Magery is one of the most complex skills within Ultima Online and amongst the numerous questions we get on this Forum some can reappear time and time again.
The purpose of this FAQ is to act as your first port of call for any questions you need answering.
If after reading these FAQ's your question still remains unanswered then please post it on the forum and it will be answered as fast as you can say "Kal Ort Por"
Q - What level of Magery do i need to be able to cast each circle of magic successfully?
This is easily answered. Please follow the link below to find the answer
http://uo.stratics.com/content/skills/magery.php
The only exception to this is if you are casting a spell from a scroll.
Scrolls are cast as if they're 2 circles lower, use this knowledge in conjunction with the calculator above to determine what skill you need.
Q - What Spells are Affected by Magery?
Mind blast (Damage based on Magery + Intelligence)
Poison (Chance of poisoning = Your Magery vs Targets Resisitng Spells)
(Strength of poison = Magery + Poisoning / 2)
Less than 65.1 : Level 1 poison
65.1 to 85 : Level 2 poison
85.1 to 99.9 : Level 3 poison
100 and higher : Level 4 poison
Poison field (Strength calculation same as Poison spell)
(Duration 3 + (Magery * 0.4)) seconds
Heal (Hit Points healed = Magery/10 + 1-3)
Greater Heal (Hit points healed = Magery*0.4 + 1-10)
Cure (Chance to cure % = (Magery * 0,75) + (110 - (Poison level * 33))
Arch Cure (More reliable at higher levels of magery)
Unlock (Magery determines what level of chests it can open)
Q - Whats the best way to gain Magery?
There isn't a set way to gain Magery as everyone plays the game differently.
However the information below is proven to optimise your chances of gaining in Magery.
Magery Skill 0 - 30 = Buy this from a NPC
30 - 50 = Mixture of 3rd & 4th circle spells
50 - 65= 5th Circle spells
65 - 80 = 6th Circle spells
80 - 92 = 7th Circle Spells
92 - 100 = Mixture of 7th & 8th Circle Spells
100 - 120 = 8th Circle spells
Q - What is LRC?
Lower Reagent Cost (LRC) items.
This property can be found on both jewelry and armor.
Each 1% LRC gives a 1% chance of a spell not requiring ANY reagent to cast.
So at 100% LRC you will not require ANY reagents to cast any spell whatsoever.
Q - What is LMC?
Lower Mana Cost (LMC) lowers the mana it costs by adding up however much LMC you have.
and subtract that from the total mana cost.
Example, if you have 35% LMC and cast a flame strike, you will only have to pay 40 -
35% = 26 mana for it.
This ability was capped at 40% in publish 25.
Q - What does Spell Channeling do?
An item with Spell Channeling lets you retain the item in your hands whilst you cast a spell.
Items that are Non-Spell Channeling will unequip when you cast a spell.
Q - What are Mage Weapons?
Mage weapons are weapons that use your Magery skill as your defensive attribute.
Mage Weapons -0 such as the Staff of the Magi do this without affecting your Magery skill level.
Others may lower your Magery skill.
A Mage Weapon -25 would lower your magery by 25. i,e 120 - 25 = 95 Magery whilst it is equipped.
You can use them to gain in melee.
You can actually hit things with a mage weapon and gain just like a warrior would.
How you gain basically relies on the same gain chart as melee.
Special Moves associated with the weapon will still require the wielder
to have the required amount of skill points in the actual weapon skill.
Q - What is Mage Armour?
Mage Armor items eliminate an item's Meditation penalty.
For example, a plate tunic with the Mage Armor property will no longer reduce
the effectiveness of the wearer's use of the Meditation skill to regain mana..
Q - What are the current caps for common Magery related attributes?
For Humans all Resists are capped at 70
For Elfs all resists are capped at 70 except Energy which is 75
The 3 stats are all capped at 150, however you can go past these but they won't show.
Defense Chance Increase is capped at 45%.
Hit Chance Increase is capped at 45%.
Faster Casting is capped at 2.
Faster Casting Recovery is capped at 6.
Hit Point Increase is capped at 25
Lower Mana Cost is capped at 40
Spell Damage Increase from items is capped at 15 in PVP, no cap in PVM
There is NO hard cap for mana regen however it is subject to diminishing returns.
