(N)EverQuest Scrolls

Tag: magician


Mage Project continued

by on Mar.27, 2007, under Mage Project

I had a 10 day break in the middle of this, but I have cleared my 30 stored AA, and, as of this morning, am now 59 (updated on 30 March, 2007). Destroyed constructs and gargoyles in the Hole are still light blue, even at 59, so should do for my next batch of AAs.

Level 56 took about 2 – 2.5 hours; I didn’t time it accurately, but the last 20% took 35 minutes (18% for 30 minutes) – no lesson. Level 57 was over in one day, 3.5 – 4 hours; lesson gave me 28%. As of yet I am still using the same spell set as for 52, with the one exception of Scirocco, from 54; nothing else has been an upgrade. I had one death early on, and am on my third epic pet; one died in a big pull, and one was lost when Plane of Knowledge was respawned. I have gated out of bad pulls (aka other people’s trains) twice.

Update at 59: 58 took me two days to clear. In my last two lessons, I got 21% and 28%. At 59, my spell set has been updated with a bigger nuke (Seeking Flame of Seukor) to replace Char. AAs have been spent on Pet Discipline, Mend Companion, Frenzied Burnout, and Quick Damage 2, with 4 remaining. Next spend will be to complete QD, then I think Turn Summoned, the four elemental forms at level one, and Quick Summoning.

Given the general trend of increasing times required per AA, I am slightly regretting not getting trade skill and resist AAs back at 51. At the time I was getting bored, but I think I could have stuck it a lot longer. Given that the epic is fixed level, that shouldn’t be a big surprise to me. Although the archetype AAs have helped, they haven’t been a massive improvement. Looking forward, I can see Mend Companion having a significant effect on exp times, as well as the mini-pet AAs, before the pet dps AAs that start to kick in at 65.

Update 13 April: I am now back up to 1.5 AAs per lesson, which isn’t as great as 51 was, but is a step forward from 55. Exp location is still the same area in the Hole, although there is considerably more competition for the camp spot. When I started, the Hole was almost guaranteed to be empty at all times; now I can expect a mid-40s group either at ZI or the pit, and a PLer with a 30s tag along in the other spot, plus one or two high 50s at my preferred spot, either PLing or gathering AAs (I presume). I have also found that if you sit a character down just before the drop off into the pit, he will get grouped exp from you killing any of the massive constructs, most of the destroyed constructs (apart from the one in the bedroom), and everything in the castle – but not the zone in set of elementals.

Other AAs at 61, not considered in my previous posts:

Convalescence 6
(Lasting Breath – required Imp Lung Capacity)
Packrat 15 – forget it

GoD+ level 65 AAs:

Pet Affinity 12
FoM Mastery 18
Shared Health 25
Elemental Durability 18
Elemental Agility 18
Elemental Alacrity 25
Elemental Fury 15

Total 131 !!

Note that at 61, there is a DoN spell, Summon: Lava Orb, for 120 crystals.

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Epic Mage 55 – AA spots

by on Feb.16, 2007, under Mage Project

My mage is now 55, with all spells including the PoR pet buff (Earthen Strength), courtesy of 65/66 beastlord and cleric. The Hole massive constructs have turned green, so he needs a new spot, as he has to acquire another 58 (plus 30 banked) AAs before levelling again. I’ll update the following review as I experiment with AAs, there’s time enough to do everything, I’d imagine. Last update – 3 March, 2007.

Hot Zones – The Hole, Tower of Frozen Shadow, Sebilis, Chardok, Grieg’s End

In the Hole, the destroyed constructs, gargoyles and the first spirits area is working out. It’s more like 45 – 50 minutes per AA (roughly 120-130% per hour), which is slower than at 51, but it’s a convenient camp. There are several two pulls, with a very rare add, which is survivable. Now that I have 108 AAs, this area gives me 140-180% AA per hour/lesson, which gives some indication of the impact of AAs; the earlier figure would have been with just the basic 30 archetype + 9 general, including SCM3, SCF3, and MC1/2. I don’t have a record of the rate before spending those extra 30 at 55.

ToFS. Top two floors – top floor should be best, not sure of levels on the floor below; at 53, most things were still light blue. It’s a long run, and you need the master key if the top floor is the preferred one. Plus the exit has the level 63 Advisor in the way, but that’s not a problem for gating. However, at 55, almost everything, apart from some names and some enraged vampires, is green. Good exp for greens, though, and would have been good for levelling – if I had all the keys at 51, which I didn’t.

Chardok. I want to keep faction here for two reasons – CoTH to King and Queen, and easy access to Chardok B.

