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The Combat Mage, by Eliot Karpi ; Edited by Xena
Dragon |
NOTE: NEVER TAKE YOUR SPELLBOOK OUT OF YOUR BAG OR
PLACE IT IN ANOTHER CONTAINER! You can never lose your book
if you keep it in your initial backpack, but you can if you
put it in another container.
In just about every RPG that
has ever existed, the classic mage starts off being the weakest
character in the beginning of the game, but ends up becoming
the most powerful out of them all. This is absolutely true
with Ultima Online. By choosing to become a mage, you have
made the decision to sacrifice short-term gain for profound
long-term accomplishments. The whole point of this guide is
ensure that your character will be able to survive in a world
where PKing is rampant and the only people you can trust may
turn on you at any moment. It will also guide you through
all the steps needed to advance from a measly apprentice mage
to a grandmaster one in no time.
Warning: Becoming a mage
is the most expensive profession you will ever have. It will
take at least 150,000 gold to reach your GM status. If you
are not willing to spend so much and would rather buy a two-story
house, go ahead with your life. I'm not stopping you. For
the rest of us, let's begin our journey into unprecedented
power.
Base stats:
- Strength: Start with 60
- Dexterity: Start with 10
- Intelligence: Start with 10
Primary skills:
- Magery: Start with 50.
- Resist Magic: Start with 50.
You may be asking yourself, "Hey! I'm a mage! Why the heck
do I need so much strength?" The reason is because stats in
UO are not balanced. Strength is the hardest skill to raise
and also the main weakness of the mage. Intelligence and dexterity
are extremely easy to raise and it is not recommended to spend
points in these two areas. You're also going to need money,
so I suggest you use one of your other character slots for
a lumberjack/carpenter that has the same stats above except
50 lumberjacking and 50 carpentry. He will be your initial
moneymaker. Whenever you need gold for reagents, log on with
him, chop some trees, carves some shields, sell them, and
hide the gold somewhere in a bag for your main character.
For all the roleplayers out there thinking that this is not
"roleplaying", neither is making a mage/tailor/carpenter for
all your money needs. Face it, either way isn't "roleplaying"
but you need money and I wouldn't recommend wasting skill
points on your main character for this.
The next thing you need to do is buy yourself a sword (the
cheaper the better) and a mace (also cheap). Go to the local
warrior guild/training hall and find a practice dummy that
hasn't been taken. Equip a weapon and start hitting the training
dummy. You do not need to be in war mode to gain skill. Remember,
you can only raise your fighting skills to 25 on the dummies,
so when it reaches the cap you should switch to a different
weapon. You'll want to use your sword, mace, dagger (a newbie
item), and fists. This will build up your strength. Between
hitting the dummy try to hide. The reason why you are training
hiding at the same time is because:
- It builds intelligence
- It builds dexterity.
- It's a necessary skill needed to survive.
It's also advisable to assign a spirit speak macro to your
spacebar. Although it will be extremely annoying to hear "Ad
vas cota dam a shi" whenever you try to talk to someone, it
will inadvertently raise your intelligence like crazy. Each
time you want to speak to someone, you will use the skill
and thereby gain intelligence. You can also do it with hiding
if you want more dexterity. After all this training, you should
have anywhere from 65str to 75str. With your money buy all
the spells you can. Get them off of vendors, players, anything.
A mage is nothing without a complete spellbook. Simply drag
the spell onto the spellbook and it will automatically be
entered into it. If you run out of gold, log some trees with
your logger and buy even more scrolls. I would suggest spending
no more than 1,500 gold this way, though. Try to get all the
spells up to the 5th level. Get another 1,000 gold and buy
as many reagents (which is pronounced ree-A-gents) as you
can. Get a variety. Also, buy 1 recall rune to back to town.
Now, it's time to practice your mage skills. Covetous is
a great starting place for newbie mages. There are always
lots of people down there and the harpies in the harpy room
aren't too tough. Cast spells on them until you are at 11
mana. (The reason why you should stop at 11 is because PlayerKillers
(PKs) love to terrorize newbies. Remember that recall rune
you bought back to town? If you get attacked, just recall
out.) While waiting for your mana to go up to full, get an
attack weapon (I would chose the sword) and just start beating
the harpies up. Remember, you won't be alone, so it won't
likely target you. In the meanwhile, your gaining strength,
tactics, and swordsmanship. I would also suggest just hitting
it with your fists due to the importance of wrestling. The
higher your wrestling skill, the less likely you are to be
hit and have your concentration ruined while casting a spell.
