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Mage Training Guide

MY NUMBER ONE RULE IN CHARACTER DEVELOPMENT:
Figure out ahead of time what skills you want to end up with and with what skill level.  Remember, you have about 700 points, before stats, total per character.  By doing this your focus will be stronger, and you will not waste time working on skills that you realize later that you cannot afford to have.  My self and many others have had this problem.
MY NUMBER TWO RULE IN CHARACTER DEVELOPMENT:
Another point, when choosing weapon skills, using a dexterity intensive skill could be a problem by lowering your strength too low for effective combat.  Your intelligence will approach 100 which only leaves 125 points between strength and dexterity.  Since a high strength is much more important than a high dexterity (don't want to get killed by a single blow from a tough monster, do you), a dexterity insensitive weapon might not be a good idea.  You mileage might vary.

Here are the steps, Leopold recommends in order to be a Grand Master Mage.  The most important step that a training mage has to conquer, is to keep their bank from becoming empty.  The reagents needed to train properly in mage training are VERY expensive.  I suggest the following steps, based on current Magery skill.

Magery

Spells to Cast

Money Maker

< 50 What you have 50% -25% chance to cast. You should start out with 50 Magery as a new character.  Doing otherwise will simply spend A LOT of time and money getting up from 0 to 50.
50-60 4th, 5th and 6th circle spells.   Pick the ones with the lowest regent cost. Mining / Tailoring.  Mining is best for strength gain (which is hard for a mage) but Tailoring makes slightly more money and also works on combat skill up to medium level
50-70 NEW NEW NEW
Gate from scrolls.  When you fail with a scroll, it does not go away!!!!!!!
Escorting with scrolls.  Bring Thulsa Pride the regs and blank scrolls, and he can make you a lot of gate scrolls.
60-70 6th circle and an occasional 5th circle spell. Same as above.  Perhaps some adventuring by coming to common spawn spots.  Keep a look out for those nasty PK's and thieves.
70-75 6th circle spells and an occasional 7th circle spell. Same as above.  If you want to start early, try your hand at some escorting.  See Leopold or a member of the Inner Circle for runes and escorting instructions.  Escorting the wrong way will cost more time that it is worth.
Also, at 72 Magery, you can try you hand at tailoring in Wind park.  A very huge leather bearing creature spawn area.  Also lots of bears to fight which will improve fighting skills into the 80's.
75-80 Gate, Flame strike, and an occasional 6th circle spell Dropping all other methods except for Escorting!  This will raise your Magery, pay for itself and make a hefty profit.

This is the time that I suggest getting a house to practice Magery and Magic Resistance.  Walking in Wall of Fire is the fastest way to get this skill up to around 55.

80-92 Gate, Flame strike and an occasional 8th circle summoning Escorting, Escorting, Escorting.  Don't forget to fight your summoned elementals.
90-100 8th circle summoning and an occasional 7th circle spell Escorting, if you are not RICH enough already!

A tip brought to use from Vanessa:
Create a UO Hot Key (or how ever you wish to do it) which will meditate and then immediatly cast one of the 8th circle summoning spells.  By doing this, you will be able to get 4 meditates and 4 summon attemps per minute (assuming you have the mana).  Also, by doing the meditation attempt first, if there is not enough mana, you will not get your previous meditation disrupted.  Thanks to Vanessa for this great tip.

 

Another possibility would be to work on Inscription scrolls instead of the tailoring / mining route.  This has a benefit in that it is more magish and raises Intelligence to Inscribe scrolls, then to sew woman's clothing and mine for ore and make ingots.  The down side is that is it much less profitable.

I found that when I was working on Inscription, I make enough money to pay for Inscription, but very little left over for mage training.   The most profitable route is to sell scrolls to other players.  The going rate it to charge 5 gp's for each mana point that the scroll in question takes to cast.   For example, energy bolt is 6th circle and costs 20 mana.  20*5 = 100 gp's for one scroll.  Note: scroll prices to players is dropping because of the new skill, meditation.  The mage shops will only pay you a small fraction of this amount, but you can unload a lot at a time this way.

Suggest skills

These are the skills that I am going for, not necessarily the best ones in all situations.  Remember that there is a 700 pre-stat-modified skill maximum.