Sebilis. One problem – SoWed runner frogs. Deaths are certainly possible, and it’s a long run. Requires a key, which I don’t yet have.

Grieg’s End. OK for groups, too high for soloing at this point. Should be good for the level 59 AA break, though. I have test killed exactly one mob here at 55 – dark blue, gave me 8% AA exp, and it felt easier than my light blues in the Hole. If I could be sure of single pulls, I’d switch to here.

Other Zones

Plane of Justice. Known camp spots, one of which is close to the exit. Should be no adds at 55. Has PoP exp bonus. Boring as hell. I have my doubts about this spot, as the prisoners are all light blue, and rats are mostly green. Good exp would have to be Mavuin hall or caves, which are much higher level, and not safe; guards are all dark blue.

Howling Stones. Basement and North wing at this level. Requires a key, and zone in can be tricky (2 aggro mobs on zone in pad). Undead, shouldn’t run (but some do). Zone in and basement looks good, but the chance of higher level nameds makes it tricky; if none are up, it’s an easy camp, but one named anywhere can either make a very risky pull, or totally block off an area. Good exp for a non-hot zone: 120% AA in one lesson.

Nurga. I know it well, several tiers, and I would need to test each for a couple of AAs to see what works best. Middling long run, decent loot, low aggro range, relatively low hitters. Tiers 4 and 5 seem ok, but I still haven’t timed exp there; first impression is that it is no better than the Hole (but probably would be if made a hot zone). At 55 tier 2 is mostly light blue, some green, tier 3 and 4 are all light blue, tier 5 is mostly dark blue, some light blue.

Nadox. Several camps for varying levels. The Gunthak zone in (temple) has mobs up to 53, which is probably too high with no way of splitting them, but the inner troll camp with no wanderers is tempting (Lieutenant camp/vehement and furious) – there are mid 40s, all light blue, and some of the lowest mobs in Nadox. Temple steps is also an option, but might be too few mobs for ooc regen. Courtyard was very poor – roughly 1% AA per minute. I didn’t stay long enough (one clearing) to get a more precise figure.

Dulak. Would need to camp multiple boats, or possibly Dandolak plus storage trolls. 80% AA in one Lesson, so not so good – on Dandolak and docks. This is barely better than Nadox, although I imagine I could do better there if I had the storage attendants as well. This is only likely if I am alone in the zone. In a later session (alone in zone) I managed 140%; although this was with a few more critical AAs.

Veksar. Camp goblins and the first set of undead; the downside is that everyone in Veksar runs through here, and often kill a few on their way. Killing the goblins, and the first few (3) sentries/crusaders, I get 80% AA in one hour (no lesson). They have more HP than the destroyed contructs in the Hole.

Velketor’s Labyrinth. This is an old favourite, and popular on the various boards list of recommendations. Clearing the ground floor, I get 85-90% AA in one lesson. Not so good. Spiders have more hit points than the Hole or Howling Stones, and loot is limited to velium.

Too low for…

Grieg’s End. Scarlet Desert sun revs. Plane of Innovation.

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Epic Mage, 52 – phase one complete

by on Feb.12, 2007, under Mage Project

In the last week, I have gathered 39 AAs at level 51. All were gained in the Hole, as was level 52 (plus a little level exp in Echo Caverns and the Deep zone in area). The 9 AAs are spent on run speed, regen and metabolism; I have avoided resistances, stats and plan on avoiding tradeskill AAs entirely.

My camp area in the Hole has been the zone in elementals (13, I think), the drop down massive constructs (7, but three of the respawn at double the rate), 2 crumbling gargoyles in this area, a couple (two or three) destroyed constructs, and maybe a spirit of the ruins. The latter area is often camped by powerlevellers; I have only found the zone in camped by a group once. All of these mobs are light blue (under the new scheme), apart from destroyed constructs and spirits which are mostly dark blue, and the named elemental, Elemental Striker, which is always green. At 52, a few elementals (only very few) are now green.

At 51, an AA would take around 30-40 minutes (15 if lesson was on). I didn’t time levelling, but I managed 70% of 52 in one lesson, so normal rate of exp would be 70% per hour.

If I wasn’t in the Hole, I’d have tried City of Mists stables or Nurga, possibly Dulak, and would have considered the entire high side of Echo Caverns (but quite a few greens, and turns mostly green at 52).

My plan is to stay in the Hole to 55, or until the quantity of greens becomes unacceptable.

Update: at 54 (same day as initial post), I have finished the last 30% of 52, cleared all of 53, and am 10% into 54; this was all in the Hole. Elementals are mostly green at 54, and destroyed constructs all turned light blue at 53. Massive constructs remain good experience, and are all light blue still. The epic pet is still dark blue, implying that his level is 49. Tomorrow is a patch day (12 hours announced), so I don’t think I’ll be 55 so soon.