Make sure to try and get the gold off the harpies too. It'll
help out with reagent costs. After you get more fighting/magery
skills, I would suggest going to harder dungeons like Shame
(around 80 fighting skills and 60 magery), Deceit (around
90 fighting skills and 70 magery), Destard/Wind (around 97-100
fighting skills, 90 magery) and finally Hythloth (around 100
fighting skills, 95-100 magery, and bring lots of friends!
:)
Spelling counts: What
Spells build your Magery.
One of the important things about being a mage is knowing
what spells to cast to increase your magery. This is a list
of what I would suggest you should cast in order to get the
most out of your reagents: |
Raising Magery Skill |
Skill |
Remarks |
0 to 32 |
Buy it in the mage shop! Say 'Merchant teach magery' to a
mage in there. It will only cost 300 gold and be well worth
it! :) |
32 to 41 |
Lvl 3/Lvl 4 Mixture, with more focus on Lvl 3. |
42 to 54 |
Any Lvl 4 spell. Emphasis on Recall, Greater Heal, Lightning,
and Fire Field. This is probably the easiest step because Recall
and Greater Heal are used quite often for teleportation and
healing purposes. Lightning is a good attack spell in the harpy
room, and Fire Field is great for building resist/killing creatures
as long as other players aren't around. |
55 to 64 |
Any Lvl 5 spell. Emphasis on Summon Creature, Incognito, Blade
Spirit, and Magic Reflect. Summon creature and incognito are
great spells not only because they can be used for training,
but because they are "fun" spells. It's nice showing off your
powers in town by summoning creatures or by fooling your friends
by incognito and asking them silly questions. Blade Spirits
are great creature killers as long as there are no other players
around. Noto PK's love to walk up to your blade spirits, get
hit by them, and then attack you. Magic Reflect is a great spell
to have on a macro (F7 for me) so you can quickly cast it if
a PK attacks you. |
65 to 71 |
Any Lvl 6 spell. Emphasis on Energy Bolt, Invisibility, Explosion,
and Mark. E-bolt and Invisibility are great spells and don't
require many reagents. Explosion is also a nice attack spell.
Great for when you're tackling an earth elemental in Shame.
Mark is great because now you can make your own recall runes.
Mark everywhere. I carry 4 recall runes on me and have about
20 in the bank! :) Mark to all your favorite places in town
so you don't have walk there (mine are the bank, all alchemist/magery
shops, general store, and an inn). |
72 to 82 |
Any Lvl 7 spell. Emphasis on Flamestrike, Gate Travel, and
Polymorph. Flamestrike works great on bone knights or any other
monster. Gate Travel is GREAT because it builds skill like crazy.
Instead of recalling everywhere, gate there instead. Also Gate
Travel can be used to escort NPCs and that way make some money
to pay for your magery study. Polymorph is a really fun spell,
but I wouldn't suggest casting it around people in town. Noto
PK's might get to you! :) If they do, I would suggest running
and waiting for at least two minutes. If the polymorph wears
off within those two minutes you will be blue to everyone except
to your attacker. To him you will be grey until the combat
flagging wears off. |
83 to 90 |
Flamestrike is really the best option here. It is very cost-effective
getting you into the low 90's. |
90 to 100 |
Any Lvl 8 spell. Emphasis on all summon spells. Go to the
middle of town and show off your powers. Tell those that are
trying to cast Lvl 5 Summon Creature not to give up, and at
one point in time you were just as they were. Now you're starting
to get a feel of what it means to be a mage. |
The Do's and Don'ts of Being
a Mage
There are few things that a mage must never do, and there
are some things that a mage must do.
Reagents: How much to carry.
If you are going magery building in a cave/dungeon, I would
not suggest carrying more than 60 of each reagent on you.
