written by Chandalir, with help from various forum posters /php-bin/shared/images/icons/smile.gif
With all the redundant posts on the boards asking about publish 16 changes lately, I think we all should pour in and build a FAQ to direct people to. I know Im not the only one getting tired of replying the same 3 questions, so lets try to make something people can check up on? I, unfortunally, have no hard numbers myself, so if anyone has any to add, feel free. Same applies if you have anything Ive missed or you feel should be answered as well. Anyway, here goes.
<ul>[*]<font color=blue>Publish 16 changes</font color=blue>
<font color=00008B><ul>[*]Wrestling changes -- anatomy/eval formula[*]Powerscrolls effect on meditation[*]Powerscrolls and poisoning[*]Powerscrolls and inscription[*]Precasting and instant hits[*]New leather types[*]Field spells[*]Summons[*]Explosion potions (including UOA macro)[*]Stun punch clearup[/list]</font color=00008B>
[*]<font color=blue>Skill gain post Publish 16</font color=blue>
<font color=00008B><ul>[*]Stat gains[*]8x8 guide (simple one)[*]Magery -- what to cast, when?[*]Evaluate intelligence[*]Meditation[*]Wrestling for the sentimental /php-bin/shared/images/icons/smile.gif[*]Anatomy, the easy way[*]Resist - a work in progress[/list]</font color=00008B>
[*]<font color=blue>Templates</font color=blue>
<font color=00008B><ul>[*]Starting skills and stats[*]Pure mage variations[*]Healer mage variations[*]Tank mage variations[*]Bard mage variations[*]Tamer mage variations[*]Thief mage variations[/list]</font color=00008B>
[/list]
<font color=blue>Publish 16 changes</font color=blue>
<font color=00008B>Wrestling changes -- anatomy/eval formula</font color=00008B>
In the past serious mages have always wanted wrestling to prevent being hit in melee (since they have no weapon equipped when casting spells). When you dodge a hit, your spellcasting isn't interupted, thus its necessarry to kill anything that will melee you.
However, Publish 16 changed this a bit. It is now possible to dodge melee hits without having wrestling, but instead having anatomy and evaluate intelligence. The formula for defensive wrestling effects of the anatomy/evaluate relationship looks like this:
<font face="courier new">(Anatomy skill + Evaluate Intelligence skill + 20) divided by 2</font>
What this means is, at 100.0 evaluate intelligence and 100.0 anatomy you have 110.0 effective defensive wrestling. It also means that you only need to boost one of the skills to 120.0 to receive the full 120.0 defensive wrestling.
Note : The Anatomy/Evaluate intelligence relation does
not give you any effect whatsoever in offensive capabilities. Thus you will not be able to hit your opponent (wether to interupt or to start spellcasting) unless you get extremely lucky with your adjusted wrestling (around 10 points with high strength), and you will not be able to activate stun and disarm modes. If you wish either of these things (disruption/special moves) you're gonna have to pick up wrestling.
Another thing to note : wrestling and the eval/anatomy relationship is in
no way cumulative. Do not pick up all 3 skills thinking you're gonna be impossible to hit. The only one you'll have in effect is the higher of the two.
Evocares quote on the subject on
www.uo.com message board; unfortunally the original thread is lost, but what he stated was saved:
<blockquote><hr>
As a quick note, the actual formula for "dodging" a swing with anat/eval is: (anat+eval+20)/2, capped at 120 max. So, a character with 120 eval, 100 anat (for example) actually has a full 120 "hit evasion" ability
<hr></blockquote>
Hope this helps clear up any confusion on the matter /php-bin/shared/images/icons/smile.gif
<font color=00008B>Powerscrolls effect on meditation</font color=00008B>
Many people have claimed to have seen no effect on using a meditation scroll. Odds are, these people are not fulfilling the entire formula for mana regeneration rates. You need a certain combined numbers of points devoted towards meditation and intelligence both to attain a certain meditation rate. Unfortunally, this is rather steep requirements to see benefits of meditatation powerscrolls. The numbers at high level mana regeneration looks like this:
<font face="courier new">200.0 to 239.9 combined intelligence and meditation lets you meditate 1 mana/second passively, and 2 mana/second actively.
240.0+ combined intelligence and meditation lets you meditate 1.33 mana/second passively, and 2 mana/second actively.</font>
What this means is;
To attain the highest level of meditation rate you make your character vulnerable to mindblast (if you pvp) and requires you to drop strength and dexterity towards higher intelligence. For what little effect it really has, its totally up to personal choice wether or not you want to go through with it.
+20 meditation allows you to drop your intelligence to 80 and
still retain the same regeneration rate you do with GM meditation and 100 int. This is potentially a big bonus to tank mages who need more dexterity/strength, and its a big plus towards archer mages who can, with a meditation powerscroll, use slayer bows by setting their stats up correctly, and still remain as powerfull as a pure mage.
All in all, meditation is probably the least desirable powerscroll for a mage, unless you have a specific goal in mind.
<font color=00008B>Powerscrolls and poisoning</font color=00008B>
I lack hard numbers on 120.0 magery/100.0 poisoning, so if anyone wants to fill in here?
There is one question here that repeatedly pops up though. And that is
"Can I cast greater poison with 120.0 magery and 0 poisoning?"
The answer is no. You can't. However, you can cast
normal poison (level 2) and as a matter of fact its quite easy to figure out what level of poison you can cast. From the last FAQ we have these numbers.
<font face="courier new">Combined adjusted magery and poisoning skill level and their casted poison level:
0.0 to 130.0 combined gives level 1 poison (lesser)
130.1 to 170.0 combined gives level 2 poison (normal)
170.1 to 199.9 combined gives level 3 poison (greater)
200.0+ combined gives a chance (around 10% in my experience) to cast level 4 poison (deadly)</font>
In short; you cannot cast greater than level 2 poison without devoting points to poisoning skill. Your stats adjust the poisoning skill quite a bit at 0.0 base skill though, which, with 120 magery boost your poison one level. Keep previous restrictions in mind though -- you
do still need to be within 2 tiles to attain higher than lesser level poisons.
