do you have any feedback on why the weapons are antique? You have artefacts that are similar 6 property quality that are fully repairable? (All Stygian Abyss ones?) I think antique on these weapons, will put anyone off getting them at all.



Oh yes, ANTIQUE on weapons ?

They would need to be constantly repaired.... a nightmare....
#15
popps said:
Kyronix said:
pages are still fine, it's all keyed by title so it's fine

@ Kyronix , why only 9 pages when the book needs 13 to be filled ?

Chances are, that there do are players who may need anyone from 1 to 13 that they have missing to fill up their book....

Could you please add the 4 missing pages ?

Thanks.
Umm these are new pages. Ill be putting them in a separate book.

Alchemists abomination is over. Those pages are on vendors or in a container now.
#16
Kyronix said:
We've updated the reward costs on Origin based on feedback.  The Lorebook pages are still 1 point each, which is all that has been claimed thus far on Origin.

Thanks everyone for the feeedback.
Thank you @Kyronix! Appreciate you listening to the feedback and making the adjustment.
#17
popps said:
Oh yes, ANTIQUE on weapons ?

They would need to be constantly repaired.... a nightmare....
More like a bad dream. They will be at 0/0 before you get that deep in sleep.
#18
Could be worse, gargs like me are looking at these rewards with a raised eyebrow.

Hmmm, antique soul glaive, fun for a few days. Bloodblades are worth some trash points.  A mount, good one.  More April fools earrings?  Lol.  Wasn't yukios enough, jokes getting old.
#19
the weapons are already lackluster, making them antique renders them totally useless.
#20
Kyronix said:
We've updated the reward costs on Origin based on feedback.  The Lorebook pages are still 1 point each, which is all that has been claimed thus far on Origin.

Thanks everyone for the feeedback.
Many thanks for the price reduction!

#21
Can someone tell if the spawnrate also had been increased? And how good are the turn-in drops? Do you need luck or not?

*imaginable scene: 3 players fighting little para snake with fingers*
#22
Can someone tell if the spawnrate also had been increased? And how good are the turn-in drops? Do you need luck or not?

*imaginable scene: 3 players fighting little para snake with fingers*
Spawn rate is same.  He siad they can adjust it.

Rare to find a drop you want to keep.

I rub a statue and I think I get more drops but not proven.

When there are Balrons and Succubus Paragons there may be 3 dead players fighting them.
#23
Pawain said:
popps said:
Kyronix said:
pages are still fine, it's all keyed by title so it's fine

@ Kyronix , why only 9 pages when the book needs 13 to be filled ?

Chances are, that there do are players who may need anyone from 1 to 13 that they have missing to fill up their book....

Could you please add the 4 missing pages ?

Thanks.
Umm these are new pages. Ill be putting them in a separate book.

Alchemists abomination is over. Those pages are on vendors or in a container now.
Yeah, I realized that after posting...

How naive of me, to think that these Pages had been put in to HELP those players who were not able to fill in their Book with the Spawn in Ter Mur....

Rather then putting in "new" Pages, it would have been nicer, to my opinion, if they had put in the Ter Mur Pages of Lore to help out players still missing any from their Book....
#24
popps said:
Pawain said:
popps said:
Kyronix said:
pages are still fine, it's all keyed by title so it's fine

@ Kyronix , why only 9 pages when the book needs 13 to be filled ?

Chances are, that there do are players who may need anyone from 1 to 13 that they have missing to fill up their book....

Could you please add the 4 missing pages ?

Thanks.
Umm these are new pages. Ill be putting them in a separate book.

Alchemists abomination is over. Those pages are on vendors or in a container now.
Yeah, I realized that after posting...

How naive of me, to think that these Pages had been put in to HELP those players who were not able to fill in their Book with the Spawn in Ter Mur....

Rather then putting in "new" Pages, it would have been nicer, to my opinion, if they had put in the Ter Mur Pages of Lore to help out players still missing any from their Book....
And basically tell anyone who hunted daily for pages and spent hours swapping to complete their sets that it was all for nothing?
#25
So still missing the point of this post.  Are the pages good for anything? Or, are they just deco?
#26
Lore pages are just used to fill the storybook for deco.
#27

@Kyronix - feedback on wildfire event:


  1. Thanks for reducing the cost of the items.
  2. Looks like mark got a bump in luck.  Any chance of adding +10-20 spellweaving?  Afterall, it's a spellweaving lore event 🙂  thanks !
  3. Please remove "Antique" from the weapon choices.  "Brittle" would be consistent with e.g. the robe and other wearable drops.  "Cursed" would also be better than "Antique"...
  4. Please up the spawn rate!  Ideally this should be dense like early stages of champ spawn 🙂

#28

@ Kyronix - feedback on wildfire event:


  1. Thanks for reducing the cost of the items.
  2. Looks like mark got a bump in luck.  Any chance of adding +10-20 spellweaving?  Afterall, it's a spellweaving lore event 🙂  thanks !
  3. Please remove "Antique" from the weapon choices.  "Brittle" would be consistent with e.g. the robe and other wearable drops.  "Cursed" would also be better than "Antique"...
  4. Please up the spawn rate!  Ideally this should be dense like early stages of champ spawn 🙂

Please up the spawn rate!  Ideally this should be dense like early stages of champ spawn

To my finding, this New Fire Dungeon Event drop rate is significantly LESS as compared to the previous Deceit and Ice Dungeons Events.

