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| Magery |
General |
Spell Groups | Casting Requirements Table | Casting Chances Table | Skill Training | Tips & Tricks
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General
Magery is the most powerful and most
versatile skill in the game! Few characters can live without magery, and you
will encounter magic everywhere in the game.
- Magery: This skill determines which spells
you can cast, and how powerful they are.
- Meditation: Med determines how fast you
regenerate mana, which is used to cast spells.
- Evaluate Intelligence: Eval increases the
damage your offensive spells do to other players and monsters.
- Magic Resist: Resist limits the damage a
spell does to you when you are hit.
There are a total of 64 different spells in
Ultima Online. They are organized in 8 circles, with 8 spells per circle. The
first few circle spells can be bought from NPC mages, the higher level spells
can only be found on monster loot or from high level inscribers (players).
Spell Groups
There are a few different groups of spells:
- Direct-Damage spells: Magic Arrow (1),
Harm (2), Fireball (3), Lightning (4), Mindblast (5), Energy bolt (6),
Explosion (6), Flamestrike (7).
- Damage-over-Time: Poison (3).
- Heal spells: Heal (1), Cure (3),
Greater Heal (4), Arch Cure (4), Ressurect (8).
- Drain spells: Mana Drain (4), Mana
Vampire (7).
- Summon spells: Create Food (1), Wall
of Stone (3), Blade Spirits (5), Summon Creature (5), Energy Field (7), Energy
Vortex (8), Summon Daemon (8), Summon Water elemental (8), Summon Air elemental
(8), Summon Fire elemental (8).
- Buff spells: Night Sight (1), Reactive
Armor (1), Agility (2), Cunning (2), Protection (2), Strength (2), Bless (3),
Archprotection (4), Magic Reflection (5), Invisibility (6).
- Debuffs: Clumsy (1), Weaken (1),
Feeblemind (1), Curse (4), Mass Curse (6).
- Area-effect and field spells: Fire
Field (4), Poison field (5), Paralyze field (6), Chain lightning (7), Meteor
Swarm (7), Earthquake (8).
- Travel spells: Teleport (3), Recall
(4), Gate Travel (7).
- Misc. spells: Magic Trap (2), Remove
Trap (2), Magic lock (3), Unlock (3), Telekinesis (3), Dispel Field (5),
Paralyze (5), Reveal (6), Dispel (6), Polymorph (7).
Casting Requirements Table
|
Minimum and maximum skill
requirements for the 8 circles |
| Circle |
Min. |
Max. |
Int/Mana |
| Circle One |
0.0 |
40.1 |
4 |
| Circle Two |
6.1 |
50.1 |
6 |
| Circle Three |
16.1 |
60.1 |
9 |
| Circle Four |
26.1 |
70.1 |
11 |
| Circle Five |
36.1 |
80.1 |
14 |
| Circle Six |
51.8 |
90.1 |
20 |
| Circle Seven |
66.1 |
-- |
40 |
| Circle Eight |
80.1 |
-- |
50 |
Once you've
reached the maximum skill required for a circle, you will never fizzle spells
in that circle. When casting spells from scrolls, the spells are 2 circles
easier. |
Casting Chances Table
From UO.com: To have a better chance of gaining skill from successfully casting a spell, you should focus on the circles of magic that give you a 25%-50% chance of success, versus choosing circles that offer a higher success rate. The lower your chance of success when casting a spell, the higher the probability of actually gaining a skill point when you eventually succeed and cast the spell.
|
Circle
|
1% |
25% |
50% |
75% |
100% |
| First |
- |
- |
0 |
10 |
20 |
| Second |
- |
5 |
15 |
25 |
35 |
| Third |
9 |
19 |
29 |
39 |
49 |
| Fourth |
24 |
33 |
43 |
53 |
63 |
| Fifth |
38 |
48 |
58 |
68 |
78 |
| Sixth |
52 |
62 |
72 |
82 |
92 |
| Seventh |
67 |
76 |
86 |
96 |
106* |
| Eighth |
81 |
90 |
100 |
114* |
120* |
*Skill over 100 only possible through use of
Skill Scrolls of Power.
*Table stolen from UO.com's player guide.
|
 |
 |
 |
Skill Training
Magery is movement based and affected by the anti-macro code, so it should be
trained on a boat.
| Skill Level |
What to cast |
Reagent needed |
| up to 30 |
Buy from provisioners (since you should start a character with 0 magery to GM evalualte intelligence much quicker |
- |
| up to 45 |
Fireball |
Black Pearl |
| up to 65 |
Lightning |
Mandrake Root & Sulfurous Ash |
| up to 90ish |
Energy Bolt |
Black Pearl & Nightshade |
| up to GM |
Flamestrike |
Spider's Silk & Sulphurous Ash |
| up to 120 |
Earthquake |
Blood Moss, Ginseng, Mandrake Root, Sulphuric Ash |
Tips & Tricks
- Only characters with at least 72.0 Magery can
enter the magical city of Wind!
- When you polymorph, your spellbook remains on
your human body, and you don't get it back until polymorph wears off. To be
able to cast while polymorphed, carry a second spellbook. Holding an empty
spellbook in your hand while you cast polymorph also works.
- Cast magic trap on a pouch, and when you're
paralyzed open the pouch and the trap will break the paralyze spell.
- Telekinesis can open doors and spring traps
on chests from a distance.
- Casting Magic Trap on a door will cause the door to be 'trapped' (imagine that?). What this does is slow down people from coming through. Something to consider when fighting in dungeons or buildings with doorways and you are being chased by enemies.
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Version 1.0: 10/26/02 -Initial Draft.
Information Gathered from: Old UOPG Guide, Old Phazer Skills Guides, personal experience,
UOStratics, UOPG Readers, and other sources.
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