<font color=00008B>Powerscrolls and inscription</font color=00008B>
Now with powerscrolls, its a good time to bring up the actual relationship that the inscription boosted spells are based on (reactive armor and protection -- nothing else). The actual formula for the spells look like this;
<font face="courier new">(Evaluate Intelligence + Meditation + Inscription) / 4 (up to 75, according to uo.com -- anyone wanna test?)</font>
What this means is -- you wont (assuming, again, that uo.com is right) gain anything from having more than 300 combined skillpoints dedicated towards the 3 skills. This means that a legendary Scholar (eval int), legendary Stoic (meditation) wont gain from more than 60 points devoted to inscription. The remaining skill points does one thing -- let you scribe higher level scrolls. Granted, if you run a vendor or sell a lot of scrolls, go for it. However, if you only have inscripton for the spellbonuses -- ditch the remaining 40 points. It wont do you any good at all.
Note; the way protection works is that it lowers your chance to be interupted by the percentage set by the formula -- ie at 300 points you're only going to be interupted 25% of the time you're hit (and with wrestling, you already dodge 50% of the melee hits against you, so you're only going to be interupted 12.5% of the time by melee assuming 300 points devoted and equal dodging to your opponents mele -- thats damn nice!).
Reactive armor is much simpler -- it gives you a shield worth the formula (up to 75) in "extra hitpoints". Basically, only a hit exceeding your remaining points in reactive armor will break it (yes, this means an 80 damage hit
will break a fresh reactive armor by a 300 point scribe). Everytime you're hit the damage is absorbed and subtracted from the reactive armors hitpoints rather than yours. Only works vs. melee.
<font color=00008B>Precasting and instanthits</font color=00008B>
Ever since UO:Renaissance was implemented there has been a dex requirement on how soon in the swing animation you would actually hit. This requirement was removed with Publish 16. This means that a mage with a weapon armed vs. a warrior with a weapon armed will hit at exactly the same time if they attack eachother. However, it does not mean that they will swing equally fast -- the warriors high dex still allows him to hit more times within a given time than a low dex mage.
This coupled with the removing of the spellbook in hand implementatation in publish 14 which allowed precasting (defined as casting a spell then arming a weapon to hit with the weapon and release the spell later) and the anatomy / evaluate intelligence relation above, makes tank mages very viable again. They can hit as hard as a warrior in melee, and cast spells that hurt as much as any pure mages. Very powerful abilities indeed.
<font color=00008B>New leather types</font color=00008B>
Publish 16 implemented 3 new leather types into the world of Ultima Online; spined leather, horned leather and barbed leather. Since a mages life is his mana, many mages were concerned about the new leather types effect on meditation. There is, however, nothing to be worried about. Only the type of armor (not type of leather) you're wearing matters in mana regeneration.
Which means you can wear a full barbed leather suit (armor 31) without having any hindrance to mana regeneration rate. Coupled with the spell archprotect (casted on the ground next to you) you can attain armor 41, and adding 4 armor from vet clothes (robe and cloak) gives you an astounding armor rating of 45. This is more than most warriors in pvp carry! Take advantage of it /php-bin/shared/images/icons/wink.gif
<font color=00008B>Field spells</font color=00008B>
Field spells were changed considerable in Publish 16. They will now only harm 3 kinds of people; murderers (reds), criminals (greys) and guild/faction enemies (orange). They will never harm a lawful innocent (blue), or a lawful guildmate of yours (green).
This means that you can cast them with impunity in Felucca, and all of these spells have seen a lot more light lately. People are no longer scared of using them, and for a good reason. They cover large areas of enemies with minimal mana cost, so they're a good choice to use, particularly in champion spawns.
Note: The unfortunate effect of this is that training resist magic has been changed too, since you can't harm yourself if you're in a guild through field spells. Thus you need to be unguilded to train from fire fields, and since you can't harm blues with field spells in Trammel you need to be in Felucca to train as well. However, since there's barely anything to worry about (notos wont be able to walk into your field without flagging grey themselves) and its a fast thing to do, don't be scared to train this way!
If you for some reason can't get out of your guild, the only other alternative to use firefields is by having a guild enemy cast your firefields (they'll harm you) or by flagging criminal/murderer and walk through your own. This, however, is quite risky, so do it in an isolated area of Felucca.
<font color=00008B>Summons</font color=00008B>
Summons in Publish 16 now takes control slots (same as do tameables and other followers eg NPC fighters if you hire one), and every character has 5 control slots avaivable. A deamon takes 5 control slots, a fire elemental takes 4, water elementals 3 and earth/air elementals take 2 each. Blade spirits and energy vortex's each take 1 control slot as well. Keep in mind, that while you're mounted, or have a horse out of the stable, you always have one control slot taken by your mount.
Yes, this does mean that you can't summon a deamon and be mounted at the same time /php-bin/shared/images/icons/frown.gif But then again! In my opinion a deamon is worth every last control slot it takes -- a summoned deamon can take down quite a few spawned deamons without dying (unless a deamon gets a very lucky dispel off) so you can imagine just how powerful they are. They're very resistant to dispel, they have high magery, they have good melee and generally -- well, they rock! /php-bin/shared/images/icons/smile.gif
Fire elementals have pretty good melee, and they have pretty good magic as well, but they're very vulnerable to dispel, so using them against casters is pretty impossible (I did, however, take a drake from ful health to 1/4 life with one fire elemental while I was busy fighting a dragon, so they're, again, worth it).
