Hello! I would like to make life easier for all the blue that boldly venturing in felucca. This short guide is not definitive, is another way to go to make it easy to understand how the PVP. Of course with this guide you will not go killing all the veterans in PvP, but it will cause you to not immediately die. Is also clear that the leaders of my guild do not know of this guide; and they may or may not approve this guide in part or in whole. But if you follow exactly this guide you will get at least get out of a fight not talking: "OOOoooOOO!" PvP Guide for Trammies I'll go out on a hunch here and assume that there are Trammel players who would like to try out PvP or at least be able to go to Felucca and hold their own in case of a meeting with PK's, but find themselves dying pretty quickly if they do so. In order to help them get started I thought I gather some general Information and tips for successful Player versus Player combat. General · Don't be afraid to die! You will die a lot in the beginning. PvP isn't easy and it will take a while to learn. But you will get better and start to die less often. · Do not listen to smacktalk. Some PvP'er find it amusing to verbally abuse their victims or complain and curse if they lose. These are just pitiful characters. Try to ignore them. If you can't - use the "Ignore Player" feature of Ultima Online. Stats · Strength - important for all templates. With the help of item bonuses you want to end up somwhere beyond 120 hitpoints. The closer to the cap of 150 the better. · Dexterity - key stat for warriors (hence the name dexxers). It influences the swing speed and heal times. So the higher the better. 140-150 is usually advised. Mages only need minimal dex (~25) to not get caught immobile by damage or by bumping into others. · Intelligence - very important for mages. 100-125 usually advised so you end up with 120+ mana after items. Also important for warriors as special moves and spells from chivalry and bushido need mana too. Try to get as much mana increase as you can still cram into your suit. You should end up with at least 50+ mana. Skills There are many working templates in PvP, some of the most popular are: · Mystic/Mage · Necro/Mage · Tamer/Mager · Tamer/Archer · Archer Some Skills are "all or nothing" when it comes to PvP, meaning you should try to get 120 skill points or do not use that skill at all. These are (in my personal opinion): · Resisting Spell · Weapon Skill · Magery · Evaluation Intelligence · Mysticism · Focus (if combined with Mysticism) With other skills you try to get away with east amount of points in skills that you can and still get the most out of it. Examples: · Healing - 90 is usually enough · Chivalry - somewhere between 60-80 si most common · Necromancy - often only take to 105 to cast Wither 100% · Hiding - often kept around 80 · Stealth - often kept around 80 Equipment There are many, many ways to set up a great PvP suit, but in the end, you should aim for the max. - in other words, try to take theessential propertiesto the cap. · Resists - should be all 70 (75 in energy if you're an elf). Many people like to have fire and poison resist higher than 70 to diminish the effects of corpse skin from a necromancer · Lower Reagent Cost - 100% (if you need regs) · Lower Mana Cost - 40% · Faster Casting - 2 (if you're a caster) · Faster Cast Recovery - 6 (if you're a caster) · Hit Chance Increase - 45% (if you have a weapon skill) · Defense Chance - 45% is good, 70 is perfect (then you're still at the 45% cap after hit with Hit Lower Defense. Pretty much all Dexxers use HLD) · Swing Speed Increase - as high as you need to swing once every 1.25 seconds · Regenerations - high mana reg (7+) is always a good idea. The benefit of a lot of Hitpoint regeneration is debated and the need for Stamina Reg depends on your char having focus or not. · Stat Increases - as many as you can still cram onto your suit General Tactics · Keep moving. It's usually better to stay in motion than to stand still and offer the opponent an easy target. · Don't be too proud to run away if you're low on health. Of course there are situation like duels where it is considered bad form to flee, but out on the field it's often the wiser action to get a screen or two away to heal and regroup before rejoining the fight. · Stay close to your friends. It's much harder to fight a group that stays together and attacks the same target. · Try to scatter the enemy. It's easier to kill single targets than a group that stays together and fights back. · Try to inflict poison, bleed, strangle, mortal or other effects on your target that prohibit healing and may interrupt spells. · Carry enchanted apples and use them if get cursed and to remove effects that prohibit healing. Do that even if you are able to cast remove curse or cleansing winds as they save you a spell that could be interrupted and you can use that spell to dish out damage. Mage Tactics · Do not use Protection, because you are casting too slow if you do. The opponent could heal faster than you do damage if you use protection. (There are exceptions to this rule for certain templates like Bushido/Mystics or Mystic healers) · Use small fast spell rather than big spells that can easily interupted. Fighter Tactics · Use fast weapons - especially against mages in order to interrupt their spells. · Use weapons with hit effects for a little extra damage. That's it for now, just a quick guide, but I will keep updating it. I do hope for further input from other PvP'ers in this threat. Note that all of the above is my personal opinion - others might disagree. Have fun! I senn you in Felucca!