Maybe it is a bug, I do not know, it was not intentional, but I can tell it is lower... and quite lower too....
#29
For you popps most other people saying it's the same 
#30
popps said:

To my finding, this New Fire Dungeon Event drop rate is significantly LESS as compared to the previous Deceit and Ice Dungeons Events.

Maybe it is a bug, I do not know, it was not intentional, but I can tell it is lower... and quite lower too....

After doing my first few hours, I also find the drop rate lower than Deceit, but the spawn rate is also lower.
#31
Thanks Marge.  Thought they were just deco but with all the discussion about them was starting to wonder.
#32
You guys couldn't fix the stuck spawn locations in fire dungeon? 🙁
#33
Drago said:
You guys couldn't fix the stuck spawn locations in fire dungeon? 🙁
Which location?
#34
Kyronix said:
Drago said:
You guys couldn't fix the stuck spawn locations in fire dungeon? 🙁
Which location?
I'm not home to grab screenshots but I also noticed this. On the first level of the dungeon if you head south once you cross over the bridge; if you follow the path along to the spot where lichs spawn; that far south point (if you go south instead of following the path) had quite a few spawn unreachable down there last night. I've noticed the same thing on some of the roof tops of the small square buildings (things only seem to teleport half the time).
#35
Spellweaving can kill all the stuck ones sometimes it takes a minute if you're the only weaver
#36
Question: When thinking about the drop rate, are you taking into account the length of the time this event is on for? Points expire 1st of September. It's only June now.
#37
Question: When thinking about the drop rate, are you taking into account the length of the time this event is on for? Points expire 1st of September. It's only June now.
And there are 4 times as many things to buy with 2 of them at 200 Points.
#38
Kyronix said:
Drago said:
You guys couldn't fix the stuck spawn locations in fire dungeon? 🙁
Which location?
Right here.  We had a bunch in there yesterday. They seem to de spawn and new ones come in.
You can not hit those with arrows or single target spells.  Also in the Lave lake in the graveyard.


@Kyronix
The residents of LS kindly request an increase in spawn.  There are few things to kill right now.
 
I have sat in this spot while posting and nothing has spawned near me. Those dead paragons were brought to me by a NOOB. The graveyard is near.  We work together in chat and call out paragons that we cant kill alone.  We know how to fight in groups, we love it.  We just need more to kill.  Thanks

Sidenote, I noticed the NOOB archer killing things behind the fence but the paras come get him.  Like I have said this can be done by all fighting templates if you have a strategy.  Smart NOOB.  I may hang around and kill the paras for him.


#39
Pawain said:
Kyronix said:
Drago said:
You guys couldn't fix the stuck spawn locations in fire dungeon? 🙁
Which location?
Right here.  We had a bunch in there yesterday. They seem to de spawn and new ones come in.
You can not hit those with arrows or single target spells.


@ Kyronix
The residents of LS kindly request an increase in spawn.  There are few things to kill right now.
 
I have sat in this spot while posting and nothing has spawned near me. Those dead paragons were brought to me by a NOOB. The graveyard is near.  We work together in chat and call out paragons that we cant kill alone.  We know how to fight in groups, we love it.  We just need more to kill.  Thanks

Sidenote, I noticed the NOOB archer killing things behind the fence but the paras come get him.  Like I have said this can be done by all fighting templates if you have a strategy.  Smart NOOB.  I may hang around and kill the paras for him.


You'll have to move around some.  Sticking in one spot the mobs aren't going to spawn on top of you.  They are peppered through the playable area.  Nice job with the paragon balron btw.
#40
Re: mobs in inaccessible locations -- even to SW spells.  The lava fields north/east of the cemetary on level 1.  The roof of the first mage building in SW area of level 2.

Re: Spawn rate.  Seems the spawn rate and density is related to the number of players in the dungeon.  The drop rate proportional to the spawn rate.  Is the kill rate taken into account?  On the slower shards, there are corpses but lots of "Idle" time where there is no new spawn.  Given it's summer, the number of players and hence the spawn and drop rates can be lower on some shards (Popps and other observations).  I agree spawn rates and drop rates are effectively lower.  Hence, dial it up 🙂

Re: duration of event. It's effectively ~2 months.  However, for many people, it's a vacation time, so it's figure that's about half that.  Plan accordingly.
#41
Kyronix said:
You'll have to move around some.  Sticking in one spot the mobs aren't going to spawn on top of you.  They are peppered through the playable area.  Nice job with the paragon balron btw.
Hehe Thanks, They always target my trailing Bard first.  I have 2 monitors and I will try to save him and mob will kill us both.