Water elementals are casters mostly (now Im not sure, I didn't use these very much) and will avoid melee although, still quite durable. Since I haven't used them much I wont comment on wether or not they're worth the mana/control slots.
Air/earth elementals are -- well, weakish. They only have one field of expertice each (air is magic, earth is melee) and they aren't too bright at that. The air elemental will, as the water elemental, dodge melee, so its quite possible that a team of an earth elemental and an air elemental will be worth 4 control slots by having the earth elemental tank the target and absorb damage, while the air elemental runs around shooting with spells. As with the water elemental though, I havent tested much, but at least with this combo I can see potiontial /php-bin/shared/images/icons/crazy.gif
Bladespirits and energy vortex' -- well, they behave like they always have -- by not behaving at all /php-bin/shared/images/icons/wink.gif Blades will fall to nearly any level of magery's dispel, whereas energy vortex's will only fall to higher level magery (as seen by mare/dragon trainers -- cast ev and the mare/dragon fails to dispel constantly till it hits 70+ magery). They are, however, well worth the control slots and mana. They both seek out their targets and fight to the death, and both have very high melee and hitpoints. If you need to clear a screen of non magic casting monsters quickly, an ev tanking for you is very often a very good choice as it'll move from one monster to the next killing them quickly. Another added bonus of Publish 16 is that blades and vortex' wont attack you if you're guilded, unless you go grey. Keep this in mind when venturing into a dungeon, and don't be scared of casting one where you would previously be afraid of getting targetted (ie if you have low mana). Cast away! /php-bin/shared/images/icons/smile.gif
<font color=00008B>Explosion potions (including UOA macro)</font color=00008B>
Explosion potions were changed too. Not only do they follow the rules of field spells, but the throwers alchemy skill now boosts the damage (alchemy skill divided by 10 rounded down) so they're very worthwhile to use for a cheap offense. However, seeing they're pretty clumsy to use, UOAssist macros can be of great assistance. Vidala of these boards wrote a simple UOAssist macro for throwing one potion at your opponent and having it explode on impact, and its pretty simple to make too!
To read how to set up the macro check
this post over on the alchemist board. Its very simple to do, so go make your mage even more versalite! /php-bin/shared/images/icons/tongue.gif
<font color=00008B>Stun punch clearup</font color=00008B>
Lately we've been getting some new reports on stun punches having been changed. However, this is simply not true. With gm (or higher) wrestling and gm (or higher) anatomy your stun punch lasts 4 seconds (always does) and you have roughly 40% chance to land one -- regardless of hit or miss with wrestling. 40% chance that your opponent will be unable to move or cast spells for 4 seconds is a
very powerful ability.
<font color=blue>Skill gain post Publish 16</font color=blue>
<font color=00008B>Stat gains</font color=00008B>
A couple things changed here with publish 16. You can max gain 6 statpoints a day (so far, its gonna be changed to 10 I believe) and max gain 1 stat point per 30 minutes. But don't be too worried -- if you open your status bar (the big one) you can now set your stat locks! I suggest you do so as soon as you get the chance, and get the statgains needed for training (ie, if you train magery first, don't bother working dex up to the level you want, just work int/str, and if you train wrestling first, focus on getting the dex to where you want it as well as working str). If you're desperately looking for gains of one type, log out next to where you perform an action for that type of gain (ie a mountain or a tree for str, a pickpocket dummy for dex, or anywhere for int), and log in to do that action and nothing else. This will make sure you get the gain you want.
<font color=00008B>8x8 guide (simple one)</font color=00008B>
8x8 is a byproduct of OSI's antimacro code, and it offers extremely rapid skill gains when you get it down right. Some people call it cheating, but according to OSI themselves, the method of skillgaining is perfectly legal. Wether or not you want to do 8x8 is entirely up to yourself /php-bin/shared/images/icons/wink.gif
8x8 works with any and all movement based skill, so as you've probably guessed by now, its movement based. It requires
a lot of movement to get done. It can be done on land, and it can be done on water, it doesn't matter for the gains -- however, moving with a boat is a lot easier since you can cast/perform actions while moving.
Right, ready to move around? Okay then, start moving and doing actions that will give you gains (described below for the most part), eg cast earthquake spell for magery in your high 90's. Open your skill gump (the skill list) and tick the "show real" button at the bottom of the parchement. Keep a close eye on the skill you're raising and as soon as you see a gain, scream "stop" if you're on a boat (have it pretyped; will save you headaches).
There you have a gain -- you should be happy already /php-bin/shared/images/icons/wink.gif. Next step is a bit more complicated. This is when you start moving and actually performing 8x8. Say
'forward one'* (if your boat is facing north/south with the front end facing north) 8 times, and perform the same action you just did to gain. Again, keep an eye on your
real skill -- if you gain in real skill, but not in displayed skill, the square actually yields you another gain; nifty eh? If you don't gain here after repeatedly trying the same thing, try moving
'backwards one' once or twice. You might've missed the spot cause of lag involved with hitting stop. If you do gain, proceed to go forward one 8 times -- congratulations, you're on a run! Keep going till you stop gaining from it and look for the next one. Be aware that it might take up to 10 tries to get a gain, so it will take time.
*: On Lake Austin, Europa and Drachenfels you'll want to go
'backwards one' (again, assuming your boat is facing as it ought to, north/south) instead, since runs run south on these two shards, as opposed to the rest of the American and Asian shards where they go north. Just try to keep a clear view of which direction your runs are heading, and keep up with it. Its a little difficult at first, but once you have the hang of it its very easy.
Hope that made any sense at all -- it doesn't to me, so if anyone else wanna write a better guide to 8x8ing, feel free /php-bin/shared/images/icons/smile.gif
<font color=00008B>Magery -- what to cast, when?</font color=00008B>
Keep in mind that the numbers aren't 'hard numbers'. Feel free to work 5th circle till you stop gaining from them if you want to (should be able to gain till the high 70's off of 5th circle).
