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UO in Review -- 3 Nov 2006
Wilki Becomes Dev, No Longer Community Coordinator
UO Week in Review--29 September 2006
Server Maintenance
UO Week (or thereabouts) in Review--16 Sept 2006


Mages
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.






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