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Custom Content The Summoner Breakdown - Unique to UOAlive

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tr1age

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The Summoner:

We have always discussed "pure mages" on UOAlive and the idea that they are not ideal as OSI kinda let them fall to the wayside compared to other builds. But when you combine different skills with them mages and mystics have always been valuable members of any adventuring party, providing powerful spells and support abilities that can turn the tide of battle. However, they have often been overshadowed by their ranged, necro, melee, and tamer counterparts, who can deal massive damage with less finesse needed.

So we are happy to introduce the Summoner Class, pure mages/mystics have a chance to shine like never before. Instead of ignoring the amazing skills available, we are elenvating them when used together for the most potent Wizards!

The first step includes creating a new summoning system that improves upon existing mechanics. This system allows Summoners to summon and control multiple creatures at once by reducing the control slots of summoned creatures. It enables a more strategic and dynamic playstyle, letting Summoners command their summons like tamed pets, using commands like follow, guard, stay, and kill. We have also removed the "insta-dispel" mechanic from the game. It never felt good. You can still be dispelled, but it is more calculated.

The Summoner Class also introduces a variety of new creatures that can be summoned, such as ridable polar bears, powerful dragons like Toothless, and speedy Windrunners. These summons, while temporary, allow players to experience rare, exotic, and even legendary creatures without going through the hassle of animal training. Each summon has unique abilities, letting Summoners tailor their choices to match their preferred playstyle. Not only that, but as your progress through the skills from Novice, to Grandmaster, then Legendary Summoner, your summons cab ne augmented/evolved into more powerful creatures. You can harness the power of the elements by choosing the energy of your Rising Colossus or Summoning a Great Fire Elemental instead of normal.

While summons are strong, players should be mindful of how they use them. Each summon takes time, and excessive cycling through creatures may cause damage to the Summoner.

With the Summoner Class, pure mages, mystics, and spellweavers on UOAlive gain greater diversity and versatility. They can summon powerful creatures, customize their summons, and use a variety of offensive and defensive spells to excel in different scenarios.

If you're seeking a fresh and somewhat chaotic way to play with magic, try the Summoner Class! This new class provides unique and entertaining playstyles without replacing current builds.


The optimal build would look like this:

Code:
120 Magery
120 Eval Int
120 Mystic
120 Focus
120 Meditation
120 Spellweaving

Your most used spells:
1713069320267.png


Progression:

The Summoner is progressive so those who wish to command the elements can work their way up to greatness! Here is a breakdown of what is available at each path along the way.

Novice (50 - 100 Skill)
  • Rising Colossus - 3 Slots from 5
  • Summons
    • Daemon Slots - 2 from 4
    • Summon Air Elemental Slots - 2 from 4
    • Summon Earth Elemental Slots - 2 from 4
    • Summon Fire Elemental Slots - 2 from 4
    • Summon Water Elemental Slots - 2 from 4
  • Animated Weapon 4 slots utilizes Mysticism level for Tactics and Anatomy
Grandmaster (100 - 119 Skill)
  • Ethereal Voyage Form
  • Summon Creature Slots 2 from 5
  • Animated Weapon Slots 2 from 4
Legendary (120 Skill)
  • Rising Colossus - 3 Slots from 5
  • 3 Minute Summon Colossus Duration
  • Rising Colossus Elemental Mutations
    • A Magma Colossus
    • An Energy Colossus
    • A Frozen Colossus
    • A Poisonous Colossus
    • A Normal Colossus
  • Ethereal Burst - 5 Minute Cooldown from 15
  • Summons (these all have new specs and special broken down in the section on summons)
    • Summon Daemon > A Greater Daemon
    • Summon Air Elemental > A Greater Air Elemental
    • Summon Earth Elemental > A Greater Earth Elemental
    • Summon Fire Elemental > A Greater Fire Elemental
    • Summon Water Elemental > A Greater Water Elemental
  • 5 Minute Summon Creature Duration
  • Spell Trigger - Pocket Colossus
  • Animated Weapon Gets Armor Pierce

Summoner General User Guide:
Full Guide and breakdown here, with gear suggestions/stats/and races: https://uoalive.com/forum/threads/the-summoner-breakdown-unique-to-uoalive.1330/post-5926

Spell Rotation


The summoner has a huge repertoire of magical spells to choose from!

