Section 7: A Thief's Guide to Siege Perilous
7.7: How much Magery should I have on my template?
Magery is just as useful -- if not more useful -- on Siege than it is on other shards. One of the
reasons Magery is so important is because Recall and Sacred Journey don't exist on Siege. And
because of this, you have 4 choices when it comes to Magery:
- 0.0 Magery - You don't need Magery at all. You can get around just fine if you decide to
use your legs, stolen boats, and other people's gates. You won't get access to all other non-Gate
Travel spells, but if all you're worried about is getting around to where you need to go, Magery
isn't necessary.
- 92.0 Magery - With 92 Magery you'll be able to cast 6th Circle
spells 100% of the time (Invisibility),
7th Circle spells some of the time (Gate Travel), and 8th Circle spells
with scrolls (Resurrection). Since the Invisibility spell is one of the
only
ways you can hide immediately after a steal, it's something to think
about.
- 106.0 Magery - With 106 Magery you'll be able to cast 7th
Circle spells 100% of the time. You'll also have high enough Magery to
start thinking about
keeping a Mage Weapon in your bag of tricks.
- 120.0 Magery - With 120 Magery you get it all, but you're also
sacrificing the maximum amount of skill points away from other skills.
-Chad Sexington