Mage
- Ideal stats are 100 Str., 100 Int. and 25 Dex. Hence, “Tank Mage”, strong and slow.
- Primary skills :: Magery, Evaluating Int. and Meditation.
- Secondary skills :: Resisting Spells and Wrestling
- Your last two slots can go towards –
- Some players take Poisoning in place of Resisting Spells.
- [200801] Pre-Casting :: “Pre-casting” has been re-enabled as follows ::
- You cannot equip anything while you are casting.
- After you cast a spell, it will “time out” after 30 seconds and can no longer target anything. During those 30 seconds, you can now equip a weapon, attack with it without ruining your stored spell. When you release the spell, you will automatically unwield your weapon.
- [200801] Spellbooks ::
- Players will no longer be required to equip their spellbooks while casting. They may continue to do so if they so choose (holding a spellbook will not prevent you from casting a spell).
- Players will be able to gain Wrestling and/or Tactics skill while holding a spellbook if the appropriate skill is marked to go “up”.
- [200801] Spell Changes :: Several spells will have their power increased, particularly low-circle spells.
- The following spells will do noticably more damage than before ::
- Magic Arrow
- Fireball
- Lightning Bolt
- The following spells will be given a small damage increase ::
- Energy Bolt
- Explosion
- Chain Lightning
- Meteor Swarm
- Flamestrike
- In addition, some spells will have lower reagent costs ::
- Magic Arrow – 1 Sulfurous Ash
- Fireball – 1 Black Pearl
- Lightning – 1 Mandrake Root, 1 Sulfurous Ash
- Explosion – 1 Bloodmoss, 1 Mandrake Root
- Harm – The “Harm” spell will have its damage scaled based upon the caster’s distance to the target. The closer the caster is to the target, the more damage it deals.
- [120101] Magery :: Certain spells that were previously castable in justice regions will no longer be castable in justice regions. These spells include: Wall of Stone, Poison Field, Mass Curse, Paralyzation Field, Chain Lightning, Energy Field, Meteor Storm, Earthquake, Blade Spirits, and Energy Vortex.
- [10072k] Magery :: The strength of the poison spell will now be based on the caster’s poisoning and magery skills.
- [22062k] Magery :: The “no recall for aggressors” system has been fixed so that:
- You will not be able to recall while you are a criminal.
- You will not be able to recall while you are an aggressor to a player.
- Being an aggressor to a monster or NPC will not stop you from recalling.
- Attacking a pet of a murderer or criminal will not stop you from recalling as neither of these actions will make you a criminal.
- [UOR] Magery :: You will not be able to recall if you are an aggressor to another player or the pet/creature of another player. This will not be the case when attacking monsters.
- [UOR] Magery :: The mind blast spell will now deal damage based on the overall “balance” of the character targeted. Characters with more equally balanced statistics (Strength, Dexterity, and Intelligence) will now take less damage from mind blast. Those with less balanced statistics, for instance 100/100/25, will take more damage from the spell. The amount of damage done by the spell will never exceed 60% of the max hit points of the target. Also, the spell will also not do more than 40 hit points of damage.
- [UOR] Wrestling :: Wrestling Moves
- [UOR] Magery :: Defensive Spells
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