Post by Adonnis on Sept 1, 2006 19:31:21 GMT -5
dizzarian.com/acmages/
You must know that I love mages. I will also put other templates in here for you to try not just mages hehe. ok here it is
Og Template
Spec: Life Magic, Creature Magic
Trained: Item Magic, Mana Conversion
The starting skills are non-negotiable... if you don't pick this skill set... you ain't Og..
Grab War magic at Level 26. After 26 it's up to you... Arcane Lore, Healing, Lockpick, Melee Defense. They are all attainable.
Attributes
Well this is where you can go wild with your variation of the Og...
Strength : Well you want your str to be high enough to carry your comps/wands/jewelry/armor. Depending on the equipment that you want to eventually lug around... this stat can go up or down. Most high level Og's/Mages wish that they started with alot higher str. If you are ok with buffing a robe for the rest of your life a starting str of 50 or so is ok. But if you want to don that nifty GSA or plate... there isn't a limit... I'd recommend at least 80.
Endurance : This gives you your mana battery... ie stamina... also provides you some health The two schools of thought are... no Endurance at start, leave it at 10... and some endurance... 30-50 points. If you max this.. you'll have no str.. and that sucks at higher levels.
Coordination : This is pretty useless at start. None of your starting skills will depend on this. Recommend this at 10.
Quickness : This is how fast you run. And that's about it. Since you'll most likely be wall licking at the start, You won't need to run away from monsters too much. Sure it's a bit tough running to get supplies and such but after you get portal magic. You'll be alright. So I recommend this at 10.
Focus : Directly affects all your magic skills... Maximize.. keep at 100
Willpower : Directly affects all your magic skills and also determines how much mana you have... Maximize.. keep at 100
Some templates
Extreme Str : 100/10/10/10/100/100
This will pay off alot at later levels. Your first few levels will be Hell. Since your are using the expensive Drain and Harm Spells, regaining mana will be nuts. This is quite do able if you can by tons of mana potions. Also if you are using Vassal XP this is the best way to go.
Extreme End : 10/100/10/10/100/100
This is also tough to start. Although with a robe and just the comps you need for Drains, Harms and Stam to mana's it's do able. At later levels you will be suffering due to the fact that you won't be able to wear anything but a robe. Your time between resupplies will also be short... ie short hunt times before you have to resupply/sell.
Moderate stats : 60/50/10/10/100/100 or 50/60/10/10/100/100
This is a good mix. If this is your first Og or first mage this type of stat distribution can be ok. This will allow faster mana regen and also allow you to carry enough stuff to be good later on. Pick this if you're a newbie Og or Mage.
Finges Picks : 80/30/10/10/100/100 or 30/80/10/10/100/100
I'd go with more str... but both these templates are ok. Pick the one that you think is more your playing style. Do you think str is more needed or End is more needed? Either one is nice at later levels.. although I have to recommend more str. By the time you hit level 30 you won't have stam or health problems.
Basic Starting Equipment
Faran Robe
Explorer Jewelry: Focus, Endurance, Quickness, Str
You really don't need quickness or str.. but they are nice.
Willpower II ring
All the Explorer Wands: War, Item, Creature, Life
Money for comps.
If you can get yourself to be Rank 5, you can use up to level IV wands and jewelry from the get go. This is awesome cuz you can raise your base magic by 38 points if you have Focus/Will and a level IV Wand.
Hunting (updates at bottom)
Now that you are all decked out and ready to go out... here are some hunting tips.
Level 1:
Learn your spells... you can cast up to level II from the start.
Level 2-4:
Go to the easy dungeon, harm some drudge to death, fellow with a melee type... etc.
Level 4-8:
The zefir ruins (36S 64.9E) You'll find zefirs in bunkers. Easy to drain and good xp.
Monsters there:
Jibrit Zefir (41 Magic Defense)
Kilif Zefir (46 Magic Defense)
Black Rats (13 Magic Defense)
Zombie (109 Magic Defense)
Level 8-15:
Lugian Dwelling (71.4S, 18.2E) You'll find Obeloth and Lithos Lugians. There's a room that is safe to drain from.
