Amib Ironman Guides & Playthroughs

Discussion in 'Guides' started by Valrick, Jan 4, 2016.

  1. Valrick

    Valrick Well-Known Member
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    amibpiratecap2.jpg Ahoy! amibpiratecap.jpg
    (Kudos to @WorkerBee for great amib prices so i could make this guide!)​
    Amibs (Ancient Message in a Bottle) are some of the coolest things to do in UOR! Tired of playing during peak time and afraid of those big, bad, rad dudes on reds are running routes to ruin your righteousness?! Tired of your friends camping Shame level 1 for weeks at a time getting phat loots?!

    These may be for you amibscrolls2.jpg

    This will be a simple modern guide on these since some information is tough to locate nowadays

    Build Used: Swords/Tact/Anat/Heal/Magery/Music/Provo 100str 75dex 50int




    Preparation!
    amibbackpack.jpg ironmanessentials.jpg
    There are two bags that you will need to prepare if you want to go in fully prepared.

    Main Gear:
    5-10 Agility Potions
    5-10 Strength Potions
    3-4 Total Refresh Potions
    4-8 Greater Cure Potions
    15-20 Greater Heal Potions
    60-120 Bandages
    Deadly Poisoned Weapon (not required but will speed things up!)

    Repond Instrument for all 4 amibs
    Repond Weapon (if possible, one handed preferred)
    Silver Istrument (for purple/green amibs)
    Silver Weapon (one handed if possible, for purple/green amibs)
    ~30 each reagent for spells/utility

    Back-Up Bag: in case you die, you can use these to get back to your main body as fast as possible.
    3-4 each potion
    25 bandages
    gm instrument (feel free to use extra repond/silver)
    DP/Vanq weapon
    15-20 each reagent

    Ironman, you say?
    These AMIB events can be done with more than one person, but doing them solo has extra incentives. You will receive a trophy after completing the AMIB that can be used for deco, bragging rights or turned into extra plat at the end. NOTE: these can take up to 3 minutes to appear in your backpack. Yes they can be stolen!

    They look like this! amibtrophies.jpg
    Once you have completed every amib successfully you can PM Telamon and receive a Pirate Ironman Champion eagle tophy for extra super cool kid status! amibchamp.jpg

    RULES:

    Loot all gold and platinum coins from each chest in the instances (each that require a key)
    Loot all rares that spawn inside these chests (bone containers in final chest, only a small chance)
    Never have more than 2 control slots at any given time while you are in the instance.
    Finish the instance in the permitted timeframe. You can check the time remaining by clicking on the clocks located in multiple points of each instance.

    Enemies!
    amibblue.jpg amibred.jpg
    These two are great starters to the Ironman game, since they are humans only, and dramatically smaller in size.

    piratesailor.jpg Pirate Sailor: These guys are very weak and do not do a large amount of damage. If you are handling more than 2 at a time, kill these guys head-on.
    pirboatswain.jpg Pirate Boatswain: Step up from sailors, these guys can hit fairly hard and should be treated as a medium-level threat. Keep these guys provoked, or focus down when possible!
    navigator.jpg Pirate Navigator: These guys are going to be your best friends. They are very very tanky, making them great to provoke onto strong pirates you will face in these! When left alone, their bows can do tremendous damage over time!
    Drops Pirate Bow rare! piratebow.jpg Straight to backpack

