THE BRAIN : Magic Section

17/02/98

Brain.jpg (5370 octets)

HH01518A.gif (838 octets)

 

 

MAGIC SECTION :

 

Hi everybody, i ll try to explain in this section, spells and how works magery. Not an easy quest. :-)

Magery in UO is one of the most usefull skill. For combat of course but even in the common life of all britanians.

Three skills are necessary for a true Wizard. Magery, Resisting spell, inscription.

With the new patch, resisting spell is now base on the highest of the spell. Higher is the spell cercle, lesser you have chance to resist. A 40% in resisting spell permit to resist very well to the 4 first cercles. Its now easy to raise at 40% your resist with Firefield. But be carrefull that nobody pass into your field or you ll loose notoriety. So practice fields in a desert area like your own house ( or your guild house ). But not in a justice zone ! When you cast a field you have criminal flag for 2 min, so nobody with good noto could heal you during this time.

Magery is a pain and cost a lot of money ! So, you ll need a good job at start. Tailloring is not bad, to earn money and to buy some regeants. You can scribe some spells with inscription and sell them. But for a good income you ll need to scribe higher cercle.
Magery is a very long path. Its the more difficult skill to raise. (its my opinion). Then try to practice magery with the minimum of the other skills to raise faster your magery.
For your first mage, try to start with 50% in magery. And i advice 50% in resisting spell.

I think its not necessary to have 40 or 45 in intelligence at start. The Strengh is more important and more difficult to raise. So, 35 in strengh is a good choice even for a wizard. It ll be easy to raise intelligence with inscription, Item identify, or even Taste Id. For Combats mace fighting is a good skill for mage. It ll raise more your strengh than your Dext. ( Dext is not very usefull for a mage. And remember Atrophy for stats starts about 200 in the total of your stats points ) Put the minimum in Dext at start like 10, Tailloring allas will raise your Dext quickly. And 20 in Intelligence; but you ll need to practice a lot to raise quickly.

Last point : To cast a higher cercle you need to cast Four spells in the cercle below. I read recently that you need now 6 spells to cast a higher cercle. But i cannot confirm this information.

 

Important note : Since lasts patchs the lower offensives spells ( until the 6th i think) do less damage than before. But higher Spells do more damage than before. ( it was decided for PKs who used a lot Fireballs and Lightings. And to retablish the balance between Warriors, Mages, Archers ). For information if you r lucky you can do about 30 to 60 of damage with a 6th spell cercle (with 92% magery on an opponent who had 30 in AR) but only about 5 to 10 with a fireball and half if your target resist at this spell ( and its easy now to resist to a Lvl 3 spell ). I think you need to substract to the damage account of your spell the AR of your opponent.
40 in AR can take 20 to 40 of damage without alters health of the wearer.

Now to cast a spell you need time, about 0.5 sec per cercle. And you need for your concentration to not be disturbed. ( NOT COOL for mages but it s fair for the others ) Magery was too powerfull at the start of the game.

----------------------

One * : i use sometime.
Two ** : I use Often.
Three *** : i use a lot.
Four **** : I love this spell ! 

The First Cercle : All cost 3 Mana. Magery need Mini/Maxi 1% to 25%

This cercle has some spells very usefull. And its not expensive in mana.

****Reactive armor : Garlic, Sulfurous ash, Ginseng
This spell is the most popular Lvl 1 spell. When you cast it. This spell protect you of physical attacks and reflect damage on your opponent until 10 of damage. This spell is Great cause, it s last until you ll be attacked. Good for Big guys and excellent against archers.
But maybe it ll be cool to have a stronger Reactive armor in a higher cercle which ll protect more and ll last more. ( Last 1 sec x Magery/2 since the first attack )

Clumsy : Blood moss, night shade. (*** Front PKs only )
This spell curse the dext. by magery /10 ( Last 6 sec x magery/5).
Note : This spell is very nice to put off the magic reflexion of someone and the reflexion wont hurt you ( only some points in Dext which r not very usefull to a mage ).

**Create Food : Garlic, Ginseng, Blood moss.
A usefull spell, when you havent food with you. But it ll be better if we could create more food with a high % in magery.