Monsters there:
Obeloth Lugian (104 Magic Defense)
Lithos Lugian (115 Magic Defense)
Mountain Rats (112 Magic Defense)
Level 10-20:
Walled Portals (21.5S, 74.5W) You get here by giving the Drunken Madman sake.. (53S, 61E)
You should concentrate on draining Drudge Lurkers, Stalkers and Raveners, and Gold wasps
Drudge Lurker (100 Magic Defense)
Drudge Stalker (108 Magic Defense)
Drudge Ravener (150 Magic Defense)
Gold Wasp (92 Magic Defense)
While here you can also go into the accursed halls and drain a variety of banderlings, 2 laigus lugians, and a few tuskers. After killing everything it's about 8k of xp. Decent at level 10 if the only things that are spawning are grievers, golems and shadows.
Level 15-26
Any lugian Citadel. Many people might not like this idea, but the xp in this place is insane even with the crowds... don't skim when you can cast level 4 protects you can tank 3 or 4 lithos at once. It's a nice place to level even though people say it isn't
Levels 26+
Now you are a completed Og Mage. You can pretty much go anywhere and hunt after 26 levels of dungeon crawling I was aching to go out to someplace and blow stuff up. I like Teth (1.6N, 71.8W) for leveling after 26. The terrain is extremely flat on the plains between teth and the mage. The hunting is pretty decent also.
Another place that has been discussed on the boards here is the Gredaline Consulate (61.6S, 29.3E). This place would be awesome xp after you can get in... Lead drudge up to the starting room... stand on the platform and drain/blast away.
Conclusion
Well there it is.. Finges guide to Og'ing... If you have other places to level to 26 shoot me an email at uglee@nwnexus.com and I'll add it.. Please note the location, level restrictions, monsters encountered and any special tips.
Update to hunting Locations by Peregrine Heart
--------------------------------------------------------------------------------
Levels 1-10 - Zefir bunkers (36S, 54.9E)
Drain zefirs that are below ground without danger. There is a perfect lifestone nearby with a potral to Eastham right next to it. Just watch out for the zombies in a nearby tower, and other spawns like reedsharks that will eat you for breakfast. You wont even need a robe here, and you can't really use one since you don't have the magic to buff well it yet. And watch out for the rats. If you drain them, they can sometimes find their way out and kill you, or others in the area may find you as well. Often rats from other bunkers come to aid their dying rodent-friend by gnawing at youy wimpy mage-toes. This is not good. You are a puny little baby mage who isn't strong enough for armor, too slow to run away, and and literally couldn't buff a robe to save your life. One of my first goals here was to get my item up to a safe skill to recall with, so I could buy comps in Eastham through the portal, and recall back. It also helps to recall when people drag zombies, reedsharks, shreth, etc. from elsewhere and they start ravaging all the little oglings. Not a pretty sight...
Magic Defense Numbers:
Black Rat: 13
Jibrit Zefirs: 41
Kilif Zefirs: 46.
Zombies: 109 (I wouldn't try yet; not worth the effort...)
Levels 10-15 - Golem Burial Grounds (50.9S, 67.3E) and Rocky Crypt (50.9S, 69.3E)
Two dungeons, same types of monsters, slightly different layouts. In Golem Burial Grounds, you can lure sandstones from the entrance and drain them without danger, and drain the Sandstones and Granite Golem on the other side of the wall by the entrance. From the entrance, if you go straight, and follow the right wall, you'll come to a ramp after passing a few sandstones and a granite, and if you make if up the ramp safely, you can drain the 3 granites in the room below, and the sandstone at the bottom of the ramp in relative peace. In Rocky Crypt, beware of the Sandstone near the entrance. I've been able to lure him to the left side, and get him stuck on top of the doorway while I drain him from underneath, but it doesn't always work well. From there, you can either go past where the first one spawned, and drain the new ones in the other series of tunnels as you encounter them (in relative safety) or go the other way. If you go the other way to the left of the entrance, there are two granites at the end. The layout of the dungeon is more straightforward than GBG, and it can be a bit more dangerous, but I often made better exp there.