    quartermaster.jpg Pirate Quartermaster: First of the threat-category pirates, these baddies need to be killed as soon as engaged. Lich-lord level threat, they are best to be provoked to a navigator, but anything will do to stay alive! They die in good time, but will cast down sailors/boatswains fast. Bandage heal smaller pirates if necessary to keep them alive
    Bartender.jpg Pirate Bartender: These guys suck. They hurt brewskies at you in a fast fashion, dealing 15-25dmg easy. Navigators are usually not around to provoke onto, but if they are, do it! Most times you will need to provoke them as fast as possible, onto anything nearby. Drops "Pirate Grog" rare! grog.jpg Straight to backpack. Bandage heal smaller pirates if necessary to keep them alive!!!!!
    digger.jpg Pirate Digger: High hit points, unique area-of-effect damage. You will see **s stating when he does this. Provoke onto another pirate and dps down. Make sure to keep an eye on your health!! Drops "Pirate treasure map" rare! treasuremap.jpg Deadly Poison speeds up fighting these!
    piratecap.jpg
    Pirate Captain: Does deadly poison on hit, and hits hard and fast. Drops "Dread Pirate Hat" piratehat.jpg and "Pirate Captain Spyglass" spyglass.jpg rares! Bandage heal smaller pirates if necessary to keep them alive! Deadly Poison speeds up fighting these!
    amibpurple.jpg amibgreen.jpg
    (
    same pirates as above, plus)
    undeadsailor.jpg Undead Sailor: Easy just like their breathing relatives.
    pirate ghost.jpg Pirate Ghost: Transparent and hard to target. These guys do small amounts of damage in quick fashion. They can stealth around, especially when low health. Great if you can provoke-to-pirate and kill the ghost first. Too many of these hidden can booger up an escape during boss fights!
    undeadcaptain.jpg Undead Pirate Captain: Same rules with these, poisons on hit, strong and fast. Have a chance to spawn undead parrots, pirate ghosts, and undead sailors upon receiving a melee hit. Provoke first one or two adds onto captain, rest onto each other.
    Drops "Dread Pirate Hat" piratehat.jpg and "Pirate Captain Spyglass" spyglass.jpg rares! Bandage heal smaller pirates if necessary to keep them alive! Deadly Poison speeds up fighting these!
    amibghost.jpg Pirate Captain Ghost: Very powerful spell caster, (in my opinion) the roughest of the amib boss types. Like the undead captain, will spawn undead baddies upon receiving a melee hit. Provoke one or two adds onto the captian and the rest on each other. Drops "Tattered Spellbook" tattered.jpg rare!

    Spawning Rares!!
    Inside each of these beloved instances is a cool spawning rare that has a chance to spawn! These are one of the major reasons i constantly run AMIBS!

    amibblue.jpg Blue AMIB = Wall blood tiles, two different versions. bloodtiles.jpg
    Location: inside bottom floor of lighthouse, picture provided.
    bloodtile.jpg
    amibred.jpg Red AMIB: String of Shells, 4 styles. shells1.jpg Shells2.jpg shells3.jpg shells4.jpg
    Location: Bartender's tavern building, right of blackbeard's photo (respect) and left of red cutlass on wall, picture provided.
    shellnecklace.jpg
    amibpurple.jpg Purple AMIB: Dirt Grave.
    Location: by cart in room that the dread pirate captain spawns, picture provided.
    graves.jpg
    dirtgrave.jpg
    amibgreen.jpg Green AMIB: Fishing Net
    Location: third floor down, first floor of undead. Third room (excluding vendor room /ankh room) on the right, pictures provided.
    net.jpg
    fishingnet.jpg


    Strategies, Tips and Misc
    * Pirate captain ghosts amibghost.jpg do not have corpses, so when you kill them look for the keys on the ground
    * CHESTS ARE TRAPPED, THEY CAN KILL YOU! Use telekinesis at a safe distance after unlocking chests!
    * Make a restock macro for gold and plat in chests, it helps save time not having to search for individual platinum pieces, saving you minutes per chest! USE IT A FEW TIMES, check your weight as well!
    * Check, double-check and triple-check your gear and supplies to ensure you aren't missing something before starting!
    * The gate that opens upon starting an amib lasts 60 seconds and is open to the public! PLEASE open these in a super duper safe area and detect before starting!
    * The final chest in each amib has a small chance to provide a bone container at the end. Always keep an eye for these, if you forget to loot one your ironman will fail.


    amibred.jpg
    Kraken pit:

    If you are new to krakens, their breath damage is based on their max hp, just as dragons. Provoke these fellas and move on, try to keep one of them alive, since you may need to provoke an occasional pirate onto them if you get overwhelmed/swarmed!



    amibblue.jpg
    First area:

    once the sailors/boatswains are all dead, try and provoke the navigators onto each other. This will give you two good tanky targets for provo in case you need to drag the digger/quartermaster left OR right.