I told ya we try to work together.  The Cu saved our butts.
#42
Half the spawn is stuck in lava river or other inaccessible locations. 
And then @Kyronix will say "there are lots of mobs, you are not killing them". 
and yes there are lots of them, Spawned here while rioting mob of players are racing  toward occasionally spawned rat or a snake. 

#43
Well its so slow on LS  I did not die tonight. Please up the spawn for the weekend!  I have got maybe 6 drops in the last 4 hours on my OP Melle toon as some think.

I dont care about the drop rate I want stuff to kill whether I get drops or not.
@Kyronix
#44
Gwen said:
Half the spawn is stuck in lava river or other inaccessible locations. 
And then @ Kyronix will say "there are lots of mobs, you are not killing them". 
and yes there are lots of them, Spawned here while rioting mob of players are racing  toward occasionally spawned rat or a snake. 

A spellweaver can kill these...
#45
Pawain said:
Well its so slow on LS  I did not die tonight. Please up the spawn for the weekend!  I have got maybe 6 drops in the last 4 hours on my OP Melle toon as some think.

I dont care about the drop rate I want stuff to kill whether I get drops or not.
@ Kyronix
I am getting more with my thrower tamer. around 6 per hour.  Because i kill all small stuff like rats and mages. I dont need to dun toward them.  With 0 or 150 luck. 
#46
Gwen said:
Pawain said:
Well its so slow on LS  I did not die tonight. Please up the spawn for the weekend!  I have got maybe 6 drops in the last 4 hours on my OP Melle toon as some think.

I dont care about the drop rate I want stuff to kill whether I get drops or not.
@ Kyronix
I am getting more with my thrower tamer. around 6 per hour.  Because i kill all small stuff like rats and mages. I dont need to dun toward them.  With 0 or 150 luck. 
When I went to the mage area they were already dead.  It takes live things to get drops.

Its so slow ppl were camping that little houses where 2 things spawn every minute or more.  Could kill more numbers like that than running all over the place to see dead mobs on the ground.

We like to kill stuff on LS and do it well.
#47
Any chance we could get nightsight added to the hci ear rings ive been wearing nocturne ear rings on my dexxer long as I can remember. I really hate carrying night  sight potions
#48
Dillybar said:
Any chance we could get nightsight added to the hci ear rings ive been wearing nocturne ear rings on my dexxer long as I can remember. I really hate carrying night  sight potions
I suggested we needed the ability to add nightsight and was ran out of town....
#49
McDougle said:
Dillybar said:
Any chance we could get nightsight added to the hci ear rings ive been wearing nocturne ear rings on my dexxer long as I can remember. I really hate carrying night  sight potions
I suggested we needed the ability to add nightsight and was ran out of town....
It’s such a small thing and it adds huge QOL improvements I don’t see why it would be that big of a deal to add it. Just my two cents
#50
Dillybar said:
Any chance we could get nightsight added to the hci ear rings ive been wearing nocturne ear rings on my dexxer long as I can remember. I really hate carrying night  sight potions

If the earring cannot be POF and has questionable durability (some says it drops durability like antique), I won't use it on a pvm warrior. Its the same for Yukio's earring.
#51
McDougle said:
Gwen said:
Half the spawn is stuck in lava river or other inaccessible locations. 
And then @ Kyronix will say "there are lots of mobs, you are not killing them". 
and yes there are lots of them, Spawned here while rioting mob of players are racing  toward occasionally spawned rat or a snake. 

A spellweaver can kill these...

Where exactly to stand? I tried a few times all along the edge with my spellweaver and it wasn't touching them at all.
#52
Marge said:
McDougle said:
Gwen said:
Half the spawn is stuck in lava river or other inaccessible locations. 
And then @ Kyronix will say "there are lots of mobs, you are not killing them". 
and yes there are lots of them, Spawned here while rioting mob of players are racing  toward occasionally spawned rat or a snake. 

A spellweaver can kill these...

Where exactly to stand? I tried a few times all along the edge with my spellweaver and it wasn't touching them at all.

I used thunderstorm to kill the Effreet but the liches can heal.
#53
Marge said:
McDougle said:
Gwen said:
Half the spawn is stuck in lava river or other inaccessible locations. 
And then @ Kyronix will say "there are lots of mobs, you are not killing them". 
and yes there are lots of them, Spawned here while rioting mob of players are racing  toward occasionally spawned rat or a snake. 

A spellweaver can kill these...

