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| Evaluate Intelligence |
General |
Skill Training | Tips & Tricks
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General
This skill is a must have for every mage, it
increases your offensive spell damage. Eval Int can also be used directly on
another player, NPC or monster to determine their approximate intelligence as
well as the amount of mana they have (76 eval int required).
Spell damage modification: A mage with 100 Eval
Int will do 20% more damage against a target with 0 resist. On the other hand
if a mage has 0 eval, his spells will do 20% less damage against someone with
100.0 Resist spells.
|
Intelligence |
Evaluation |
| 1-9 |
Slightly less than a rock |
| 10-19 |
Fairly stupid |
| 20-29 |
Not the brightest |
| 30-39 |
About average |
| 40-49 |
Moderately intelligent |
| 50-59 |
Very intelligent |
| 60-69 |
Extremely intelligent |
| 70-79 |
Extraordinarily intelligent |
| 80-89 |
Like a formidable intellect, well beyond
even the extraordinary |
| 90-99 |
Like a definite genius |
| 100+ |
Superhumanly intelligent in a manner you
cannot comprehend |
Skill Training
- Active training: You can gain Eval int by
using the skill on different players, NPCs or monsters. Because Eval int is
affected by the anti macro code, you need a lot of different targets to gain at
high levels. Skill training this way becomes nearly impossible after 50-60.
- Passive training: Every time you cast a
spell, there's a chance that your Eval Int increases. Skill gain this way is
location based, so the best way to GM is to cast spells on a boat. This can be
either done while working on magery, or you can use a cheap spell like poison
(cost: 3 gp). Once you gain use 8x8.
- A UO Assist Macro you could use as defined by XvekeZ:
Use Skill (med)
Wait for mana (what's a level 1 spell? 4?) 4
Cast Spell (magic arrow)
Target tillerman
Pause 1700
8x8 it
Tips & Tricks
- More information forthcoming.
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Version 1.0: 03/26/03 -Initial Draft
Information Gathered from: Old UOPG Guide, Old Phazer Skills Guides, personal experience,
UOStratics, UOPG Readers, and other sources. |
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