Update 2: (next day) now 55, all in the Hole, but on massive and destroyed constructs and spirits only. 30% level per hour, close enough. At 55, the massive constructs are all green, so it’s time to say goodbye to the Hole. Having bought mnemonic retention, SCM 3, SCF 3, and MC 1, I can clear multiple boats in Dulak before respawn (Stormwave and Dandolak), but level exp for all that was about 10%, which is significantly slower than the Hole. I still have to earn my Prophecy of Ro spell (a pet buff), which should improve kill rate.

Staying with hot zones, I don’t see anything attractive, although a group in Grieg’s End may be the answer when I decide to start levelling again. Sebilis and Chardok don’t appeal, thanks to crowd control problems. Possibly Veksar, maybe a different approach in Dulak or in Nadox.

Next AAs will be CA, ND, CS, then either finish MC, or SCS. Then level.

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Epic mage, 51 – AA before level

by on Feb.05, 2007, under Mage Project

Since AA exp was revised, I’ve been considering a plan, which makes the most sense with a mage. And just yesterday, I made a start.

I have several higher level characters on two accounts (and my wife has a mage on her account), which made most of this possible. My mage has been 51 for a couple of years while I took a break; when I came back, after taking a look around TSS and getting updated on changes, I decided to give this a try.

Stage one: for the last two weeks, I have been working on my mage epic 1.0, and, thanks to a lot of luck, I got it last night! I was working through the Power of the Orb step, spending two days solid camping the Power of Fire, and decided to put my druid into South Karana to while away the time between spawns. I found a couple of 90 second spawns south of the spires, and after a couple of hours working on them, Quillmane popped – with the cloak. The next day I got the Power of Fire (from the lava elemental), and saw a Crown of Elemental mastery in the Bazaar. That was too much coincidence for me, so I started on the epic seriously.

Most of the remaining parts I handled with my druid and beastlord; Hate staff dropped on second kill in zone (a male forsaken revenant), Neh’Ashiir on sixth – Phinny was an odd one, because I had been camping Undertow for two days before he popped, and I was watching the Phinny spawn. OK, so why is the mob Phinegal Autropos, and the faction Phingel Atropos? Never mind. Every time before, Phinny died after a short up time, and I never saw the killer in zone (I wasn’t looking very hard). After Undertow, I was camped on the ledge, waiting for Phinny to show just so I could get a timer on his spawn. I logged on the druid, and he was being killed – a bard (level 50) in zone told me that a 73 ranger arrived a couple of minutes after the pop. Luckily, he let the bard loot the backbone, and me the staff.

At the moment my gear is basic – Goru’kar Mesa quest armor and Blightfire augs, Silver Serpent Shield, mage ring (Chipped Ring of Bloodcalling), solstice earring, Eye of the Owlbear Mother, etc – total FT is 13, I think. One important point is that I don’t have a pet focus, and I don’t think any are available that will work at 51 – maybe the Diamond Prism of Companionship from LDoN (760 points in Tak adventures), but that has it’s own problems to get, and is recommended level 65.

Update: Summoner’s Boon has reccomended level 65, and focuses all pets 59 up – which includes epic (thanks to the non-existent spell Manifest Elements having a level of 59). The Enchanted Harpy Blade from Blackfeather Roost was selling for 200k, but I haven’t seen one in the Bazaar since I started this project; it has recommended level 65 as well. I ended up with a different Minion of Darkeness focus, Drowned Man’s Hair, bought for 1.5k.

My plan is to accumulate AAs that will increase my power as early as possible, and preferably while the epic pet is still a killing machine; as I get more AAs and increase level, I should stay at maximum power for each level attained, and thus solo/duo AAs faster than would otherwise be possible under a conventional levelling scheme. So I’ll start with run speed 3, regen 3, metabolism 3, then save 30 while at 51 – I’ll probably use the Hole for this, but I’ll consider other places, like City of Mist and Nurga, both of which I am (very) familiar with. That’s 9 AA; I don’t know yet if I’ll spend any on resists at this stage; it depends on the boredom factor. I can see that Discordant Defiance (resist cap raise) and Mystical Attuning (buff slots) start to become available at 51; these aren’t relevant unless I decide to try for Vox and Nagafen at 52 (which I don’t intend to, but you never know). Discordant Defiance is level 66, that was an error in the page I was reading.

I am also skipping Quick Draw (extra potion belt slot) and Battle Ready (extra bandolier slot).