Preparation
  • Make sure you have an Arcane Focus
  • Cast Ethereal Form (if all skills are 120)
  • Cast Arcane Empowerment
  • optional: Cast Gift of Life / Attunement / other buffs on yourself
  • optional: Cast Protection / Healing Stone / Spell Trigger [Rising Colossus] (for emergency use cases)
Summons
  • Cast Summon Creature / Greater Elemental
  • Cast Rising Colossus of your choice
  • Cast Gift of Renewal on your Colossus
  • Have them guard you!

Fight

During the fight you have 5 options of spell types:
  1. Mob debuffs
  2. Damage over time / tick spells
  3. Single Target Spells
  4. Area of Effect Spells
  5. Summon / Self-Care spells
Mob debuffs

You can cast a lot of debuffs on your target:
Magery (poison, curse, paralyze, mana drain etc.)
Spellweaving (Essence of wind)
Mysticism (Purge Magic, Sleep)

Sometimes people use poison field to keep self-healing mobs busy.


Damage over time / tick spells for single targets

Magery Mastery (Death Ray - big energy damage with slayer books. You can use other spells while death ray is active)
Mysticism Master (Nether Blast - frequent chaos damage that also restores mana. You can cast other spells while nether blast is active)
Mysticism (Spell Plague initial chaos damage and chance for additional chaos damage triggers)


Single Target Spells

Magery (Energy Bolt - the energy damage default for every mage, uses slayer)
Magery (explosion, flamestrike... also big damage with slayer)
Spell Weaving (Word of Death, when the mob has 30% or lower HP, can reach over 1k damage)
Mysticism (Nether Bolt, Eagle Strike, Bombard - also big damage with slayer)


Area of Effect Spells

Magery (Earthquake, Chain Lightning, Meteor Swarm - default for mages)
Spellweaving (SW is THE AoE magic and often seen on champs spawns: Wildfire for a big fire carpet with damage ticks and additional Thunderstorm, optional Essence of Wind)
Mysticism (Hailstorm, Nether Cyclone can deal really big damage to a group of mobs with slayers!)


Summon / Self-Care spells

Magery (Healing, Cure, Bless)
Magery Mastery (Ethereal Blast to get full mana every 5min)
Spellweaving (Gift of Life, Gift of Renewal, Attunement)
Mysticism (Healing Stone and esp. Cleansing Wind = heal, cure, remove curse)


A normal fight rotation is:
  1. Debuff mobs (optional)
  2. Start DoT Damage (Death Ray / Nether Blast if mobs has high HP, additional Wildfire if many mobs)
  3. Single target or AoE spells (Energy Bolt / Bombard / Flamestrike / Thunderstorm / Earthquake / Meteor Storm / Chain Lightning / Nether Cyclone)
  4. Take care(gift of renewal/heal or re-cast summons as needed
  5. Word of Death when the mob has 30% or less HP (only mobs with high HP)

Tip: Death Ray and Energy Bolt are really powerful in combination with Conduction Blast (Greater Air Elemental)

Full Guide and breakdown here, with gear suggestions/stats/and races: https://uoalive.com/forum/threads/the-summoner-breakdown-unique-to-uoalive.1330/post-5926

Summoner Class Specific Features:

Magery Spell Changes:
  • Fire Elemental with the above build will be reduced from 3 control slots to 2
  • Air Elemental with the above build will be reduced from 3 control slots to 2
  • Water Elemental with the above build will be reduced from 3 control slots to 2
  • Earth Elemental with the above build will be reduced from 3 control slots to 2
  • Deamon Summon with the above build will be reduced from 3 control slots to 2
  • Blade Spirit - Timer Reduced to cast
  • Summon Creature Spell - Moved to Eighth Circle Spells. Each creature will use 2 Control Slots. Will not show differently in game. Just function differently by summoning some amazing tames from the world. Cast time has been reduced. The pets are as follows:
    • Ridable Polar
    • Nightmare
    • CuSidhe
    • Dragon
    • White Wyrm
    • Shadow Wyrm
    • Toothless
    • Windrunner
    • Najasaurus
    • Skeletal Dragon
    • Serpentine Dragon
    • Mythical Unicorn
    • Charlie
    • Other Rares
  • Each summoned creature has a chance to spawn with a Rare Variant like taming, so Exotic, Rare, Legendary!
  • Summon Creature Summon Duration max with all skills 5 Minutes.
  • Ethereal Burst: Summoners with ALL skills 120 (yes ALL OF THEM), will now have this spell reduced to 5 minutes from 30.

