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Kingdom Reborn New Player Guide
Skill Training & New Player Quests: The Spell-Caster
Written by MissEcho
Training and Quests for the Spell-Caster Classes
(Mage & Necromancer Templates)
Depending on your template you may do some or all of the quests in this
class, it is your choice. All the skills used by both these templates
should fit on the one character, at least to obtain and complete the
training quests. Once a quest is completed you may elect not to raise the
skill any further or raise them all.
Most 'standard' mage templates use Magery, Evaluate Intelligence,
Meditation, Resisting Spells generally at 100 skill points each or above,
and then include, though not limited to, one or more of the
following: Inscription, Wrestling, Parrying, Weapon Skill, Poisoning or Spellweaving.
Most 'standard' necromancer templates use Necromancy, Spirit Speak,
Meditation, Resisting Spells also at 100 skill points or above, with a
weapon skill or similar complimentary skills as the mage.
There are a lot of options when using a spell-caster class as you may
end up with a scribe mage, a tank mage, a necro-mage, a nox-mage a
spellweaving mage or a combination of all manner of template choices.
Some view resisting spells as more of a complimentary skill however I have
included it as a 'common' as generally speaking it is used by a lot of
players with spell-casting classes.
Skills with New Player 'Skill
Training' & Quests
Available
Common to both Templates |
Magery |
Necromancy |
Complimentary/Other |
Meditation
Resisting Spells
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Magery
Evaluate Intelligence
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Necromancy
Spirit Speak
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Inscription
Wrestling
Focus #
Weapon Skill #
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# (see warrior class training guide for more info)
As with the all characters the initial starting gold (1000gps) is the
limiting factor as to how much skill you may buy prior to training, and
again, you need to remember you cannot 'buy' training if you have a
current new player quest active in your quest menu.
Depending on which template you started with i.e. a Mage or a
Necromancer,
you will have a spellbook for the relevant skill. Mage spells and
spellbooks may be purchased from the mages in the mage hall. Necromancer spells must be inscribed
and are unavailable in New Haven, even with the inscription skill you need
to already have the spells to be able to inscribe them. The reward is good for the Inscription Quest so it is
worthwhile doing, irrespective of whether you are a mage or necromancer. I have
included Focus here (although it is generally a warrior type skill) as if
you have completed the Gwen tutorial and run around a little that skill
would have already gained quite a few skill points and is an easy one to
reach 50 points in to complete the quest and obtain the reward without
spending any gold on buying skill. It can be toggled down afterwards to
drain the points off but may as well be left gaining until such time as
you need the points.
Buying Skill & Accepting Quests
For this guide I recommend as soon as you are ready to train go to the
mage hall and buy 33 points (maximum) of inscription skill
(333gps). I suggest starting with this skill as it is stand alone and
doesn't require any fighting but provides you with gold and a helpful reward
for the other quests. Take the inscription quest, go upstairs to the roof and take
the meditation quest, (do NOT pay for training), then head down and accept
the focus quest (again, do NOT pay for training). Head back to the
mage hall and stand centrally in the building so that when you are standing
you can press <ctrl><shift> and see the object handles*
of all the mages that sell mage
spells, spellbook, scrolls, pens and reagents then purchase a 4 scribe
pens, (a mage spellbook and 20 of each mage reagent* if you are
a necrocromancer template) and as many blank scrolls as you can. Just leave yourself
with about 200 gold. You need to check the price of each item, mage regs should
cost around 3-5 gold points ea and blank scrolls 5 gps ea. Pens may be
different depending on the mage so check who has the cheapest. The reason
you need to stand in the middle to buy is that you will in all likelihood
get overweight very quickly so if you are not central trying to move may be
a problem!