With 30 banked, I’ll run to 55 for Mnemonic Retention (extra spell slot), SCM 3, SCF 3. Then I’ll work through Archetypes – defensives, CA, CS, and ND with MC somewhere in all that, and probably SCS. I am not sure where to work on this – Nurga and the Hole are both options, as is GE; I am not sure if Sebilis with its indoor SoW’ed runners will be a good idea, and there may be new hot zones to choose from by then. Spend in Archtypes with this approach would be 12 * 7 + 3 = 87 AAs.

Skipping SCE and SCD (anti-fizzle and quick cast buffs). Also considering Secondary Forte (9 points), and Persisten Casting (cast when stunned, 3/6/9 – I may just get the first level).

With another 30 banked, a run to 59 is on the cards. Priority will be Pet Discipline, of course, and I’ll probably get Mend Companion. I can see little point in Elemental Pact, and even less in Improved Reclaim Energy (although it is used for pet chaining, which will become relevant at higher levels). Which leaves Quick Damage and Quick Summoning as averagely OK AAs – 14 essential AAs, 36 desirable, and 8 low value.

That leaves the elemental forms and Frenzied Burnout – the latter apparently isn’t as bad as it used to be. These are on the list to get, at least the first level of the elemental forms. Being ignored are MGB, Quick Summoning, Improved Reclaim Energy, and Turn Summoned. I may reconsider Turn Summoned.

By this point, any advantage from the epic pet will be almost used up, compared to a run to 61 for Ward of Xegony. The advantage here is an ability to take on higher mobs compared to epic, but I’ll probably need 2 box support or a group. If I keep it slow, the AAs that open up are:

61: Lightning Reflexes, Innate Defense (6); Planar Power and Innate Enlightenment (5); Fury of Magic and Servant of Ro (3 + 3). Then from GoD, Swift Journey (5 + 10). Total 32.
62: LR, ID (6); PP and IE (5); Suspend Minion (5), which doesn’t seem all that useful now that we can invis without losing a pet. Total 16.
63: LR, ID (6); PP and IE (5); FoM (6), Hastened Mending (2), Servant of Ro (3), Host of the Elements (5). Total 27.
64: LR, ID (6); PP and IE (5); Suspend Minion II (3), Hastened Mending (2), Host of the Elements (4). Total 20.
65: LR, ID (6); PP and IE (5); FoM (9), Hastened Mending (2), Servant of Ro (3), Host of the Elements (3). Total 28. Plus all the GoD abilities kick in at this point.

I haven’t considered a path past 65 at this point. These AAs came initially from EQSummoners, which I know is desperately out of date; it also only considers AAs it thinks are “good”, although it’s opinions are generally good – so it skips the elemental forms, for instance, which get added back into the schedule later for the Omens upgrades.

There is an updated chart just published here.

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Magician Quests in the Temple of Solusek Ro

by on Sep.22, 2003, under Equipment

Magicians actually get some decent quests from here, unlike most other classes. Druids and beastlords get none, enchanters and necromancers yield items that are superceded by newbie quest items; but magician focus items are (almost) essential.

Quest giver for the focus items is Vira.

Broom of Trilon

  • Star ruby
  • Griffon feather (West Commonlands or North Karana; may also be a standard vendor item? Arcane Academy, WFP?)
  • a broom (Najena/Feerrott – magicians, darkbone skeletons, alligators)
  • cyclops toes (E Karana, S Karana, Rathe Mountains, Ocean of Tears)

Shovel of Ponz

  • a shovel (as above)
  • Gargoyle eye (Mistmoore, OOT)
  • Hill giant toes (EK, NK, WK, RM, WC, Gornit/OOT)
  • ruby

Torch of Alna

  • a torch (as above)
  • Fire drake scale (Lavastorm)
  • Fire giant toes (SolB, Gornit/OOT)
  • fire emerald

Stein of Ulissa

  • a stein (as above)
  • Mermaid scale (sirens, OOT)
  • ice giant toes (Everfrost, Permafrost, Gornit/OOT)
  • sapphire

Magicians in Najena – 2 in Drelzna room, 2 by signpost, 2-4 in Rathyl anteroom, 2 in Najena’s room, plus 2 in room at end of left passage? Coordinates: (-21,-23), (343,89), (133,-146), (119,-131), (-148,-51), (-11,100), (358,219), (358,173), (-146,-70). Don’t forget the goblin magicians.

Circlet of Mist
ac5 wis3 int3 agi3, light source. For Joyce:

  • Globe of Mist (festering hag, Unrest)
  • Water ring (aqua goblin tidal lord, Dagnor’s Cauldron)
  • Ring of Evoluoy (alligators, Feerrott)
  • sapphire

Clay Bracelet
ac4 mr5, eye of zomm. Rune of Clay x 4: 3 gnome necros in RM (Brindlegrob, Sindlegrob and Findlegrob), and goblin headmaster in OOT. Findlegrob: tower near Lake Rathe zone; the other 2 are in a tower near Feerrott zone.

