I had a few requests for my magery training methods. Since I didn't want to take away from the focus of HC's magery guide, I figured I'd make a new thread. If you want a more simplified guide, be sure to check out HateCrime's guide Here This guide will get you from 30ish to GM Magery. It requires two characters and the necessary resources. The Magery macros draw one of each necessary reagent from the bank. You will need to re target the "Absolute Target" to the right character. The Healing macro will draw one bandage from the bank. Again, you'll need to re target the "Absolute Target" portion. Don't forget to buy your Magery up to the 30ish area from the Mage Guildmaster. Cast Fireball on yourself until about 40-45 shown Magery Cast Lightning on yourself until 62.9 shown Magery Cast Energy Bolt on yourself until 82.9 shown Magery Cast Flame Strike on yourself until 100 Magery These numbers can be adjusted however you prefer. I actually start FS around 75-78 ish, because it's cheaper to cast than E Bolt. Load the Magery Trainer Profile for both the character casting the spells and the character healing. Right click on the attachments and click "Save As." Then save them into your macros folder in Razor. Any questions? Never hesitate to ask.
Thanks for taking the time to write a guide for Renaissance. Your guide has been added to the Renaissance Compendium. To direct players to this guide simply tell them to go to info.uorenaissance.com and find the related skill page. Renaissance Compendium - Magery
a few things: - you can use the bandage directly in the bank; no need to pull it in your backpack - to save bandies, you can usually have a wait of 20-30 sec; simply add and if in your magery macro to not cast if you're under 50HP to not kill yourself - for the switch to next level, I now do it more based on the resisting spells skill: until 65 resist, lightning, then ebolt until 85 then FS. not sure about below 50 resist as I usually start with that - I've also found that having 1 restock agent for each type of reg works better, as sometimes you get "you must wait to perform another action". I also restock 2-3 of the reg instead of just one to make sure I always have a little bit on the caster.
Hi. I just recently started on the server and have been looking through skill gain guides. During this era of the game osi had introduced the 'anti macro code' which made it neccissary for a player to move in order to gain some skills, and to check some skills against different targets in order to gain. Of course this led to the 8x8 method of skill gain for some skills, and some clever ways of locking some complementary skills in order to coerce more gains in some skills from the system. Am I gathering correctly that this isn't the form of skill gain present on the server? And another question, why is it that most magery guides avoid non damaging abilities that check resist like mana drain and paralyze for methods of raising magery that raise resist as well? It is usually similar in cost and does not require another account or some plan for healing. Thanks!
Hi Mes and welcome to UOR. Yes, you are correct, there is no 8x8 anti-macro code here. Macroing is perfectly legal here when using Razor. The only real restriction is in gathering resources (like wool, cotton, mining, and such)--this type of macroing requires you to be watching the screen. See anti-afk system For some more info, check out the FAQ or join us on IRC
I have done gm magery/resist with mana vamp, and with flamestrike. The reason for doing it with healing on another account is that mana vamp requires 4 reagents, and flamestrike 2, while bandages are either cheaper or free depending on how you aquire them. But that was the beginning stage of char creation when my funds were low. I recently completed a char with himself mana vamping, and 2 other mages macroing mana vamp on him. My resist actually gm'd before my magery with this method.
interesting; i usually use FS for training magery as it is cheaper, and bandies are very cheap/free. I usually reach around 94ish resist when hitting GM magery... I really wonder why would mana vampire provide better resist gain as I would have though that the calculations would be based on the level of the spell/eval of caster.
So that's more than twice the chances to gain BUT since it's mana vampire the character in training is also getting much fewer chances to gain magery as they have no mana to do so. It's a two sided thing.