0.0 - 30.x:
Dont cast a thing! Go buy it for 300 gp from an NPC mage guildmaster (they're found in Vesper, Moonglow and a couple other places). Will save you a bunch of reagents -- can't beat 1 gp/0.1 skillgain no matter what you cast /php-bin/shared/images/icons/wink.gif
30.x - 50.0:
A mix of 3rd and 4th. You're probably in the middle of setting up your character, getting clothes, etc, so emphasis on recall and teleport might help. Im not really sure what to do here, since I
always start with 50 magery. Regardless of what you do it shouldn't take very long to achieve anyway.
50.0 - 65.0:
Emphasis on 5th circle; any will do.
Paralyze, mindblast, magic reflection and poison field are all very good spells at this level, and will be able to aid you quite a lot in actual combat.
If you 8x8, paralyze is probably your best choice, since its targettable, doesn't have a delay, and its cheap. Just try to hit your spellbook with it and you'll be able to gain.
65.0 - 80.0:
6th circle! Now you ought to be feeling quite powerful, considering you can now cast the main offensive spells that a mage has -- explosion and energy bolt. Your first real view of power... well, that is, when you succesfully cast them /php-bin/shared/images/icons/wink.gif Prepare to fizzle a lot at first, so stick with those 5th as well for now. Once you get to the 70's range, you ought to have a pretty comfortable rate of success with 6th circle, so you can make some decent money from training at this point.
8x8; explosion, energy bolt, invis -- all cheap, all targettable, all without delay. Alternatively target yourself with energy bolts and pray you get one or two resist gains /php-bin/shared/images/icons/wink.gif
80.0 - 92.0:
Flamestrike and gate travel. Thats really all there is to say for this level. If you want, work your compassion around now, since gate travel will give you skillgains, and NPC escorts will give you compassion and gold. Nifty aint it?
For 8x8, go with flamestrike -- silk and ash beats almost any spell in reagent cost.
92.0 - 100.0:
Any 7th and 8th. It really doesn't matter -- you're close to your goal now, so try to have fun in this step /php-bin/shared/images/icons/smile.gif Cast anything under the sky.
Earthquake or flamestrikes for 8x8. Earthquake cause its a spell with no timer and no control slots, and flamestrike cause it'll take you all the way to GM believe it or not.
100.0 - 120.0:
Earthquake pretty much all the way. Any 8th will do of course, but considering the level, you really are better off 8x8ing it. Im sure flamestrike will take you to 105 (havent tried) but gains are gonna be few and far apart, so stick with 8th circle after 100.0. You'll get there /php-bin/shared/images/icons/smile.gif
<font color=00008B>Evaluate Intelligence</font color=00008B>
Basically,
any spell will raise this skill through passive gains. Any! 8x8 works with this skill as well, so if this is your preference, stick to magic arrow (cheapest in gold, cheapest in mana). Alternatively you can raise the skill through using it actively, ie evaluating people, but imo, it really isn't worth the time investment, so just stick to spells.
If you want to save time on this skill, work your magery and milk all the evaluate intelligence gains you get, and finish off the skill once you're done -- don't do it the other way around. Doing evaluate first is a huge waste of time AND reagents, so save yourself the trouble.
<font color=00008B>Meditation</font color=00008B>
Cast spells -- or rather, keep your mana low. Everytime you gain a point of mana you have a chance to gain in meditation. Its really that simple. Of course, it also requires movement, so yes, you guessed it -- another 8x8able skill if you prefer /php-bin/shared/images/icons/wink.gif
<font color=00008B>Wrestling for the sentimental /php-bin/shared/images/icons/smile.gif</font color=00008B>
0.0 - 30.0:
As with magery, buy it. NPC mage guildmasters train this skill, as do a few others like NPC fighter guildmasters. Looks around, and try to get it as high as possible.
30.0 - 45.0:
Hinds -- Moonglow isle near the Zoo is the easiest place to find these. Keep hitting and hitting; not much else to say /php-bin/shared/images/icons/wink.gif
45.0 - 75.0:
Skeletons or empty handed NPC fighters.
For the fighters, hire one and drag him out of town. Have him guard you, attack him, and tell him to stay and you can gain for a while off of him. Pretty easy.
75.0 - 120.0:
Lizardmen at first would give good gains. Earth elementals later on, switching to rotting corpses at above gm.
However, by far the easiest way is to hire an armored fighter in Jhelom carrying a broadsword and proceed to strip him off his armor with your bare fists. Its slow, its boring, but its well worth it.
<font color=00008B>Anatomy</font color=00008B>
Again, for this you need to move around. However, you only need to move around till you get a gain. Hurt someone else, an npc*, or yourself, and start to apply bandages. Whenever you apply a bandage there's a chance you can gain anatomy. Once you hit a gain, lock your healing (or keep it locked at 0.0 from the beginning) and proceed to damage whoever you got a gain from and repeatedly apply bandages. This ought to give you a gain nearly everytime you apply one, and you can gain literally 30.0+ points without moving an inch! Very easy -- probably the easiest of all the skills you can have on a mage /php-bin/shared/images/icons/wink.gif
*: One common way to do this is to hire 2 NPCs (a strong and a weak, ie a broadsword and a wrestler) and gate them to your boat. Have them guard eachother, then kill eachother (you need to be guilded in Trammel for this to work; in Felucca it doesn't matter) and they'll start whacking away and the wrestler will take substantially more damage than the swordsman. Commence healing the wrestler, and sail around for that, not so, elusive anatomy gain /php-bin/shared/images/icons/smile.gif
<font color=00008B>Resist - a work in progress</font color=00008B>
What this means is -- if you have
anything at all to add to this, shout out! So far we have no real confirmation of things here, so its just a general guide up till now. Remember, everyone, I got most of this guide from Raistlan, so thank him if it works /php-bin/shared/images/icons/smile.gif Im just a messenger /php-bin/shared/images/icons/tongue.gif But give it a try.