Earthen Boots
ac5 sta5 hp15, invis vs animals.

  • Stone marker (glyphed guards, Mistmoore)
  • Heart of stone (stone skeleton, RM)
  • Soiled boots (tonta knight, UGuk)

  • cats eye agate

Robe of the Elements
ac9 int4 fr5 cr5, summoning haste II.

  • fire goblin skin (SolA, fire goblins)
  • frost goblin skin (Perma, goblins in King room, maybe elite guards)
  • twice woven cloak (LFay, faerie guards)
  • Scroll: elemental armor
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Magician non-vendor spells

by on Sep.20, 2003, under Spells & Abilities

24 (triv 62): .Everfount (words of transcendence)
Summoning Water (words of dimension, ice of velious)
Summoning Fire (words of dimension, jade shard)
.Summoning Air (words of dimension, pearl shard)

29: Greater Summoning Earth (words of coercion, gloves of rallos zek)
Greater Summoning Water (words of coercion, flame of vox)

34 (triv >92): Minor Conjuration Fire (words of duress, breath of solusek)
Minor Conjuration Air (words of duress, breath of marr)
Summon Shard of the Core (Velious drop)

39 (triv 142): Lesser Conjuration Earth (words of convocation, gloves of rallos zek)

44: Elemental Maelstrom (Velious drop)
Primal Remedy (LoY quest)

49 (triv 182): Greater Conjuration Air (words of bondage, wing of xegony)
Greater Conjuration Fire (words of bondage, breath of ro)
Greater Conjuration Water (words of bondage, tears of prexus)

50: Monster Summoning II (Velious drop)

51: Scintillation (FV reward)
Gift of Xev (Kunark drop; FV turnin)

52: Vocerate Fire (FV reward)
Bristlebane’s Bundle (Kunark drop; FV turn in)
Transom’s Elemental Infusion (Kunark drop)
Elemental Empathy (LoY quest)

53: Boon of Imolation (FV reward)
Vocerate Air (FV reward)
Quiver of Marr (Kunark drop; FV turnin)

54: Scars of Sigil (Kunark drop; FV turnin)
Vocerate Water (Kunark drop)
Bandolier of Luclin (Kunark drop)
Veil of Elements (Luclin drop)
Phantasmal Armor (Luclin drop)

55: Wrath of the Elements (Velious drop)
Burnout IV (Velious drop)
.Pouch of Quelious (Kunark drop)
Rage of Zomm (Kunark drop)
Call of the Hero (Kunark drop)

56: Dyzil’s Deafening Decoy (Kunark drop)
Muzzle of Mardu (Kunark drop)
Mass Mystical Transvergence (Luclin drop)

57: Eye of Tallon (Kunark drop)

58: Velocity (Kunark drop)
Greater Vocaration Fire (Kunark drop)
Transoms Phantasmal Projection (Luclin drop)

59: .Manastorm (Kunark drop)
Greater Vocaaration Air (Kunark drop)

60: Malestrom of Electricity (Luclin drop)
Monster Summoning III (Velious drop)
Banishment (Kunark drop)
Aegis of Ro (Kunark drop)
.Mala (Kunark drop)
Greater Vocaration Water (Kunark drop)
Ancient Shock of Sun (Luclin drop)
Ancient Burnout Blaze (Luclin drop)
Shock of Fiery Blades (Luclin drop)
Transon’s Elemental Renewal (Luclin drop)

61: Belt of Magi’Kot
Blade of Walnan
Flameshield of Ro
Summon Platinum Choker
Summon Runed Mantle
Summon Sapphire Bracelet
Summon Spiked Ring
Summon Glowing Bauble
Shield of the Arcane
Ward of Xegony
.Elemental Barrier
Summon Steel Bracelet (Rallican’s Quest)

62: Xegony’s Phantasmal Guard
Fist of Ixiblat
Talisman of Return
Burnout V
Servant of Marr
Imbue Earth (??)

63: Blade of the Kedge
Summon Jewelry Bag
Black Steel
Child of Ro
Malosinia
Elemental Silence
Maelstrom of Ro

64: Girdle of Magi’Kot
Detroy Summoned
Planar Renewal
Shield of Maelin
Maelstrom of Thunder
Imbue Air (??)

65: Rathe’s Son
Sun Vortex
Imbue Fire (??)
Imbue Water (??)
Call of the Arch Mage

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