I put one together that works if you don't want to use a second character, but it uses more regs and no bandages. It's useable at the bank. It worked for me because I have a lot of regs and don't want to mess with two characters/accounts. I tweak the macro as I level up to check for different reagents. The one below is currently for Energy Bolt. Code: !Loop Assistant.Macros.SpeechAction|0|52|3|ENU|2|16|7|Guards! Assistant.Macros.IfAction|0|0|60 Assistant.Macros.HotKeyAction|1391| Assistant.Macros.PauseAction|00:00:03 Assistant.Macros.ElseAction Assistant.Macros.IfAction|1|0|35 Assistant.Macros.UseSkillAction|46 Assistant.Macros.PauseAction|00:00:10 Assistant.Macros.ElseAction Assistant.Macros.MacroCastSpellAction|42 Assistant.Macros.WaitForTargetAction|30 Assistant.Macros.HotKeyAction|1059| Assistant.Macros.PauseAction|00:00:01.5000000 Assistant.Macros.IfAction|50|0|10|Black Pearl Assistant.Macros.HotKeyAction|0|Restock Agent-1 Assistant.Macros.AbsoluteTargetAction|0|0|1083505353|117|106|0|3701 Assistant.Macros.PauseAction|00:00:09 Assistant.Macros.EndIfAction Assistant.Macros.IfAction|50|0|10|Sulfurous Ash Assistant.Macros.HotKeyAction|0|Restock Agent-1 Assistant.Macros.AbsoluteTargetAction|0|0|1083505353|117|106|0|3701 Assistant.Macros.PauseAction|00:00:09 Assistant.Macros.EndIfAction
I tracked reg usage while getting to GM from 50 using these macros. 62.9 --621 ash and root 69.2 --600 pearl and shade 79.1 --1000 pearl and shade 83 --700 pearl and shade 88 --1000 silk and ash 92.6 --1000 silk and ash 95.6 --1000 silk and ash 98.2 --1000 silk and ash 99.3 --1000 silk and ash GM --500 silk and ash 2300 shade 2300 pearl 5500 silk 6121 ash 621 root 8421 casts
It doesn't need too much skill to put that together but just for those too lazy to excel it out : 2300 shade 2300 pearl 5500 silk 6121 ash 621 root Should cost you 52826 if you're a member of the mage guild. Be sure to invest those 500 gp. You'll save 2300gp on the pearls alone. So a GM Mage will cost you about 55k ... nice !
Thanks for the guide once more ! Just GM'ed my first UO:R Mage - I'm afraid more will follow Let me share my experience when GM'ing my mage since it differs a little from others. I am referring to REAL skill here to indicate the actual skill gain. I followed this guide pretty closely until I reached 97 Magery and the difference between REAL and SHOWN skill at 97 can be neglected. Starting Point Magery 50,0 Evalint 43,1 Resist 27,2 700 Lightning Magery 56,4 Evalint 59,1 Resist 37,8 (4200 gp) 1000 Energy Bolt Magery 67,6 Evalint 71,5 Resist 43,9 (7000 gp) 1000 Energy Bolt Magery 74,4 Evalint 81,6 Resist 51,6 (7000 gp) 1000 Flamestrike Magery 82,5 Evalint 87,6 Resist 57,3 (6000 gp) 2000 Flamestrike Magery 92,4 Evalint 95,4 Resist 67,7 (12000 gp) 1500 Flamestrike Magery 96,9 Evalint 97,8 Resist 75,1 (9000 gp) 500 Resurrection Magery 98,4 Evalint 98,2 Resist 75,1 (5000 gp) 300 Resurrection Magery 100 Evalint 98,2 Resist 75,1 (3000 gp) Total cost (w/ Mage Guild) : 53,2k gp Sulphurus Ash : 5200 Spider Silk : 4500 Black pearl : 2000 Nightshade : 2000 Bloodmoss : 800 Ginseng : 800 Garlic : 800 Madrake Root : 700 My observation was that Flamestrike gains would dramatically slow down beyond 96 skill level. I already burned a lot more regs than what I expected and didn't care too much for Resist so I switched to Resurrection for better gains. If you want to GM magery cheap, use Resurrection for the last 3.0 skill because it's the cheaper than EQ. In case anyone cares, I started a fresh char for the healing part of this job. Just a plain char with Healing 50, Anatomy 49 ! He used about 3500 bandages in the process and I had him use Anatomy on the mage in his healing macro. End results when I switched to Resurrection were Healing 80,5 REAL Anatomy 95,9 REAL That's a brilliant point because from that point on, I could have my mage and my healer both macro resurrection on the same ghost