Where exactly to stand? I tried a few times all along the edge with my spellweaver and it wasn't touching them at all.
Yes takes a lot of thunderstorms i I try to holler for another weaver and clear it and roof of house near
 entrance at same time 
#54
Dillybar said:
McDougle said:
Dillybar said:
Any chance we could get nightsight added to the hci ear rings ive been wearing nocturne ear rings on my dexxer long as I can remember. I really hate carrying night  sight potions
I suggested we needed the ability to add nightsight and was ran out of town....
It’s such a small thing and it adds huge QOL improvements I don’t see why it would be that big of a deal to add it. Just my two cents
Because you before had advantage over gargs as a free slot for night sight . Now you put 10 HCI there and want more room for free night sight?  
It is not QOL, it is furter nerfing of gargoyles you are asking for. 
#55
I9Gwen said:
Dillybar said:
McDougle said:
Dillybar said:
Any chance we could get nightsight added to the hci ear rings ive been wearing nocturne ear rings on my dexxer long as I can remember. I really hate carrying night  sight potions
I suggested we needed the ability to add nightsight and was ran out of town....
It’s such a small thing and it adds huge QOL improvements I don’t see why it would be that big of a deal to add it. Just my two cents
Because you before had advantage over gargs as a free slot for night sight . Now you put 10 HCI there and want more room for free night sight?  
It is not QOL, it is furter nerfing of gargoyles you are asking for. 
Maybe gargoyles were meant to be daytime birds. You chose race and they have positives and negatives. Sounds like you just want the positives.
#56
I simply asked for nightsight to be available to be imbued on any item free or low cost (my fishing pole for instance)
#57
Gargs should have had better nightsight than elves do because they turn to stone and watch over the city during the day and come alive at night to fight evil.
#58
Kyronix said:
Drago said:
You guys couldn't fix the stuck spawn locations in fire dungeon? 🙁
Which location?

all the roofs
lava areas first floor
and this, first floor

#59
Drago said:
Kyronix said:
Drago said:
You guys couldn't fix the stuck spawn locations in fire dungeon? 🙁
Which location?

all the roofs
lava areas first floor
and this, first floor

Again thunderstorm is the answer..
#60
How long would it take to kill a para balron there  with thunderstorm?
#61
Pawain said:
How long would it take to kill a para balron there  with thunderstorm?
With one weaver forever 2 might be able 3 for sure
#62
@Kyronix - Think you could put a trash can in fire champ? lol
#63
Has anyone gotten any of the new rewards yet like wildfire idol or lucky skull?? Curious if they are just for decoration.
#64
Gargish cloth items "Of wildfire" cannot be cut with scissors. 
@Kyronix , can we have this fixed, so we will be able to get wildfire hued cloth , please! 
#65
On dang.  Now Ill have to use my garg....  Thanks

The Fellowship versions would also look cool and you can get a lot of those  and Blackthorns.

Probably intended we don't cut them.
#66
is bushido perfection luck bonus turned off on wildfire mobs?
#67
Kyronix said:
Drago said:
You guys couldn't fix the stuck spawn locations in fire dungeon? 🙁
Which location?
Kyronix , can we finally have those locations fixed? 
Lava river is full of balrons or fire daemons. Some location ou can kill them with thrower from the bridge. Mostly - NO. 
Roof on  mage building (LVL 2 ,)before server reset had 4 Paragon Balrons.  They spawn, spellweavers kill normal, paragons survive. 
Or make a teleporter to that place. Some people have runes , but they dont share.
And the place south-east of cemetery.  I posted a picture like one week ago. 

Or as temporary solution - can GM come every several hours and just kill \ teleport those mobs somewhere else? 
#68
Gwen said:
Kyronix , can we finally have those locations fixed? 
Lava river is full of balrons or fire daemons. Some location ou can kill them with thrower from the bridge. Mostly - NO. 
Roof on  mage building (LVL 2 ,)before server reset had 4 Paragon Balrons.  They spawn, spellweavers kill normal, paragons survive. 
Or make a teleporter to that place. Some people have runes , but they dont share.
And the place south-east of cemetery.  I posted a picture like one week ago. 

Or as temporary solution - can GM come every several hours and just kill \ teleport those mobs somewhere else? 
"Not sure how it works in trammel, will assume same rules apply as fel, open door stand about two tiles back from the door then teleport to roof. 
Or cast teleport, target roof (get a message to say target cannot be seen) enter building, cast teleport again and hit last target"
#69
Yoshi said:
Gwen said:
Kyronix , can we finally have those locations fixed? 
Lava river is full of balrons or fire daemons. Some location ou can kill them with thrower from the bridge. Mostly - NO. 
Roof on  mage building (LVL 2 ,)before server reset had 4 Paragon Balrons.  They spawn, spellweavers kill normal, paragons survive. 
Or make a teleporter to that place. Some people have runes , but they dont share.
And the place south-east of cemetery.  I posted a picture like one week ago. 

Or as temporary solution - can GM come every several hours and just kill \ teleport those mobs somewhere else? 
"Not sure how it works in trammel, will assume same rules apply as fel, open door stand about two tiles back from the door then teleport to roof. 
Or cast teleport, target roof (get a message to say target cannot be seen) enter building, cast teleport again and hit last target"
I did mark the runes for the roof, it's easy. It's ok if the balrons are trapped on the big roof, and there are teleporters to get down fast. But those trapped on the smaller roofs are tough. There is also not enough space to run or teleport out.

