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Old 18th November 2007, 04:39 AM   #13
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Re: Anyone tried raising magery recently?

I am also assuming he doesn't have GM Focus (MR +5).

That's the purpose of a "skill mule". Yes, GGS's are great, but it also allows you to fit anything else that are good secondary skills to train 1 skill.
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Old 18th November 2007, 12:22 PM   #14
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Re: Anyone tried raising magery recently?

im not around for about 36 hours, come back and find adam is back playing uo?!?!?






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Old 18th November 2007, 12:59 PM   #15
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Re: Anyone tried raising magery recently?

Good idea about the skill mule
I finally got to GM late last night
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Old 18th November 2007, 01:06 PM   #16
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Re: Anyone tried raising magery recently?

Congrats!
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Old 2nd March 2008, 02:47 AM   #17
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Re: Anyone tried raising magery recently?

This is wat uo stratics had to say... I TAKE NO CREDIT IT THIS GUIDE

Magery Skill Level What to do at this level.
0.0 - 3x.x Buy it from a vendor. There's no ifs and buts, that is by far the most effective use of your money. Walk up to any "mage guild master" (found in almost any mage shop in the lands), use the context menu on him, and select "Train Magery". Then you simply drag the amount of money he asks for on him, and voila, your skill level increases.
3x.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 will help. I usually start out with 50 magery for the recalls anyway, and I'm sure I'm not alone. Regardless of what you do it shouldn't take very long to achieve anyway.
50.0 - 65.0 Emphasis on 5th circle spells. If you're hunting for gains, spells like mind blast, paralyze, magic reflect and poison fields are excellent spells. If you're solely trying to gain without any income from it, focus most of your attention on paralyze, as it's the cheapest spell, and, who knows, you may even gain in "resisting spells" if you cast on yourself.
65.0 - 80.0 6th circle is your primary source of gains in this range. This is good, as the bulk of your damage will probably lie in this circle through explosions and energy bolts. It also has a couple of nice utility spells, such as invisibility, its counter reveal and the mark spell. If you haven't established runes to various places, now is an excellent place to do it; gains as well as expanding the list of places you can go to is not a bad combination. If you're solely trying for gains, use invisibility, reveal, energy bolts or explosions (the latter two; just target your spell book and no damage is done), as they're the cheapest in the circle.
80.0 - 92.0 Moving right along, at this level we will focus on 7th circle spells. It has a couple of very good spells in it, such as flame strike, meteor swarm (area effect fireballs really), chain lightning (area effect lightning), mana vampire and gate travel. All of these spells are excellent for gains; make it a rule to not recall anywhere at this level, and instead utilize gate travel. Also, if you're interested, you might want to do escorts for gains (even if they are slow) and work your "compassion virtue" as well. When looking for a fast gain or two, stick to flame strikes (cheapest) or mana vampire (chance of gaining resist if you target yourself).
92.0 - 100.0 The next logical step would be to increase the spell circle emphasis to 8th circle - however, you won't need to. Contrary to popular thinking, it's actually quite possible to become Grandmaster Mage and never having cast any 8th circle spells. 7th circle spells will take you to Grandmaster, and quite a step beyond it as well. You will, however, be able to add more power to your hunting through the 8th circle summons (Energy Vortex is an excellent spell as you can recast it often). If you're aiming for gains without hunting, either flame strike or earthquake will get you excellent gains here.
100.0 - 120.0 Even if 7th circle will take you a good way towards legendary magery (106.0 - 108.5 depending on your power scroll), you're better off putting the emphasis on 8th circle spells whenever possible. Eventually you'll be able to gain solely from 8th circle anyway, and since the mana requirement isn't that much larger than 7th, you're better off trying with them; still, keep at the 7th circle if you're hunting for gains. Whenever not hunting for gains, earthquake is probably your best bet. This is also a very nice time to show compassion towards your fellow players - resurrect anyone you see as a ghost (show people mages aren't selfish!).



EDIT:

Quote:
Originally Posted by Adam View Post
Good idea about the skill mule
I finally got to GM late last night
sorry didnt see this mybad
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Last edited by Dentrix; 2nd March 2008 at 02:49 AM.
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