Unleashing the power of the mystic spell in the game of baseball

By admin

Mystic Spell Baseball Weapon The concept of a mystic spell baseball weapon combines two seemingly unrelated elements - magic and sports. It is a unique and powerful weapon that harnesses the energy of mystical spells through a baseball-like object. With its origins rooted in ancient magical traditions, the mystic spell baseball weapon has become a popular choice among those seeking a combative and enchanting means of defense or offense. At the center of this weapon lies the baseball itself, imbued with magical properties that channel the energies required to cast spells. The ball is crafted from special materials, often inscribed with intricate symbols, which enhance its mystical capabilities. When activated, it radiates an ethereal glow, signifying its readiness to unleash deadly spells upon its target.


*- A mnemonic editor mk 1 has an item level of 5 and can only "overwrite" choices taken during the last two level gains; by RAW, it can only be obtained by a 3rd level character (character level +2; see Item Level on pg. 167), who can only change the choices made when gaining 2nd or 3rd level (not 1st).

And if the character finds a weapon they like more, it takes all of 10 minutes and 50 of the cost to purchase a new fusion to transfer a fusion from an old weapon to the new one. Bottom line is, I am having a hard time to lay out the design of what suit and properties, as well as weapon shield and properties, and stats, such a template should be built with.

Mystic spell baseball weapon

When activated, it radiates an ethereal glow, signifying its readiness to unleash deadly spells upon its target. To wield the mystic spell baseball weapon, one must possess a deep understanding of magic and the ability to tap into its arcane forces. The user must channel their intentions and focus their energy into the ball, activating the desired spell before throwing it towards the intended target.

Mystic Thrower : how is it done ?

There is something about this template which just does not add right to me.

The Thrower warrior part needs dexterity and, the higher the better.
Particularly when using a Soul Glaive. even at SSI CAP of 60%, to swing a Soul Glaive at 1.25 it is necessary a dexterity of 210 . Not much room left out of the 255/260 total pool for intelligence and strength is there. ??

The Mysticist mage part needs intelligence for mana and, the higher the better (plus some more as Mana is also needed for special moves. )

But then there is also the problem of strength !

Strength for such a template would be needed not only to survive (hit points) but also to increase the throwing range not to mention to carry stuff.

So how can such a template have high values in all of these 3 stats ? Impossible.

Sure, some help can come from Hit Mana Leech on the weapon and from dexterity/strength/intelligence bonuses but this comes at the expense of many other properties likewise important to the template like Hit Chance Increase, Swing Speed Increase, Damage Increase, Lower Reagent Cost, Lower mana Cost etc. etc.

So, what would be the best balance for such a template for stats both base and bonuses ?

Another big issue I find with this template is the necessity to have spell channelling on the weapon and, if using a shield (the 3 throwing weapons are all one-handed. ), also have spell channelling on the weapon, That's another 2 properties' slots lost just to be able to cast mysticism spells and throw at the same time.

Also, having imbuing makes several Mysticism spells stronger. Is it worth the investment in 120 imbuing skills (which it much likely means not being able to have anatomy or healing. )?

Bottom line is, I am having a hard time to lay out the design of what suit and properties, as well as weapon/shield and properties, and stats, such a template should be built with.

It seems to me an impossible Template to build because favouring the throwing means hurting the spellcasting and viceversa.

Last edited: May 17, 2014

CorwinXX

Crazed Zealot
Stratics Veteran

For swing speed you need Stamina. Stamina = DEX + Stamina Increase
To get 210 Stamina you need 60 SI but if you take a hit your Stamina drops. It also drops when you move. So you need at least 211 Stamina if you don't take hit otherwise you need as much as possible.
You can reforge 10 on each armor piece, you can get 5 SI on each jewel, you can get 1 SI on Corgul's Sash.

You need 150+ Stamina (I suggest 170-180) to get 1.5sec swing speed. Usually a Thrower has 1.5s (before reforging came 1.25s wasn't possible)

A thrower needn't more mana than a standard dexxer need. He uses a weapon to kill and mysticism for support spells only. You can't swing and cast mystic spells at the same time (when you are casting you are not throwing).

Enchant gives you spell channeling.