0.0 - 55.0:
Firefields, and you can alternatively bribe an NPC mage guildmaster to train you to 32 to save some time. Rumours are that firefields will now take you all the way to 60, so you might want to just continue with this till you stop gaining. There's 2 ways of doing this -- one is a lot safer than the other.
1) If you're in a guild, quit it (I resign from my guild) and head over to Felucca. Bring a lot of fire field reagents and healing means (ie bandages/healing reagents). Now cast firefield on the ground, and commence walking back and forth in it, healing as necessarry. Refresh the field when the one you just cast fades away. This would be the safe way /php-bin/shared/images/icons/tongue.gif Remember the rules on field spells.
2) If you're in a guild you just can't get out of, don't disperse. If you have guild enemies, try to convince one of them to make fields for you (as orange/opponents spells will hurt you). If you can't do that, try to find a secluded area where you wont be interupted. Get off your horse, use eval int on it, mount it and cast magic arrow followed by last target. You should now turn grey (you just attacked your horse /php-bin/shared/images/icons/tongue.gif). At this point, field spells cast by a friend (ie, blue) will harm you, so proceed to walk back and forth in it while healing. Be careful if you see another name though, and be ready to run (you're grey, and criminal/agressor -- you can't recall).
55.0 - 60.0:
Ice elementals (the ice dungeon), shadow wisps (forest champion spawns and Haven) and in the upper range, shades (anywhere with undeads).
60.0 - 70.0:
Wraiths, spectres (both near undead), fire and water elementals (Shame and Destard), gazers (Covetous, most of Ilshenar) and Orcish mages in the higher range.
70.0 - 80.0:
Air elementals (Shame), bone magis (Deceit -- note that these would actually take you all the way to gm before Publish 16; they might still), gargoyles (Hythloth and Ilshenar), meer Mages (Ilshenar), Rat mages (Ice dungeon), Dread spiders (Covetous), imps and efreets (both in fire dungeon and in Ilshenar).
80.0 - 90.0:
Deamons and imps (Wind, Fire dungeon, Ilshenar, Hythloth, etc -- Abyss champion spawns as well), Acid elementals (Ilshenar and Despise), Liches (Lots of places), and most Ophidian and Terathan casters (the Terathan keep and Cold blood/Arachnid champion spawns).
90.0 - 100.0:
Poison elementals and elder gazers (both in Shame), pixies (Ilshenar), Ophidian matriarchs/justicars/zealots (in the high 90's), gargoyles (smouldering/destroyer/enforcer -- Ilshenar I believe), meer eternals (Ilshenar), lich lords (Fire dungeon, Deceit, and Ilshenar) and repears (north of Minoc and Ilshenar).
100.0 - 110.0:
Blood elementals (Shame), Juka mages (Ilshenar only now), red mages (Shame and Fire dungeon, as well as several places in Ilshenar), Succubi, and gargoyles (blistering/scorching; both found in Ilshenar and Abyss spawns I believe).
110.0 - 120.0:
Scorching gargoyles (Abyss champoion spawns and Ilsharnar, possible Hythloth) and Serpentine dragons (Forest champion spawns and Ilshenar).
My advice -- if you gain on nothing in your range, take a step downwards instead of upwards. You're more likely to gain if you actively resist something, and you wont gain at all (or rarely) from something out of your range. Better to drain/kill 5 easy creatures for gains than it is getting 1 hard creature bested. This is one of the reasons bone magis were an awsome spot for resist prior to publish 16, seeing as you had 3 mages casting on you all the time, they died easy (new mana source) and they aren't terrible dangerous.
<font color=blue>Templates</font color=blue>
<font color=00008B>Starting skills and stats</font color=00008B>
Keep in mind, this is based on my opinion solely, so if you feel anything should be different -- do it! /php-bin/shared/images/icons/tongue.gif
This is what I would start with on all mage (well, dexer too in my case) chars;
Stats; 56ish str, 10 dex and 14 int. Why 14 int? Cause at that level you can cast paralyze, which is exactly what you need to cast to gain at the level you start out with /php-bin/shared/images/icons/smile.gif Strength is needed pretty much to carry what you need, and dex -- although annoyingly low, is really low priority for a mage, imo.
Skills; 50 magery, 49 misc, 1 misc.
50 magery cause its easier and you can recall right off the bat.
49 misc should be the hardest skill in your template; the one that will give you the most problems of any. If there isn't any, stuff healing here -- its always helpful.
1 misc should be whichever newbie item you want, ie if you want a newbie katana start with 1 swordsmanship. Check out the Stratics
Master Skill List for a list of possible newbie items.
These starting skills and stats should get you started pretty well into the world. The rest of the skills you need as a mage raise extremely easy at this low level, so rarely bother wasting points in it. Not sure how much else I can say here, other than, get to work! /php-bin/shared/images/icons/tongue.gif
<font color=00008B>Pure mage variations</font color=00008B>
A pure mage is basically any mage who relies solely (almost) on his magery for offense
and defensive purposes. A pure mage without mana is a dead mage shortly put. He has no secondary means of healing aside from potions, and the same for all his offensive. For this reason, mana preservation is probably the hardest part about playing a pure mage.
Always keep check on your mana levels, and
always keep enough mana to get off one more heal!
Pure mage basics:
Magery, evaluate intelligence, meditation, wrestling and magic resist. A pure mage is
always better off with wrestling, unless he's crammed for skillpoints and adds anatomy for the equation. However, can he spare the points, wrestling
is the better choice (since it allows you to interupt your opponent).