Feeblemind : Bloodmoss, Gingsenc.
Unused. Same that Clumsy but curse the intelligence of your opponent. Curse By Magery/10. ( Last 6 sec x magery/5).

*Heal : Garlic, Ginseng, Bloodmoss.
A cool spell for apprentices mages. But not very powerfull raise your health by 1 to 6 x magery/10.
Note : Now i prefer heal potions to preserve my mana. its quicker than a Greater heal. ( but you need to use potions to have one hand free and 10 sec between each use ).

Magic Arrow : Garlic, Bloodmoss.
Héhéhéhéhé the fireball of the apprentice mage, does little damages. Reduce the health opponent by Magery/20.

***Night sight : Spider silk, Sulfurous ash.
With this spell you ll see like in a sunday. A very usefull spell, but since new patchs last lesser ! Not cool :(

Weaken : Garlic, Night shade.
Same utilitie that Clumsy, or Feablemind but curses the strengh. No comments :)
( Last 6 sec x magery/5).

 

2th Cercle : All cost 6 mana. ( magery 12% to 35% )

Not an important cercle.

Agility : Bloodmoss, Mandrake roots.
Raise Dext by magery/10. ( Last 6 sec x magery/5).

Cunning : Bloodmoss, Mandrake roots.
Raise Int. By magery/10. ( Last 6 sec x magery/5). Sometimes its usefull if you need more mana points to cast a higher cercle.

*Cure : Garlic, Ginsenc.
Cure poison. Usefull cause i read recently that poison can Atrophy one of your stats forever. ( not sure but be carrefull ! )

Harm : Garlic, Ginsgenc.
This Attack spell does Magery/10 +1 to 12 of damages ( before last patchs ). Body attack throught AR.

Magic trap : Garlic, Ginsenc, bloodmoss.
Trap a door or a chest. Not enought powerfull ! Less than 10 of Damage.

Remove trap : Bloodmoss, sulfurous ash.
Untrap a door or a chest.

*Protection : Sulfurous ash, Garlic, Ginseng.
A usefull spell, But need to last longer. Raise your AR by magery/10. But last unless 6 sec x Magery/5.
A strange thing with this spell, when you cast this spell on a friend, it ll put off his magic Reflexion :(.

Strengh : Bloodmoss, Mandrake roots.
Raise the strengh by Magery/5. ( Last 6sec x Magery/5 )

 

3th Cercle : All cost 9 Mana. ( 25% to 45% )

I think the more important spell of this cercle is Teleport. Teleport is very usefull in combat for mage, with teleport you can teleport yourself away of your opponent and then you had time to cast a Higher spell to do a lot of damage or to recall away.
You ll use Unlock in dungeon for chest. Fireball is cool for an apprentice mage but not very powerfull, now it cost too much mana.

*Bless : Garlic, Mandrake roots.
A nice spell, Raise Strengh, Dext, and Intelligence by Magery/10. ( last 6 sec x Magery/5 )
Need to last longer.

*Fireball : Black pearls, Sulfurous ash.
Launch a fireball on your Target. Cause less damage since the last patch. ( a good thing it was the favorite weapon of Pks before these last patchs and it did a lot of damage ). Hit Magery/8. This spell is quite good on monsters which have a low resisting spell but doesnt do a lot of damage on the others. I dont advice this spell on PKs ! They ll laught of your fireballs and it s cost too much mana. Curently do about 2 to 5 of Damage on a player who can Resist to this spell. With 35% in Resisting spell you should resist often !

Magic lock : Garlic, Black pearls, Sulfurous ash.
Put a magic lock on a door or a Chest. But unused because too easy to unlock !
Maybe origin should raise the difficulty to open a magic lock, in relation with the magery caster.
So, an Adept mage wont be able to open a Master mage magic lock. And then this spell ll become more usefull !

Poison :  Nightshade.
Poison the victim, then he drops health slowly. Too slowly i think. This spell doesnt kill.