Mysticism:
The above summons for magery can be dispelled very easily, the Rising Colossus is the MAIN TANK for this class. Without it, you will most likely be stuck at very low level content. This build is MEANT to have both. As well as missing out on AOE buff and heal spells for your summons!
  • Rising Colossus will be 3 control slots with the build above.
    • Rising Colossus time has been extended to a max of 3 minutes depending on skill.
  • Summoned Weapon will be 2 control slots with the build above and if you are 120 in all skills have Armor Pierce!
  • Spell Trigger can be used to give you a Pocket Colossus!
    • You are a glass canon behind those summons, get that pocket RC ready via Spell Trigger.
    Screenshot 2024-04-09 231544.png

Spellweaving and Spellweaving Mastery
Magery creatures can be dispelled, but with arcane empowerment as well as the Spellweaving Masteries you will have a nearly 20% increase in summons dispel resistance.
  • HOT TIP: Gift Of Renewal on your Colossus is IMPORTANT and can CHANGE the TIDE of the battle!
  • Arcane Empowerment buffs the Dispel Bonus
    • Before casting a summon if you are under the effects of arcane empowerment your summon will have more HP. This is permanent for the duration of the summon.
  • Summon Reaper has been reduced to 4 control Slots
  • Ethereal Voyage: This skill interacts with Summoners differently. You get a choice of two options: the normal Ethereal Voyage with it's normal Mob ignoring properties for X time, OR you get Ethereal Form
    Screenshot 2024-04-19 144321.png


    • Ethereal Form: This spell allows you to siphon Mana from the creatures you attack. This was inspired by a bug that allowed player to circumvent the necromancy with human racials and become a wraith. So we designed the Summoner version of Wraith as it was actually quite useful and not overpowered. This form gives you the following:
    • -5% All Resists Except Physical -10% physical Resist | 8% Hit Mana Drain (you must do damage to a mob with mana to steal theirs)
      1713561135255.png
    • The purpose here is to have a give and take. If you want this form(versus the bug with wraith form), you are MORE susceptible to damage, really driving home that Glass Canon behind your summons feel.
    • Additionally this will be usable by elves, humans, and gargoyles, instead of just Humans, giving more diversity to your character pick.

Summons:
  • All summons can now be commanded like pets and dismissed. No more waiting for a summon to disappear.
    • This does NOT apply to Blade Spirits and EVs. They need to have a sense of sporadic nature to them to not be OP.
    • Summon Reaper cannot follow you it will only be able to be dismissed, but it allows you the ability to mount or command one more creature!
  • Summons no longer leave a body when they die.
  • Summoned Creatures generate two times the chance to get loot priority since damage is divided to summoner.
  • Summons now Recall or Sacred Journey with their masters
  • Animated Weapon has been buffed, now has Armor Pierce, and will do more damage, but you need to keep it behind a colossus as it has a high probability of dispel chance due to damage output.
  • Greater Elemental Summons
    When you have 120 mysticism and 120 spellweaving you will now summon the Greater version of your respective elemental from the magery spells!
    • Greater Earth Elemental - Double All Stats / Special Abilities: Crushing Blow
    • Greater Air Elemental - Double All Stats / Special Abilities: Lightning Force, Conductive Blast
    • Greater Fire Elemental - Double All Stats / Special Abilities: Inferno, Searing Wounds
    • Greater Water Elemental - Double All Stats / Special Abilities: Cold Winds, Aura Damage
    • Greater Daemon - Double All Stats / Special Abilities: True Fear, Searing Wounds, Essense of Disease. Resistances: Extra Fire Resist, Fire and Poison Damage increase 50% each.
      Screenshot 2024-04-10 224304.png
  • You can now pick an "Energy Type" for the Rising Colossus. You will be able to choose before you summon if Physical, Energy, Cold, Fire, and Poison.
    Screenshot 2024-04-19 143202.png
  • You can pick a preference for Rising Colossus Elemental Choice (resets on world load) This way you do not need the popup every time.
  • Use the command [ClearRC to manually reset RC preference
    1712984486191.png
  • RC all use the different spell sets from Mysticism, Magery, Necromancy to Spellweaving's UOAlive smarter AIs!
    • Cold = Mysticism
    • Poison = Necromancy
    • Magma = Spellweaving(wildfire)
    • Energy = MageryMastery
    • Physical = No Change
  • Arcane Fiend will now be as powerful as Arcane Fey. This was majorly unbalanced in favor of the pixies. IMPS FOR LIFE!!!