Magic D numbers:
Limestone Golem: 83
Sandstone Golem: 80
Granite Golem: 132
Levels 15-20 - Mount Napiset Caverns (5.6N, 56.2W) and Northern Osteth vs. Drudges
(Lurker, Stalker, Ravener)
Alright. Getting to the Caverns is probably the hardest part, as it's in the middle of the Direlands, and surrounded by very high level stuff that will most likely one-hit you. Some of my friends had ties there, so I took advantage of it. The Cavern is FULL of granite, copper, and a few iron golems near the bottom. It's nice exp, although you really have to buff up a lot because you'll be facing them head-on. If you can get another another account or a friend to buff your character up, GREAT! You can also try to lure them to the entrance, and trap them in the doorway, but its slower, and you should take them head on if possible. And if you do face them, buff and bane your armor against bludgeoning, and for life protects, use armor, bludgeon, blade, and lightning, (and fire against coppers and irons). You can also hunt outside, which I preferred, draining drudges. You can find them all over northern Osteth, so its not too difficult. Buff with _all_ elements in life, as they launch all types of wars at you. And the higher level, the more war happy they get, and the higher level wars they launch.
Magic D numbers:
Granites: 132
Coppers: 169
Irons (I didn't mess with these): 198
Lurkers: 100
Stalkers: 108
Raveners: 150
Levels 20-26 - Disaster Maze (61.3S, 50.9W)
The Home Stretch. There are two drain spots, one of which is pathetic, and the other of which is quite nice when un-camped. The Pathetic one has two tusker guards on a 15 minute spawn (=26k per 15 min, 104k per hour). From the entrance, go straight until you come to the three doorways. Take the one on your right. Take another right through the door way. Go up the ramp to your right. Cross over the platform, and go straight until you come to a ledge. Jump down. There is a revitalize well there, which is nice. You are safe here. Two guards spawn behind the wall to the left, along with a virindi servant who likes to harm and drain. Don't mess with the virindi; his magic d is 258. The other and much nicer drain spot is found if you (from the entrance) stick to the left and go through the series of arches until you come to the closed door with tons of drudge lurkers behind it. Run into the door to open it, and turn around and lure the drudges out, making them chase you. Got back through the door before it closes (if you do it right, all the drudges will be trapped outside), and go all the way down the hallway to your left, and down the series of ramps. You'll have to run past a Virindi Servant, and two tusker slaves, so buff for at *least* bludgeoning when coming down. Stick to the right, and quickly round the corner. I usually got lag right when I got to the corner, so be careful not to pull the Tuskers around with you. If there are others there, they will all die, and you won't likely make many friends there. Hopefully, the two slaves will be on the other side of the wall, and you can drain them to death. I've found that if you're in just the right spot near the corner, the tusker will "attack" you, but not hit you. This is nice becuase he won't get bored and run off on you while your doing a stam2mana. You can also sometimes get them stuck on the corner so they can't run towards you OR back to their spawn point; they just run in place. All the other tuskers are caged, so you won't have to worry about them. There are, in total, 5 tusker slaves, and 4 guards for you to drain, on a spawn of 15 minutes. That's about 400k or so per hour, if there's no one else there. =^D When uncamped, you'll be to 26 in no time. There's another virindi up there that likes to drain and harm you as well, so be wary of his spamming, especially when there are others there. Usually he left me alone aside from a few debuffs I didn't care about, but sometimes he would cast drain mana, stamina, health, and then spam me with harm other V. Needless to say, I found myself at a big blue floating rock, and earned another 5 points of vitae. Also watch out for the mountain rats, and other people bringing tuskers around the corner when coming in. As for tusker daining strategy, I think its best to just develop your own. One of the plusses of leveling an OG on your own is that you gain valuable experience in how to drain. If you can't figure out an efficient way to drain them (I often ended up with my bars mostly full after each tusker) then perhaps you should stick to drudges. I don't really think its that difficult though.