Variations:
The 2 remaining spots can be filled with a wide array of skills; pure mages are extremely versalite in their skill selections, more so than any other mage variant out there. Possible choices include,
Inscription -- Adds to the defensive spells of
Protection and
Reactive Armor. With protection cast on an inscription character you become very hard to interupt, and as stated, spells and mana is a pure mages life, so getting off the spells you need is very useful to say the least.
Alchemy -- Increased damage on explosion potions, so if you're a big fan of those alchemy might be worth it for you. Adding 1 point of damage per 10 points of alchemy, you can increase damage done by the purples by 10. That is quite impressive, boosting damage from 30 to 40 on greater explosion potions /php-bin/shared/images/icons/smile.gif
Hiding --
"Why do I need hiding when I have invisibility?". Simply put; cause hiding is better! /php-bin/shared/images/icons/tongue.gif There's no casting delay on hiding, and it can't be interupted at all. And with gm hiding you can even hide within 8 tiles of your opponent even if he's flagged agressor to you! Also, hiding lasts forever or till you're revealed, again, surpassing invisibility by several miles.
Poisoning -- Allows you to cast higher level poisons as long as you're within 2 tiles of your opponent. As attractive as it sounds, keep in mind that most monsters can't be poison or they cure instantly, and most pvp'ers carry a lot of cure potions (if they don't, they're easy anyway). It may not be worth the skillpoints, but ofcourse, it depends on your playstyle.
Anatomy -- Stun! If you can't kill a runner, stun him in his place and he's dead meat /php-bin/shared/images/icons/wink.gif Limited use for pvmers though, so keep that in mind.
Of course, there's a pletora of other skills you can use, but these are the most common ones. If you want an item id/cook, feel free to add the skills to you template /php-bin/shared/images/icons/tongue.gif
Is this template any good with powerscrolls?
Yes! This is
the template for powerscrolls if you play a mage. You can boost all 5 of the basic skills on it and still have 1 skill left to play around with. That is very nice. Keep in mind the limitations of meditation before spending a million or however much on a +20 meditation scroll (ie, 240 intelligence/meditation required for highest regeneration rate).
Stats:
80-100 strength, 25-50 dex, 100-120 intelligence (pending on meditation scroll). Dont ever dare to go below 100 intelligence on a pure mage -- it wont work. You need that 1 mana/sec passive, 2 mana/sec active meditation rate, and you need to be able to cast enough spells to kill.
Tactics:
Use spells to kill your enemy, to keep your team mates alive, and most of all to keep yourself alive. Always keep in mind, your mana is your life. If your opponent is redlined, do not throw a flamestrike at him/it -- instead, use magic arrow (1/10th the mana!) or fireball. It
will kill him. Also, never discard the first circle spell
"heal" as it heals up to 16 hp for 4 mana at gm magery! Always try smaller spells to see if they'll do the job as well as larger spells -- saving mana is good /php-bin/shared/images/icons/smile.gif
<font color=00008B>Healer mage variations</font color=00008B>
Healer mages are mages who, well, obviously, heals with bandages. This means they can focus a bit more mana into offensive, so it has added benefits both defensively and offensively. It still relies entirely on magery for its damage though.
Healer mage basics:
Magery, evaluate intelligence, meditation, anatomy, healing and magic resist. A healer mage was a pretty set in stone template prior to publish 16 due to needing wrestling, but since this is no longer the case, wrestling can be left out of the basics.
Variations:
You can fill the remaining slots with any skill a pure mage can, or you can pick up wrestling for stun. In essense, a healer mage is a lot like a pure mage, but he still is a bit different in being able to heal 3 ways.
Is this template any good with powerscrolls?
Yep. If you powerscroll the magery, evaluate intelligence, meditation and resist, you can choose for yourself wether to powerscroll healing or anatomy -- or do both to 110. However, it leaves you very little in amounts of choices, so keep that in mind. Also, a powerscrolled healer mage won't have wrestling (unless, of course, you drop anatomy for it and forego the benefits of curing, ressing and healing more).
Stats:
80-100 strength, 25-50 dex (25 dex = 16 second heals, 41 dex = 14 seconds), 100-120 intelligence (again, pending on meditation scroll)
Tactics:
Pretty much the same as a pure mage, but can go out on a limb with bigger spells cause he can keep a bandage running. In PvM especially, bandages can mostly take care of all your hitpoint recovery, so as long as you keep enough mana to cure, you should do fine. Keep in mind you can move while applying bandages, and use it to your advantage! Dodge melee'ers while applying bandages and you can basically live on just those.
<font color=00008B>Tank mage variations</font color=00008B>
Tank mages are mages who combine weapon skill and magery to a refined form of complete offense. Granted, they still have potions/magery to keep alive, but staying on the offensive is their main strength. Precasting combined with instant hitting is what really makes a tank mage playable though, so take advantage of both features /php-bin/shared/images/icons/smile.gif
Tank mage basics:
Magery, evaluate intelligence, meditation, anatomy, magic resist, tactics and a weapon skill (whichever you like). Anatomy boosts his melee skill and keeps his weapon as strong as a warrior with equal strength -- that is a nice boon to the tank mage, so picking wrestling over anatomy is ill adviced, unless you're specificall aiming for a duelling template where interuption might play a bigger part in your playstyle.
Variations:
Basically, the only variations is the weapon skill, and that really boils down to which you like the better.
Fencing has all fast weapons, and of course, the paralyzing blow, which might, or might not, aid you in pulling off combinations of spells -- personally, Ive found this to be the least effective, but to each his opinion /php-bin/shared/images/icons/smile.gif
Macing has mostly slow weapons, but the quarterstaff in itself keeps it very viable. Nothing like draining a warriors stamina to keep him at your swing speed, or draining a monster of stamina to keep distance between swings. Also, magic macing weapons are extremely cheap on most shards!