    impfairy.jpg
  • Summons Recall or Sacred Journey with their masters.
  • All Summons now have visible timers for how much is left on their duration
    1713562395997.png
    1713562484305.png
General:
  • Creatures and bosses that had a chance to just auto dispel a summoned creature without checking any of the masteries or skills will now check for a combination of your Spellweaving and Mysticism Skill Value. It does not check Magery. This will allow you to stay in the fight longer but still have a chance to be a little chaotic. (example Barracoon would insta dispel everything) this change is why we put the Elementals back to 2 slots. It balances out. (@anathemort thx for the amazing help on this)
  • Colossus has been reworked to have a formula that wasn't made out of apple sauce.
    • It will be 5 slots as default.
    • It will also be 5 slot if you have Necro and SS
    • It will be 3 without those skills and at least 50 in Mysticism/Spellweaving combo.
    • This allows us to keep these two separate builds and no conflictions trying to balance against each other. We can now continue to build out on new cool specs without disrupting others! More CHOICE! We will use this in the future as well!
  • We did the same with Animated Weapon back to the original 4 Slots if Necro or SS but 2 slots for Mystic/Spellweavers
    • If you have at least 50 in mysticism/spellweaving you can summon a 4 slot version of this that has it's Tactics and Anatomy based on your Mysticism Skill.
    • If you have over over 100 in each of the following skills: Magery, Mysticism, Spellweaving, this sword will set it's Tactics and Anatomy based on your Mysticism Skill and will be a 2 Slot. This is a nice buff to this Summon! Otherwise it will have it's skills adjusted by the old way through real skill Tactics and Anatomy.
  • Summon Elementals and Demons in the Magery Skill Tree:
    • If you just have magery these will take up the normal 4 slots per summon.
    • If you have at least 50 in both Mysticism and Spellweaving you can summon level 2 versions. This will be a good way to have progression with the summoner class before you get to summon "Summon Creature".
  • Summon Creature is now 2 slots ONLY if you have at least 100 Mysticism and 100 Spellweaving. If not, it will be a 5 slot.
    • Summon Creature now lasts 5-6 minutes instead of 12 depending on skills.
    • This will be something you work towards, supplementing it with Elemental summons and Animated weapon.
  • Summon Time is also separated out per skills to put it back in line pre summoner changes and to only effect summoner:
    • Necro < 0 or SS < 0: 01:20 min (OSI STANDARD again separated out from the summoner completely!)
  • Dispel chance is now the following:
    • With the old formula numbers BEGAN in the negatives, meaning summons WOULD NOT dispel. This was a bug! We have fixed the formula for this across every summoning call in ServUO. Cleaned it all up. This does mean you will have to really be aware of your summons and who is where, plus you will actively have to backup your summons with spells. Don't think you can just be a tamer, this is CHAOTIC EVIL type shit :)
    • Your Racial Skills will not effect builds anymore.
    • Due to these Dispel changes this buffs ALL summoned creatures by quite a bit actually to be more realistic and predictable (with a little bit of chaotic nature thrown in due to magery skill being a fluctuating, per creature skill, for casting dispel. But overall we fixed a lot of problems with the formulas. They are also much easier to adjust if need be. This does mean however, that you cannot and will not be able to just toss in a "Summon Creature" without it being dispelled pretty quickly. You NEED the tank. You may get lucky, but the Colossus is very important to protecting your summons.
    • Pure Summoner as defined above have a lower chance to be dispelled depending on the creatures Magery.
      120 mysticism and 120 Spellweaving with any mage/mystic/spellweaving Mastery
    • These Hybrid Necro Spirit Speak Builds have a higher chance to be dispelled depending on the creatures Magery.
      Necro/ Spirit Speak
      Just Necro
      Just Spirit Speak
      60 Skill in only Necro
Just a reminder: Summoner is still a work in progress as is most EVERYTHING in Emulation UO. This is an online service. Everything is subject to change. We said it when we released the class mechanics, it will endure tweaks. If ya want every first iteration to be perfect don't know an MMO where that exists. But you can be a part of the development especially when it helps immensely when ya report, constructively, things overpowered, or underpowered, or bugged. Just remember we all want to play a fun game at the end of the day. So let's work together and adopt the idea that positive change is important to the longevity of the server! We will always do what we believe is best for you all and try our best to respect your time invested. And we know that changes are often in direct conflict with that, but the overall health of the server is always the most important deciding factor. Thank you all for being awesome.