Magic D numbers:
Drudge Lurker: 100
Tusker Slave: 177
Tusker Guard: 181
Virindi Servant: 258 (don't even try, it just gets them angry)
I saved about 900k of exp to pour into war, and got my skill up to 176 base, where I could easily cast 5's and the rings and walls (which amuse me without end =^D; I love the wall of swords, tehehe). I was also casting easy 5's in critter and life, and had a buffed item of about 197 or so, and a buffed mana c of around 160-165. I probably could have been casting 6's by then, but I wanted a _playable_ og mage when I hit 26. Yeah, the stats are a bit skewed (my war was higher than my spec'ed skills), but I like the high stam and mana, and other things. And now I can easily raise life and critter up. I suppose my next goal would be to get my mana c up to around 190-200 buffed so I can do the revitalize self/stam2mana thing efficiently, and give up my reliance on stamina elixirs, which are both expensive and heavy. And remember to use Spilt Beans, Split Pea, or preferably Arcane Knowledge to learn all your spells. It took me about 45 minutes to learn all my war spells (bolts, streaks, volleys, blasts, rings, walls, level 1 through 5) WITH Arcane Knowledge; imagine how long it will take without them.
I'm very glad I finally made it, and I hope this is helpful to others as well =^D
p.s. With the new fellowship exp sharing, Lugian Citadel is A LOT better than it was before. Now it is possible for an OG (and OG+ or course) to take the solid role of a support mage AND get very nice exp for it as well. You can stay back and imperil or vuln, give out heals, drain, and do whatever without "skimming" because everyone's helping eachother, and it's not just a big free for all. The same applies for BSD, and to an even greater extent, because the experience is at least 5 times better, and you don't have to fight over tuskers individually. Although, I would still recommend having full imps and banes on even in a support role there.
And, although I don't know the full details on this, I've also heard that there are good sources of exp on Marae Lassel. I really haven't hunted there very often, except for fun, and to go get my Siraluun Headdress and Gown (just got them yesterday -- they're wonderful!). Other than that, other's most likely know more than I do concerning DM.
You must know that I love mages. I will also put other templates in here for you to try not just mages hehe. ok here it is
Og Template
Spec: Life Magic, Creature Magic
Trained: Item Magic, Mana Conversion
The starting skills are non-negotiable... if you don't pick this skill set... you ain't Og..
Grab War magic at Level 26. After 26 it's up to you... Arcane Lore, Healing, Lockpick, Melee Defense. They are all attainable.
Attributes
Well this is where you can go wild with your variation of the Og...
Strength : Well you want your str to be high enough to carry your comps/wands/jewelry/armor. Depending on the equipment that you want to eventually lug around... this stat can go up or down. Most high level Og's/Mages wish that they started with alot higher str. If you are ok with buffing a robe for the rest of your life a starting str of 50 or so is ok. But if you want to don that nifty GSA or plate... there isn't a limit... I'd recommend at least 80.
Endurance : This gives you your mana battery... ie stamina... also provides you some health The two schools of thought are... no Endurance at start, leave it at 10... and some endurance... 30-50 points. If you max this.. you'll have no str.. and that sucks at higher levels.
Coordination : This is pretty useless at start. None of your starting skills will depend on this. Recommend this at 10.
Quickness : This is how fast you run. And that's about it. Since you'll most likely be wall licking at the start, You won't need to run away from monsters too much. Sure it's a bit tough running to get supplies and such but after you get portal magic. You'll be alright. So I recommend this at 10.
Focus : Directly affects all your magic skills... Maximize.. keep at 100
Willpower : Directly affects all your magic skills and also determines how much mana you have... Maximize.. keep at 100
Some templates
Extreme Str : 100/10/10/10/100/100
This will pay off alot at later levels. Your first few levels will be Hell. Since your are using the expensive Drain and Harm Spells, regaining mana will be nuts. This is quite do able if you can by tons of mana potions. Also if you are using Vassal XP this is the best way to go.
