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TrainingRoom / MageryGuide

Introduction

Magery is the most popular Magical Skill in the game. The Spells that are at your disposal go from fast Damage Spells to
stronger and heavy damaging Spells, beneficial spells like Buffs and Debuffs that will lower your opponent's Stats. You
can summon creatures, dispel summoned creatures and many more things.
This Guide will cover everything related to Magery, how it works and how the Spells work. There is also a "Subclass" on Pandora,
called "Pure Mages" (see below). They do way more damage with Magery than other Characters. This Guide will only cover the Skill Magery
for all Character types since there is an extra Guide for Pure Mages.

This Guide will also describe important Properties and Skills related to Magery.

Magery on Pandora

Since Pandora is a No Skill Cap Server every Character can use Magery and cast Spells. The standard Character on Pandora is
able to use Melee and Ranged Combat, Chivalry, Necromancy, Spellweaving and of course Magery. You don't need a Spellbook in
your hands in order to cast. These "normal" Characters on Pandora, who focus more on Dexterity and Strength than on Intelligence
could be called "Hybrids", and this Guide will refer to those as Hybrids.

While Hybrids are the most popular "Class" on Pandora you can also adjust your Stats (Strength, Dexterity and Intelligence) in favor
of Intelligence and achieve 400 Intelligence and more, becoming a so called "Pure Mage".

Pure Mages

On Pandora there is a "Class" of Characters that are called "Pure Mages". The difference between the before mentioned Hybrids and Pure Mages
is that Pure Mages solely rely on Spellcasting (preferably Magery) to do PvP and PvM - meaning they have a Shield and a Spellbook equipped and
their Intelligence is way higher than usual.
Pure Mages receive bonuses on their Debuffs due to their higher Intelligence, usually have a lot higher Spell Damage Increase and the most important
thing is "Spell Penetration".

See here for a complete Guide for Pure Mages: PureMageGuide

Spell Penetration

To achieve the Maximum Spell Penetration a Pure Mage needs 400 or more Intelligence. The Maximum Spell Penetration of 15% offers a 15% Direct Damage Bonus
on your target (PvP and PvM) - this means on top of your higher Spell Damage you deal an extra damage of 15% that ignores your target's Resists!

Activation of a Spell

You can setup Hotkeys and Macros with UO Steam. Press your Hotkey to activate a Spell. Keep in mind that activating a Spell will cancel out any other Spell or
Weapon Ability (Special Move) you previously activated!


Faster Casting and Faster Cast Recovery

Faster Casting and Faster Cast Recovery are two of the most important Properties for Magery. They basically determine your Casting Speed.
Both can be found on some Artifacts and crafted Items but also - which is the best way to achieve the maximum - can be imbued.
Since each Spell has a time to cast these Properties can help you reducing timers.

Check the Imbuing Guide: ImbuingGuide

Faster Casting

Faster Casting (FC) reduces the amount of time it takes to cast a Spell. For every point in faster casting you have, the casting time is
shortened by 0.25 or 1/4 of a second.
The Cap on Pandora is 4.

Faster Cast Recovery

Faster Cast Recovery (FCR) reduces the recovery time after casting a Spell. When a spell is cast it can take a short period of time before another can be started.
This period of recovery can be reduced or eliminate altogether with Faster Cast Recovery.
The Cap on Pandora is 8. This eliminates recovery times completely!


Mana and Mana Regeneration

Mana and Mana Regeneration are obviously very important for Magery - you need both to successfully keep casting your Spells.

Mana

Mana is needed to cast Spells. Each Spell has a Mana Cost. This amount will be substracted from your current Mana Pool and can obviously recharge (regenerate).
The amount of Mana a Character has is determined by his Intelligence. Each point Intelligence equals one point of Mana (1:1).
There are ways to raise your Mana and it has no Cap.

Mana Increase

Mana Increase is an Item Property that can be found on crafted Items, some Artifacts and can also be imbued (check the Imbuing Guide). It increases your maximum Mana.