Sure, if you carry more, but what if you die? You'll lose
quite a bit. If you are not going magery building and just
hunting for gold/other skills, carry anywhere from 30-40 of
each reagent.
Thieves: How to Prevent Disarmament
Mages are sitting ducks to thieves. The thief is seemingly
minding his/her own business, and then BOOM! He/she runs up
to you and steals all your black pearl. Now you're stuck not
able to Recall out, Energy Vortex, or Energy Bolt him/her.
You could try to use Flamestrike or Explosion, but the thief
will just run off screen and then run back and steal more
reagents off of you. The way to prevent this is to divide
your reagents up into multiple piles. Instead of having 1
pile of 30 black pearls, have 5 piles of 6 black pearls. Even
if he/she manages to steal some of them off of you, you'll
still have plenty of reagents to blow his/her head (and any
other body part) off. Another good tactic is to store your
reagents in a box an cast Magic Lock on it. Although the box
is locked, you can still use the reagent that are in it.
Insta-Res: NEVER EVER DO THIS
It is a common misbelief that if you have just died, are lost,
and are carrying a lot of reagents on you, it's "okay" to
insta-res. NEVER DO THIS! If I was carrying 500 of each reagent
and I died, I would NOT insta-res. It will cut more out of
your magery than you would be able to gain from what you lost.
Most likely you will never be carrying more than a 100 of
each reagent (and you should never carry over 60 of each anyway).
Just because you're lost doesn't mean you can't find your
way back. Retrace your steps. If you find a river, follow
it. They often lead to towns.
House Buying: Should I Sacrifice Skill for a House?
The answer is yes. I would suggest slowly saving up for a
small house. Houses are great safe havens not only to store
all your valuables but great for working up your magery without
having to worry about thieves or PKs. If you are going to
cast spells in your house, it is safe to carry ALL your reagents
with you. However, don't go and save all your money for a
huge house. Slowly save up money. The Bone Knight room in
Deceit is a great place for money. Flamestrike the evil creatures
there and grab the plate/money they drop. They carry such
great items that by the time you are overweight from carrying
it all, you will have made more money than you have spent.
Spend enough money to purchase all the reagents that you used
up and throw the rest into your bank for your house fund.
I've made 22k a day down in the Bone Knight room. I spent
two weeks there� let's just say I got a ton of skill off of
it and I own a very big and luxurious house :)
PKs Dead Ahead!
When you see a PK, you can do one of three things:
- Recall out as fast as you can.
- Fight the PK.
- Run a bit, hide, and hope the PK forgets about you and
attacks someone else.
If you are a good spellcaster and there is only 1 PK, I would
suggest #2. If you are not a good spellcaster or there are a
group of PKs, do #1. Only do #3 if you don't have any mana left.
Wait until you have 11 mana and then RECALL OUT! If you are
a high-level master mage or grandmaster mage, I would suggest
taking then on unless there are more than 2 PKs.
So How does a Good Mage Fight in
Battle?
There are two different methods to killing people. They are:
- Energy Bolt Method. The first step is to determine if
they are a mage or if they are a warrior by looking at their
hand. If they are carrying a weapon in it, they are a warrior.
If not, they are a mage. If the latter is the case, cast
Magic Reflect first, followed by Magic Arrow (the Magic
Arrow will nullify their Magic Reflect). Do the same to
warriors except cast Protection on yourself instead of Magic
Reflect. Then you should begin the Corp Por-ing. Do it until
they die. If they live and you only have 11 or less mana
left, quickly whip out your weapon of choice and fight them.
If worst comes to worst, recall out. This method only works
in one-on-one battles.
- Energy Vortex. This spell makes the mage absolutely deadly.
No need for anything else. Simply Energy Vortex the square
right next them and watch them drop. This is only for mages
who are near GM level. If there is another PK near, EV him/her
too. You probably won't have the mana for it though, and
should probably whip out an attack weapon. This method works
best in one-on-one and one-on-two battles. Note that an
Energy Vortex will target the person with the highest Intelligence.
Do not cast it too close to yourself.
What Should I Aim for Skill-wise?