There are so many trapped on the lava river bed.

There also seems to be a teleport code for some non paragons, some of these monsters can teleport next to us suddenly. Why not use the same code to make those trapped monsters get out @Kyronix
#70
I think that code was for stuck monsters, which is odd because i have had some do it from behind me to get another swioe at me.
The balrons may not do it because of a z-axis issue, and may not "see" you.
#71
@Kyronix ; , can we have this mob exhibition fixed , please? Or we are waiting for it to be fixed  naturally on Sep 1st? 

#72
Gwen said:
@ Kyronix  , can we have this mob exhibition fixed , please? Or we are waiting for it to be fixed  naturally on Sep 1st? 

Why can't weavers kill these? 
#73
McDougle said:
Gwen said:
@ Kyronix  , can we have this mob exhibition fixed , please? Or we are waiting for it to be fixed  naturally on Sep 1st? 

Why can't weavers kill these? 
Why can't they not spawn there instead?
#74
Pawain said:
McDougle said:
Gwen said:
@ Kyronix  , can we have this mob exhibition fixed , please? Or we are waiting for it to be fixed  naturally on Sep 1st? 

Why can't weavers kill these? 
Why can't they not spawn there instead?
I do not disagree but there is a solution 
#75
@Gwen - not a whole lot we can do in the short term to resolve that specific area.  Unfortunately we are dealing with inconsistent worldbuilding throughout the dungeon areas (all of them) so these things sometimes happen.  The immediate term solution is to try and use an AoE if you can.  We have it on the list to address this for the next iteration of Treasures coming in October.
#76
Kyronix said:
@ Gwen - not a whole lot we can do in the short term to resolve that specific area.  Unfortunately we are dealing with inconsistent worldbuilding throughout the dungeon areas (all of them) so these things sometimes happen.  The immediate term solution is to try and use an AoE if you can.  We have it on the list to address this for the next iteration of Treasures coming in October.
@Kyronix

Unfortunately, most of those places give the message "target cannot be seen" so, to my knowledge, there is only 1 spell that does them some damage, Thunderstorm, the problem is, that even with a good Spell Damage Increase, it only really works on lower end Monsters because from the Mid-range ones and up, they can heal up faster then one can damage them.... forget about the Paragons... they are impossible to kill using this AOE, even if there is multiple spellweavers there which are not, by the way, that easy to come by, most players who go to these Events are Warriors...

A possible, temporary fix could be to turn off monsters' self heal. It won't affect regular ones who go down fast anyway but would help with this issue, at least temporarily.
#77
popps said:
Kyronix said:
@ Gwen - not a whole lot we can do in the short term to resolve that specific area.  Unfortunately we are dealing with inconsistent worldbuilding throughout the dungeon areas (all of them) so these things sometimes happen.  The immediate term solution is to try and use an AoE if you can.  We have it on the list to address this for the next iteration of Treasures coming in October.
@ Kyronix

Unfortunately, most of those places give the message "target cannot be seen" so, to my knowledge, there is only 1 spell that does them some damage, Thunderstorm, the problem is, that even with a good Spell Damage Increase, it only really works on lower end Monsters because from the Mid-range ones and up, they can heal up faster then one can damage them.... forget about the Paragons... they are impossible to kill using this AOE, even if there is multiple spellweavers there which are not, by the way, that easy to come by, most players who go to these Events are Warriors...
@popps you continuously say things you know nothing about my weaver solo can kill the lower end paragons when I call out (you know interaction with the community) i always get another weaver..
#78
“At 32 base mana per thunderstorm, I’d be interested to see spellweavers kill higher end paragons with just Tstorm, even in wraith form i can’t see it happening”
#79
McDougle said:
popps said:
Kyronix said:
@ Gwen - not a whole lot we can do in the short term to resolve that specific area.  Unfortunately we are dealing with inconsistent worldbuilding throughout the dungeon areas (all of them) so these things sometimes happen.  The immediate term solution is to try and use an AoE if you can.  We have it on the list to address this for the next iteration of Treasures coming in October.
@ Kyronix

Unfortunately, most of those places give the message "target cannot be seen" so, to my knowledge, there is only 1 spell that does them some damage, Thunderstorm, the problem is, that even with a good Spell Damage Increase, it only really works on lower end Monsters because from the Mid-range ones and up, they can heal up faster then one can damage them.... forget about the Paragons... they are impossible to kill using this AOE, even if there is multiple spellweavers there which are not, by the way, that easy to come by, most players who go to these Events are Warriors...
@ popps you continuously say things you know nothing about my weaver solo can kill the lower end paragons when I call out (you know interaction with the community) i always get another weaver..
Well, if it is a Paragon rat or a Paragon Slime that is possible, but those are not that common, mostof the Paragons that one finds in those places are higher then these and they regain health much faster as one can cast Thurderstorm on them.

