How to become 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 bread chain was the feared 7x, or 700 max skills Mage. The 7 skills were as follows: weapon skill, tactics, wrestling, magery, voodoo resist, meditation, evaluating intelligence. With these 7 skills a Mage could utilize the instant hit, besides confessed as the insta-hit with alone 25 dexterity. The stats of this cause 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 usually consist of the following skills: weapon skill, tactics, anatomy, healing, parry, charm resist, magery. This template would sometimes exclude Parry and pick up meditation to be extra of a Hybrid, but the basic conviction of this organization is to outdamage their opponent with weapons, not magic, and keep their health high with bandages and possibly the occasional heal buttoned up Magery.

The Mage template would repeatedly choose Swordsmanship for weapon skill owing to a Halberd, also known as a Hally, would do on all sides of 35-45 damage instantly whereas with fencing a long spear would matchless do 25. Macing with a Warhammer would achieve around 30 at times, on the other hand it extremely has the faculty to drain stamina. Usually skilled fighters ride on mounts, or horses so stamina loss is negligible and the bigger weapon, aka the Hally gets preference over it's weaker, quick counterparts (dex doesn't factor in because the weapon is used solitary for insta-hits). These immediate 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 far-off delays by casting spells in the meantime, keeping their opponent damaged or defensive until their next instant hit is ready to go.

At the create a cast select shade choose a name, a hair style, and skin tone. Be sure to situate 50 skills in Magery, and Magic Resist; take one point out to put into Swordsmanship to obtain a Sword upon creation. To create this bent one must use a weapon, or melee skills early on and asphyxiate weak NPCS or afford the reagants, again known as regs which are consumed each period a spell is cast. There are 8 reagents: jet pearl, night shade, mandrake root, blood moss, spider silk, ginseng, garlic, sulfurous ash. Open the badge with 50 Magery and 50 Magic Resistence since these are the hardest skills to gain in. Setup a macro with the programme Razor, or EZmacro which will car do 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 duplicate 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 last longer while fighting/training your skills. Provided you can not bias any armor from established players you can clash at the graveyard North of Britania and simply wait for your health points to climb back up. If another soldier is training you can let them tank, or catching the hits of the NPCS and get skill gains for free. The hardest chunk is the creation since you won't corner any weapon skills, or armor. Once you discern 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.

Now you will desideratum to train your future primary weapon and curative tool, Magery. With the money you annex from fighting these NPCS at the Britain Graveyard you will be able to get the 8 reagants that were listed above. You will require Magic scrolls to lay into your Magery book. There are 64 total viable spells to be had; once you get a scroll in the book you determine not demand the scroll to cast, but onliest the required regs for that spell. I.E. fireball takes charcoal pearl to cast. Purchase the scroll "Greater Heal" from an NPC Mage Vendor or a Player Character. Casting this spell will not only dividend you Magery to around 60 but it will also deposit you alive longer, earning you more gold per age than simply waiting for HP to regenerate.

Swords, Tactics, and Magery should depart to get respectable. Immediately you must lob higher consistent spells on yourself to accretion in both Magery and Necromancy Resist. Either obtain another complexion mend you with bandages, or macro greater healing yourself for this next step. Cast energy bolt on yourself from 60-85 magery. This should give you flying resist gains as well. Switch to Flamestrike once Impact bolt does not cush your skills as fast. Flamestrike will take you to GrandMaster, or GM, Magery and Magic Resist.

Experience and starting as a Mage can be extremely difficult. Raising stats and skills before in reality fighting with your Character is essential to making this less tedious. Magery and Hoodoo Resist are very expensive, on the contrary they are the most authoritarian combination any Player vs Player fighter can utilize. Whether you play a 2d mmorpg or World of Warcraft, skill based characters are normally harder to make but reap the greatest rewards in the end. Cheerful Aspect creation.

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