Character Creation

This "tutorial" so to speak has been split up into several parts.  Take your time and look at all of them so that you can get as good a start as possible.  Don't forget to take a look at the other two sections on character development and things to remember, they contain good advice.  And finally, please submit any information you feel should be added to this page or any other.  What you send will be posted and you will be credited for it.

Before you begin...
    Before you make your character, you should think of what type of "criminal" you'd like him to be.  Do you want to be a murderer/serial killer?  A thief?  A highwayman?  These are important questions that you need to ask yourself before you even click the "Create Character" button.
Starting Stats
    Starting stats are the easiest things to set for your character, because there is only one "smart" way to do it.  What is the smart way you ask?  45 - 10 -10. 

45 strength, 10 int, and 10 dex.  There is a very good reason for this.  When you start off you'll need as much strength as possible to use for raising combat skills and things of the sort.  Int and Dex are the EASIEST stats to raise, Dex being the easier of the two.  Strength however takes a long time and there aren't too many skills that check strength too well.

Know The Skills
    There are a lot of different skills you can learn in Ultima Online. I'd guess that at least 20% of them are crap and shouldn't even be bothered with no matter what type of character you have. You only have 700 (base) skill points that your character can achieve, so you don't want to waste skill points except on what will build you charcter toward your primary goal. If you have secondary goals, like potion/money making, that's the reason to have a "mule" character. A Mule is what you call a non-primary character who's sole reason is to do something specific (like blacksmithing) that would take tons of valuable skill points to accomplish.

Here is a full list of the skills and my comments on them. The Start column is to show if the skill should even be considered as a starting skill. For those of you :

SkillStartComments
AlchemyMuleDefinitely a hard skill to raise, so starting at 50 makes sense. But, I would't practice this skill on a primary character
AnatomyNoUnless you've got the healing skill, this is worthless
Animal LoreNoJust keep your horse fed and don't bother with this
Animal TamingNoUnless your horse runs off a lot or you're macroing STR, you shouldn't use this skill.
ArcheryNoTHE fighting skill of choice. Learn this.
Arms LoreNoRelatively worthless unless you're macroing it.
BeggingNoPlease... if you have to ask...
BlacksmithyMuleGreat money maker. Hard and expensive to raise.
Bowcraft/FletchMuleIf you really like making bows or bolts/arrows, do it with a mule lumlumberjacker
CampingNoWorthless
CarpentryNoAre you in this game to make tables?
CartographyNoWorthless
CookingNoWorthless
Detecting HiddenNoEasy to macro and useful since people tend to hide when they're being stolen from or having their ass handed to them
EnticementNoFor bards, sure. No one else.
Evaluating INTNoWill eventually have use, but doesn't yet. Good INT gainer.
FencerNoNo.
FishingNoWorthless
Forensic EvalNoWorthless
HealingNoSince they fixed it, it can heal a TON of hit points with no mana use. Something to consider.
HerdingNoWorthless
HidingNoNice to have when you have to go AFK.
InscriptionMuleIf you want to make some money, this skill is fair, but expensive and not really useful in any great capacity
Item IDNoGood for INT raising and you can see what the magic stuff is you just got off that guy you killed/looted
LockpickingNo
LumberjackingMule
Mace FightingNo
MageryYes
MiningMule
MusicianshipNoFor bards, sure. No one else.
ParryingNo
PeacemakingNoFor bards, sure. No one else.
PoisoningMule
ProvocationNoFor bards, sure. No one else.
Resisting SpellsYes
Spirit SpeakNo
StealingYes
SwordsmanshipNo
TacticsYes
TailoringMule
Taste IDNo
TinkeringMule
TrackingNo
VeterinaryNo
WrestlingNo

Starting Skills
    This one's tough.  There are many skills that can be given to a character when they BEGIN, but many that may seem beneficial actually end up taking away from your character instead of giving to it.  The following are a few examples. 
 
  • Detecting Hidden - Excellent way to find hiddens players, but also excellent way to waste skill points.  Just use this while you are practicing on a dummy and it will help raise your int and dex a little, plus increase your ability to find hidden players.
  • Hiding - Great skill.  Only problem is that it can be easily macroed and gain you tons of dex in the process.  You would waste tons of skill points starting off with this when you could just macro this when you go to bed or work or whatever.
  • Combat Skills - Never ever start off with combat skills.  If you do, start with 1 of a certain skill so you get a practice weapon for it to spar with.  Combat skills should be raised on training dummies, animals, and sparring partners.
  • Lore Skills - Anatomy, item id, arms lore etc... Don't bother with these, they can be practiced inside the game to raise int and a little dex.
  • Tracking - This can also be macroed to raise dex and int.  20 tracking is just as good as 100 so you don't even have to macro it high before it becomes efficient.
     Now, here is a table with some skills you should consider giving certain types of characters.  I'll add more once I think of more "professions." 