Unless, of course, one has a uber suit with unlimited Mana and capped out Mana Regen, not to mention, of course, 40 LMC.... oh, and of course, 120 Focus on top of 120 Meditation to speed up Mana Regen some more.... but for normal Templates, these higher Monsters regain health faster then one can cast Thunderstorm onto them.
#80
Yoshi said:
“At 32 base mana per thunderstorm, I’d be interested to see spellweavers kill higher end paragons with just Tstorm, even in wraith form i can’t see it happening”
Oh Merv do you know anyone who doesn't have 40 lmc on their everyday suit?
#81
Yoshi said:
“At 32 base mana per thunderstorm, I’d be interested to see spellweavers kill higher end paragons with just Tstorm, even in wraith form i can’t see it happening”
I have a hard time killing normal Deamons on those places, they outhealth me and I need to engage in a contest about whether I can gain Mana faster then they can cast heals on themselves... I cannot possibly imagine being able to outdo Paragons...
#82
popps said:
Yoshi said:
“At 32 base mana per thunderstorm, I’d be interested to see spellweavers kill higher end paragons with just Tstorm, even in wraith form i can’t see it happening”
I have a hard time killing normal Deamons on those places, they outhealth me and I need to engage in a contest about whether I can gain Mana faster then they can cast heals on themselves... I cannot possibly imagine being able to outdo Paragons...
My weaver on cats just holler when you're in game and wanna see @popps
#83
“The reason I specified the base mana cost, is because some have 40LMC, many have 55, even so as a spellweaver with necro and focus and 55LMC I know how fast I run out of mana casting thunderstorm”
#84
@Kyronix - why was taming fire steeds turned off for wildfire?
#85
You can't tame Treasures creatures, hence no taming fire steeds.  A lot of the mechanics that handle rewarding those sweet sweet drops come from the mob itself, so we can't let those creatures get into players hands.  Don't worry, it's only temporary until the event concludes 🙂
#86
Kyronix said:
You can't tame Treasures creatures, hence no taming fire steeds.  A lot of the mechanics that handle rewarding those sweet sweet drops come from the mob itself, so we can't let those creatures get into players hands.  Don't worry, it's only temporary until the event concludes 🙂
Hi,

Is there any reason why this event is planned to go on for such a long period compared to the last few (~9weeks). I fear we will see a big economic impact on some smaller shards as well as the big ones by the time this is over.
#87
@Fearless - gives everyone an opportunity to participate over the summer, when folks tend to spend a little more time outside.
#88
Kyronix said:
@ Fearless - gives everyone an opportunity to participate over the summer, when folks tend to spend a little more time outside.
Fair enough. Have/would you consider a staggered release for such a long event in the future ie: releasing a few new unknown items to the artifact trader each week as opposed to all at once? Many of us can't stop ourselves from grinding towards a goal as fast as possible which unfortunately ends the fun a lot quicker.

Also would love to see something like consumable effects as rewards in a future edition if it's remotely possible. Things along the lines of +1000? luck bonus for 12 hours (or boosted dungeon artifact drop rate)/+10DCI | 10SDI for 1 hour etc (similar to town buffs/effects would be purchased directly as opposed to coming on a storable item).. These are things i think that can act as a nice point sink while keeping drops in demand throughout the event while any potential powercreep is restricted by duration of effect and of event.

Thanks
#89
Vanbar(UWF) of Atlantic made a comment tonight, that I happen to agree with.
since people like to collect these outfits, because of the color.
you can't cut the clothing into cloth...

so he stated that you need to add a dye to the rewards, (10 pts per charge)

I would love to have a Wildfire pigment.
(my suggestion, since its probably too late for that, add the pigment to cleanup rewards)
#90
Vanbar(UWF) of Atlantic made a comment tonight, that I happen to agree with.
since people like to collect these outfits, because of the color.
you can't cut the clothing into cloth...

so he stated that you need to add a dye to the rewards, (10 pts per charge)

I would love to have a Wildfire pigment.
(my suggestion, since its probably too late for that, add the pigment to cleanup rewards)
The cloth is already out there
#91
Fearless said:
Vanbar(UWF) of Atlantic made a comment tonight, that I happen to agree with.
since people like to collect these outfits, because of the color.
you can't cut the clothing into cloth...

so he stated that you need to add a dye to the rewards, (10 pts per charge)

I would love to have a Wildfire pigment.
(my suggestion, since its probably too late for that, add the pigment to cleanup rewards)
The cloth is already out there
all these drops are shard bound.
if you transmog onto them, then they are still shard bound.
(don't know if it would let you since they do have stats)

if there was a dye/pigment, then you could add that to existing items.
And wouldn't have to change outfits, if you wanted to transfer to another shard.
#92

Fearless said:
Vanbar(UWF) of Atlantic made a comment tonight, that I happen to agree with.
since people like to collect these outfits, because of the color.
you can't cut the clothing into cloth...

so he stated that you need to add a dye to the rewards, (10 pts per charge)