A thrower must not use shields. With a shield he would got a penalty to hit chance.

Without high focus/imbuing mysticism spells are pretty useless. A mystic thrower must have 120 Mysticism and 120 Focus.

popps

Always Present
Stratics Veteran Stratics Legend

For swing speed you need Stamina. Stamina = DEX + Stamina Increase
To get 210 Stamina you need 60 SI but if you take a hit your Stamina drops. It also drops when you move. So you need at least 211 Stamina if you don't take hit otherwise you need as much as possible.
You can reforge 10 on each armor piece, you can get 5 SI on each jewel, you can get 1 SI on Corgul's Sash.

You need 150+ Stamina (I suggest 170-180) to get 1.5sec swing speed. Usually a Thrower has 1.5s (before reforging came 1.25s wasn't possible)

A thrower needn't more mana than a standard dexxer need. He uses a weapon to kill and mysticism for support spells only. You can't swing and cast mystic spells at the same time (when you are casting you are not throwing).

Enchant gives you spell channeling.

A thrower must not use shields. With a shield he would got a penalty to hit chance.

Without high focus/imbuing mysticism spells are pretty useless. A mystic thrower must have 120 Mysticism and 120 Focus.

Thank you for your reply.

But I do not understand if you think a Mystic Thrower is possible or not.

UOGuide http://www.uoguide.com/Statistics says : "You can gain a maximum of 125 points in any particular stat naturally. You can, however, exceed 125 points in any stat through use of items which increase a particular stat when worn. The combined sum of your natural stat points plus what you gain from any stat-altering items cannot exceed 150."

From your explaination, I understand that to reach 211 stamina one has to reach 150 real base stamina points and then add 60 stamina points (10 x 6) from 6 armor pieces and 1 point from Corgul's sash.

But 150 is more than the 125 that UOGuide says is max possible and 211 is more then the 150 that UOGuide says is max possible for the combined sum.

But even assuming that it was possible to have 150 real stamina and 61 stamina from items, this leaves only 255 (or 20) minus 150 = 105 (or 110) for BOTH strength and intelligence.

Since Mysticism NEEDS mana (from intelligence) to cast spell, may I ask HOW a Mystic Thrower is ever supposed to be able to have enough strength AND mana to increase the throwing range AND also be able to cast spells while throwing the weapon ??

Reforging ALSO for strength and intelligence to have +60 strength and +60 intelligence from items ?

But then, how on earth can a Mystic Thrower ALSO put on the items LRC, SSI, HCI, DI, HLD etc. etc. ??
Especially when it is not advisable to use a shield.

A one-handed weapon has imbuing weight of 500 BUT one can use shield for more properties.

A two-handed weapon does not allow use of shield (no extra properties from shield) BUT has imbuing weight of 600 (so more properties on weapon. ).

In throwing there is ONLY one-handed weapons and ONLY imbuing weight of 500 max. So, LESS imbuing weight and no shield . This equals to less properties .

I do not see how a Mystic Thrower, effective in BOTH throwing and casting Mysticism spells, can be done.

120 Throwing
120 Tactics
120 Mysticism
120 Focus
90 Chivalry
120 Imbuing ?
XXX .

Also, since a Thrower is ranged (no contact with the enemy), I assume that it is then best to use barbed leather armor since there is no risk of stamina loss and it allows full mana regen for the Mysticism mana pool necessities??

If ever this template is possible. what artifacts would be preferable to use ?

Also, since Gargoyles get a bonus both for Throwing AND Mysticism (race bonus), I assume that the best Mystic Thrower should be a Gargoyle, right ?

Last edited: May 17, 2014

Kurik

Adventurer
Stratics Veteran Stratics Legend

Just an obvious thing is that only gargoyles can learn throwing. Also with right kind of armor pieces you can have 70 to 100 mana. Which as support skill is more than enough. It's not an easy template to build. Requires lot of right kind armor pieces, jewelry etc..

CorwinXX

Crazed Zealot
Stratics Veteran

Mystic Thrower must be a Gargoyle because only gargoyles can use throwing weapons.
A gargoyle hasn't throwing bonus. Race Mysticism bonus doesn't stack with trained Mysticism. So a thrower need to have 120 throwing and 120 mysticism from real skills and items.

