Nox Mage | Healer
Mage | Hiding Mage |
Archer Mage
NOX MAGE
About The Nox Mage is, is a mage character with the
ability to cast level 3 poison on opponent with a total of 170 skill points in
magery and
poisoning 100% of the time and level 4 poison on an opponent
at GM
poisoning and
magery 10% of the time.
Advantages Casting spells, obviously. Also, the more
evaluate intelligence,
inscription and
meditation you have, the longer reactive armor (absorb
up to 80% damage) and protection (take damage, but don't get interrupted) last.
Nothing needs to be said about the ability to cast level 3-4 poison on an
opponent. I don't know anyone that would not stop whatever they are
doing to deal with that affliction.
Disadvantages Can only wear leather armor because of
meditation. Lack of weapons skills. You're pretty much
done for when you run out of mana.
Conclusion A solid enough character for player
versus player combat.
Starting stats & skills 50 strength, 10
dexterity, 20 intelligence 50
inscription, 50
poisoning (yes
poisoning;
resist is easy to get to 50 with firefields)
Recommended stats & skills 85-90 strength,
95-100 intelligence, rest in dexterity;
GM
poisoning, GM
evaluate intelligence, GM
inscription, GM
meditation, GM
magery, GM
resist, and GM
wrestling.
Obtaining character GM
poisoning. GM
wrestling. Work your
magery,
meditation, and
evaluate intelligence using the
8x8 method. Work your
inscription using the method described in the
Skills Section.
Finally, GM your
resist.
Healing Mage
About The Healing-Mage is a mage with the ability to
heal him/herself without
magery.
Advantages Casting
spells, obviously.
Healing when paralyzed or out
of mana.
Disadvantages Can only wear leather armor
because of
meditation. Extremely slow
healing time with low dex. Loses the benefits of
inscription (if not using the skill).
Conclusion A decent character although he could lose the
benefit of
inscription if taking
healing +
anatomy. Even so, this allows you to be more on the
offensive while your bandages heal you.
Starting stats &
skills 50 strength, 10 dexterity, 20 intelligence 50
healing, 50
anatomy
Recommended stats & skills 85-90 strength, 95-100
intelligence, rest in dexterity;
GM
healing, GM
evaluate intelligence, GM
anatomy (substitute
inscription or
hiding), GM
meditation, GM
magery, GM
resist, and GM
wrestling.
Obtaining character GM your
wrestling. Point
anatomy and
healing up and heal others to
build those skills while working
wrestling. Get a secondary melee skill and use that to
help you GM your
anatomy. You will drop this
weapon skill later. Use the
anatomy skill actively on
every target you can as well. Then, find a ghost buddy, and GM your
healing using
8x8. Use the
Skill Gain Stat Cap Method to get your
stats to 100str 100 int. Work your
magery,
meditation, and
evaluate intelligence using the
8x8 method. After that GM
resist.
HIDING MAGE
About The Hiding Mage is a mage
that has been effective in Order/Chaos and Faction wars.
Advantages A
hiding Mage with
inscription has the benefit
of
inscription (avoiding Damage)
along with the benefit of
hiding when faced against
overwhelming odds. The
hiding Mage is also a decent
template to use for solo Player Killer Mages.
Disadvantages None that I see. Good
template in group fighting. But it's about being defensive with this template,
and normally, when you are fighting defensively, you are losing.
Conclusion The
hiding mage could hold
his/her own against multiple opponents as well as a effective sneak
attacker.
Starting stats & skills 50 strength, 10
dexterity, 20 intelligence 50
inscription, 50
hiding or
resist
Recommended stats & skills 85-90 strength, 95-100
intelligence, rest in dexterity;
GM
hiding, GM
evaluate intelligence, GM
inscription, GM
meditation, GM
magery, GM
resist, and GM
Wrestling.
Obtaining character GM
hiding using
8x8. Then GM your
wrestling . Get to 690 skill points and use the
Skill
Gain Stat Cap Method to get your stats to 100str 100 int. Work
your magery ,
meditation, and
evaluate intelligence using the
8x8 method on a boat. Then work on your
inscription. After that GM
resist.
ARCHER MAGE
About The Archer Mage is a mage
with ability to use
archery as an opening or finishing attack, or, if need
be, a continual attack method when out of mana. With the changes to
archery after UO:Renaissance, archers were beefed back
up to a semi-respectable level. Their first strike capability (and their
unerring ability to possibly hit their targets wherever they are on screen),
makes for a deadly combination. Also with the reintroduction of precasting
(sort of) you can time your magery spells and arrow hits for massive
damage.
Advantages Casting spells, obviously. First or Last Strike. Can use their bow if
mana is gone or if paralyzed. Takes advantage of precasting.
Disadvantages Can only wear leather
armor because of
meditation. Extremely slow shooting time with low dex
(can SORT OF get around it with agility potions). Loses the benefits of
inscription.
Conclusion A powerful character.
Loses the benefit of
inscription. But when played right, is a very hard
character to beat. Pure Offense.
Starting stats &
skills 50 strength, 10 dexterity, 20 intelligence 50
archery (for the newbie bow), 50
resist
Recommended stats & skills others say: 80 str, 95
int, 50 dex
GM
archery, GM
evaluate intelligence, GM
tactics, GM
meditation, GM
magery, GM
resist, and GM
Wrestling.
Obtaining character Get to 690 skill points
and use the Skill Gain Stat Cap Method to get 100str/100dex.
Go to the Wall room and GM your
archery and
tactics. Then GM your
Wrestling. Get your stats to 100str 100 int. Work your
magery, meditation, and
evaluate intelligence using the
8x8 method on a boat. After that GM
resist. |