Extreme End : 10/100/10/10/100/100
This is also tough to start. Although with a robe and just the comps you need for Drains, Harms and Stam to mana's it's do able. At later levels you will be suffering due to the fact that you won't be able to wear anything but a robe. Your time between resupplies will also be short... ie short hunt times before you have to resupply/sell.
Moderate stats : 60/50/10/10/100/100 or 50/60/10/10/100/100
This is a good mix. If this is your first Og or first mage this type of stat distribution can be ok. This will allow faster mana regen and also allow you to carry enough stuff to be good later on. Pick this if you're a newbie Og or Mage.
Finges Picks : 80/30/10/10/100/100 or 30/80/10/10/100/100
I'd go with more str... but both these templates are ok. Pick the one that you think is more your playing style. Do you think str is more needed or End is more needed? Either one is nice at later levels.. although I have to recommend more str. By the time you hit level 30 you won't have stam or health problems.
Basic Starting Equipment
Faran Robe
Explorer Jewelry: Focus, Endurance, Quickness, Str
You really don't need quickness or str.. but they are nice.
Willpower II ring
All the Explorer Wands: War, Item, Creature, Life
Money for comps.
If you can get yourself to be Rank 5, you can use up to level IV wands and jewelry from the get go. This is awesome cuz you can raise your base magic by 38 points if you have Focus/Will and a level IV Wand.
Hunting (updates at bottom)
Now that you are all decked out and ready to go out... here are some hunting tips.
Level 1:
Learn your spells... you can cast up to level II from the start.
Level 2-4:
Go to the easy dungeon, harm some drudge to death, fellow with a melee type... etc.
Level 4-8:
The zefir ruins (36S 64.9E) You'll find zefirs in bunkers. Easy to drain and good xp.
Monsters there:
Jibrit Zefir (41 Magic Defense)
Kilif Zefir (46 Magic Defense)
Black Rats (13 Magic Defense)
Zombie (109 Magic Defense)
Level 8-15:
Lugian Dwelling (71.4S, 18.2E) You'll find Obeloth and Lithos Lugians. There's a room that is safe to drain from.
Monsters there:
Obeloth Lugian (104 Magic Defense)
Lithos Lugian (115 Magic Defense)
Mountain Rats (112 Magic Defense)
Level 10-20:
Walled Portals (21.5S, 74.5W) You get here by giving the Drunken Madman sake.. (53S, 61E)
You should concentrate on draining Drudge Lurkers, Stalkers and Raveners, and Gold wasps
Drudge Lurker (100 Magic Defense)
Drudge Stalker (108 Magic Defense)
Drudge Ravener (150 Magic Defense)
Gold Wasp (92 Magic Defense)
While here you can also go into the accursed halls and drain a variety of banderlings, 2 laigus lugians, and a few tuskers. After killing everything it's about 8k of xp. Decent at level 10 if the only things that are spawning are grievers, golems and shadows.
Level 15-26
Any lugian Citadel. Many people might not like this idea, but the xp in this place is insane even with the crowds... don't skim when you can cast level 4 protects you can tank 3 or 4 lithos at once. It's a nice place to level even though people say it isn't
Levels 26+
Now you are a completed Og Mage. You can pretty much go anywhere and hunt after 26 levels of dungeon crawling I was aching to go out to someplace and blow stuff up. I like Teth (1.6N, 71.8W) for leveling after 26. The terrain is extremely flat on the plains between teth and the mage. The hunting is pretty decent also.
Another place that has been discussed on the boards here is the Gredaline Consulate (61.6S, 29.3E). This place would be awesome xp after you can get in... Lead drudge up to the starting room... stand on the platform and drain/blast away.
Conclusion
Well there it is.. Finges guide to Og'ing... If you have other places to level to 26 shoot me an email at uglee@nwnexus.com and I'll add it.. Please note the location, level restrictions, monsters encountered and any special tips.