Telekinesis : Bloodmoss, Mandrake roots.
I never find the utilitie of this spell since i play Arf :). You can use item or move them even if you cannot reach them. But never works.

****Teleport : Bloodmoss, Mandrake roots.
You can teleport yourself anywhere on the screen.
A very usefull spell, you can get on top of buildings in town and jump across rivers. During combats you ll be able to teleport away of the battle to have more time to cast or to leave the battle.

**Unlock : Bloodmoss, Sulfurous ash.
This spell open chest or door which r lock by magical lock. Usefull in dongeon to open chest !

Stone Wall : Bloodmoss, Garlic.
Builds a stone wall to stop ennemi. Lasts less one minute.

 

4th Cercle : All cost 11 mana. ( magery 35% to 65% )

The most usefull cercle, i think. You ll use a lot Recall, Greater heal, lighting, Firefield, and sometimes you can try Mana drain (but too easy to resist).
Your goal ll be to learn quickly this cercle and to can cast it without Fiz, AS SOON AS POSSIBLE !!!! This cercle need time to be casted. Often you dont have the necessary time during Hand to Hand combats. So use teleport or run as far as possible !

Remember, its very easy to resist until this cercle, And when your target resist, it ll take half of the damage ( lightning ) or the spell wont have effect ( Mana drain ! )! So dont use these spells too much in dangerous combat ( on powerfull creatures or Big players ) to Keep your mana ! But Great for apprentices mages to practice a lot.!

Archcure : Garlic, Ginseng, Mandrake roots.
Cure in an area version.

Arch protection : Garlic, Ginseng, Mandrake roots, Sulfurous ash.
Cast protection on a tight group. Osis when do you think to create Arch Reactive .)

Curse : Garlic, Blood moss, Sulfurous ash.
Lowers Strengh, Int, Dext by magery/10.

*Firefield : Garlic, Spider silk, sulfurous ash. ( **** For raising resisting spell )
Very good for raising resisting spell, or in room with a lot of tight monsters. But carrefull at your Noto ! :)

****Greater heal : Garlic, spider silk, Mandrake roots.
Indispensable spell ! Raise health by 4 x Magery/10, and sometimes a little more !
Note : Now i prefer heal potions to preserve my mana. And its quicker than a Greater heal. ( but you need to use potions, one hand free and 10 sec between each use ).

*Lightning : Sulfurous ash, Black pearl, Mandrake roots. (**** to finish an opponent )
Cast a lightning on your Target. Really ??? :)
Hit magery/8 of Damage. Half if resisted.
Humm, many players use this spell, quite good. But always the same problem with resisting spell. ( Then only 3 to 7 of damage ! )

Mana drain : Black pearl, Mandrake roots, Spider silk.
Nice idea to drain mana of your Target ! But Origin, it ll be cool if it ll be a 5th Cercle. Then more difficult to resist and more usefull for apprentices mages !
I prefer Mana Vampire 7th Cercle, harder to resist. But its very hard to cast the 7th cercle.

 

****Recall : Bloodmoss, Black pearl, Mandrake roots.
My personal favorite. I am lazzy .)
Allows players to teleport to a remote location using a recall rune. (need to mark the rune before with mark 6th Cercle)
Doesnt works in house, Wind city, or when the location is blocked by something or someone.

 

 

5th Cercle : All cost 15 mana. ( magery 50% to 75%)

This cercle is quite good but nothing very usefull. Too bad to dont have a good Attack spell in this cercle ? I use a lot Blade spirit against Elementals or Damons.
The better spell of this cercle is Magic Refexion. A very good one to reflect a powerfull magic attack or Mana Vampire on the caster.

 

**Blade spirit : Black pearl, Manrake roots, Bloodmoss. ( **** Against Elementals )
Summons a swirling blade that attacks a near stonger monster or player. But carreful it will chase anything, even you Arf :)
Usefull for Elementals or Daemons. ( and maybe Dragon or Drake but never try ) For about 5 minutes.

Disper field : Black pearl, Garlic, Spider silk, Sulfurous ash.
Dispel a little part of a Field. Unused. About 120 sec.

