StartingEquipment

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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:

  • 1000 Gold pieces.
  • book.
  • candle.
  • dagger.
  • Clothing.[Shoes, pants/skirt and shirt randomly assigned upon entering the world]


Other starting items

  • Bread Loaf (5)
  • Water Skin
  • Hearth Stone
  • Resurrection Potion (1)
  • Identification Scroll (2)


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

Name Starting Equipment Title
Alchemy 3 each of 4 random Reagents, 5 Bottles, Mortar & Pestle, Robe (red) Alchemist
Anatomy* 3 Bandages, Robe (grey) Healer
Animal Lore Robe (green), Shepherd's Crook [practice weapon] Ranger
Animal Taming Shepherd's Crook [practice weapon] Tamer
Archery 25 Arrows, Bow [practice weapon] Archer
Arms Lore* Random practice weapon Warrior
Begging* Gnarled Staff [practice weapon] Beggar
Blacksmithy Half Apron (brown), random blacksmithing tool Smith
Bowcraft 14 Boards, 5 Feathers, 5 Shafts Bowyer
Camping Bedroll, 5 Kindling Ranger
Carpentry 10 Boards, Half Apron (brown), random carpentry tool Carpenter
Cartography 4 Blank Maps, Sextant Cartographer
Cooking 2 Kindling, 3 Raw Birds, Flour Sack (full), Water Pitcher (full) Chef
Detect* Cloak (dark grey) Scout
Enticement Random musical instrument Bard
EvaluateINT* None Scholar
Fencing Spear [practice weapon] Fencer
Fishing* Fishing Pole, Floppy Hat (brown) Fisherman
Forensic* -- Detective
Healing 5 Bandages, Scissors Healer
Herding Shepherd's Crook [practice weapon] Shepherd
Hiding* Cloak (dark grey) Rogue
Inscription 2 Blank Scrolls Scribe
Item ID* Gnarled Staff [practice weapon] Merchant
Lockpicking 5 Lockpicks Rogue
Lumberjack Hatchet [practice weapon] Lumberjack
MaceFighting Mace [practice weapon] Armsman
Magery 3 random First Circle Scrolls, 3 of each Reagent, Spellbook Mage
Meditation Robe Stoic
Mining Pickaxe or Shovel Miner
Musicianship* Random musical instrument Bard
Parrying Wooden Shield Warrior
Peacemaking* Random musical instrument Bard
Poisoning 2 Poison (Green) Potions Assassin
Provocation Random musical instrument Bard
Remove Trap** you cannot select this as a starting skill Rogue
ResistSpell* Spellbook Mage
Snooping 4 Lockpicks Pickpocket
SpiritSpeak* Cloak (dark grey) Medium
Stealing 4 Lockpicks Pickpocket
Stealth** you cannot select this as a starting skill Rogue
Swordmanship Longsword [practice weapon] Swordsman
Tactics -- Warrior
Tailoring 4 Folded Cloth, Sewing Kit Tailor
Taste ID* 3 random Potions Chef
Tinkering Half Apron (brown), random component, Tinker Tools Tinker
Tracking Boots (brown), Skinning Knife [practice weapon] Ranger
Veterinary 5 Bandages, Scissors Healer
Wrestling 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.