Template: Weapon/Halberd Mage (할바드 마사)
In the Korean UO community a mage was called 마사 (masa, from 마법사 mabeopsa, “magus/mage”). The Weapon/Halberd Mage (할바드 마사) is the 마사 variant that, instead of leaning on Wrestling for its off-hand, wields a heavy two-handed weapon — classically a halberd — and opens the fight with a weapon hit or special before falling back to spells. It is the hybrid “war-mage.”
This is one of three 마사 templates here, alongside the Alchemy Mage and the Stun Mage. For the high-level PvP picture, see PvP builds; for the from-scratch caster storyline, see the Mage template.
The idea: weapon opener, then cast
Section titled “The idea: weapon opener, then cast”A pure tank mage punches with Wrestling so it never has to draw a weapon. The halberd mage makes the opposite trade: it carries a real two-handed weapon for a heavy opening hit (and a weapon special), then casts. The big up-front weapon damage softens the target before your Eval-boosted spell combo, and the weapon keeps applying pressure / interrupting the enemy’s casting between your spells.
The weapon of choice is a halberd or similar heavy two-handed weapon, which uses Swordsmanship. The cost is in your hands: a two-handed weapon blocks your off-hand, so you can’t carry a shield with it — your defense is your spells and your hit points, not a parry.
The 7 skills (≈700 total)
Section titled “The 7 skills (≈700 total)”Seven Grandmaster (100.0) skills sum to 700.0 — this shard’s total skill cap
(Config/PlayerCaps.cfg):
- Magery — spells and mobility.
- Evaluating Intelligence — raises spell damage.
- Resisting Spells — survive enemy magic.
- Swordsmanship — your halberd weapon skill.
- Tactics — weapon-damage multiplier (with Anatomy).
- Anatomy — more weapon damage (and feeds healing).
- Meditation — refills mana between casts.
(With seven slots full, Tactics+Anatomy already do a lot of weapon-damage work; some players swap one of them for Healing or a flex depending on how melee-heavy they want to play.)
Suggested stats (225 cap): ~75 STR / ~35 DEX / ~115 INT (the 225 stat total is the shard
cap, Config/PlayerCaps.cfg) — enough STR and DEX to swing a halberd and survive, with INT
leading for the mana pool.
How it plays
Section titled “How it plays”- Open with the weapon. Land a heavy halberd hit (and a weapon special if available), then start your spell combo while the target is already hurt. See advanced combat for weapon specials.
- Alternate weapon and spell — the swing keeps pressure and interrupt potential on the enemy while your spells reload; the spells finish what the weapon started.
- No shield. A halberd is two-handed, so you have no free hand for a shield — lean on Resist, hit points, and Greater Heal for defense.
- Re-arming costs a beat. Unlike a wrestling tank mage, drawing/sheathing the weapon takes time; decide before the fight whether you’re opening with steel or with a spell.
Farms the Mage template ladder with extra melee punch for tougher, slower targets — the halberd shortens fights against high-HP monsters that a pure mage would have to kite for a long time. Recall logistics and elemental/undead farming are the same.
See also
Section titled “See also”- Mage template — the underlying caster storyline.
- PvP builds — the 마사 variants in player combat.
- Swordsmanship, weapons, advanced combat.
- Sibling builds: Alchemy Mage, Stun Mage.