Skill

Level

Use

Magery 100 Your Goal
Meditation 50+ Speeds up Mana regain
Magic Resistance 50+ Lets you stand (or stay back) toe to toe with those nasty spell throwing critters.
Use fire field to 55, fireballs to 60, lightning to 75 and energy bolt to 100.
Tactics/(any) weapon skill 90+ When you run out of mana or regs, you need do something.  If you want to be a tank mage, bring this up to 100.  I choose Mace fighting because it uses all Strength and I wanted to Strength to rise and my Dexterity to fall.
Hiding 65 Closes backpack to thieves and helps when you get into trouble.
Wrestling 50+ Reduces the chance of getting struck in combat which reduces the chance of disrupting your spell.  I would choose this only as my combat skill, if it didn't do such a small amount of damage.  Be careful of intentionally raising this skill too high.  Later on, it is hard to not make it rise by accident.
Evaluate Intelligence 50+ It aids in your spells penetrating your opponents Magic Resistance.

There are some other nice skills have too: Inscription, Tracking, Alchemy, Item ID, just to name a few.

A TRUE mage (like Thulsa Pride) will have the following skills:
100 Magery
100 Meditation
100 Eval Int
100 Magic Resist
with, (for non-spell interruption)
100 Wrestling and
100 Tactics

That leaves about 100 points to spend on something else!  Down fall is no other combat skills and no dexterity.  Perhaps adding fencing or swords would be a good idea too.  For the record, Thulsa's other skill is Inscription.  Another option would be to add Spirit Speak and Neromancy.

 

I apologize if this page has too many numbers and a lack of roll playing information for you true diehard roll players out there.  I am always torn between doing the right thing which is role-playing 100%, and doing the numbers game to save time and not dying.  Because my time is so limited and being a macro monster is partially illegal and quite lame, I compromise and use a lot of numbers and tables to advance my character so that I can better enjoy the playing time that I do have.

 

Non-Mage Training Guide 
(yet to be formated, so don't bother me :-))

Well, i started my char with 50 magery and 50 resist. I wanted to get up to 72 magery in order for Wind to be accessable. I was going for about 70 resist (not too much, cause most fighting will take place in town, usually.....)

Here are the skills i wanted to train:

  • Healing: Just getting health real low (5-10 HP, preferably 5) off polar bears, then once at about 50-51(I think, whatever 10 pts below what it actually takes to cure), drink lesser poisons and attempt to heal. You wont be successful, but will gain skill. Once you get to 60, just heal poisoned ppl.....
  • Parrying: Fight hinds in Hind Valley to about 30, fight polar bears to about 70 (you can fight earth eles too at about 40-50). Once at about 70, fight stone gargoyles in desert. Terathins are also great skill gain (Terathin warriors)
  • Maces/Fencing: Fight hinds to 40, timber wolves to about 60, then polar bears to 90 (they work in mid-90's too, but pretty slow.) Once at 90, fight terathins and eles, and stuff in desert.
  • Anatomy: Macro, macro, macro, before you gain any other skills. Cause it will drive your intel up about 50-60 pts. Then do maces/fencing to raise dex/str and drive intel back down.
  • Tactics: Comes naturally with fighting.....

Ive kept a journal with all this somewhere, ill try and find it, and then tell you exactly what I did. 
Before I made the char, i planned out his skills like you told me to. heres what I planned for:

  • 75 magery (enough to Gheal and recall without fail.)
  • 100 resist (never gonna get there, but i planned for it)
  • 100 tactics
  • 100 fencing
  • 100 anatomy
  • 100 parrying
  • 100 healing

That would produce an excellent town fighter, who could rock in town because spells do no damage in town. He could also hold his own outside town due to his high resist. Mages would have problems beating him because of high dex and GM fencing. I myself have killed about 3 GM mages (1 noble, 1 illustrious, and 1 noble lord) just with my current skills. They rely completely on magic but because of so frequent hits, they have a tough time. And if they are tank mages, my parrying helps a lot. In total, ive killed 14 chars who were also mages capable of casting fs. That gives you a nice idea of how good a char like this can be. And inside town, phew, downright nasty. Helps if you ride a horse too......
Plan for: 

  • 100 str
  • 100 dex
  • 25 intel (enough to heal and recall almost back to back)

Sincerely,
The Reputable Ishan (damn daemons......)

 

This page last updated
Friday, February 08, 2002 12:39 -0500



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