Some mages will train both skills to give them the extra 'fire power' With 120 medi/int and 120 focus, you will have 2.1 passive mana regen. Traditionally mages use meditation and warriors use focus, however the two skills do stack. These skills provide the mana the mage requires in order to cast his spells. More details of which spells are affected, and how, can be found on the Inscription skill page. Which means if you take the 15% SDI cap in PVP and add the 10% from GM Scribe on This 10% SDI bonus at GM isn't part of the PVP SDI from items cap. The damage bonus is 1% for every 20 points of Inscription with a 5% GM bonus. Grandmaster Inscription adds 10% to damage spells. Inscription can add spell damage increase to your spells as well as affect the result of buffs. The opponents strength is temporarily reduced to 90 The spell "Weaken" is cast on the opponent. Opponent has 100 Strength and 100 Resisting Spells Then applied to the caster's intelligence (100+13%) = 113Ĭaster's new temporary intelligence score is 113Ĭurse stat spells = 8 + (Your Evaluate Intelligence/10)-(Targets Resisting Spells)/10 = % Reduction Spell bonus is calculated (120/10 + 1) = 13% Increase. Which means that if you have 120 Evaluate Intelligence, your base damage would be more than quadrupled, ((120 * 3) / 100) + 1 which would be 4.6.Įven bless and curse type spells rely on Evaluate Intelligence for their powers, a grand master mage can fizzle casting a simple 3rd circle bless.īless stat spells = (Your Evaluate Intelligence)/10 + 1 = % IncreaseĬaster has 120 Evaluate Intelligence, and 100 Intelligence, and casts "Cunning" on himself. The formula for damage increase through evaluate intelligence skill is:
Unlock (Magery determines what level of chests it can open)Įval Int is the skill that allows a mage to function offensively, without it spells will do less than 10 damage.
There are a few spells that call only on the mage's skill in magery and his intelligence for full effect. Each circle progressively requires more skill, more mana expenditure and more time to cast. The 64 spells of magery, neatly contained in a mage book, are divided into eight circles. Magery is one of the most complex skills within Ultima Online, nor is it a 'stand alone' skill, a competent mage will require the addition of evaluate intelligence and meditation, many mages also consider inscription to be a 'must have' skill. 1.7 Item Properties Applicable to Mages.To give you an idea, I am about 6 months in and am currently 120 taming/lore (for about 2 weeks now), have T7 (out of 13) command, and have unlocked 5(out of 25) links. start getting follower links, these are certainly not required but eventually you will want them (I would recommend getting 120 taming before you start on this path, but I had help from my guild to get these) (this was a slow grind that I worked on throughout, also held off step 4 to keep this going)Ħ. Level up your command aspect.this is going to be a huge money sink. (I would also recommend going the epic scroll route if your patient, they can be found for ~120k each, so 2.4m total)ĥ. getting to 120 taming/lore is going to cost you ~2 million gold(~week 25 (you could probably get here faster if you hold off on some of your command levels)). unlock command Aspect (~800k)(~week 8) (you could also start with water if you plan to stay a crab farmer for a while, but end game tamers want command)Ĥ. this wont help you in the short term but you want to start unlocking links while you farm ( )ģ. First buy a Mastery Chain (~100k) (~week 2). When you get to 105 taming/lore you can switch over to a mage template.Ģ. Tame yourself 5 husk crabs and go start farming gold.and lots of it. I would recommend this template to start: You can get to a playable char (~week 1). here is how i would recommend proceeding along with a ballpark of how long I would estimate it took me. but the idea that you could get to max taming in a week or anything is not realistic. Let me preface this by saying I love outlands and would highly recommend it.