Update to hunting Locations by Peregrine Heart
--------------------------------------------------------------------------------
Levels 1-10 - Zefir bunkers (36S, 54.9E)
Drain zefirs that are below ground without danger. There is a perfect lifestone nearby with a potral to Eastham right next to it. Just watch out for the zombies in a nearby tower, and other spawns like reedsharks that will eat you for breakfast. You wont even need a robe here, and you can't really use one since you don't have the magic to buff well it yet. And watch out for the rats. If you drain them, they can sometimes find their way out and kill you, or others in the area may find you as well. Often rats from other bunkers come to aid their dying rodent-friend by gnawing at youy wimpy mage-toes. This is not good. You are a puny little baby mage who isn't strong enough for armor, too slow to run away, and and literally couldn't buff a robe to save your life. One of my first goals here was to get my item up to a safe skill to recall with, so I could buy comps in Eastham through the portal, and recall back. It also helps to recall when people drag zombies, reedsharks, shreth, etc. from elsewhere and they start ravaging all the little oglings. Not a pretty sight...
Magic Defense Numbers:
Black Rat: 13
Jibrit Zefirs: 41
Kilif Zefirs: 46.
Zombies: 109 (I wouldn't try yet; not worth the effort...)
Levels 10-15 - Golem Burial Grounds (50.9S, 67.3E) and Rocky Crypt (50.9S, 69.3E)
Two dungeons, same types of monsters, slightly different layouts. In Golem Burial Grounds, you can lure sandstones from the entrance and drain them without danger, and drain the Sandstones and Granite Golem on the other side of the wall by the entrance. From the entrance, if you go straight, and follow the right wall, you'll come to a ramp after passing a few sandstones and a granite, and if you make if up the ramp safely, you can drain the 3 granites in the room below, and the sandstone at the bottom of the ramp in relative peace. In Rocky Crypt, beware of the Sandstone near the entrance. I've been able to lure him to the left side, and get him stuck on top of the doorway while I drain him from underneath, but it doesn't always work well. From there, you can either go past where the first one spawned, and drain the new ones in the other series of tunnels as you encounter them (in relative safety) or go the other way. If you go the other way to the left of the entrance, there are two granites at the end. The layout of the dungeon is more straightforward than GBG, and it can be a bit more dangerous, but I often made better exp there.
Magic D numbers:
Limestone Golem: 83
Sandstone Golem: 80
Granite Golem: 132
Levels 15-20 - Mount Napiset Caverns (5.6N, 56.2W) and Northern Osteth vs. Drudges
(Lurker, Stalker, Ravener)
Alright. Getting to the Caverns is probably the hardest part, as it's in the middle of the Direlands, and surrounded by very high level stuff that will most likely one-hit you. Some of my friends had ties there, so I took advantage of it. The Cavern is FULL of granite, copper, and a few iron golems near the bottom. It's nice exp, although you really have to buff up a lot because you'll be facing them head-on. If you can get another another account or a friend to buff your character up, GREAT! You can also try to lure them to the entrance, and trap them in the doorway, but its slower, and you should take them head on if possible. And if you do face them, buff and bane your armor against bludgeoning, and for life protects, use armor, bludgeon, blade, and lightning, (and fire against coppers and irons). You can also hunt outside, which I preferred, draining drudges. You can find them all over northern Osteth, so its not too difficult. Buff with _all_ elements in life, as they launch all types of wars at you. And the higher level, the more war happy they get, and the higher level wars they launch.