For example the difference between 0 MR and 3 MR is substantially greater than the difference between 15 MR and 18 MR
The purpose of this FAQ is to act as your first port of call for any questions you need answering.
If after reading these FAQ's your question still remains unanswered then please post it on the forum and it will be answered as fast as you can say "Kal Ort Por"
Magery Related FAQ
Q - What level of Magery do i need to be able to cast each circle of magic successfully?
This is easily answered. Please follow the link below to find the answer
http://uo.stratics.com/content/skills/magery.php
The only exception to this is if you are casting a spell from a scroll.
Scrolls are cast as if they're 2 circles lower, use this knowledge in conjunction with the calculator above to determine what skill you need.
Q - What Spells are Affected by Magery?
Mind blast (Damage based on Magery + Intelligence)
Poison (Chance of poisoning = Your Magery vs Targets Resisitng Spells)
(Strength of poison = Magery + Poisoning / 2)
Less than 65.1 : Level 1 poison
65.1 to 85 : Level 2 poison
85.1 to 99.9 : Level 3 poison
100 and higher : Level 4 poison
Poison field (Strength calculation same as Poison spell)
(Duration 3 + (Magery * 0.4)) seconds
Heal (Hit Points healed = Magery/10 + 1-3)
Greater Heal (Hit points healed = Magery*0.4 + 1-10)
Cure (Chance to cure % = (Magery * 0,75) + (110 - (Poison level * 33))
Arch Cure (More reliable at higher levels of magery)
Unlock (Magery determines what level of chests it can open)
Q - Whats the best way to gain Magery?
There isn't a set way to gain Magery as everyone plays the game differently.
However the information below is proven to optimise your chances of gaining in Magery.
Magery Skill 0 - 30 = Buy this from a NPC
30 - 50 = Mixture of 3rd & 4th circle spells
50 - 65= 5th Circle spells
65 - 80 = 6th Circle spells
80 - 92 = 7th Circle Spells
92 - 100 = Mixture of 7th & 8th Circle Spells
100 - 120 = 8th Circle spells
Q - What is LRC?
Lower Reagent Cost (LRC) items.
This property can be found on both jewelry and armor.
Each 1% LRC gives a 1% chance of a spell not requiring ANY reagent to cast.
So at 100% LRC you will not require ANY reagents to cast any spell whatsoever.
Q - What is LMC?
Lower Mana Cost (LMC) lowers the mana it costs by adding up however much LMC you have.
and subtract that from the total mana cost.
Example, if you have 35% LMC and cast a flame strike, you will only have to pay 40 -
35% = 26 mana for it.
This ability was capped at 40% in publish 25.
Q - What does Spell Channeling do?
An item with Spell Channeling lets you retain the item in your hands whilst you cast a spell.
Items that are Non-Spell Channeling will unequip when you cast a spell.
Q - What are Mage Weapons?
Mage weapons are weapons that use your Magery skill as your defensive attribute.
Mage Weapons -0 such as the Staff of the Magi do this without affecting your Magery skill level.
Others may lower your Magery skill.
A Mage Weapon -25 would lower your magery by 25. i,e 120 - 25 = 95 Magery whilst it is equipped.
You can use them to gain in melee.
You can actually hit things with a mage weapon and gain just like a warrior would.
How you gain basically relies on the same gain chart as melee.
Special Moves associated with the weapon will still require the wielder
to have the required amount of skill points in the actual weapon skill.
Q - What is Mage Armour?
Mage Armor items eliminate an item's Meditation penalty.
For example, a plate tunic with the Mage Armor property will no longer reduce
the effectiveness of the wearer's use of the Meditation skill to regain mana..
Q - What are the current caps for common Magery related attributes?
For Humans all Resists are capped at 70
For Elfs all resists are capped at 70 except Energy which is 75
The 3 stats are all capped at 150, however you can go past these but they won't show.
Defense Chance Increase is capped at 45%.
Hit Chance Increase is capped at 45%.
Faster Casting is capped at 2.
Faster Casting Recovery is capped at 6.
Hit Point Increase is capped at 25
Lower Mana Cost is capped at 40
Spell Damage Increase from items is capped at 15 in PVP, no cap in PVM
There is NO hard cap for mana regen however it is subject to diminishing returns.
For example the difference between 0 MR and 3 MR is substantially greater than the difference between 15 MR and 18 MR