    The dreaded lighthouse:
    When you open the doors, it is possible to aggro the quartermaster out, so you can deal with him separately. Provoke him onto one of the navigators in the first area if you can, this will make the lighthouse way easier. There are three floors. When you enter the lighthouse, you will fall into the basement. Be ready with those provo skills as you can get swarmed by some lesser pirates! The middle floor contains the most danger, two navigators plus pirate captain and a sailor/boatswain. Feel free to run upstairs to the roof/chest area if you can't get successful provos off. If you're feeling frisky, you can run from the basement to the roof and cast invisibility on yourself if you panic!!! Just ready that stam pot hotkey and RUN LIKE THE WIND!!!


    amibgreen.jpg
    First floor (top):

    There is no easy pace in this amib, pirates are everywhere! Remember the pecking order of difficulty! sailor/boatswain/navigator/quartermaster/digger. There is a bartender AND a quartermaster near the room at the west side of the boat, so clear everything you can except the navigator. Do your best to take only one of the big baddies back at a time, and provoke onto the navigator. If all else fails hope and pray to provoke the qm and bartender together.

    Second Floor:

    Another quartermaster is close to the stairs down to this floor, so be alert! plenty of small pirates to provoke with. If you feel overwhelmed, you can kite up onto the first floor as well. Soon after you enter the second floor there is a digger so provoke/kite/kill just be patient. Bring your bug-out-bag with you to the third floor!
    Third Floor:

    IF YOU HAVE SILVER WEAPONS/INSTRUMENTS SWITCH TO THEM NOW
    Pirate ghosts are here, sometimes hidden and will stealth around. If you take a step or two at a time, you will reveal them at a good pace. Half way through this floor make sure to check for the spawning net rare! Once you read the door ahead, be ready to face your first undead boss, the pirate ghost.. Never hurts to keep a loose mob around to provoke onto this boss from the get-go. If a lot of minions spawn quickly, take a few steps back to better engage adds (provo or kill depending on volume.)
    Fourth Floor:

    More ghosts and pirates, look for the pirate captain and engage when the opportunity seems best. You can pull some mobs upstairs to handle separately if you get overwhelmed with aggro. If a lot of minions spawn quickly, take a few steps back to better engage adds (provo/kill)



    amibpurple.jpg

    First area:

    Easy stuff, no big threats. only sailors and boatswains, albeit a lot of them usually!
    Desert area:

    Big nasty cluster consisting of a quartermaster, digger, navigator and 1-2 easy pirates. Take your time and be careful with line-of-sight. Sometimes you just have to drag the quartermaster back and kite fight. If you are patient and calm, you'll have more than enough time. Dying is what wastest precious time, not being calculated!

    Into the Cave:

    IF YOU HAVE SILVER WEAPONS/INSTRUMENTS SWITCH TO THEM NOW
    There are tons of pirate ghosts in here, so proceed in an extremely cautious manner. The way will fork up and right, each to a different boss. I prefer to head right first and double back to the top boss. At this point consider this business-as-usual with the undead pirate captain. Use dp weapons if you wish, otherwise provo 1-2 targets onto boss and rest on each other. Keep an eye out for the dirt grave as it spawns in this room! Once dead double back and head upward to the pirate ghost boss. Provoke 1-2 targets onto him and rest on each other and the rest is history! Once everything is dead make sure you switch to repond weapons/instruments if you have them! The next room is human monsters, again.
    IF YOU HAVE REPOND WEAPONS/INSTRUMENTS SWITCH TO THEM NOW!
    Last Leg:
    Once outside a bartender, boatswain and navigator will be ready to steal yo loots, so get those provo fingers ready! If you feel nervous or overwhelmed you can run past these guys and take them out with a steadier approach. The area ahead has no pirates, so use the space as you need it! Once these guys are down, follow the road and you will end up near the entrance.



    Finished! WAHOO! Hope i didn't leave anything out!
    Last edited: Jan 5, 2016
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  2. wylwrk

    wylwrk Well-Known Member

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    Nice guide, Valrick!


    Curious as to why you recommend a one handed weapon?
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  3. Valrick

    Valrick Well-Known Member
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    Thank you! More to be uploaded tonight!

    After using 2handed and one handed weapons the need to chug pots is always there. Since most of your damage is in big amounts at once, the time It takes to unequip, chug, reequip, melee timer reset could cause you to miss a g-heal potion by a half second I've survived evil caster triple casts by mere hp thanks to potions :)


    If it was a repond force spear vs VANQ kryss.... that'd be a super tough call!

