How to develop into a 7x Mage in UOSecondage


UOSecondage is the era of Ultima Online where skill based PvP was at it's highest, and on top of the Player versus Player aliment chain was the feared 7x, or 700 max skills Mage. The 7 skills were as follows: weapon skill, tactics, wrestling, magery, magic resist, meditation, evaluating intelligence. With these 7 skills a Mage could utilize the immediate hit, also conscious as the insta-hit with only 25 dexterity. The stats of this build testament be 100 strength, 100 mana, and 25 dex, reaching the cap of 225.

The template could easily beat a less skilled Dexer template, which would normally consist of the next skills: weapon skill, tactics, anatomy, healing, parry, magic resist, magery. This template would sometimes exclude Parry and pick up meditation to be more of a Hybrid, on the contrary the basic clue of this collection is to outdamage their foe with weapons, not magic, and amass their health high with bandages and possibly the occasional remedy finished Magery.

The Mage template would often choose Swordsmanship for weapon skill on account of a Halberd, besides known as a Hally, would accomplish environing 35-45 damage instantly whereas with fencing a long spear would matchless do 25. Macing with a Warhammer would create all over 30 at times, but it also has the power to filter stamina. Usually good fighters operate on mounts, or horses so stamina loss is negligible and the bigger weapon, aka the Hally gets preference over it's weaker, fast counterparts (dex doesn't factor in because the weapon is used one for insta-hits). These instant hits are on a timer and "reload" themselves after X amount of time. Whether you are throwing a punch or swinging a Halberd the timer is the same. Mages can avoid these long delays by casting spells in the meantime, carefulness their rival damaged or defensive until their next instant hit is ready to go.

At the create a frame select shade choose a name, a hair style, and skin tone. Be certain to settle 50 skills in Magery, and Magic Resist; yield one point gone to assign into Swordsmanship to capture a Sword upon creation. To discover this ethos one must employ a weapon, or melee skills early on and kill flaccid NPCS or afford the reagants, also known as regs which are consumed everyone allotment a spell is cast. There are 8 reagents: atramentous pearl, dark shade, mandrake root, blood moss, spider silk, ginseng, garlic, sulfurous ash. Inauguration the character with 50 Magery and 50 Magic Resistence because these are the hardest skills to attainment in. Setup a macro with the program Razor, or EZmacro which will car achieve tasks for you; setup a macro to Snoop a stationery NPCS backpack for dexterity. Once 100 dex is reached or a 100 skill, Macro Evaluating Intelligence on the identical NPC until 100 intelligence or a 100 skill is reached. Then Macro Arms lore skill on a weapon in your backpack; you will at least have a Newbified dagger, one you can not lose upon death.

With high strength, dexterity, and intelligence you will latest longer while fighting/training your skills. Provided you can not influence any armor from established players you can battle royal at the graveyard North of Britania and simply wait for your health points to climb back up. Whether another trooper is training you can let them tank, or haul the hits of the NPCS and acquire skill gains for free. The hardest chip is the beginning since you won't admit any weapon skills, or armor. Once you see your Swordsmanship gaining along with Tactics it will become easier and easier to defeat skeletons and zombies and earn gold and or bone armor and gems.

At the moment you will demand to train your future primary weapon and curative tool, Magery. With the money you obtain from fighting these NPCS at the Britain Graveyard you will be able to buy the 8 reagants that were listed above. You will committal Witchcraft scrolls to place into your Magery book. There are 64 complete possible spells to be had; once you have a scroll in the book you do not essential the scroll to cast, however peerless the required regs for that spell. I.E. fireball takes black pearl to cast. Pay for the scroll "Greater Heal" from an NPC Mage Vendor or a Player Character. Casting this spell will not only accretion you Magery to around 60 on the other hand it will extremely grasp you alive longer, earning you more gold per hour than simply waiting for HP to regenerate.

Swords, Tactics, and Magery should start to get respectable. Immediately you must cast higher level spells on yourself to cut in both Magery and Magnetism Resist. Either corner another character cure you with bandages, or macro in a superior way healing yourself for this next step. Cast energy bolt on yourself from 60-85 magery. This should ante up you eminent resist gains as well. Switch to Flamestrike once Energy bolt does not buildup your skills as fast. Flamestrike will take you to GrandMaster, or GM, Magery and Sorcery Resist.

Training and starting as a Mage can be exceptionally difficult. Raising stats and skills before actually fighting with your Character is valuable to making this less tedious. Magery and Charm Resist are further expensive, nevertheless they are the most dominant combination any Player vs Player fighter can utilize. If you play a 2d mmorpg or Globe of Warcraft, skill based characters are usually harder to make but reap the greatest rewards in the end. Happy Constitution creation.

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