Being a good mage does not mean having ONLY Magery and Resisting
Spells. A good mage is well rounded and is prepared to fight
in a physical battle lest more enemies set upon him/her and
thy mana run low. These are the skills that you should aim
for: |
Recommended Skills for Combat Mages |
Strength |
70 to 80 |
Dexterity |
60 to 70 |
Intelligence |
75 to 100 |
Magery |
100 |
Resist Spells |
100 |
Evaluate Intelligence |
100 |
Meditation |
100 |
Wrestling |
100 |
Sword/Mace/Fence/Archery |
100 |
Tactics |
100 |
The Close
As a mage, it is my duty to enlighten others so that they
may make the pilgrimage to the path of Honesty and Power.
The point of knowledge is to avoid repetition and to allow
people to choose what path they wish to take in life. Your
path has been completed and you will (with time) ascend to
your grandmaster title! It's been a hard journey, and you
still have some way to go, but the worst has past and the
only thing left is glory. Your enemies will tremble before
your awesome power. People will admire your majestic aura
that surrounds you. Congratulations! You are a mage, controller
of elements, master of all that surrounds you. Sacrifice has
paid off in ways that were unimaginable until now. So, how
does it feel to have the best character in the whole of Britannia?
- Eliot Karpi, Napa Valley |
The Pure Mage, by Shakkar; Edited by Xena Dragon |
The Pure Mage
This article has two parts: To develop a mage character, which
has lots of crass numbers and statistics, and to BE a mage,
which has nothing to do with numbers and has far more to do
with a mindset. I am not speaking of the ubiquitous tank mage
or paladin. Every pvp'er and most non pvp'ers have at least
one of these characters; combining combat skills with magery
and other utility skills to make an all around killing machine.
Being a mage is in part about forcibly limiting your character
to give him fewer options in combat since the current game mechanics
support multiple grandmaster in several combat skills.
Development.
The three ingredients to developing a mage are time, gold,
dedication, and gold. You have two options for getting the
gold part, the time is up to you and you either have the dedication
or you don't. You can either include trade skills to your
mage, which does not truly make sense except in some fairly
convoluted character histories, or you can get your gold from
an outside source. There are two trade skills that are mage-like
to earn gold; alchemy and inscription. However, your chances
of making much money at either of these are too limited until
you achieve a high skill, and with inscription your magery
must also be high for you to make any scrolls but the lower
circles. This leaves the more mundane trades. Many mages choose
tailoring since there is no extra resource gathering skill,
such as mining or lumberjacking. However, tailoring yeilds
quite a bit of dexterity, limiting either your mage's strength
or mana, or both.
Your other option involves getting your wealth from an outside
source, either from a previously made character, a tradesmen
character (commonly calleda mule but could be a fully realized
character in his own right), a guild, or by becoming an apprentice
to a more experienced mage with the wealth and inclination
to help. At any rate, hopefully you've started with 50 magery,
saving a fair amount of cost to get your character that far.
Resist, alchemy, or inscription are all good alternatives
for a second skill, as the alchemy and inscription can become
your income generating trade skill once you get them higher.
Of course tailoring is another option if you wish to make
all your income with the one character, and healing is another
option for certain character types.
As for developing the skill, cost wise choose those spells
with the lower reagent cost. I have seen no difference in
advancement from alternating spells versus using one or two.
Of course if you do all your advancement from adventuring
then you will be using many spells, not all of which will
help in raising your skill. But at least part of the time
I expect you will be practicing spells for the sake of practice,
while putting yourself in minimal or no danger. As a rule
of thumb, practice at a certain circle until you get to the
skill at 15 higher than it's circle, for example practice
4ths until at least 55. Going to the higher circle sooner
is possible but the number of failures seems to be less productive
than waiting. An exception here is when you finally reach
casting the 7th circle, I do not recommend using 8ths except
when you need to until about 90-92 though, the difficulty
is skewed at the top.
Spells of choice: at 4th, recall and fire field. Unless
you took resist as a starting skill, firefields are the best
method of raising resist until about 50. Recalling places
gets youthere and increases magery until the mid 50's. Paralyze,
incognito, andsummon creature are good 5ths to practice with.
Energy bolt, invisibility, and reveal are less expensive spells
in the 6th, though I recommend marking as many runes as you
want to have places to go, and for anyone else you wish to.
