How to grow 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 eats 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, also known as the insta-hit with only 25 dexterity. The stats of this habitus will 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 following skills: weapon skill, tactics, anatomy, healing, parry, hoodoo resist, magery. This template would sometimes exclude Parry and pick up meditation to be more of a Hybrid, but the basic idea of this aggregation is to outdamage their rival with weapons, not magic, and keep their health high with bandages and possibly the incidential heal through Magery.
The Mage template would often choose Swordsmanship for weapon skill owing to a Halberd, also avowed as a Hally, would do encompassing 35-45 damage nowadays whereas with fencing a lenghty spear would individual do 25. Macing with a Warhammer would bring about around 30 at times, on the contrary it also has the power to filter stamina. Usually fine fighters ride 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 only for insta-hits). These instant hits are on a timer and "reload" themselves after X proportions of time. Whether you are throwing a punch or swinging a Halberd the timer is the same. Mages can avoid these spread out delays by casting spells in the meantime, keeping their foe damaged or defensive until their alongside instant hit is ready to go.
At the create a caliber obtain shade choose a name, a hair style, and skin tone. Be sure to put 50 skills in Magery, and Occultism Resist; take one point gone to place into Swordsmanship to collect a Sword upon creation. To beget this aspect one must use a weapon, or melee skills early on and asphyxiate exhausted NPCS or afford the reagants, as well proclaimed as regs which are consumed everyone time a spell is cast. There are 8 reagents: ebony pearl, night shade, mandrake root, blood moss, spider silk, ginseng, garlic, sulfurous ash. Engender the character with 50 Magery and 50 Necromancy Resistance since these are the hardest skills to accumulation in. Setup a macro with the program Razor, or EZmacro which will auto close 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 twin NPC until 100 intelligence or a 100 skill is reached. Then Macro Arms lore skill on a weapon in your backpack; you testament at least get a Newbified dagger, one you can not lose upon death.
With giant strength, dexterity, and intelligence you will last longer while fighting/training your skills. Provided you can not get any armor from established players you can action at the graveyard North of Britania and simply wait for your health points to climb back up. If another trooper is training you can let them tank, or take the hits of the NPCS and get skill gains for free. The hardest part is the installation by reason of you won't acquire any weapon skills, or armor. Once you clock your Swordsmanship gaining along with Tactics it will convert easier and easier to defeat skeletons and zombies and earn gold and or bone armor and gems.
Forthwith you will need to train your future leading weapon and curative tool, Magery. With the money you purchase from fighting these NPCS at the Britain Graveyard you will be able to get the 8 reagants that were listed above. You will need Magic scrolls to put into your Magery book. There are 64 complete feasible spells to be had; once you hog a scroll in the volume you do not obligation the scroll to cast, on the other hand one the required regs for that spell. I.E. fireball takes black pearl to cast. Shop for the scroll "Greater Heal" from an NPC Mage Vendor or a Player Character. Casting this spell will not sole boost you Magery to encircling 60 but it will also deal in you alive longer, earning you more gold per generation than simply waiting for HP to regenerate.
Swords, Tactics, and Magery should start to prompt respectable. Promptly you must fling higher equable spells on yourself to gain in both Magery and Witchcraft Resist. Either have another character heal you with bandages, or macro bigger healing yourself for this next step. Pitch energy bolt on yourself from 60-85 magery. This should give you big resist gains as well. Switch to Flamestrike once Energy bolt does not accrual your skills as fast. Flamestrike will take you to GrandMaster, or GM, Magery and Sorcery Resist.
Practice and starting as a Mage can be immoderately difficult. Raising stats and skills before absolutely fighting with your Character is needful to creation this less tedious. Magery and Charm Resist are too expensive, nevertheless they are the most cogent combination any Player vs Player fighter can utilize. If you play a 2d mmorpg or World of Warcraft, skill based characters are usually harder to make but reap the greatest rewards in the end. Happy Character creation.
2d mmorpg , wow signatures
By source: http://a1articles.com/article_571816_32.html
Author: Nubby
Author: Nubby
Last relative articles:
Keywords:
magery,
magery charm,
magery encircling,
magery sorcery,
magery big,
magery start,
magery book,
magery mage,
magery money,
magery voodoo