We hope that you will appreciate the seemingly simple yet significant changes we have made to the Summons on UOAlive. These updates are expected to have a lasting and meaningful impact on the magery classes as a whole, and we believe that they will enhance your overall gameplay experience.
 
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Summoner General User Guide:

Spell Rotation


The summoner has a huge repertoire of magical spells to choose from!

Preparation
  • Make sure you have an Arcane Focus
  • Cast Ethereal Form (if all skills are 120)
  • Cast Arcane Empowerment
  • optional: Cast Gift of Life / Attunement / other buffs on yourself
  • optional: Cast Protection / Healing Stone / Spell Trigger [Rising Colossus] (for emergency use cases)
Summons
  • Cast Summon Creature / Greater Elemental
  • Cast Rising Colossus of your choice
  • Cast Gift of Renewal on your Colossus
  • Have them guard you!

Fight

During the fight you have 5 options of spell types:
  1. Mob debuffs
  2. Damage over time / tick spells
  3. Single Target Spells
  4. Area of Effect Spells
  5. Summon / Self-Care spells
Mob debuffs

You can cast a lot of debuffs on your target:
Magery (poison, curse, paralyze, mana drain etc.)
Spellweaving (Essence of wind)
Mysticism (Purge Magic, Sleep)

Sometimes people use poison field to keep self-healing mobs busy.

Damage over time / tick spells for single targets

Magery Mastery (Death Ray - big energy damage with slayer books. You can use other spells while death ray is active)
Mysticism Master (Nether Blast - frequent chaos damage that also restores mana. You can cast other spells while nether blast is active)
Mysticism (Spell Plague initial chaos damage and chance for additional chaos damage triggers)

Single Target Spells

Magery (Energy Bolt - the energy damage default for every mage, uses slayer)
Magery (explosion, flamestrike... also big damage with slayer)
Spell Weaving (Word of Death, when the mob has 30% or lower HP, can reach over 1k damage)
Mysticism (Nether Bolt, Eagle Strike, Bombard - also big damage with slayer)

Area of Effect Spells

Magery (Earthquake, Chain Lightning, Meteor Swarm - default for mages)
Spellweaving (SW is THE AoE magic and often seen on champs spawns: Wildfire for a big fire carpet with damage ticks and additional Thunderstorm, optional Essence of Wind)
Mysticism (Hailstorm, Nether Cyclone can deal really big damage to a group of mobs with slayers!)

Summon / Self-Care spells

Magery (Healing, Cure, Bless)
Magery Mastery (Ethereal Blast to get full mana every 5min)
Spellweaving (Gift of Life, Gift of Renewal, Attunement)
Mysticism (Healing Stone and esp. Cleansing Wind = heal, cure, remove curse)

A normal fight rotation is:
  1. Debuff mobs (optional)
  2. Start DoT Damage (Death Ray / Nether Blast if mobs has high HP, additional Wildfire if many mobs)
  3. Single target or AoE spells (Energy Bolt / Bombard / Flamestrike / Thunderstorm / Earthquake / Meteor Storm / Chain Lightning / Nether Cyclone)
  4. Take care(gift of renewal/heal or re-cast summons as needed
  5. Word of Death when the mob has 30% or less HP (only mobs with high HP)

Tip: Death Ray and Energy Bolt are really powerful in combination with Conduction Blast (Greater Air Elemental)

(copied from Mandlars Necroweaver Build Guide and slightly revised):

Stats:
100 STR
25 DEX
100 INT

After you get stat scrolls:

You ideally want to get to 125 int plus another 25 from your items to reach the 150 cap. Int affects your mana pool, mana regen and spell damage (1% spell damage increase for every 10 points of intelligence) Very important.

Lower dex as much as you can stomach or include +dex/stam on your gear.

Dump the remaining stat points you have into strength.

Race:
Elf is the preferred race as it gives you more mana and increases your energy resist cap to 75

This build doesn't take advantage of human's Jack of all Trades racial bonus, so there's no advantage there. You'd just get a higher carry weight.

Gargoyles are always harder to gear and flying gives an advantage here since our 2 summons will use 5 pet slots, but you most likely want to use Ethereal Form to leech mana. So it depends on your mana usage and mana regen. You do gain +SDI when your health is low, but you're also a mage and shouldn't be taking that risk. There is also a +2 MR and free minimum 30 Mysticism, but there aren't really any interesting low level Mysticism spells, especially with no focus in the build.