I would love to have a Wildfire pigment.
(my suggestion, since its probably too late for that, add the pigment to cleanup rewards)
The cloth is already out there
all these drops are shard bound.
if you transmog onto them, then they are still shard bound.
(don't know if it would let you since they do have stats)

if there was a dye/pigment, then you could add that to existing items.
And wouldn't have to change outfits, if you wanted to transfer to another shard.
The cloth albeit extremely excusive supposedly isn't shard bound, I am not sure if ingots/leather are out there but a dye would ruin that exclusivity and take away the uniqueness of some of the rewards to me.  Add to that, that the rewards have been purposely designed with the intent of keeping items on the shard they were earned and having to be earned on each shard you play so if it was added it should probably be at a token price similar to the lore pages. Outside my own opinion i am sure many people would love that though (along with every other rare hue in the game).

#93
Fearless said:

The cloth albeit extremely excusive supposedly isn't shard bound, I am not sure if ingots/leather are out there but a dye would ruin that exclusivity and take away the uniqueness of some of the rewards to me.  Add to that, that the rewards have been purposely designed with the intent of keeping items on the shard they were earned and having to be earned on each shard you play so if it was added it should probably be at a token price similar to the lore pages. Outside my own opinion i am sure many people would love that though (along with every other rare hue in the game).


You say the cloth is already out there?

How?

From this event, or a prior event?

#94
Maybe they think the tabard cloth is it?
#95
Anyone able to confirm if the luck statue reward is anything more than a reskinned 10th anni statue? Can we stack the luck touch?
#96
keven2002 said:
Anyone able to confirm if the luck statue reward is anything more than a reskinned 10th anni statue? Can we stack the luck touch?
Reskin no stack
#97

hmCookie said:

You say the cloth is already out there?

How?

From this event, or a prior event?

Sure, just noone wearing it on the bigger shards hmmm
#98
what's the keys for Yukio's cell do?
#99
what's the keys for Yukio's cell do?
it is a container

(UO Cah has a page, with what the items do, if known. 
 look at the bottom of their post)
#101
Has anyone claimed the piece of castambre?? Does it do anything? What about the table?
#102
My warrior would love the 10 hci earrings but wait he's a gargoyle and that slot is filled... now put it on necklace....
#103
Off topic posts have been removed.

It would appear that most of the decorative items give fiction-related information when double clicked. As posted by @Cinderella uo-cah have included this information in their page.
#104
@Kyronix ; , some suggestions for future dynamic spawn events:

1- people like to use reward items as clothes for mannequins or vendors. Why we dont have robes, eppaulettes, boots, amulets, sashes  and aprons?  With no properties will be good for decorators. 
2- Let us cut gargish cloth armor. You promised something good for gargs, but during Yukio and Wildfire events gargoyle characters were left in cold.  2 types of earrings and a human\elf mask.  and useless earrings for gargoyles. 

3- wildfire drops should do something against wildfire mobs. Give protection or damage modyfier. Since they are maximum Greater Magic and have pretty bad properties - they will not help players with Hi-End gear. Such players will not be able to squeeze this gear in their suits. But for low - or middle- class players it will be great help. Or for some low-populated shards , they will have chance to fight nasty paragon Balrons . 
Example - 5% damage modyfier to or 5% damage decrease from dynamic monsters for this dynamic event item you have on.  Nobody will take off Morphius Eppaulettes to have it. Nor take off that legendary-enhanced multi-million peace of armor. Or nicely reforged and imbued weapon. But for those who dont have such gear , or have nothing in that slot (not every player can kill Navery to get Tangle) it will be a huge bonus. 

4- Make champoin (Abomination) drop something good. Pages will be  nice. Only one drop like this time is no good. You get pages for killing small rabbits and get nothing for killing a huge and nasty one? On low-populated shards nobody was interested to kill it second time after gettin a bracelet. 

#105
All good suggestions @Gwen
#106
@Gwen ;


Thanks for the suggestions!

Re: the clothes - are you talking about as "of Wildfire" artifact drops or you mean items you can redeem from the NPC? 

Re: cutting up the cloth - are you talking about this as a means to get the cloth to craft uniquely hued clothing?

Re: Wildfire drops - these are all randomly generated using the existing randomly generated magic item backend.  Adding what you suggest would be something we would add as low cost redeemable reward from the NPC.  We have a lot more ability to customize those rewards than what drops randomly.  Most of those minor-artifact drops are for turning in anyway, with a useful item coming once and a while.  But, as you mention, finding useable items for the elder state the gear loop is in creates a huge challenge.

Re: dynamic champion bosses - we have a task slated in Pub 111 to address these concerns and look forward to additional player feedback on how to better incentivize participation in these events for the entire duration.

Thanks again! 🙂
#107
Kyronix said:
@Gwen ;


Thanks for the suggestions!

You are welcome. 

Re: the clothes - are you talking about as "of Wildfire" artifact drops or you mean items you can redeem from the NPC? 