    I use swords so the 2 hander aren't impressive anyways! If you had great fencing weapons the Para blows would sound tempting, yet provo does most all the work for you already :)

    Super speculative to be honest
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  4. Ruck

    Ruck Well-Known Member
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    Awesome guide.
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  5. Julien

    Julien Well-Known Member

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    you not have a macro for bandages?;)
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  6. Valrick

    Valrick Well-Known Member
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    The reason i do not typically bandage macro is because sometimes i have to bandage a mob that's tanking a harder mob for me. So always targeting myself isn't the best option for me :)


    And i'm running out of hotkey space that's comfortable!
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  7. Mad Hatcher

    Mad Hatcher Well-Known Member
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    learned a lot by watching your videos. thanks for taking the time.

    great gaming btw
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  8. Valrick

    Valrick Well-Known Member
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    Thanks @Mad Hatcher it look a lot of time to compile it, but seems well worth it!
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  9. shad

    shad Well-Known Member
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    Its simply THE guide for amibs.
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  10. Valrick

    Valrick Well-Known Member
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    That means a lot, @shad!


    Props to @Basoosh!
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  11. Bloodlust

    Bloodlust Well-Known Member

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    thx @Valrick!

    Your play through is so helpful!

    All done with pure LJ warrior :)

    Now i have basic bragging right lol

    Yay!.jpg
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  12. Valrick

    Valrick Well-Known Member
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    VERY NICE! @Bloodlust On a lj warrior at that! Glad the guides helped!

    Now that my terrible roommates are gone my ability to upload and stream videos is back! Might have to find another guide to do!
    Last edited: Oct 11, 2016
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  13. Ruck

    Ruck Well-Known Member
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    @Bloodlust That's impressive! I would like to give that a try.
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  14. shad

    shad Well-Known Member
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    Very impressive, he's my guru now ;)
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  15. shad

    shad Well-Known Member
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    Thank you @Valrick again for this awesome guide. This is THE reference!

    It was my Bible when ive started on amibs.

    With your helps i was able to be #1 in 2016 :)

    http://www.uorenaissance.com/info/PirateCaptain
    http://www.uorenaissance.com/info/PirateCaptainGhost
    http://www.uorenaissance.com/info/UndeadPirateCaptain

    The only tips i can give you guys, its to bring with you at least 4 spare instruments and enought spare bandages(50-75). Put thoses in a bag and drop in on the floor(dont forget it on your main bag!!!) and use it in case you die.
    Dont forget to grab your bag before you leave the amib. :)
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  16. Bloodlust

    Bloodlust Well-Known Member

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    Additional Tips! for non-bardic pure warriors

    Red

    Damage of breath attack entirely depends on Kraken's current health. make some hit & run.

    Blue

    Pull spawns(quartermaster, boatswain, and sailor) out of the light house if possible.

    Purple

    Move slow. let pirate ghosts find you. they are not going to hit you like a truck, but bulky. so it would be an obstacle when you deal with ghost captain, so clear em first.

    Green

    When you deal with ghost captain, make a use of those rooms. give it few strikes on hallway, and if you got low health, run into one of those rooms for recover. eh, ghost captain is not too intelligent :p

    * And all the time, Bartender will be your worst enemy. spare your health around 30+ every time you have a fight with Bartender.

    * You got plenty of times in there. So no rush, and pull 1 by 1. :)
    Last edited: Jan 18, 2017
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  17. shad

    shad Well-Known Member
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    Yes, bartenders are VERY dangerous. But beware, quartermasters are too. They are my worst enemy on amib.
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  18. Valrick

    Valrick Well-Known Member
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    Quartermasters are a pain, I still think my #1 hated amib moment is plopping down when I enter the lighthouse on the blue amib. I mean the spawn placement is so random and you are SCREWED sometimes with placement. I had a Quartermaster I couldn't lure and 2 navigators by the stairs OMG.


    Hey @PaddyOBrien does this guide qualify??
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  19. PaddyOBrien

    PaddyOBrien Well-Known Member

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    I've never tried ironmanning any other amib but a red one, and used your guide! worked well! (except for dying a few times by some mistakes I made lol)
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  20. Kalvasflam

    Kalvasflam Active Member

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    Excellent read! Really can't wait to do the first one!

    I am on a fencer - hope, he manages to do as well (although I fear, there are not so many fencing slayers around).
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