You needn't Imbuing. You need Focus or Imbuing. Focus is better so you needn't Imbuing.

You can do without LRC.

You can't reforge 10 INT or 10 STR on an armor piece.
260 - is max total BASE stats. With items you can have 450 stats (150 each).
You can get 30 str and 30 dex from potions.

You needn't special mana to cast myst spells. AI is much more expensive than myst spells are you going to use. 70 mana is OK, 90 is better, no need more.

CorwinXX

Crazed Zealot
Stratics Veteran

If you have enough gold it's better to make mystic archer.
Better range, 50 more weapon intensity and ability to enhance it, studded armor is much cheaper than stone armor.
The only disadvantage - you will need to switch to a balanced bow to use your healing stone.

If you haven't much gold than a thrower is better.

Obsidian

Crazed Zealot
Alumni Stratics Veteran Stratics Legend Campaign Supporter

A mystic thrower is possible to balance, but the STR and DEX take precedence. You don't need much mana. Your primary spell is Rising Colossus. The RC serves as your tank as you hit them with your soul glaive. I would aim for 180 stamina with 45 total SSI for a 1.5s throw rate.

popps

Always Present
Stratics Veteran Stratics Legend

Just an obvious thing is that only gargoyles can learn throwing. Also with right kind of armor pieces you can have 70 to 100 mana. Which as support skill is more than enough. It's not an easy template to build. Requires lot of right kind armor pieces, jewelry etc..

And what would be these "right kind" of armor pieces specific to build a Mystic Thrower if I may ask ?

Artifacts ? Which ones ?

Reforged pieces ? With what kind of reforging (runic, name of reforging to be used etc. . ).

Last edited: May 18, 2014

popps

Always Present
Stratics Veteran Stratics Legend

Mystic Thrower must be a Gargoyle because only gargoyles can use throwing weapons.
A gargoyle hasn't throwing bonus. Race Mysticism bonus doesn't stack with trained Mysticism. So a thrower need to have 120 throwing and 120 mysticism from real skills and items.

Ok, this one is understood.

You needn't Imbuing. You need Focus or Imbuing. Focus is better so you needn't Imbuing.

This is also understood.

You can do without LRC.

How . With Arcane clothing ?? A Mysticist needs to cast a LOT (Colossus get dispelled. ) so I do not think Arcane Clothing might help nothing.
And Mysticism does need reagents. http://uo2.stratics.com/skill-guides/skills-and-professions/mysticism "Mysticism uses all the Magery reagents in addition to 3 new reagents: Bone, Daemon’s Bone, Fertile Dirt, and Dragon’s Blood."

You can't reforge 10 INT or 10 STR on an armor piece.
260 - is max total BASE stats. With items you can have 450 stats (150 each).
You can get 30 str and 30 dex from potions.

Now, let's se the math.
UOGuide (see my previous post) says a single stat can MAX reach 125 (not 150. ). and, Combined with stat from items MAX reach 150. So Stamina can be MAX 125 real base + 25 from items =150 stamina. STOP. And this includes the 1 from Corgul's sash since it ALSO is from items (so must respect the 150 combined CAP).

How do you get the Mystic Thrower to 211 if from potions it is only a 30 stamina buff . In my math 150 + 30 = 180 stamina MAX possible . The numbers here do not add up with the limitation rules .

Also, I still have not understood how to get up to 150 Strength and 150 Intelligence since they are not even imbuable or reforgeable into the pieces. Is it possible to have a detailed explaination please ??

You needn't special mana to cast myst spells. AI is much more expensive than myst spells are you going to use. 70 mana is OK, 90 is better, no need more.

Ok, at least I have a number to deal with, 70 or 90 intellligence. Now, how is one supposed to reach 70 or 90 intelligence considered that one must ALSO have very very high stamina and high strength for survival (hit points) AND increase of throwing range ??

popps

Always Present
Stratics Veteran Stratics Legend

A mystic thrower is possible to balance, but the STR and DEX take precedence. You don't need much mana. Your primary spell is Rising Colossus. The RC serves as your tank as you hit them with your soul glaive. I would aim for 180 stamina with 45 total SSI for a 1.5s throw rate.

