Gilroy's m59 Reference
FAQ


Building a mule

Mules

What are they? They are characters (usually under 30 hit points) who serve a main character in several different ways. They can be “Buffing” mules, “Carrying” mules, “Truce or Healer” mules (have to be 30 hit points or more), “Elusion” mules, “Brax opener” mules, and even “Death” mules. There are so many uses for the mules that almost everyone has one in some shape or form.

How do I build a good mule? I’ll do my best to explain the process. First thing to remember is that you will likely need a decent amount of money to make a decent mule. Of course, you can always make a mule for just holding stuff or a death mule, but those don’t help me out enough. I’m talking about making a useful mule that will help a main character out in almost every possible way.

Mule Creation

Statistics are key in making a useful mule even though you will likely only ever use 3 of them (might, intellect, and mysticism). Let's start out with a very basic mule.

Basic mule Statistics:
Might 50
Intellect 50
Stamina 48
Agility 1
Mysticism 50
Aim 1

These are the best set of stats I have found to allow me to build a quick mule with little effort and minimul costs. With such a high intellect, you can master just about any school in a day or so. Your second school shouldn't take more than a couple days either. This type of build is really not battle ready and shouldn't be used for PvP but you could learn things such as Firewall and Illusionary Firewall to make some money with.

Kraanan/Shal'ille mule Statistics:
Might 50
Intellect 30
Stamina 40
Agility 30
Mysticism 40
Aim 10

These stats are geared for a Kraanan and Shal'ille mule. The stats should allow for your character to take a few hits even under 30 hit points. These types of mules are notorious for cleaning up others messes in the Throne Room of Castle Victoria but they also can be useful in doing reg runs in Brax or on the Island.

Utility mule Statistics:
Might 40
Intellect 40
Stamina 40
Agility 20
Mysticism 40
Aim 20

Commonly, these stats are used by players who need a 3 school mage for support in a war, faction games, or helping with the farming of reagents. The most often used combo is Kraanan/Riija/Shal'ille but I have seen players do Jala/Riija/Kraanan and Faren/Riija/Shal'ille. It really all depends on what you need out of the mule.

Riija

When you create your mule, you will have many different options to choose from. You could do any number of schools first, however, doing Riija is probably the smartest. Riija can become very expensive to improve and you want to blow through the levels as quickly as possible to get to level 6 which gives you Elusion. Start out in Raza and go through the portal unless you wanted to gain “cushion” hit points. I do this and continue when I come out of Raza until I hit 29 hit points. Should not take very long (approximately an hour). You will then want to run around the world and pick up the main mana nodes. I guess you could take a death and get the UW node if you really wanted to (now would be a good time to do so, if you wait, your spell %s will go down).

You will need to acquire a number of items to do the Riija sword quest. Most players will help you with this if you offer them payment or you have friends who are willing to help. When you finish and have your sword, you will want to stay around the island so you can visit the Riija temple to buy your spells. Start improving your spells until you are happy with where they are at. You will be able to buy second level Riija very soon because your intellect is so high, but I like to get most of my spells to decent percentages first. Some people want fast mules, so it all depends on your preferences.

This shouldn’t cost you more than 100k to 150k to accomplish. Or you can have your main character go on the Island and acquire most of the reagents you will need (which reduces the cost of the process dramatically). Along the way you may need to pick up a Riija disciple robe and a mana circlet. With a little patience you could have a fully functional Riija mule in about a day or so … that’s with a lot of time playing and total dedication to the project at hand. If you never do anything else to this character, this mule will prove beneficial for the remainder of his/her life.

Kraanan

Why do we need Kraanan on a mule? What is the point? I can answer this simply by offering the fact that Kraanan is THE school for buffs. Spells like Super Strength, Enchant Weapon, Relay, Haste, Resist magic, Night Vision, and many more will help, not only this mule, but any character you decide to build here after. With Riija and Kraanan together, your mule becomes a “carry all, go anywhere, buffer” character.

It’s not a bad idea to pick up a Kraanan disciple robe, but it’s not needed. You can purchase all 1st level Kraanan spells or just the best three. Crank up Create Weapon, Create Food, and Relay mainly. Glow is useful in certain ways, but it’s fine at lower percentages. Relay is the bomb in support of building your other characters because you will never need food again (only edibles). Even in the other circumstances where you will need food, your mule will be able to do that as well with Create Food.

Okay, on to 2nd level. You’re going to want to focus mainly on Super Strength, Bless, Enchant Weapon, and Haste. All these spells will aid in building your other characters. 3rd level is no different. You will want to work on Detect Invisible, Free Action, Magic Shield, Martyrs battleground, and Night Vision. These spells help out in many different ways, you will observe this as time goes by. 4th level is also totally beneficial. Deflect, Discordance, Eagle Eyes, Mana Bomb, and Mend are excellent spells. I would focus on Mend, Discord, and Eagle Eyes. On to level 5, Armor of Gort, Resist Magic, and Killing Fields are great spells. Hunt is also pretty nice. You can continue on if you want to get Anti-Magic Aura, but I usually don’t. Regardless, if you stop here, you have made a VERY useful mule that is multi-functional in many ways … but again we aren’t going to stop here.

Shal’ille

I could go on and on about why we need to add Shal’ille to a mules’s repertoire of spells, but I’m sure most are aware that the benefits of certain spells are just too powerful to ignore. It’s fairly easy to improve Shal’ille. You should not encounter any difficulties until you reach around 4th level. If you have done other schools, your intellect will start requiring a lot more %s at this point, but keep with it and continue all the way to 5th. Trust me, it’s well worth the time you will take. Just a shal'ille mule can make you a heck of a lot of money just using Rescue but most add in a bit of kraanan for spells like super strength.

Faren

Most every spell in Faren will be of use to this mule. You can do things like regenerate mana, create light, and crank up all the %s in the resist spells. Using Firewalls to farm for reagents is quite rewarding in certain areas. You may have to go over 30 hit points to really get the full use of Faren but have no doubt that most of the spells are useful in some way, shape, or form.


///Arkblade


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