Lower Mana Cost (LMC)

Lower Mana Cost is an Item Property that can be found on crafted Items, some Artifacts and can also be imbued (check the Imbuing Guide). It reduces the Mana Costs of
your Spells. It is capped at 50%.

Mana Regeneration

Mana Regeneration (MR) is determined by your Meditation Skill, your Focus Skill and your Intelligence. The higher those are the higher you can regenerate Mana. There are also
other ways to raise your Mana Regeneration. It has no Cap.

Mana Regeneration (Property)

Mana Regeneration is also an Item Property found on some Artifacts, crafted Items and it's imbuable. It raises your Mana Regeneration.

Meditation

The Skill Meditation also raises your Regeneration Rate - you can also actively use the Skill to regenerate Mana.
It is important to apply the Property Mage Armor on any metal armor piece to benefit from Meditation!

Focus

The Skill Focus also raises your Regeneration Rate, not only Mana but also Stamina.

Mana Potions

With Alchemy you can craft Mana Potions that will instantly fill up your Mana by a certain amount after drinking. They have a cooldown timer of 30 seconds.


Other important Properties

The following Properties also play important roles for Magery!

Lower Reagent Cost (LRC)

Each Spell needs Reagents in order to work. If you are missing these in your backpack you may fail casting the Spell.

This Item Property can be found on Artifacts, crafted Items and - most importantly - can be imbued. It is capped at 100%. This means if you
have 100% LRC you don't need any Reagents to cast a spell!

Spell Channeling (SC)

Spell Channeling is an Item Property found on some Artifacts, crafted Items and can be imbued. You will mostly find it on Weapons and Shields:
It enables you to cast a Spell without having to disarm your Weapon and Shield. Therefore it is very important!

Spell Damage Increase (SDI)

Spell Damage Increase is an Item Property found on some Artifact, crafted Items and can be imbued. It raises the damage of your damage Spells.
While it is capped in PvP there is no cap in PvM.

Spell Penetration

This Property only affects Pure Mages. Check the Pure Mage Guide.

Casting Focus

This Property enables you to have chance of no Interruption, so you can continue casting your Spell. It is found on several Items and can't be
imbued.

Calmful Mind

This Property enables you to withstand Interruption while casting a Spell up to a specific amount of any damage. It is found on several Items and can't
be imbued. The Meditation Skill gives a small bonus on Calmful Mind in PvM only.

Resonance

This Property enables you to ignore specific types of elemental damage and continue casting your Spell. It can't be imbued but is found on several Items.

Soul Charge

This Property will reduce the incoming damage and will add some of it to your Mana, meaning it will return you some Mana. It can't be imbued but is found on
several Items.

Mage Weapon

Mage Weapon is an Item Property that converts the Magery skill into the weapon's required Skill, usually with a Malus (-29 for example). It is imbuable
but can be ignored on Pandora (no Skill cap).

Bane

You can put the property "Bane" on your Spellbook to apply bonus physical damage on targets that are on 50% or less Health (PvM only). To get Bane
you have to combine two full (red) Essences of Bane, then add on your book. You obtain Essences of Bane from Virtue Bane (see Peerless Guide).


Important Skills

Besides Meditation and Focus there are more Skills that play a role in the use and effectiveness of Magery.

Evaluating Intelligence

This Skill raises the effectiveness of your Magery Spells.

Damage

The Skill has an effect on the damage of your Spells.

Buffs

The Skill makes Buffs on yourself and other targets more effective.

Debuffs

The Skill makes Debuffs on your targets more effective.

Inscription

A high Skill in Inscription (GM or more) gives a 10% bonus on Spell Damage and also a 5% bonus on Casting Focus.
It also has a positive effect on the Spells Protection, Reactive Armor and Magic Reflection.

Resisting Spells

This Skill helps you resisting the effects of some Spells but not all Spells! It also resists against some Chivalry and Necromancy Spells.
While it does work against some Spells it does NOT prevent you from getting damage by damaging Spells!

