With the new combat changes, dexers can now use their mana in combination with their combat skill to inflict a series of deadly attacks. Each weapon combat class can perform different type of attacks and some of them will even have secondary special moves. To be able to perform the primary special moves, the dexer will need to have achieved 70 points in his primary combat skill (Expert level). Once you reach 90 skill points (Master) you will be able to execute the secondary special moves, which will inflict twice as much damage.

To use these special moves, you can either open the special moves book that you will find on your paperdoll (beside your backpack) or create UO macros via the options on your paperdoll. When you open the book, you will find details on all the special moves available to you based on your skills and the weapons currently armed. To activate those attacks, double click the icon of the move you wish to perform. The icon will highlight red, informing you that you're character will attempt to perform the special move at the next opportunity. The icon will then return to its normal state..

Each special move will require mana, just like casting spells. Battle focus is therefore highly useful if you plan on using special moves on a regular basis as it will regenerate your mana passively even when wearing metal armor. Note that having multiple combat skills will reduce the mana cost for each special move. So add up your total skill points in the Swordsmanship, Mace Fighting, Fencing, Archery, Parrying, Lumberjacking, Stealth and Poisoning. If the total is below 199 or below, there will be no mana reduction. If the total is between 200 and 299, the mana requirement for each move will reduced by 5. If the total is 300 or more, the mana cost will be reduced by 10. So if a move normally requires 30 mana points but your total skills are at 400, it will cost you only 20 mana points to use that skill. You can benefit from an extra mana cost reduction by wearing magical items/jewels/armor/weapon with the "reduced mana cost" property.

The table below outlines which special move can be performed according to your combat class and weapon (primary and secondary), with the mana cost according to skill total.

Special Move

Combat Skill

Weapons

Mana Cost

Main Effect /
RequirementsSpecial

Primary

Secondary

£ 199

200

³ 300

Armor Ignore

Swords

Hatchet, long sword, bladed staff Broadsword, katana

30

25

20

For a single hit, your opponent’s physical resistance will be nil, allowing you to do maximal damage. This is only efficient if your opponent has heavy armor. Otherwise, the normal hit will suffice.
Fencing Kryss, spear

---

Macing Hammer pick, war axe

---

Archery Composite bow

---

 

Bleed Attack

Swords

Battle axe, cleaver, executioner’s axe, cutlass, scythe Large battle axe

30

25

20

This attack will make your opponent bleed heavily and lose between 15-31 HP overtime for up to 10 seconds.  The bleeding can be stopped with bandaids.  Armor offers no protection against this attack.
Fencing War fork, Pitchfork

---

Macing

---

War Mace, war axe
Archery

---

---

 

Concussion Blow

Swords

---

Battle axe, halberd, long sword

30

25

20

This attack will inflict between 10-40 additional physical damage to your target.  Armor and physical resistances will not protect the target from the damage.
Fencing

---

Lance
Macing Gnarled staff, mace Quarterstaff
Archery Crossbow

---

 

Crushing Blow

Swords Axe, broadsword, viking sword

---

35

30

25

Inflicts up to 50% more physical damage than what would normally have been done with that specific weapon.
Fencing

---

---

Macing War mace, maul, crook, sledge hammer, smith’s hammer War hammer
Archery

---

---

 

Disarm

Swords

Wrestling
Bare-handed
(Requires 80 arms lore when performed without a weapon)

butcher knife, skinning knife, Pickaxe, hatchet

20

15

10

It allows you disarm your opponent.  When successful, your target will not be able to arm another weapon for 5 seconds.  No secondary skill required when performing this attack using a weapon.
Fencing War fork,
Macing Crook, Mace, Magic Wand
Archery

---

 

Dismount

Swords

---

Axe, bladed staff, bardiche

20

15

10

Knocks your opponent off his mount.  You must be on foot to use this attack except if using the lance. Your target will suffer an additional 15-25 physical damage from the fall.
Fencing Lance Pitchfork
Macing Magic Wand Club
Archery

---

Heavy crossbow
 

Double Strike

Swords 2-handed axe, katana, double axe, scimitar, crescent blade, pickaxe

---

30

25

20

This attack allows you to make 2 quick swings of your weapon in a row.  While there are no guarantees you will land both your hits, should you succeed, the damage to your opponent would be considerable
Fencing Double bladed staff,

---

Macing Quarter staff,

---

Archery Repeating crossbow,

---

 

Infectious Strike

Swords Butcher knife Cleaver

20

 

15

10

Complementary skill: Poisoning
You will be able to inflict poisoned wounds to your enemy even if you do not have poisoning skills.  But with poisoning skills, the mana requirement will be reduced and your chances delivering level 5 poison will be increased.  At GM Poisoning, the mana reduction will be 12. The weapon must be poisoned.
Fencing Dagger Kryss, pike, double  bladed staff
Macing

---

---

Archery

---

---

 

Mortal Strike

Swords

---

Executioner’s axe, crescent blade, bone harvester

30

25

20

Complementary skill: Poisoning
unable to heal any Your target will be HP for 6 seconds (if it’s a player) or 12 seconds (if it’s an NPC).  Your victim will however be able to cure poison and stop bleeding, but not restore his HP.
Fencing

---

Short spear
Macing

---

Hammer pick, scepter
Archery

---

Bow, crossbow
 
Moving Shot Archery Heavy crossbow Composite bow, repeating bow

20

15

10

Allows you to shoot while moving
 

Paralyzing Blow

Swords Bardiche, bone harvester Scythe, Viking sword, scimitar

35

30

25

Wrestling: bare hands but requires anatomy
The target remains stunned for 3 seconds (player) or 6 seconds (NPC) during which he is unable to move, attack or cast spells. The paralysis can’t be broken in any way.
Fencing Pike Spear
Macing

---

Gnarled staff, Black staff
Archery Bow  
 

Shadow Strike

Swords Skinning knife Cutlass, two-handed axe

25

20

15

Compulsory 2nd skill: Stealth
Allows you to deal 25% extra damage to your target while remaining invisible.You need a minimum of 80 stealth to use this attack.
Fencing Short spear Dagger
Macing Club Smith’s hammer, Sledge hammer
Archery

---

---

 

Whirlwind Attack

Swords Halberd, large battle axe Double axe

25

20

15

Allows you to strike all the targets surrounding you with one swing.  You will not harm any blue players in the vicinity.
Fencing

---

---

Macing Black Staff, war hammer

---

Archery

---

---

 

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