Magic D numbers:
Granites: 132
Coppers: 169
Irons (I didn't mess with these): 198
Lurkers: 100
Stalkers: 108
Raveners: 150
Levels 20-26 - Disaster Maze (61.3S, 50.9W)
The Home Stretch. There are two drain spots, one of which is pathetic, and the other of which is quite nice when un-camped. The Pathetic one has two tusker guards on a 15 minute spawn (=26k per 15 min, 104k per hour). From the entrance, go straight until you come to the three doorways. Take the one on your right. Take another right through the door way. Go up the ramp to your right. Cross over the platform, and go straight until you come to a ledge. Jump down. There is a revitalize well there, which is nice. You are safe here. Two guards spawn behind the wall to the left, along with a virindi servant who likes to harm and drain. Don't mess with the virindi; his magic d is 258. The other and much nicer drain spot is found if you (from the entrance) stick to the left and go through the series of arches until you come to the closed door with tons of drudge lurkers behind it. Run into the door to open it, and turn around and lure the drudges out, making them chase you. Got back through the door before it closes (if you do it right, all the drudges will be trapped outside), and go all the way down the hallway to your left, and down the series of ramps. You'll have to run past a Virindi Servant, and two tusker slaves, so buff for at *least* bludgeoning when coming down. Stick to the right, and quickly round the corner. I usually got lag right when I got to the corner, so be careful not to pull the Tuskers around with you. If there are others there, they will all die, and you won't likely make many friends there. Hopefully, the two slaves will be on the other side of the wall, and you can drain them to death. I've found that if you're in just the right spot near the corner, the tusker will "attack" you, but not hit you. This is nice becuase he won't get bored and run off on you while your doing a stam2mana. You can also sometimes get them stuck on the corner so they can't run towards you OR back to their spawn point; they just run in place. All the other tuskers are caged, so you won't have to worry about them. There are, in total, 5 tusker slaves, and 4 guards for you to drain, on a spawn of 15 minutes. That's about 400k or so per hour, if there's no one else there. =^D When uncamped, you'll be to 26 in no time. There's another virindi up there that likes to drain and harm you as well, so be wary of his spamming, especially when there are others there. Usually he left me alone aside from a few debuffs I didn't care about, but sometimes he would cast drain mana, stamina, health, and then spam me with harm other V. Needless to say, I found myself at a big blue floating rock, and earned another 5 points of vitae. Also watch out for the mountain rats, and other people bringing tuskers around the corner when coming in. As for tusker daining strategy, I think its best to just develop your own. One of the plusses of leveling an OG on your own is that you gain valuable experience in how to drain. If you can't figure out an efficient way to drain them (I often ended up with my bars mostly full after each tusker) then perhaps you should stick to drudges. I don't really think its that difficult though.
Magic D numbers:
Drudge Lurker: 100
Tusker Slave: 177
Tusker Guard: 181
Virindi Servant: 258 (don't even try, it just gets them angry)
I saved about 900k of exp to pour into war, and got my skill up to 176 base, where I could easily cast 5's and the rings and walls (which amuse me without end =^D; I love the wall of swords, tehehe). I was also casting easy 5's in critter and life, and had a buffed item of about 197 or so, and a buffed mana c of around 160-165. I probably could have been casting 6's by then, but I wanted a _playable_ og mage when I hit 26. Yeah, the stats are a bit skewed (my war was higher than my spec'ed skills), but I like the high stam and mana, and other things. And now I can easily raise life and critter up. I suppose my next goal would be to get my mana c up to around 190-200 buffed so I can do the revitalize self/stam2mana thing efficiently, and give up my reliance on stamina elixirs, which are both expensive and heavy. And remember to use Spilt Beans, Split Pea, or preferably Arcane Knowledge to learn all your spells. It took me about 45 minutes to learn all my war spells (bolts, streaks, volleys, blasts, rings, walls, level 1 through 5) WITH Arcane Knowledge; imagine how long it will take without them.
I'm very glad I finally made it, and I hope this is helpful to others as well =^D
p.s. With the new fellowship exp sharing, Lugian Citadel is A LOT better than it was before. Now it is possible for an OG (and OG+ or course) to take the solid role of a support mage AND get very nice exp for it as well. You can stay back and imperil or vuln, give out heals, drain, and do whatever without "skimming" because everyone's helping eachother, and it's not just a big free for all. The same applies for BSD, and to an even greater extent, because the experience is at least 5 times better, and you don't have to fight over tuskers individually. Although, I would still recommend having full imps and banes on even in a support role there.
And, although I don't know the full details on this, I've also heard that there are good sources of exp on Marae Lassel. I really haven't hunted there very often, except for fun, and to go get my Siraluun Headdress and Gown (just got them yesterday -- they're wonderful!). Other than that, other's most likely know more than I do concerning DM.