Swords is a combination of the two really -- it has extremely fast weapons and poisoned blades as fencing, and it has huge hitters as macing, as well as having concussion hits which cripple a mage and spellcasting monster, or makes a warrior mindblast feed. Of them all, this is my personal choice.
Archery; only ranged of the lot, and it has the hardest hitting weapon in the game -- the heavy crossbow. However, it lacks a lot in the speed department, but for pvm, an archer-mage is probably the single best choice out there.
Is this template any good with powerscrolls?
Not really, unless you start sacrificing skills. Other than sacrificing skills, your only powerscroll will probably be used on your vet reward points. Stuff those into either magery (offensive/heals), evaluate intelligence (offensive/defensive wrestling), meditation (to balance your stats even further -- an archer mage with a +10 meditation scroll and +25 statscroll can have 80 str, 80 dex, and 90 int and thus, use slayer bows), or, of course, a magic resist scroll (obvious reasons).
Stats:
80-100 strength, 25-80 dex, 90-100 intelligence (again, of course, depending on powerscrolls, meditation etc).
Tactics:
Take full advantage of precasting. Ie, cast a poison spell and equip a heavy weapons -- your opponent will have little to do in defense; either he prepares to cure and take damage, or he prepares to heal and get poisoned. Precast an energy bolt and go in with a fast poisoned weapon to do major damage to your opponent. Precast a greater heal and walk around hoping for a concussion on a warrior. The possibilities are endless really. The easiest way for me to say it is to tell you to experiment with personal combos, so thats what Im gonna do -- now get out there and experiment! /php-bin/shared/images/icons/tongue.gif
<font color=00008B>Bard mage variations</font color=00008B>
Bard mages come in all forms and shapes -- really, the best call would be to go check out
Bards board and check out template posts and strategies there.
Bard mage basics:
Basically, um, magery and music. The variations in this template are huge, so there isn't too much else to say about 'basics'.
Variations:
To give you an idea how varied bard templates can be I'll list 3 that I know work well;
Magery, evaluate intelligence, meditation, musicianship, provocation, peacemaking, discordance.
Magery, evaluate intelligence, meditation, magic resist, wrestling, musicianship, provocation.
Magery, anatomy, healing, meditation, musicianship, provocation, peacemaking.
See how they all differ greatly in shape? I could probably write several pages just listing barding templates, so really, go check out the bards board as listed, and find the template
you want.
Is this template good with powerscrolls?
Yeah, it is. Actually, its ideal for powerscrolls, as long as you have skills to drop. 120 provocation is very good, as is 120 discordance and peacemaking. The magery powerscrolls, however, are probably of limited use for a bard mage, specially with firehorns and the barding skills being good all round, and bards being mostly pvm based in nature. When you're fighting 2 creatures with 100+ resist it really doesn't matter if your one energy bolt does 40 or 50 damage (examples).
Stats:
80-100 strength, dexterity doesn't really matter as long as you pvm, 100 int if you have meditation (and of course, 120 at 120 meditation if you fit one in)
Tactics:
Again, the bard board is the best way to go around getting tactics for bards. Mainly you'll be killing monsters, and mostly you'll be having two monsters doing most of the battle for you, so try to go to areas that have monsters you can control, ie spawns two or more at a time -- going to fight a single balron as a provocation only bard with no resist and no wrestling could get you into problems /php-bin/shared/images/icons/wink.gif
<font color=00008B>Tamer mage variations</font color=00008B>
Pretty much the same story as bard mages -- as far as tactics go, they're the experts on the
Tamers Board. However, I'll add a bit of template info and such, but don't expect much again /php-bin/shared/images/icons/wink.gif
Tamer mage basics:
Magery, animal taming and animal lore. These are the very basics; they'll allow you to transport and sortof heal your pets as well as tame and control them. At the bare essentials you can skip the magery part, but this
is the mage forum! /php-bin/shared/images/icons/laugh.gif
Variations:
Most tamers add at the very least meditation and veterinary -- both adds to healing power, and will help keep pets alive much longer, specially in pvm (pvp tamers have seen better days, what with control slots and all now). The rest of the slots are mostly filled with evaluate intelligence, resist or wrestling. Comes down to which you prefer -- my own has evaluate and resist, since he resides mostly in Trammel, thus has little use for wrestling.
Is this template good with powerscrolls?
Oh yeah. Lore and taming both have some pretty nifty aspects that Im sure the tamer board would just love to share /php-bin/shared/images/icons/tongue.gif Same story as the bards in regards to magery aligned scrolls -- they see very little use on a tamer /php-bin/shared/images/icons/frown.gif
Stats:
*feels repetitive* Same as bards pretty much -- you'll want high strength to carry what you need, and high int to keep meditation rate up (even if you have no meditation). Some tamers opt for 40+ dex for the higher bandage timers, but it isn't necessarry -- mine does fine with 15 dex (no, my tamer never pvps! /php-bin/shared/images/icons/tongue.gif)
Tactics:
Well, use your pet to tank for you basically. The pet can soak immense amounts of damage, especially with 80 extra hitpoints/3-4 seconds from vetting. Also, assist your pets with magery -- a well placed earthquake can help your pet greatly in taking down larger creatures /php-bin/shared/images/icons/smile.gif
<font color=00008B>Thief mage variations</font color=00008B>
A thief mage is -- well, a thief who battles with magery! He probably will never see any use outside of pvp though, so keep that in mind when designing him.
Basics:
Magery, and stealing, as well as either wrestling or anatomy/eval. He's gonna be fighting a lot of warriors (*drools,
valorite weapons! in Homer Simpson voice*), so you're gonna want defense against them.
