BECOMING A SUMMONER
What primary skills should I use?
As a wizard, you will be offered a large variety of template but some skills are essential.
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MAGERY will be required if you wish to cast high end spells such as summons.
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MEDITATION will be required as it will be your main source of mana regeneration.
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EVALUATING INTELLIGENCE is a must as it dictates the damage of your spells.
What secondary skills should I use?
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SPIRIT SPEAK will be required if you wish to become a summoner as it will reinforces your summons and make them last longer.
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INSCRIPTION will be useful as it will empower your buff spells & grant you additional spell damage. It will also grant you a passive PVM magic reflection bonus.
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FOCUS can be useful for the additional stats regeneration.
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WRESTLING can be useful for the defensive protection versus melee combatants.
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HERDING can be useful as it will grant your summons a damage buff.
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MAGIC RESISTANCE is a must within the UOR realm as it is one of the main source of protection.
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NECROMANCY (AOS REALM) can be very beneficial as it offers different forms, an additional heal and a damage bonus to your summons abilities. Learn more about necromancy here.
STARTING TIPS
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Pick a mastery that goes with your playstyle. Some masteries tend to be better for mages, for example, Doom mastery offers a mana regeneration passive.
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Collect all the arcane scrolls & arcane dust as they are essential to your progression!
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Make sure that you are wielding a spell book (or a spell channeling/mage item) to trigger your enhanced spells.
What are arcane scrolls?
They are used to increase the potency of your enhanced spells and summons.
What are spell hue deeds?
They are used to hue the spell effects and summon hues. You can switch the color of your spells within your hue collection (Compendium)
Leveleing up your summons.
When fighting with enhanced summoned by your side, you will gain experience points. You may use those points to unlock new abilities or empower your summons! To view the progress, simply single click your creature and use the "Upgrade Summon" option.
What is Spiritbond?
Keeping your summon alive will be very beneficial!
Your summon will gain up to 30% damage increase if its kept alive for a long time.
However, if it is not in combat, it will start slowly losing the spirit bond bonus.
Don’t slack off!
On top of charging your masteries, spells and wands, casting offensive spells may trigger a spell surge on your summons!
When surging, your summons will gain a momentarily spell damage and attack speed buff!
Enhanced Spells (PVM)
Spells can be enhanced with
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You need arcane dusts in order to cast enhanced spells.
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You need a spell book equipped (or a spell channeling/mage item within the AOS realm) to trigger enhanced spells.
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Zoologists & Warriors may not trigger enhanced spells.
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The maximum bonus of amplification is 100%
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Arcane scrolls can be found about everywhere, on slain creatures, as quest rewards, in treasure chests etc..
Mastery Ability & Spell Gauge
Wizards may also benefit from masteries! When casting a spell, you will fill up a gauge depending on your casted spells (the initial % chance is 10 * spell circle, which means if you cast a fireball, you will have 30% chance of partially filling up the gauge).
WANDS!
Wizards also have access to a new ranged weapon, wands!
Wands can be bought from mage shops, crafted or looted from monsters.
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Wands are mage ranged weapons (think bows) which requires "Mysticism"*
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Wands damage is affected by the Eval Int skill.
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Wands always have the "Spell channeling" weapon attribute. *
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Wands accuracy is mainly affected by the Mysticism skill.
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Focus and Meditation will grant bonus accuracy to wands.
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Wands speed is affected by the wizards intelligence.
Upon being held, wands will charge up and will do a special ability when fully charged, depending on your activated mastery.
*Mysticism spells were not added, the skill was solely added for wands.
*The spell channeling effect is disabled on UOR during PVP for balancing purposes.
Wand Special Ability
Upon attacking monsters, there is a chance that the wizard will leech mana. The amount of leeched mana will depend on the quality and the resource used when crafting the wand.
Wand Mastery Abilities
Fire => Damage increment and leaves a fire field under the target.
Aero => Spell quickness for 10 seconds.
Earth, Bulwark, Artisan => Spell / Melee Immunity for 10 seconds
Blood => Damages and heal off the target
Nature => Heals summons for 25% of their HP Death => Inflict disease on the target
Holy => Targetting your summons for the next 10 casts will heal them
Doom => Marks the target, damage from all sources is increased by 15% for the next 10 seconds
Lyrical => Peaces the target for 5 seconds
Fortune => Damages the target for minimum 1, maximum 100
Shadow => Blinds the target, also spawns shadow fogs which allow people to auto stealth within
Poison => Poisons the target, AOE if you have poisoning