It works against the following Magery Spells:
Clumsy, Curse, Feeblemind, Mana Drain, Mana Vampire, Paralyze, Paralyze Field, Poison, Poison Field, Weaken

The Necromancy Spell Evil Omen can reduce the Skill for one Spell.

Resisting Spells also raises the minum Resists, for example after a Curse.


Resistances and Magery

There are five types of Resistances every Character and Monster has:
Physical, Fire, Cold, Poison and Energy Resist.

Each Spell that damages a target causes elemental damage of a specific type:
Physical, Fire, Cold, Poison or Energy Damage.

This means that a specific Spell with a specific type of elemental Damage goes against the same elemental Resist:
A Spell causing Fire Damage for example goes against the target's Fire Resist and so on.

So a Resist will lower the full damage to a reduced amount that will then go against the target's health!

There are certain ways to lower specific elemental Resist to cause more damage.


Buffs and Debuffs

Buffs

Buffs are all Spells that will raise your Stats or Resists or make you or your target "stronger" in any kind of way. Example: Bless.

Debuffs

Debuffs are all Spells that will lower your Stats or Resists or make you or your target "weaker" in any kind of way. Example: Curse.
You can remove some Debuffs with Enchanted Apples or the Chivalry Spell Remove Curse.


Magery Spells

For a more detailed description of the Magery Spells check here:

http://www.uoguide.com/Magery_Spells

This section will also describe the Spells but in a brief manner for a quick check. It will not give any numbers since these can
vary a lot, depending on your gear, playstyle, if playing a Pure Mage or not and so on! It will use words like "low", "average", "high"
and so on.

Circles

There are eight circles of eight spells, each circle taking more skill, mana and time to cast than the previous circle.
The casting time of a spell is determined by the circle number. The formula is 0.25 + spell circle * 0.25 seconds.

Spellbooks and Scrolls

To be able to cast you need a Spellbook. While "Pure Mages" will also use this as their "main weapon", meaning holding it in their hands, you don't need
a Spellbook in your hand to be able to cast. Only if you want to have the benefits of Spell Penetration (for Pure Mages) you have to hold it.
In any other case it just have to be in your backpack.
Also you need to have all Spells in your Spellbook. Buy filled Books from Players or craft the needed Scrolls with the Inscription Skill and a Scribe's Pen.
You also need the required Reagents to craft these Scrolls!

Spells

First Circle

Clumsy
Lowers your target's Dexterity

Create Food
Spawns food in your backpack, eatable, also for Pets

Feeblemind
Lowers your target's Intelligence

Heal
Heals target for a small amount of HP

Magic Arrow
Fires a magic arrow that causes low Fire Damage

Night Sight
Ignores the effects of night, darkness, twilight in dungeons

Reactive Armor
Increases Physical Resist, lowers other Resists

Weaken
Lowers target's Strength

Second Circle

Agility
Increases target's Dexterity

Cunning
Increases target's Intelligence

Cure
Neutralizes poison effects

Harm
Inflicts Cold Damage on target, more damage when closer

Magic Trap
Places an explosion trap on objects (for example a pouch) that activates when item is used

Magic Untrap
Deactivates a magic trap on an object

Protection
Counters all possible interruptions for undisturbed Casting, but also lowers Resists on yourself,
comes also with penalties on FC/FCR

Strength
Increases target's Strength

Third Circle

Bless
Increases Strength, Dexterity and Intelligence on target, depending on caster's Intelligence

Fireball
Shoots a magic fireball on target that causes average Fire Damage

Magic Lock
Magically locks a chest or lock

Poison
Poisons target, based on caster's Poisoning Skill

Telekinesis
Moves objects from a distance, can open chests that are trapped

Teleport
Enables caster to teleport some tiles, also to "jump" over obstacles, rivers and so on

Unlock
Unlocks a normal or magical lock

Wall of Stone
Creates a temporary stone wall that blocks the way

Fourth Circle

Arch Cure
Neutralizes poison effects in an area on multiple targets,
more effective than Cure

Arch Protection
Casts Protection on multiple targets

Curse
Lowers target's Intelligence, Dexterity and Strength
When cast on a Player lowers resists
High Intelligence (Pure Mages) effect: also lowers Resists on
monsters

Fire Field
Creates a field of flames on the ground that deals fire damage
on all targets that are in the field

Greater Heal
Heals target for a higher amount of HP than Heal

Lightning
Casts a lightning that causes average energy damage on target

Mana Drain
Removes an amount of Mana from target (no leech effect!)