Re: Re: "öf Wildfire" . Now we have weapon , armor and jewelry. Why dont include artifact drops like robes and boots of wildfire? Same for turning in. Great for those who want to gear their vendor . Wildfire in all slots. Talisman "Of Wildfire" with Mana Phasing Orb properties will be awesome. Or with crafting bonuses. Or even empty.

Re: cutting up the cloth - are you talking about this as a means to get the cloth to craft uniquely hued clothing?

Re: Re: Yes. Gargoyles have chance to get "Cloth Armor of Wildfire" .I  tried to cut it first thing after I got it. Cannot do. Since cloth armor has no hidden bonuses and cannot be enhanced and has no bonuses comparing to gargish leather armor,  this will be at least something good of it. 

Re: Wildfire drops - these are all randomly generated using the existing randomly generated magic item backend.  Adding what you suggest would be something we would add as low cost redeemable reward from the NPC.  We have a lot more ability to customize those rewards than what drops randomly.  Most of those minor-artifact drops are for turning in anyway, with a useful item coming once and a while.  But, as you mention, finding useable items for the elder state the gear loop is in creates a huge challenge.

Re: Re: Add property "+5% damage modyfier"  (including bard skills) or "5% damage reduction " to all creatures "of Wildfire" (like Wamap Bone Earrings). Can be only damage or protection.  Dont know if it is feasible.  Each artifact has "of wildfire" property. Mobs have it too. May be it can serve as trigger for damage modifier. More items- more damage increase. 
Redeemable are all predefined. I suggest people to look what they looted and upgrade their "of wildfire" suits. Exchange. Find better pieces. Making a suit is interesting job. Your predefined will not suit most of players.  Random ones - will not too. But with randomly generated artifacts (same quality as now, from Minor to Greater magic) people will have hope to get suitable masterpiece with this exact resists and stats, and aim to kill more to get something better. 

Re: dynamic champion bosses - we have a task slated in Pub 111 to address these concerns and look forward to additional player feedback on how to better incentivize participation in these events for the entire duration.

Re: Re: Pity that artifact trader dont accept those Yukio stuff we all piled as "of Wildfire" artifact.  Also it still have no Cleanup points. 
Switching rewards : Yukio earrings  and lore pages for a quest (same rate , 1 for finished quest) , 8 different deco from killing Mega- Rabbit , and bracelet for a first kill  I will like way more. Or other reward for finishing the spawn.  
 
Thanks again! 🙂

thanks to you too ! :-))
#108
"It was my understanding that the wildfire artifacts were going to become cursed in fel, I'm not saying that i am using sampire bots to mine artifacts myself and auto insure, but this is an efficient way of mining artifacts and gives unnecessary profit to those who have control of bots, perhaps would have been better to not encourage this sort of NPC play"
#109
If anyone has the Secrets of Sosaria (+10 HCI earrings), please advise if it is POF-able.
Thanks in advance.

btw, the Mask of Wildfire (+250 luck) is pof-able like the Mark of Travesty.
#110
"Very unlikely, you cannot PoF jewellery, i have a pair but not worn them yet"
#111
Bilbo said:
Gargs should have had better nightsight than elves do because they turn to stone and watch over the city during the day and come alive at night to fight evil.

Lol, i remember that cartoon. Was one of my favorites to watch before heading to school.
#112
@Kyronix Any chance the Potion of Glorious Fortune can be added to the UO Store? Not only are people spending more time outside due to summer, but work is picking up for many people due to both the summer and the economy improving (lots of backload work to be done), and so people have less time to play.
I myself am working 50-60 hour weeks, and working out 20 hours a week, and so have precious little time to play. Can basically only play on the weekends. I have more money than time right now. Would like the option to buy the Potion of Glorious Fortune to have a chance at getting some of these artifacts myself. EA and Broadsword are missing out on income by not releasing the Potion of Glorious Fortune to the UO Store again.
#113
Cookie said:
Kyronix said:
We've updated the reward costs on Origin based on feedback.  The Lorebook pages are still 1 point each, which is all that has been claimed thus far on Origin.

Thanks everyone for the feeedback.


Thank you, guild appreciate it, they asked me, If I could ask for further reduction on the ring ? ;)

Do you have any feedback on why the weapons are antique? You have artefacts that are similar 6 property quality that are fully repairable? (All Stygian Abyss ones?) I think antique on these weapons, will put anyone off getting them at all.



the weapons honestly are worthless i would not claim them you can find better loot on the ground 
#114
Yoshi said:
"Very unlikely, you cannot PoF jewellery, i have a pair but not worn them yet"
Thanks, I keep forgetting this generic rule. 
#115
There are many nonsensical reward items mixed with useful reward items ... that's the "treasure hunt" 🙂
No other game is so unkind and exciting!
#116
I agree with Gwen.
we need boots, sandals, shoes and thigh boots of Wildfire...
and any event in the future...
to complete our outfits.


this outfit needs matching shoes!!!

(it is currently on a mannequin, but I plan on putting it on a character
as soon as I can find some kind of footwear for her)
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