Generic
50 magery, 50 Resisting Magic. This is an unbelieveably useful combination. Both of these skills are extremely difficult to get both of these skills up
Fighter
50 tactics, some spell resistance, and anything else would be good.  Your tactics will be much higher than your fighting skills isntead of equal, so you will be a better fighter as you raise combat skills.  Plus the resistance gives you a chance to escape pks and defend against mages in the beginnings and later part of your career.
Thief
When I say thief I mean the petty town thief.  Since this character doesn't require much development I suggest a simple 50 stealing 50 hiding.  Snooping can be raised with practice and the hiding will let you sneak up on people around the bank and such.
Rogue
My kinda character.  50 stealing and 50 tactics is good.  Stealing will allow you to make a little bit of money to fund your career and the tactics will help your fighting as you grow stronger.
PK
Easiest of them all.  50 magery, 50 tactics, and a macro for energy bolt.  Get high combat skills plus hiding and magery then go out and zap everything in your path.  Make sure to "miss" if the target happens to be me.

     Notice how I said nothing about money making skills.  That's cause you don't need them.  For those of you who don't feel guilty about using a "mule" then do the following.  Make another character simply for making money.  When you're bored of playing go logon and make some cash for yourself then have a friend hold the money while you transfer it to your real guy or whatever.  This saves skill points and time for your real character.

Guilt?  Surely, you jest.
    After making their characters and building them up, few (or many) criminals are faced with one slight problem that they overlooked before they started.   
"I can't do this, it's mean, it's cruel, blah blah blah."  I am hoping that the following stories and commentary will remove these thoughts from your head.  

    Ultima Online is a game, a complex multiplayer game.  ANYTHING that a player loses in this game can be replaced in less than 24 hours if the person is willing to do the work to recover them.  This is why you should not feel guilt when you are deciding whether or not to steal the items of an unsuspecting victim, or whether or not you should show mercy to your cowering, begging prey.  Any damage that you may cause to them can be easily fixed if your victim cares enough to do it, which brings me to this story. 

    Once upon a time...  I was hanging around the docks checking my luck to see if I could find an unlocked boat.  A fellow named Dexter and his friend were heading for their boat.  I heard Dexter asking his friend if he would like to go to the monster spawn point and kill things.  I offered my services to Dexter and asked if I could come along, he invited me onto his boat without protest.  During our boat voyage I peeked into his backpack and noticed no keys, only a wooden box which I oddly could not look inside of (this happened before containers within containers could be snooped.)  I concluded that his key must be inside that box, but I wasn't about to try to rob it while trapped on a boat.  We arrived at the "spawn area" when I was about to steal his box, suddenly I heard him say "Want to go to my house?" appear over his head and I quickly withdrew the thought of theft.  He took us to his house which was not too far away and let us in.  There was nothing worth stealing in it so I made a grab for the chest, thinking I could close the house door in their faces and make a run for it.  The box was too heavy for me to steal, but Dexter did not seem to notice my attempt to steal it.  A few minutes later we left his house and began to fight a troll.  His friend had begun to fight another creature while Dexter and I fought the troll.  After finishing off the troll, Dexter was nearly dead.  I decided that this was the only other way I was to get his house and boat key, I would have to kill him.  I quickly hurled a purple potion in his direction and proceeded to attack him after the potion had exploded.  He was a Journeyman Swordsman and I was only a Novice Fencer, but my advantage in HP overcame him and his bloody corpse fell to the floor.  I quickly took the box and left everything else on the corpse and made my way to the boat and sailed away.   

    The point of this story?  Dexter recovered his house key from me two days later when his entourage of mages paralyzed me and casted lightning bolt multiple times (this was back when paralyze didn't wear off after you got hit.)  See my point?  Anything can be recovered if the victim wants it back bad enough.  But wait, there's more.  Little did Dexter and his entourage know that I had already made a copy of the key.  Dexter, thinking his house was now secure, continued to fill his house up with fabulous items and money that I looted at my liberty many times before he noticed what was going on.  I had fun, lots of fun.  You can too, just as long as you remember that EVERYTHING is replaceable and that your crime is more of an inconvinience to the victim than a blatant violation of the law.  Oh and don't forget, this applies to you too.  Just cause you die doesn't mean it's over, it's just as easy for you to replace something you lose as it is for the victim to.  It ain't over till it's over (i.e. when you cancel your UO account.)