May I ask for a detailed explaination of such Template such as, what real stats points (DEX, STR, INT) it should have, what stats points from items (and on which items if artifacts. ), and what stats points from potions or other types of buffs.

Also, advice on what skills to have (all real ? part real and part on items/artifacts ? Details, thanks. ).

Details on what artifacts to use and what armor to reforge/imbue.

And same for the weapon, I understand the advisable one should be the soul glaive though, you do not agree with high stamina to push its speed to 1.25 and would stay at 1.5 . Is that so ?

Thanks for the help as this template looks to me quite unbuildable but I would try to.

And I would prefer the less expensive Mystic Thrower rather then the more expensive Mystic Archer. not only for the potions but also for the freedom of doing away with arrows and bolts.

General Lee

Adventurer
Stratics Veteran

UOGuide http://www.uoguide.com/Statistics says : "You can gain a maximum of 125 points in any particular stat naturally. You can, however, exceed 125 points in any stat through use of items which increase a particular stat when worn. The combined sum of your natural stat points plus what you gain from any stat-altering items cannot exceed 150."

From your explaination, I understand that to reach 211 stamina one has to reach 150 real base stamina points and then add 60 stamina points (10 x 6) from 6 armor pieces and 1 point from Corgul's sash.

But 150 is more than the 125 that UOGuide says is max possible and 211 is more then the 150 that UOGuide says is max possible for the combined sum.

But even assuming that it was possible to have 150 real stamina and 61 stamina from items, this leaves only 255 (or 20) minus 150 = 105 (or 110) for BOTH strength and intelligence.

My understanding is the 150 is max in dexterity, strength and intelligence not stamina, hit points and mana. Then when you get to 150 dex the stamina increase stacks on that. I think this is what your asking but just ignore me if I misinterpreted your question.

General Lee

Adventurer
Stratics Veteran

If you have 125 dex then have +25 off your gear then that should be 150 stam http://uo.stratics.com/content/tools/statscalc.php
Then you can reforge all your gear with +10 stam and that should get you up around 200.

CorwinXX

Crazed Zealot
Stratics Veteran

Don't mess primary (str, int, dex) and secondary stats (hp, mana, stam).

Example:
A character has 110 STR, 105 DEX, 45 INT (260 total).
With Mace&Shield (10 STR/5 DEX), Veil (5 DEX) , Crimson (5 DEX, 10 HPI), LT (5 INT) the character has 120 STR, 120 DEX, 50 INT.
With potions the character has 150 STR, 150 DEX, 50 INT.
With 5 armor pieces (total 40 SI/40 MI/5 HPI) and Slither (10 HPI) the character has:
HP = 150/2 + 25 + 50 = 150
Stam = 150 + 40 = 190
Mana = 50 + 40 = 90

For a Mystic thrower (in general) I suggest to have 60 SSI to get 1.5s with 150+ stamina: 30 SSI on a weapon, 15 SSI on jewels, 15 SSI from DF.

CorwinXX

Crazed Zealot
Stratics Veteran

If you want a really good suit to solo high-end monsters you will go with reagents in your backpack and without LRC. To make things easier you may go with 100 LRC. In this case you sacrifice some 'fighting' stats to get LRC.

CorwinXX

Crazed Zealot
Stratics Veteran You can get 221 SI: 150 DEX + 6*10 SI + 2*5 SI + 1 SI.

Obsidian

Crazed Zealot
Alumni Stratics Veteran Stratics Legend Campaign Supporter

May I ask for a detailed explaination of such Template such as, what real stats points (DEX, STR, INT) it should have, what stats points from items (and on which items if artifacts. ), and what stats points from potions or other types of buffs.

Also, advice on what skills to have (all real ? part real and part on items/artifacts ? Details, thanks. ).

Details on what artifacts to use and what armor to reforge/imbue.

And same for the weapon, I understand the advisable one should be the soul glaive though, you do not agree with high stamina to push its speed to 1.25 and would stay at 1.5 . Is that so ?

Thanks for the help as this template looks to me quite unbuildable but I would try to.