Recall
Transports caster to a previously Marked (see spell) location via
a Rune or Rune in a Runebook

Fifth Circle

Blade Spirits
Summons a wirl of Blades that attacks targets in a small radius automatically

Dispel Field
Removes one tile of a Spell Field (like Fire Field for example) or a Gate cast by
a Player

Incognito
Disguises Caster with a random look and name

Magic Reflection
Decreases Caster's Physical Resist while increasing other resists

Mind Blast
Deals average Cold Damage on target

Paralyze
Paralyzes target: can't move, attack or cast for the duration
More effective for Pure Mages (high Intelligence)

Poison Field
Creates a field of poison on the ground that deals poison damage
affects all targets that are in the area

Summon Creature
Summons a random animal that can be controlled like a pet

Sixth Circle

Dispel
Chance of dispelling a summoned creature

Energy Bolt
Casts a flying bolt that causes high energy damage on target

Explosion
Causes an explosion on target that causes high fire damage

Invisibility
Target becomes invisible for the duration

Mark
Needs a rune, then marks the rune on a specific location as a target
for the Spell Recall

Mass Curse
Curses multiple targets in an area

Paralyze Field
Creates a field with the effect of the Spell Paralyze in an area on the ground
Affects all targets in the area

Reveal
Reveals hidden, stealthed or invisible targets in a radius you have to choose

Seventh Circle

Chain Lightning
Causes high energy damage on multiple targets in an area

Energy Field
Causes a wall of energy on the ground that cannot be passed

Flame Strike
Casts a pillar of flames on target that causes very high fire damage

Gate Travel
Creates a Moongate leading to a previously Marked location

Mana Vampire
Leeches Mana from a target and adds the amount to the Mana Pool of the caster

Mass Dispel
Dispels targets that are in a radius around the Caster

Meteor Swarm
Damages targets in a radius with average fire damage

Polymorph
Changes caster's appearance into a chosen form

Eighth Circle

Earthquake
Damages nearby targets with average physical damage

Energy Vortex
Summons a vortex that cannot be controlled and deals energy damage
Targets are chosen based on Evaluating Intelligence

Resurrection
Caster can resurrect a dead Player Character by targeting the Ghost

Summon Air, Fire, Water or Earth Elemental (4 different Spells!)
Summons an Elemental based on the Spell

Summon Daemon
A Daemon is summoned that can be controlled like a pet,
results in Karma Loss for the Caster


Training Magery

To train the Magery Skill make sure you are maxed on LMC and LRC, aswell having good Mana Regeneration and/or the Meditation Skill ready, as you will
use a lot of Mana. To get from 120 to 125 cast the last Spell on the list to gain or use Scrolls of Transcendency!
Training Magery will also raise your Intelligence and at times the Skills Resisting Spells and Evaluating Intelligence.

0 - 30: Train at an NPC
30 - 45: Cast Fireball
45 - 55: Cast Lightning (or Cast Mana Drain on yourself to also raise Resisting Spells and Evaluating Intelligence)
55 - 65: Cast Paralyze
65 - 75: Cast Reveal
75 - 90: Cast Flame Strike (or Cast Mana Vampire, also on yourself, to also raise Resisting Spells and Evaluating Intelligence)
90 - 120: Cast Earthquake

You can cast the damaging Spells on the Training Dummies in Insula (Newbie Area) but also on yourself to raise Resisting Spells and Evaluating Intelligence.
The Meditation Skill will also raise if you use it to regenerate Mana during Training. The Focus Skill will raise once you heal from damaging yourself.



by Tys


Page last modified on March 01, 2023, at 01:31 AM