Playing the Odds The archer’s party members rally for them with increased swing speed and hit chance as the archer’s range is decreased, has a chance to apply a lower defense debuff to targets within 5 tiles of casting. On successful hit fire damage based on mastery level is done to a number of targets in a radius based on the archery and tactics skill. Title: The Exact Flaming Shot The archer fires a volley of flaming arrows at a target or location. Weapon SkillsĪll weapon skills share the passive mastery, in addition each skill has two masteries relating only to that skill Warrior’s Gifts (Passive) While the archery, fencing, mace fighting, swordsmanship, or throwing masteries are active the combatant receives a gift of: +5 Hit Chance Increase with a level 1 mastery +5 Hit Chance Increase and +5 Defense Chance Increase with level 2 +5 Hit Chance Increase, +5 Defense Chance Increase, +5 Strength Bonus, and +5% Damage Bonus with level 3 Archery Available masteries are listed, there is a 10 minute cooldown between switching masteries.Įach skill has a mastery title which can be selected from the skills section of the title menu. To switch skill or toggle off the mastery, access the context menu on the mastery book. Parry is the exception to this, having three active masteries.Īll Mastery abilities that trigger on hitting targets cannot be combined with special moves. Most skills have two active and one passive mastery, the passive mastery sometimes being shared across several related skill types. Bards gain their masteries through the spellsong quests instead and need no primers. Hawkwind’s quest also gives a tier one primer in a chosen skill.įor each mastery tier in each skill, except bard skills, a mastery primer must be ‘read’, these primers are obtained from all champion spawns, Scalis and Charybdis and are shard bound. The book can be obtained by bards through the older ‘ spellsong quests‘ or by undertaking the quest ‘ A time for Legends‘ from Hawkwind the Timelord. Mastery spells have three intensity tiers and are contained in the masteries spell book. Sorry about the italic but there does not appear to be any way to turn it off.Masteries are special abilities available only to those who have trained their skills carefully, modified skill points from items are not counted. If I am traveling I usually hold a mage weapon that drops when I cast a spell and use the mage weapon to deal with the pests I meet along the way.
#ULTIMA ONLINE FOREVER MAGERY TRAINING MOD#
There are other things you can add that I think will provide better benefits.ĭon’t think the slayer mod on a mage weapon affects your direct damage spells at all but you do get the benefits from the other mods.
![ultima online forever magery training ultima online forever magery training](https://topg.org/gallery/340820/34904.png)
Neither of my mages have anatomy by the way. If you replace wrestling with anatomy you will still have defensive wrestling and you will get more points per hit from your mage weapon. If you are holding a mage weapon when you lose connection your character has a good chance of surviving until you time out or regain connection if you are not in too much danger when that happens. The mage weapon is I think the best way to go. I mostly just avoid melee by either going invis. Most monsters don’t hold weapons so the special disarm move does not work on them.
![ultima online forever magery training ultima online forever magery training](https://uo.com/wp-content/uploads/2020/05/pet-bandage-300x242.jpg)
#ULTIMA ONLINE FOREVER MAGERY TRAINING MODS#
I get the benefits of Spellbook mods with both characters. In pvm I don’t notice any difference between the way my mage without wrestling and with wrestling play. I don’t know if wrestling provides some sort of passive benefit like parry does.