Incognito : Bloodmoss, Night shade, Garlic.
Good exercise, It edits player appearance. Sorry never used since the new patch.

****Magic reflexion : Garlic, Spider silk, Mandrake roots.
Great this spell ! Reflects incoming magic spell to the caster. But only one spell. :(
I think it ll be great if players with a good notoriety could reflect more pace than an evil one. This idea is not fair, But Pks are not fairplay anyway :)

Mind blast : Black pearl, Night shade, Sulfurous ash, Mandrake roots.
Carrefull with this spell, the damage is the difference between the caster and the target intelligence. But if you r the looser in this battle of mind, you ll take the damage ! I read that the looser cannot cast for a time. Maybe !

Paralyse : Garlic, Spider silk, Mandrake roots.
Paralyse the target for a time. If the target is attacked again the spell stops. Good when you have a friend in difficulty with a monster who follows him. You can paralyse this monster and your friend has time to escape. But often he ll dont have enought time because the monster is already attacked by another player. Paralysed for caster 's skill/7 seconds.

Poison field : Spider silk, Black pearl, night shade.
Create a temporaly field of poison. Last about 60 sec. Some players use it for raising resisting spell. I think its too long and the spell is too short Arf.

Summon Creature : Bloodmoss, Mandrake roots, Spider silk. ( ** for raising magery )
Summon a random animal to fight with the caster. (hehehehehhehehe when it ll want to guard or kill).
Good Exercise in this cercle to progress your magery. Before these last patchs ( Grrrrrr) we could fight summon creature but now impossible for a good player without loose some noto. Because now your summon has the same noto as you ! Origin doesnt like honorable player :)
Now summoning take long long time, its not cool :( How to do when you need help in a dungeon ! Origin Why these news studips rules ? )

 

6th Cercle : all cost 20 mana ( magery 55% to 85%)

Energy bolts and Mark are very usefull. With Mark you could sell some marked runes and earn a lot of money ( with a vendor ). Energy bolts is a very good offensive spell. ( For me the best one in a prolonged battle )

Dispel : Sulfurous ash, Mandrake roots, Garlic.
Can dispel an undead like zombie Skelleton or even if you r a powerfull mage an elemental or a Daemon. Really a Daemon ? Ok lets try :))

****Energy bolt : Black pearl, night shade. ( Very good against Big opponents, players and mosnters. )
If you dont know after all i write before that its my favorite offensive spell, then you need to see a healer :-)
Two or three of these from a master mage and nearly any target dies. Hit at least magery/2 damage might be as high as caster skill. I think half damage if resists.

**Explosion : Black pearl, Mandrake roots, Sulfurous ash.
Cast an Explosion on your target. Its not an area spell. About the same damage as Energy bolt. Maybe a little less.

*Invisible : Bloodmoss, Nightshade. ( *** for raising magery )
I have used a lot this spell for raising my magery ( a cheap spell ). Castable on others. Maybe need to last longer to have time to log off for mage who can't hide.

****Mark : Black pearl, Bloodmoss, Mandrake roots.
Mark a recall rune at the location you r when you cast this spell. A good income for mage.

Mass curse : Garlic, Nightshade, sulfurous ash, Mandrake roots.
Curse a tight group.

Paralyse Field : Black pearl, Ginseng, Spider silk.
Like paralyse in a field version.

Reveal : Bloodmoss, Sulfurous ash. (*** for raising magery )
Reveal invisible characters in a small zone. But not hidding characters ! Only who uses the spell invisible. So unused. But a cheaper spell to pratice magery.

 

7th Cercle : All cost 40 mana ( outch why the double of the 6th ? ) 68% to 100%

A very nice cercle, with a lot of usefull spells like Gate travel, Mana Vampire, The powerfull flammestrike or the deadly Pks weapon : meteor swarm.

Chain lightning : Sulfurous ash, Mandrake roots, Black pearl, Bloodmoss.
Lightning with an area effect ! Carrefull at your noto ! Hit 1 to 6 x ( Caster's skill/8 )

*Energy field : Black pearl, Mandrake roots, Sulfurous ash, spider silk.
Create an energy field which lasts longer. Usefull to block a few minutes some opponents in a dungeon.