And I would prefer the less expensive Mystic Thrower rather then the more expensive Mystic Archer. not only for the potions but also for the freedom of doing away with arrows and bolts.

I'm on my phone and don't have a spreadsheet handy but to address your question on 1.25s throws vs 1.5s throws. It is all a series of trade offs. Sure I'd love to throw 1.25s, but it means stacking an additional 10 SSI on the suit and another 30 stamina. For me personally, you go less than the min necessary for the casting properties (most importantly, mana) if you go so heavy on stamina increase. You'll take valuable mods on your ring and brace and need both to have 10 SSI. That also gets mighty expensive. I'd say you need at least 60 mana for this and maybe more. So I'd rather throw at 1.5s and have enough flex in my suit to keep summoning RC and then to AI with my soul glaive. It is my opinion that if you somehow reach the 1.25s throw rate on this template your mysticism will be crippled due to a lack of mana. I'm sure someone will have a creative suit, but I getting 180 stamina with 45 SSI sufficiently challenging while fitting HCI, DCI, HPI, LMC, and mana alone.

I think a 1.25s thrower is more suited to a char specifically suited and built as a dexxer with maybe Chiv as your only casting property since you don't need a huge mana pool for Chiv spells and they support a dexxer nicely.

popps

Always Present
Stratics Veteran Stratics Legend

If you want a really good suit to solo high-end monsters you will go with reagents in your backpack and without LRC. To make things easier you may go with 100 LRC. In this case you sacrifice some 'fighting' stats to get LRC.

That's a difficult call for a Mystic Thrower because quite a load of reagents would be needed to do without LRC 100%. But anyway, should one decide to go this way, and use reagents instead of LRC 100%, what modifiers would you imbue in place of LRC 100% ?

Also, should one instead decide to imbue LRC 100%, what other modifiers do you think are a MUST for a Mystic Thrower that a player should absolutely imbue on the suit and armor ? Consider, that already it is necessary to have the Stamina Increase on 5 pieces (because the head piece would be taken by Mace & Shield. ).

In your example, you suggest :

A character has 110 STR, 105 DEX, 45 INT (260 total).
With Mace&Shield (10 STR/5 DEX), Veil (5 DEX) , Crimson (5 DEX, 10 HPI), LT (5 INT) the character has 120 STR, 120 DEX, 50 INT.
With potions the character has 150 STR, 150 DEX, 50 INT.
With 5 armor pieces (total 40 SI/40 MI/5 HPI) and Slither (10 HPI) the character has:
HP = 150/2 + 25 + 50 = 150
Stam = 150 + 40 = 190
Mana = 50 + 40 = 90

Considering that to swing a Soul Glaive at 1.25 the Stamina should be 211, where does one get the missing 21 points ?

Also, what room there is with such a suit for fighting properties like SSI (it is necessary to reach 60% SSI to be able to swing at 1.25 a Soul Glaive, even with 211 Stamina. ), Hit Chance Increase, Hit Lower Defense, Lower Mana Cost, Hit Mana Leech, Hit Stamina Leech, Hit Life Leech, etc. etc. etc. especially if one wants th suit to be 100% LRC ?

Thank you very much for the help.

popps

Always Present
Stratics Veteran Stratics Legend

I'm on my phone and don't have a spreadsheet handy but to address your question on 1.25s throws vs 1.5s throws. It is all a series of trade offs. Sure I'd love to throw 1.25s, but it means stacking an additional 10 SSI on the suit and another 30 stamina. For me personally, you go less than the min necessary for the casting properties (most importantly, mana) if you go so heavy on stamina increase. You'll take valuable mods on your ring and brace and need both to have 10 SSI. That also gets mighty expensive. I'd say you need at least 60 mana for this and maybe more. So I'd rather throw at 1.5s and have enough flex in my suit to keep summoning RC and then to AI with my soul glaive. It is my opinion that if you somehow reach the 1.25s throw rate on this template your mysticism will be crippled due to a lack of mana. I'm sure someone will have a creative suit, but I getting 180 stamina with 45 SSI sufficiently challenging while fitting HCI, DCI, HPI, LMC, and mana alone.

