Protection Spells Guide

By JarJarIsASith
2020-06-04

     This page provides information on the protection skills found within the UO Singularity world. This is intended to be a guide for how various skills interact with defensive spells in the game, so players can make informed decisions on their choices for building characters.


Reactive Armor

  Skills that impact this spell:

  1. Inscription

  Calculations:

  1. Physical resistance bonus: 6 + (Inscription Skill / 5)
  2. Elemental resistance penalty: -5 to Fire, Cold, Poison, and Energy
  3. Raises the minimum and maximum Physical absorbtion limit by:
    (Inscription Skill / 40) for a maximum of 3%, read the skills page on Parry for more information. Also make note that these bonuses stack with the Juggernaut class bonuses.

The reactive armor spell increases the caster's physical resistance, while lowering the caster's elemental resistances.

The reactive armor spell has an indefinite duration, becoming active when cast, and deactivated when re-cast. Reactive Armor, Protection, and Magic Reflection will stay on—even after logging out, even after dying—until you "turn them off" by casting them again.

This gives a total of +30 Physical -5 Elemental resistances at 120 Inscription.

(Note that this will not allow players to exceed the 70 resistance cap)


Protection and Arch Protection

  Skills that impact this spell:

  1. Inscription

  Calculations:

  1. Physical resistance penalty: -16 + (Inscription Skill / 20)
  2. Elemental resistance penalty: -29 + (Inscription Skill / 5) to Fire, Cold, Poison, and Energy resistances.
  3. Also, there is a slower casting speed modifier (technically, a negative "faster cast speed") of 2 points.

The protection and arch protection spells have the same functionality. Players under the protection spell effect can no longer have their spells "disrupted" when hit. Players under the protection spell have decreased physical resistance as well as magical resistance, but these are modified by the Inscription skill.

The protection and arch protection spells have an indefinite duration, becoming active when cast, and deactivated when re-cast. Reactive Armor, Protection, and Magic Reflection will stay on—even after logging out, even after dying—until you "turn them off" by casting them again.

This gives a total of -10 Physical -5 Elemental resistances at 120 Inscription, with the trade off being your spells are no longer interuptable.


Magic Reflection

  Skills that impact this spell:

  1. Inscription

  Calculations:

  1. Physical resistance penalty: -29 + (Inscription Skill / 5)
  2. Elemental resistance bonus: +4 + (Inscription Skill / 5) to Fire, Cold, Poison, and Energy resistances.
  3. Raises the minimum and maximum Elemental absorbtion limit by:
    (Inscription Skill / 40) for a maximum of 3%, read the skills page on Resist Spells for more information. Also make note that these bonuses stack with the Juggernaut class bonuses.

The magic reflection spell decreases the caster's physical resistance, while increasing the caster's elemental resistances. The exact calculations are as follows: The magic reflection spell has an indefinite duration, becoming active when cast, and deactivated when re-cast. Reactive Armor, Protection, and Magic Reflection will stay on—even after logging out, even after dying—until you “turn them off” by casting them again.

This gives a total of -5 Physical +10 Elemental resistances at 120 Inscription.

(Note that this will not allow players to exceed the 70 resistance cap)

Please remember to check this page out with frequency as the features found here may be expanded in the future.

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