If you are a mage template you should already have a book with some
spells in so check if you have the following scrolls and if not
purchase 1 strength scroll, 1 wall of stone scroll and 1 recall scroll
and put in your mage spellbook by dropping the scroll onto the book, the necromancer will need to buy all three. Next double left click on the
scribes pen and have a look at the inscription tool menu. Scroll down and
select second circle, then click on Strength and then Make Now. If you are
successful a strength scroll will appear in your backpack, if not then
repeat until you are. Now it is just a matter of checking which
reagents are being used, keeping a stock of blank scrolls and pens and
buying more of all as they are used up. You need to sometimes wait for
the mages to 'restock' on the items you are buying. As you get a few, sell
the scrolls you are making back to the mages. This will give you more money
to buy more scrolls. As you can see on the menu there is a success rate, as
soon as you can make third circle wall of stone with over 50-60% success
rate then try doing some of those and work your way up to inscribing the
recall. This does take some time, however while you get your 50 points in
inscribe you will compete the quests for Focus and Meditation at the same
time.
You should come away with about 5000 gold points for your effort and a
Spellbook that will have all the spells you need to complete the full mage
training. This spellbook is also quite valuable as it is an undead slayer
and one you will most likely want to keep. You may find when selling
the scrolls back that you are too heavy to take the gold, so this will be
automatically deposited in the bank in check form. If you do need more money
you will need to go to the bank and get it. Double clicking on the check in
your bank will release the gold.
Once you have completed inscription and the three quests for
inscription, meditation and focus, you may turn the focus skill down in
your skills menu, and then buy skill training in magery, evaluate
intelligence, wrestling, resisting spells, necromancy and spirit speak. If
you already have 30 points in one of these it will cost 100gps to train to
take you to 40, and 400gps to buy 40 points in those you do not have. The
money you made inscribing should cover this easily. As you may also not
have any armor you may wish to purchase some leather armor from the
tannery in the south west. Spell-Casters should not wear metal armor
unless it is marked 'Mage Armor' as it affects the rate at which your mana*
regenerates. A full set should cost about 150 gold and will do until you
find better. Once you have purchased what you need in training and skills
then revisit the trainers and accept the quests.
Your First Fight
It is now time to raise your mage or necromancer skills. If you are a
necromancer, it is up to you if you wish to learn the mage skills and obtain the
quests for the rewards. If a mage, unless you really want the necromancer
skills it is not worth doing the necromancer quests as the rewards for both
these skills are ones that can be obtained at any time and unless you wish
to head into the main world to try and find a player who sells the
necromancer scrolls you will be unable to train in the skill anyway.
For both templates, you will need to have a couple of offensive spells
and a heal spell. If you are training both sets of skill then you can use
the mage heal spell and offensive spells as well as the necromancer ones. All mage
spells are in the book obtained from the inscription quest. If you
didn't do that quest then you will need to purchase a mage book and spells
from the mages in the mage hall.
To set your spells up for use the best way is to put your spellbooks in
an open hotbar slot on the bottom hotbar, so they are one click access and
set them up in one of these three ways:
1. open first the mage book and find the protection spell, heal spell,
fireball spell, lightning spell, greater heal and anything else you may wish
to have a go at. The necromancer should also use any of the necromancer spells you
have in your book that require a minimum skill of 40 or less. The amount of
skill required is visible on the spell icon. A description of what
each spell does is also given when holding your mouse over the icon in the
book It may be handy to set up a hotbar for both offensive and
defensive spells. To create two hotbars place your cursor in the bottom
hotbar, right click and select 'new hotbar' do this twice and position them
on your screen as you like. Drag the icon for protection, heal and any other
spells you may like that are defensive/healing etc into a place on the first
hotbar. Drag the offensive spell icons to the other hotbar. Now they are
visible in your hotbars, right click and for those spells that are defensive
such as heal, set the target to 'self'. For those that are offensive set the
target to 'cursor'. I say set to cursor as while you may target
current, until such time as you are more familiar with the skill there is
less chance of you casting an offensive spell on yourself. For the
necromancer you have the same set up however if you are not also training
mage you will only require the one hotbar as you will heal by using 'spirit
speak'. In this case open your skill menu, find spirit speak skill and drag
the icon to your hotbar, right click and set the target to self. One left
click on any of these icons (both defensive or offensive) will either target
yourself or give you a target cursor to aim at a monster.