I think a 1.25s thrower is more suited to a char specifically suited and built as a dexxer with maybe Chiv as your only casting property since you don't need a huge mana pool for Chiv spells and they support a dexxer nicely.

I think you convinced me that 1.25 speed with a Soul Glaive is better for a thrower, period (not also Mystic) but with a Mystic Thrower it is better to reach a compromise and give a bit more power to Mysticism even if that means throwing a soul glaive at 1.5 speed. One at least can compensate the damage with Mysticism spells and hold back the target (and also cash in additional damage) thanking to the summoning of a Colossus.
I'd rather have to throw soul glaives at a slower 1.5 but be able to rely on Mysticism spells as I need them, rather then be able to throw a soul glaive at 1.25 but then not be able to count on Mysticism spells or Colossus summoning when I need them.

Ok, now what I need is the details as in what artifacts I need to gather and what properties I need to reforge/imbue on the remaining pieces as well as to what real stats do I need to balance out on my mystic Thrower and what type of weapons (soul glaives or else . ?) and properties on them should i go with.

This template is being thought to be able to solo Peerless and the various bosses like Slasher, Medusa etc.

Would it also be able to solo Exodus ?

Faster casting 2 would be a must, right ? For those cases when the Colossus is dispelled and thus needs be re-cast in emergency to avoid being toasted by the Boss.

Details would be greatly welcome and appreciated.

A single feat is worth orders of magnitude more than 120 credits.
Mystic spell baseball weapon

Upon impact, the ball releases the stored spell, manifesting its effects on the target. This could range from inflicting physical harm to causing illusions or manipulating energy. The mystic spell baseball weapon can be used in various scenarios, from personal combat to larger battles. It offers a unique advantage as it incorporates the elements of surprise and athleticism. While opponents may expect traditional magical attacks, the sudden appearance of a baseball-like projectile can catch them off guard, allowing the wielder to gain the upper hand. However, mastering the art of wielding the mystic spell baseball weapon requires hours of rigorous training and a deep understanding of the complexities of magic. It is not a weapon to be taken lightly, as a misstep in its activation can lead to dire consequences. The wielder must possess a calm mind, quick reflexes, and a strong focus on precision to achieve the desired effects. In conclusion, the mystic spell baseball weapon is an intriguing and innovative concept that melds the worlds of magic and sports. Its ability to channel mystical energies through a baseball-like object offers a unique and powerful means of combat. However, it is a weapon that requires extensive training and mastery to wield effectively, making it a formidable choice for those who dare to harness its enchanting potential..

Reviews for "The mystic spell baseball weapon: fact or fiction?"

1. Samantha - 2 stars
The concept of "Mystic spell baseball weapon" sounded intriguing at first, but unfortunately, I was left disappointed. The game seemed to lack a clear objective and direction, making it confusing and hard to get into. Additionally, the controls were clunky and unresponsive, which made the gameplay frustrating rather than enjoyable. The graphics were also underwhelming, with outdated visuals that didn't do justice to the mystical theme the game was going for. Overall, I found "Mystic spell baseball weapon" to be a disappointing experience that didn't live up to its potential.
2. Michael - 1 star
I was extremely unsatisfied with "Mystic spell baseball weapon". The game was riddled with bugs and glitches that made it nearly unplayable. From characters getting stuck in walls to sudden crashes, it was a constant frustration. The gameplay itself was repetitive and lacked any real depth or challenge. I expected more from a game that promised a unique concept like using spells with a baseball bat, but instead, it felt like a lazy attempt at cashing in on a gimmick. Overall, I would not recommend "Mystic spell baseball weapon" to anyone looking for a well-designed and enjoyable gaming experience.
3. Jason - 2 stars
"Mystic spell baseball weapon" had potential, but it failed to deliver. The game's storyline and characters were forgettable, and the dialogue was often cringe-worthy. The combat mechanics were clunky and unresponsive, making it frustrating to fight enemies. Additionally, the lack of variety in gameplay quickly became monotonous, with each level feeling like a repetitive grind. The visuals and sound design were mediocre at best, failing to create an immersive and engaging atmosphere. Overall, "Mystic spell baseball weapon" felt like a half-hearted attempt at a unique concept that fell flat in execution.

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