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ABCUO Guides

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Introduction to ABCUO
Overview
New Player Benefits
Player vs Player
Player vs Monster
Shard Commerce
Other Features
Mondain's Legacy Release
Stygian Abyss Status

ABCUO Features
Combat Information
Enhanced Factions
PVP Events and Rankings
Double Domination
Capture The Flag
Toolbars
Music
New Magincia
Watchdogs
Private Security
Shard Staff

New Player Guide
Setting Up
Getting Around
Combat
New Player Quests
Death
Training
Macros
Reputation
Gathering Wealth
Building a Home
Forming Associations
Logging Out
External Links

ABCUO Lore
Commands
Quests
Player Races
NPC Guilds
Peerless Bosses and Dungeons
Unique Monsters
Animal Taming Contracts
Bulk Orders
Blacksmithy Bulk Order Rewards
Tailor Bulk Order Rewards
Veteran Rewards

Equipment
Overview
Item Properties
Materials [link]
Runic Tools
Weapons
Weapon Abilities
Neon Weapons
Armor
Jewelry
Shields
Quivers
Talismans
Spellbooks
Slayers
Hunting and Luck
Recipes
Magical Ingredients
Altering for Gargoyles
Runic Reforging

Artifacts and Rares
Doom Stealable Artifacts
Doom Equipment Artifacts
Paragon Minor Artifacts
Tokuno Stealable Artifacts
Lesser Treasures of Tokuno
Greater Treasures of Tokuno
ML Minor Artifacts
Peerless Artifacts
Equipment Sets
Craftable Artifacts
Craftable Magic Weapons
Craftable Magic Jewelry
Anniversary Artifacts
Virtue Artifacts
Champion Artifacts
Ter Mur Artifacts
Ter Mur Stealable Artifacts
Custom Artifacts
Lesser and Greater Artifacts

Skill Overview
Skill Training Guide
Power Scrolls and Champion Spawns
Training Stats

Combat Skills
Weapon Proficiencies
Parrying
Healing
Anatomy and Tactics
Meditation and Focus
Resisting Spells
Bard Skills

Spellcasting
Magery
Necromancy
Spirit Speak
Chivalry
Bushido
Ninjitsu
Spellweaving
Mysticism
Bard Spellsongs

Crafting Skills
Inscription
Alchemy
Blacksmithy
Tailoring
Tinkering
Carpentry
Bowcraft
Cooking
Imbuing
Item Identification
Arms Lore

Harvest Skills
Fishing
Lumberjacking
Mining

Rogue's Skills
Hiding
Stealth
Snooping
Stealing
Poisoning
Tracking
Detecting Hidden

Animal Skills
Animal Taming
Veterinary
Animal Lore
Herding

Treasure Hunting
Cartography
Lockpicking
Remove Trap

Other Skills
Forensic Evaluation
Camping
Begging
Spellbooks
Spellbooks can be more than items used for spellcasting; they can also be used to enhance your player's properties. A spellbook with magical properties can be held in your hand instead of a weapon, and you will receive the benefits of the spellbook's properties. When holding a spellbook you can still melee fight with your fists. Unlike a weapon, if your spellbook is disarmed, you can re-arm it almost immediately.

Most spellbooks do not have any magical properties, and thus there is no reason to hold one of those other than for aesthetic reasons. However there are several types of spellbooks which do have magical properties:

Crafted Spellbooks - A player with the inscription skill can use a scribe's pen to craft spellbooks. These are regular magery, necromancy, or mysticism spellbooks but also have a chance to have bonus properties. The properties that the spellbook receives are random, with more properties and higher intensities based on the crafter's skill in the corresponding magic - magery, necromancy, or mysticism. At the highest levels, a crafted spellbook can have three properties. The following properties can appear on crafted spellbooks:
  • Faster Casting
  • Faster Cast Recovery
  • Slayer
  • Lower Mana Cost
  • Mana Regeneration
  • Intelligence Bonus
  • Mana Increase
  • Spell Damage Increase
  • Skill Bonus
  • Lower Reagent Cost
  • Luck


Crafted spellbooks are generally valued for those properties which cannot normally be found on enhanced spellbooks: Slayer and Mana Regeneration. A crafted spellbook without one of these properties will tend to be inferior to what you can find in an enhanced spellbooks.


Enhanceable Spellbooks - A player with the inscription skill can use a scribe's pen to craft enhanceable spellbooks. These spellbooks cannot be used as regular spellbooks; you cannot drop scrolls in them and use them to cast. They are only useful as spellbooks held in hand. Once crafted, the spellbook initially has no properties; it must be enhanced with a jewel. To insert the jewel into the spellbook, double-click the spellbook and target the jewel. Once the spellbook is enhanced, the change is permanent; the jewel cannot be extracted. Upon enhancement, the spellbook receives all of the magical properties held in the jewel. The main reason for using an enhanced spellbook is if you do not fight with weapons, and want to receive jewelry-type properties instead of weapon-type properties - usually properties such as faster casting, faster cast recovery, spell damage increase, intelligence bonus, and lower mana cost. Artifacts cannot be used to enhance spellbooks.


Artifacts - there are a few artifact spellbooks with specific properties. Go to the artifact pages to see their descriptions.


An additional benefit of fighting with a spellbook in hand is for additional damage in PVP. When you are holding a spellbook that corresponds to the spell being cast (for example a magery book when casting fireball), your SDI cap is increased by 10%. 

 

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All Rights Reserved. Site by Joe DaSilva.
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