2. do the same as above but instead of clicking on the icons to use the
spells you may set them to a hotkey of your choice. Once you have done the
above, right click on the icon in the hotbar and select 'assign hotkey', it
will prompt you to type the hotkey you want to use to initiate the spell so
select 'F1' or 'alt h' etc for whichever keys you want to use.
3. any spell may be set up in a macro. The way to set them into a macro
has already been explained in the warrior guide so read up on it there or
view the macro page of the UOKR
User Guide
Before heading out check that your heal spell actually works, and that
you get a target cursor on your offensive spells. If all is good, head to
the sth east gate where you came in, and head down to Old Haven. Here you
will find zombies, skeletons and spellbinders in the old town. Try your
first offensive spell on a zombie to see how to cast, remember to run if you
get injured and remember to watch your health in your healthbar and heal when
necessary. If you are necromancer and are not using the mage spells as well
standing over a corpse and using spirit speak will drain life from the
corpse to yourself. You may use spirit speak any time however the heal you
get will not be as effective as when standing over a corpse and it will use
your own mana. Now it is just a matter of fighting what you find in the
towns and watching your skills rise and completing the training to 50 points
to claim your reward.
Skill Tips
Magery, Necromancy: the only way to raise these skills is by
casting spells. Even offensive/defensive spells cast on yourself will raise
skill while you are low, eg casting poison then cure on yourself etc,
however you don't make any loot that way so attacking creatures is always
better from a profit point of view not to mention you get practice targeting
and seeing what damage occurs using the same spell on different types of
monsters. Don't forget that to cast spells you need the reagents so keep
an eye on how many you have and purchase more if you get low. Also
when looting check the bodies and any pieces of leather or mage armor you
find make sure to equip any that are better than your current armor,
especially those pieces with 'Lower Reagent Cost' (LRC). The higher the LRC
you have the less reagents you will need. You can build suits, which
most mages do, that are 100% LRC to avoid the need to carry
reagents.
Meditation, Evaluate Intelligence: both skills
will rise with spell casting, however you may open your skill menu and go to
the magic tab and drag the icons for both into a hotbar, meditation is a
'self' spell so will automatically be used when clicked, Eval intel you can
set to target cursor and target any living thing on your screen to see if
you can see how intelligent it is. It doesn't appear to make much difference
which way you use it by spell or skill the gains seem to be similar. The
higher your meditation skill is the quicker you will regenerate mana, if you
get to a half your mana pool while casting it is often good to meditate to
quicken the mana refresh rate. The higher your eval intel is the more
damage your spells will do. Most mages aim for very high evaluate for
this value alone, spells cast without the caster having decent evaluate will
be very weak and ineffective.
Spirit Speak: this is the necromancy equivalent to the mage heal.
As said, using the skill over a corpse is the best way to heal yourself.
Your spirit speak will also rise in skill as you cast your necromancy
spells. The higher the level of your spirit speak the more effective both
your heal and necromancy spells will be. As with the Paladin, karma
plays a role in how effective your spells are so the lower your karma (i.e.
the more evil) the more effective you will be. The drawback of having
bad karma is that there are some creatures in the world who take offence to
you being evil and will attack you on sight eg pixies. You just need to be
mindful of this if your karma is low and avoid those places where you can,
at least until you can kill them when (not if) they attack you!
Resisting Spells, Wrestling: I have grouped both these of these
together as the training for them in New Haven may be done concurrently and
both have the same 'effect' as a skill. i.e. they both assist you in
not being disrupted when spell casting, although resist spells also means
you may actually resist the full effect of a spell cast on you rather than
just not be disrupted while you cast. The most effective way to train both
of these skills is to firstly do your other spells until you rarely if ever
'fizzle' on a heal, cast 'protection' mage spell on yourself so that your
physical and magic resist skills drop and then disarm any weapon you may
have equipped.