***Flammestrike : Spider silk, Sulfurous ash, Garlic.
Casts a flam colon on your target. Can do a lot of damage Reduces target's health by 3 to 11 x caster's skill/10. A deadly weapon until with luck 110 of damage from a Great master ! But same cost in mana than 2 energy bolts which do 40 to 80 of damage ! But too hard to resist at this cercle. So it depends of the resisting spell of your opponent. Anyway i prefer Energy bolts, I can keep more mana in reserve during the battle to see how it ll turn.

****Gate Travel : Black pearl, Mandrake roots, Sulfurous ash.
Open a portal of teleportation. Anybody can .use this one. ( even ghost ) I love this spell, I like to help my friends and to teleport them in all britania :)

Mana Vampire : Black pearl, Bloodmoss, Garlic, spider silk, sulfurous ash, Mandrake roots. ( **** Against players )
Like mana drain but harder to resist. And you ll take the mana of your victim ! So cool :) A lot of magic creatures resist to this spell.
Spends a lot of reagents ! And after many try, i can say, a very strange spell. Sometimes worked and sometimes no ! So be carrefull with this spell it costs a lot mana :((

Mass dispel : Garlic, Black pearl, Sulfurous ash, Mandrake roots.
Dispel in an area version. I read that is more powerfull to dispel Elementals or Daemons. I didnt try !

*Meteor swarm : Bloodmoss, Garlic, Mandrake roots, Sulfurous ash. ( **** If i was a PK Arf )
Launchs a Big fireball with Area effect. Very powerfull on a tigh group. A favorite Pk weapon. But for honnorable persons it s very dangerous for notoriety. Damage 2 to 7 x Magery/8. ( Half if resists )

Polymorph : Bloodmoss, Mandrake roots, spider silk. ( *** For raising magery )
A good exercice. Allows the caster to change into many creatures. But allas you dont have the creature Stats or skills during this transformation ( too bad it ll be cool ). And you loose the benefit of yours armors.

 

8th Cercle : All cost 50 mana ( Ouff the last one Arf ) 85% to 100%.

The last cercle, you need at least 82% to cast this cercle. And 100% magery to cast without Fiz !
In this cercle the best spell is resurect ! This cercle is very hard. It ll take a longer time to raise magery at this level ! As long as the total of all cercles below.

Earthquake : Sulfurous ash, Mandrake roots, Ginseng, Bloodmoss.
Damages all beings on the same screen as the caster excluding of course the caster :))
A very powerfull spell, but for Pks only :)) Carrefull notoriety !

Energy Vortex : Black pearl, Mandrake roots, Bloodmoss, nightshade.
Creates an Energy Vortex which tracks the smartest guy ! this vortex seems to love intelligence :) Curses, Poisons, and Harms.
Dosnt affect notoriety.

****Ressurect : Black pearl, Garlic, Ginseng.
Its a pleasure to help honorables players in dungeon. Its good for Notoriety and a good exercise for raising magery. I resurect all honorable ghosts i can find :-)

***Summon Air, Water, Fire, Earth elementals : Bloodmoss, Spider silk, Mandrake roots.
Nice pets ! And good exercises. No comments. Fire cost all the regeants above and one Sulfurous ash more. The new summoning delay is a pain. Your pet ll last about 5 min.

****Summon Daemon : Bloodmoss, Spider silk, Mandrake roots, Sulfurous ash.
Very impressive spell ! A daemon can kill a Troll or a lich in 10 sec ! Good Defensive or offensive spell when your pet heards yours orders :-) Lasts about 5 min.
I think osis need to do some progress for IA pets Arf :-)

 

 

 

My apologizes to Origin for these comments, but it s for the game ameliorations.

 

Thanks a lot the Site http://uoss.stomped.com for his magic section. Thanks for your work; Den Dragon .-)

And our great lady Xena Dragon http://www.geocities.com/TimesSquare/Lair/6359/ for her very good soft : MAGIC TOOLS. ( that you ll find on her site ) Thanks a lot Xena !