Variations:
Tons and tons! Heh, the
Thief Board probably has even more! But well, most thief
mages Id say pick amongst evaluate intelligence, meditation, hiding, armslore, snooping, and resist. A common thief mage template is; magery, evaluate intelligence, meditation, wrestling, resist, armslore and stealing. Being able to disarm your opponent as well as steal his weapon is indeed a force to be reckoned with -- many a pvp warrior will tell you the same. Another common one replaces arms lore with snooping; can steal bandages and regs, as well as disarmed weapons. Also a great character (one I wish I had room for!).
Is this template good with powerscrolls?
Ultimately, Id have to say no. It already has way too many skill options, and since there's no powerscrolls for the stealing related skills, the only thing powerscrolls will do is make you kill faster. Granted, this in itself can be good, but if you lower your stealing related skills too much they become useless. So again, as with the tank mage, you're probably going to rely mostly on vet reward points for powerscrolls /php-bin/shared/images/icons/frown.gif
Stats:
80-100 str, 25-50 dex (maybe even higher if you can disarm, seeing as each
attempt at disarming will drain you 15 stamina), and 100 int (or 120, at 120.0 meditation).
Tactics:
Steal stuff! /php-bin/shared/images/icons/laugh.gif
Try to act like a pure mage in combat and mix in disarming your opponents weapon as well as stealing it (set the weapon on last target, toggle disarm, disarm, steal, hit last target etc, read the thief board! /php-bin/shared/images/icons/tongue.gif). Alternatively, snoop (if you have it) through your opponents backpack and snitch his bandages or healing regs. An opponent wont live long without a weapon or ways to heal himself /php-bin/shared/images/icons/smile.gif Just keep in mind that you need to keep yourself alive too! Pretty hard template to master, but once you have you're nearly unstoppable. Also, extremely funny to play /php-bin/shared/images/icons/tongue.gif
<font color=00008B>Closing</font color=00008B>
Hope I covered most of the questions that have been asked lately. I think I got them anyway /php-bin/shared/images/icons/crazy.gif If you have anything to add, or if you have any questions feel free to ask them in this thread. If you have anything you want me to edit about the post, speak up! Lets make sure people know what Publish 16 brought to us mages.
<font color=00008B>Thanks!</font color=00008B>
To everyone on the mage board, the healer board, the alchemy board and the warrior boards, for making it possible for me to leech on their knowledge and compose one post with all of it in it /php-bin/shared/images/icons/tongue.gif None of this could've happened without the lot of you.
Addendum
The All-In-One exp potion macro - originally posted by Vidala
This macro will essentially "double click" the potion, hold it for a few seconds, and throw it at your last target where it should explode instantly. The delays are a bit tricky to do this as it depends on your connection, but once you get it down in the general area it's a lot of fun This is only a macro to throw one PP, so if you wanna do your suicide bomber stunt you're gonna have to do it manually or figure out a UOA macro for that ;p
*Record*
1. Double-click PP.
2. When the cursor appears to select a target, hit Escape. Let the potion go off.
3. Double-click another PP, and toss it anywhere on screen (ground or person).
*Stop Recording
Your macro should look like this:
Use Item
Target
Use Item
Target
Now to do the "after macro editing". It's very easy and painless.
1. Change the two "Use Item" lines to "Use Item Type" (right-click it) (lines 1 and 3).
2. Change the second "Target" to "Target Last Target" (lin 4). DO NOT CHANGE LINE 2!
3. Add a delay after the first "Target" between line 2 and 3 (it should appear between them). To do this, highlight line 2, click the "Delay" button on the left side of the UOA interface, and insert the delay in milliseconds. Start with a delay of 3200. Depending on your connection, play around with it. If the potion is thrown too late and it explodes on you, reduce the delay time by 50 or 100 milliseconds. If you play the macro and you see the potion land on the ground, then the delay is too short; try bumping it up by 50 or 100 milliseconds. Toy with it until you reach perfection. I often have to change it from a day-to-day basis, since some days I'm laggier than others.
Last but not least, be sure to set whoever or wherever you plan on throwing the potion at is set as your last target.
Enjoy
Edits:
Added: not being able to get cumulative effects from wrestling and anatomy/eval relations.
Edited: changed anatomy to alchemy in the explosion potion addition /php-bin/shared/images/icons/blush.gif Darn typos! Thanks Ben Hur /php-bin/shared/images/icons/smile.gif
Added: Summons /php-bin/shared/images/icons/tongue.gif
Added: Skill gains, 'cept for resist. Still trying to come up with a good way to gain it as well as asking Raistlan if I can use his guide /php-bin/shared/images/icons/crazy.gif
Edited: North/south facing of boat needed to follow the 8x8 instructions properly the way I wrote them.
Added: Evocares (anat+eval+20) post quoted.
Added: Asian shards have 8x8 running north (still need Oceania?). Thanks Glory /php-bin/shared/images/icons/smile.gif
Edited: A typo that could've caused some distress /php-bin/shared/images/icons/crazy.gif Thanks Kerrlamont.
Added: Inscription/powerscrolls -- thanks Vilus DeCreme
Added: Resist guide by Raistlan (thanks again for letting me use it)
Added: Statgains; hope its readable /php-bin/shared/images/icons/crazy.gif
Added: Templates and starting skills.
Edited: Title of post /php-bin/shared/images/icons/tongue.gif
Edited: Clearing up how to use NPCs for anatomy
Added: Lake Austin runs go south as they do on Europa/Drachs; thanks Psiserrat! /php-bin/shared/images/icons/smile.gif
Added: You apparently need an 'innocents' firefields for firefield training in Felucca. Thanks jediknight (and can anyone confirm?)
Added: Whole text of Vidala's UOA GX throwing macro post. -
Guildenstern, 10/31/02