How to Macro Everything

This was a post I saw on Dr. TwisTer's website. It's good, accurate and thorough. It doesn't cover "everything", but it covers a lot.

by Marmot - Guildmaster of CCC


Increasing Skills

Magery:

50 to 65 - Summon Creature
65 to 80 - Invisibility
80 to 88 - Flamestrike
88 to 100 - Summon Air Elemental

Magic Resistance:

0 to 50 - Firewall (running through one, end to end)
50 to 68 - Fireballs (four fireballs to one greater heal)
68 to 70 - Fireballs and Lightning Bolts
70 to 80 - Lightning Bolts (three lightning bolts to one greater heal)
80 to 85 - Lightning Bolts and Energy Bolts
85 to 97 - Energy Bolts (one energy bolt to one greater heal)
97 to 100 - Energy Bolts and Flamestrikes

Stealth:

0 to 20 - Train from NPC
20 to 43 - 2 AC
43 to 53 - 4 AC
53 to 63 - 6 AC
63 to 73 - 8 AC
73 to 77 - 10 AC
77 to 83 - 12 AC
83 to 87 - 14 AC
87 to 93 - 16 AC
93 to 97 - 17 AC
97 to 100 - 18 AC

Stealth tends to raise faster if you change the buildings in which you are macroing. Do not just stay in your house, but jump around to a few different buildings for better gains.

Combat skills and Tactics:
Spar a trapped polar bear.

Meditation:
The best way to increase meditation is to meditate when your mana is a level equal to (100 - med. skill) percent. So, if you have 60 mana and 60 meditation, best skill increase will occur when meditating with mana at forty percent of 60, which is 24.

Tinkering:
Tinkering is very easy to raise. Simply use tinker tools on ingots, and if you are successful, cancel the resulting menu. Canceling the menu will result in skill gain with no ingot usage. You will still use ingots, however, if you fail (only one ingot though). It takes about 2-3k ingots to arrive at GM Tinkering.

Alchemy:

0 to 30 - Lesser Heal, Lesser Cure, Lesser Poison, Night Sight, Refresh
30 to 40 - Lesser Explosion
40 to 50 - Agility, Heal, Poison
50 to 60 - Total Refresh, Cure, Strength
60 to 70 - Greater Agility, Explosion
70 to 78 - Greater Strength
78 to 90 - Greater Heal, Greater Poison
90 to 98 - Greater Explosion, Greater Cure
98 to 100 - Deadly Poison

Healing:
For best Healing increase, you must heal when your hit points are very low. The higher your healing skill, the lower you must get your hit points for any skill increase. When you near GM, your hit points must be lower than 10% for any noticeable gains.

Parrying:
A good way to raise parrying is to trap a Dire Wolf in a house, and allow it to attack you. Tabbing out of combat mode will prevent damage to the wolf so you do not have to heal him.

Increasing Stats

STR only:
Tame and release a trapped rabbit over and over. Taming skill will cap at 25, but STR will raise all the way up to 100.

INT only:
Evaluate Intelligence, Item Identification, and Spirit Speak are all good ways of increase INT. Eval Int is best if you wish to become a mage, as it works to nullify you opponent's magic resistance. Meditation and magery also increase INT naturally.

STR and DEX:
100 STR and 100 DEX is an ideal setup for a fencer or swordsman. You can gain these stats with ease by repeatedly double clicking on shafts and targeting feathers. If you are successful, cancel the resulting menu. If you fail, there is a chance you will destroy a shaft with low fletching skill. The skill caps at forty, but your STR and DEX will go all the way up to 100.

STR and INT:
One word, tinkering. Use the method outlined earlier in this document for minimal ingot waste.

Well, there ya go. Hope that helped,

Marmot - Guildmaster of the Cookie Chef Clan
http://sys12.cs.jmu.edu/wwwhomes/hawleycj/ccc/