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 Post subject: Creating a Mage
PostPosted: Tue Jan 27, 2009 7:08 pm 

Joined: Fri Jan 16, 2009 7:55 pm
Posts: 18
Location: Oregon
So I havent played in quit some time....and I was wondering if mages were created the sameway since OBS was created...or if it changed. I looked through some files that had my OBS maps, ss, and information on character creation (stats and skills needed for each character), and it seems ive lost the one for mages.

If anyone can help me then that would be super appreciated :D

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 Post subject: Re: Creating a Mage
PostPosted: Tue Jan 27, 2009 7:56 pm 

Joined: Mon Feb 19, 2007 6:17 am
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Location: Aberdeen, WA
Don't even bother at the moment..

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 Post subject: Re: Creating a Mage
PostPosted: Tue Jan 27, 2009 8:32 pm 
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Joined: Sat Sep 25, 2004 10:19 pm
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Mages cost alot of money to make and now after the update it cost even more. Start with a crafter.

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 Post subject: Re: Creating a Mage
PostPosted: Tue Jan 27, 2009 10:17 pm 

Joined: Fri Jan 16, 2009 7:55 pm
Posts: 18
Location: Oregon
I know that. I always start with either a fisher or a miner. I was merely asking for the skills and stats I need for one.....not whether to make one or not :D

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 Post subject: Re: Creating a Mage
PostPosted: Wed Jan 28, 2009 4:17 pm 
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Joined: Thu Dec 16, 2004 8:11 pm
Posts: 3668
Location: Sudbury Ont. Canada
The truth is noone really know what skills and stats would be best under the new system I don't think. And until it gets it's final tweaks and someone finds the best build(s) we probably won't know either.


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 Post subject: Re: Creating a Mage
PostPosted: Wed Jan 28, 2009 5:15 pm 
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Joined: Tue Jan 11, 2005 2:26 pm
Posts: 3202
The obvious one would be magery? lol. Why not just start off by casting spells, and getting your INT and STR up to reasonable levels.

Mages always used to have str about 100-120 and pump the rest into INT, not sure what those guys are doing these days.

Cast as many spells as you can afford the regs to get your magery up. Even better, fight monsters that drop reagents to make it more cost effective.

Meditation is always a safe bet, Magic Resistance (Resisting Spells) for sure.

In terms of the rest, I was a warrior PC so you'd better ask the other players.

COME ON SOMEONE MUST HAVE SOME BASIC ADVICE lol.

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 Post subject: Re: Creating a Mage
PostPosted: Wed Jan 28, 2009 8:11 pm 
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Joined: Thu Dec 16, 2004 8:11 pm
Posts: 3668
Location: Sudbury Ont. Canada
Well the old way there used to be different skills you would train for a different type of mage. If you wanted to pvp; magery, med, eval int, poisoning, healing, and resist. You kept you're dex low and had about 120 str and the rest you put in int. But for pvm you would train magery, healing, wrestling, resist, tactics, and parry so you could fight pollied with a shield. For stats you split it up between str and int because high int is not necessary. As far as on the new system the pvp is not very affective now because fizzle rate is far to high IMO. And pvm is still pretty affective except that since you can no longer cast clumbsy on yourself you can't really get your dex up high enough to hit much or bandy heal. The other drawback is it is useless in pvp so if you get pked you are pretty much SOL.


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