Mark those runes while 6th circle still advances your skill.
Use gate travel instead of recall when practicing the 7th
circle. Escorting can start making you money at that point
as well. For eighth circle resurrect all you can, summon elementals
to spar at the tower or in a safe place.
When adventuring, you are going to be often in a support
role unless you give in to tankdom. Wrestling is the only
skill that prevents spell disruption at present, so having
it high is not a totally bad thing. Also be sure to save some
skill points for Meditation. Healing those in the line of
fire, the occaisional energy bolt to finish off a monster,
gating the party, is much of the mages role in a party. Solo
the present role of a mage is to kill one monster, hide or
recall, regain mana, repeat.
Lifestyle
We mainly draw our image of a mage from fantasy, both games
and literature. The traditional mage is weak, wears no armor,
but wields powerful magic for utility, attack, and defense.
He often is a solitary figure, holed up in a tower inventing
and honing his magic. There are many subtypes of mage in literature,
and available in UO to play. Battle mages thrive on adventure,
braving dungeons and fierce creatures. I'm sure you've seen
many if you have been in Britannia for any time at all. Scholar
mages are more inclined to study, research, and teaching.
Their efforts are often in finding the exact effects of spells,
and in trying to mold new forms of magic or new magical skills
for implementation. There are several such mages at the Mage
towers, and are among those more likely to take on apprentices.
Some take on a more clerical role, using magic and/or healing
skill for helping others. Others take on a more ranger-like
role, prefering the forest and nature. Before the urban blight
this was a really nice option, and some still follow this
path.
Beyond which type of mageyou become, BEING a mage is more.
The mage is what separates the world from being a mere medieval
setting. Magic is what brings the world into the realm of
fantasy and the fantastic. Who else creates food out of thin
air, travels across the world in an instant, can summon energies
to slay monsters and foes or use it to gain defensive advantages
and heal? The Mage is someone dedicated to this art. Merely
having the high title does not make someone a mage, only someone
with the skill of magery. The Mage lives with magic on his
fingertips. He first thinks of magical ways to accomplish
a task before thinking of his own two feet or muscles. Humility
is not often a virtue associated with the mage, though some
types of mage can indeed be humble. Some mages (far too many)
take that lack of humility and sense of power and turn to
evil. The number of people fulfilling the role of the evil
mage that must be destroyed is too many for any fantasy world
to swallow, particularly when so many of them use language
that just makes you want to get away from them. There is no
modern 20th century equivalent of the mage, so "roleplaying"
one who speaks in gangsta or dood-speak is not truly possible.
I'm not saying you need to learn the proper use of thee and
thou, plain old proper english is more than sufficient. The
Mage has a high level of intelligence, and should be played
that way. Proving your ignorance with poor speaking habits
and inane sayings such as "Vendor buy bank guards" only shows
you are lazy and uncaring about the folks around you. Take
the time to make a speech macro, if you use one, for calling
guards, and do not include it in buying, selling, or greeting.
Using speech in macros for spells is fine, and can be done
well (though 100 tilde's is not speech, only an exploit) but
please try to make them fit into Britannia (The next person
who uses "Beam me up Scotty" in a recall macro will be cleaning
my vomit off his shoes). Remember mages exist in fantasy alone,
and use only references from fantasy in these speech macros,
or at least nothing that smacks of the modern world.
Why do I make such assumptions of roleplaying when speaking
of the mage? Well, if you do not wish to play the role of
a mage, then why not throw on the plate armor, grab a viking
sword or heavy crossbow, and be like the other 90% of people
you see fighting? I do not mean to say that a mage can wear
no armor, though the plate clad mage is far overdone. Robes
do cover a multitude of sins with lighter armor, but if you
use the Meditation skill you will likely disdain even that.
The idea of a mage that I present is of someone special, who
does not follow the crowd and the skill du'jour. He is happy
to be such and does not complain about not having that viking
sword. Playing a mage can be one of the most rewarding and
interesting things you can do, but it has to be in you to
do it. Hopefully this will help.
- Shakkar, First Mage of the Mage Tower (Great Lakes) |
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