General[edit | edit source]
Throw a fireball here, a lightning bolt there, and add a summoned daemon for good measure. Those who study the magical arts of Britannia may not be adept with a sword and shield, but few can surpass the power of Magery. Magery is used to cast various spells, such as Harm (which damages an opponents health), Cure (which removes the effect of Poison), and Bless (which provides increases to stats).
The entrance to Wind becomes accessible to mages with 72 Magery and 20 intelligence.
Training[edit | edit source]
An easy skill guide to use is the the following:
- 0-30: Buy skill from Skill Trainer NPC
- 30-52: Lightning or Arch Cure (or Fireball to be cost effective)
- 52-85: Invisibility
- 85-100 (or 95, see below): Summon Earth Elemental
Gains after 95 are trivial and can be left to gain on their own as it won't matter what level spell you cast to gain the last 5 points. The last 5 points are the most difficult so it doesn't make sense to keep macroing from here as it will just waste reagents. Let it get to 100 naturally while playing.
Spells[edit | edit source]
Magery depends on the use of Mana and Reagents in order to cast a variety spells. The effectiveness of the spell is determined by an individuals' Intelligence, as well as their Evaluating Intelligence skill. Since casting spells quickly drains mana, it is typical for mages to have Meditation.
Spell Circles[edit | edit source]
Each spell requires a specific amount of skill in order to successfully cast. A novice mage certainly will not be able to cast Earthquake, an Eighth Circle spell reserved for only the most powerful of mages.
Following is a chart outlining the mana consumption of each spell circle, as well as the required minimum skill to begin casting spells within that circle.
|Circle||INT required||Min. Skill|
Reagents[edit | edit source]
There are 8 different reagents used for the various magic skills:
See Also[edit | edit source]
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