The protection spell is used so that you do NOT get disrupted on your
heal spells while doing this training. Some mages always have protection on,
for their whole game, especially those not into pvp* (player v
player combat). Protection will last as
long as you do not recast it, so once cast you need to recast it to remove
it. Often using protection/reactive armor/magic reflection spells are all
used in combination to vary the resistances your armor gives you. It
is worth while casting protection and looking at your resistances in your
character sheet, then casting reactive armor and/or magic reflection to see
what the effects are on your resistances. All three operate on an on/off
manner on recast and all change your varying resistances to the elements.
Also note that protection does give you a penalty to faster casting. Put
yourself in 'war' mode and tag yourself 1 zombie and 2 spellbinders, let
them attack you without fighting back and heal yourself when necessary. If
you are a warrior class trying to train parry and resists just equip your shield
and parry will go up as well. The mage and necromancer may also grab a shield and
work this skill up as well if you want to gain the reward for that quest at
the same time although while the shield is equipped the wrestle skill will
not gain as much.
Once you have reached the required skill points in each area it
is just a matter of returning to claim your quest reward.
Quest Descriptions & Rewards
Gain 50 points in: |
Quest Reward (blessed*) |
Item Properties |
Quest Giver |
Inscription |
Hallowed Spellbook |
Undead Slayer, 34/64 spells |
Jillian the Inscription Instructor |
Meditation |
Philosophers Hat |
Mana regen 1, LRC 7%, Total 29 resists. |
Gustar the Meditation Instructor |
Evaluate Intelligence |
Ring of the Savant |
Intelligence bonus 3, Faster Casting 1,
Faster Cast Recovery 1 |
Mithneral the Evaluating Intelligence Instructor |
Resisting Spells |
Bracelet of Resilience |
Defense Chance inc 5%, 20 resists |
Alefian the Resisting Spells Instructor |
Magery |
Ember Staff |
Hit Fireball 15%, Mage Weapon* -10
skill, Spell Channeling*, Faster Casting -1, phys damage |
Kaelynna the Magery Instructor |
Necromancy |
Complete Necromancer Spellbook ** |
Normal Spellbook |
Mulcivikh the Necromancy Instructor |
Spirit Speak |
Bag of Necromancer Reagents** |
Normal Reagents |
Morganna the Spirit Speak Instructor |
Wrestling |
Gloves of Safeguarding |
Stamina Inc 3, Hit Point regen 1, Total 27
resists
| Dimethro the Wrestling Instructor |
* blessed: a blessed item is one that does not require
insurance* to protect from loss. Any blessed item will remain on your
body if you die and will be in your backpack when you are resurrected.
** necromancer spellbook maybe purchased but scrolls to fill it are only obtained
as 'loot' off monsters or scribed using inscription skill. Reagents may be
purchased at any mage shop.
Click the links below for Training Guides
Warrior/Fighter which covers the
Warrior, Paladin, Samurai and Ninja Classes Trade/Crafter
which
covers the Blacksmith/Trade Class
Back
to Main Menu
Glossary
* mage weapon: is a weapon
that gives a minus to mage skill (i.e. -10, -29 etc) but allows a mage to
use the weapon as if the user had that weapon skill. It is mainly used for
training purposes to reduce mage skill thereby giving more gains due to
the reduction in skill and being able to cast lower level spells.
* object handles a
name bar of people, corpses and objects/items with a close button, right clicking on this
bar will bring up any menu a npc may have and double left clicking will open
a corpse.
* reagent: spell casting ' fuel' to cast spells with, different
spells require different reagents to cast.
mage = black pearl, bloodmoss, ginseng, garlic, mandrake root,
nightshade, spiders silk and sulfurous ash.
necromancer = batwing, daemon blood, grave dust, nox crystal
and pig iron.
* spell channeling: any weapon or shield with a
spell channeling modification, means that they maybe equipped while
casting spells instead of them falling into your backpack upon casting.
Spell channeling items with no minus (-) to casting are more valuable than
those with a minus, however, this is not always a negative depending on
the character using the item.
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