Items:
+Spell Damage Increase - the most important AND expensive part of your build. The more damage you do, the more mana you will leech in Ethereal Form. VERY IMPORTANT! There is no hard cap, but the highest SDI you can possibly get is around 150 SDI and around 200 SDI with Arcane Empowerment.
+Lower Mana Cost - very important for managing your mana, especially when there is no more mana to drain. Max it.
+Lower Reagent Cost - You're going to want 100% unless you really like to carry reagents around
+Fast Casting/Faster Cast Recovery - FC cap is 4 forSpellweaving and 2 for Magery/Necro, FCR cap is 6. I highly recommend you getting FC 4 / FCR 6 for machine gun lightning storms. It's unreal how fast you can cast it.
+Mana Regen - for mana management and also very helpful for inscription. With mana drain from Ethereal Form, it's not super important to max but add as much as you can.
+Int/mana - for mana pool and mana regen. Max your int to 150 and as much +mana as you can add
+Stamina/dex - only add it if you have issues running into things

Resists: Like most builds, try to get all 70s or as close as possible. However, due to this build requiring many mage artifacts, you may find it difficult to reach 70 resists in your pursuit for maximum SDI. Do the best you can and understand you are probably going to be more of a glass cannon. Let your summons take your hits for you!

Armor type:
Leather/cloth/mage armor. Especially if you keep med in the build.
If you drop med, then use studded leather since you get an extra 3 pts of LMC piece up to 5 pieces (+15 with all studded, above the LMC cap of 40 for 55 total) (Bearbeitet)

Artifacts:
Buy the highest SDI artifact piece you can for each equipment slot that you can. This will not be cheap, most mage artifacts are at least 1 million gold each or more. So focus on jewelry and spellbooks to begin with as they will be the cheapest. Buy each artifact piece as you save up gold. Every little bit of SDI makes this build and is worth it. As you add each piece, you will find it more and more difficult to keep LRC, LMC and resists maxed. Work with it the best you can and decide what is most important to you.

Full list of SDI gear can be found here: https://www.uoguide.com/Spell_Damage_Increase
NOTE: Yukio's earrings are not on this server

Head
Scholar's Halo +15% SDI and +1 FC
Dr. Spector's Lenses +12% SDI (can be earned in the Halloween dungeon Kotl)

Neck
Pendant of the Magi +5% SDI

Chest
None, but Protector of the Battle Mage is a rare +5% chest piece
Santa tunic has 5%, unique UOAlive Christmas drop

Legs
Spell Woven Britches +10% SDI and +10 med is a nice bonus
Enchanted Kelp Woven Leggings +8% SDI, 15% LRC and 8 mana

Arms
Cuffs of the Archmage +20% SDI

Robe
Holy Grail Mystical Tabard +2 FCR and +1 FC (Holy Grail quest item only on UOAlive)
Hawkwind's Robe +5% SDI (rare drop from Shadowguard)
Lady Minax robe +8% SDI and +1 FC (Skull of Power quest item only on UOAlive)

Cloak
Jumu's Sacred Hide +5% SDI and +1 FCR (rare drop from Shadowguard)

Ring
Katalkotl's ring +20% SDI and +20 to your choice of Necro/Magery and +10 Meditation (can be earned in the Halloween dungeon Kotl)
Compassion's Eye +20% SDI and +250 luck
Crystalline Ring +20% SDI and +20 magery

Bracelet
No artifact for this slot, the max you can get is +18% SDI on a bracelet

Talisman
Necromancer's Phylactery +5% SDI and +10 Spirit Speak
Wizard's Curio +5% SDI and +10 Eval Int

Spellbook
Scrapper's Compendium +25% SDI, + 1 FC and +1 FCR (plus there's a chance the scribe can add more properties, including slayers! Mine has +12 Meditation and +11 Resist Spells)
Cultist's Ritual Tome +25% SDI, + FCR 2 and a random slayer (can be earned in the Halloween dungeon Khaldun)
Any slayer spellbook is good for a lot of magery & mysticism spells, death ray and nether cyclone! (much better then without slayer)

Shield
Hook's Shield +10% SDI and +1 FC

Sash

Lieutenant of the Britannian Royal Guard [Replica] (also available as Blackthorn Artifact)

Belt
Tangle (also available as Blackthorn Artifact)
Crimson Cincture (also available as Blackthorn Artifact)

Feet

Minax's Sandals

Jewelry:
SDI, +skills, FC, FCR, mana regen, +mana/int


As with any guide, please choose to play and gear out the way that fits your play style the most. There is no ONE way to gear in UO!
 
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