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 Post subject: Mace
PostPosted: Fri Mar 21, 2008 2:54 pm 
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Posts: 205
2.6. Mace

2.6.1. Melee Mace

Taken from Drgn's Keep

Starting Attributes
Strength: 100
Endurance: 10
Coordination: 100
Quickness: 100
Focus: 10
Self: 10
Health: 5
Stamina: 10
Mana: 10

Specialized Skills
Mace
Melee Defense
Arcane Lore

Trained Skills
Healing
Mana Conversion

Suggested Progression
Level 9: Creature Magic
Level 26: Item Magic

2.6.2. Tank Macer

From Eshuun Dara of Harvestgain

Starting Attributes
Strength: 100
Endurance: 10
Coordination: 100
Quickness: 10
Focus: 100
Self: 10
Health: 5
Stamina: 10
Mana: 10

Specialized Skills
Mace
Melee Defense

Trained Skills
Arcane Lore
Healing
Mana Conversion

Skill Progression
Level 9: Item Magic
Level 40: Life Magic
Do Skill Credit Quest
Level 75: Creature Magic

Came up with this template when I was
trying to come up with a good three school
macer. Ideally it would be nice to have creature,
life and item spec'd to get my skills up there
since that would give me about 30 points of
extra skill. Since that's not really feasable skill
credit wise, I dropped quick to 10 and pumped
focus. This gives you 22 points more to your
three magic schools and 30 points more arcane
than a 10 focus/10 willpower start would have
given you. The cost is about 30 points of melee
def (96 points for 30?). The lower melee def is
supplemented by several things: 1) you can use
a shield 2) you can bane your armor/shield if feel
the need, and do it more efficiently than a typical
melee, 3) you'll be using higher level spells faster
than your traditional melee brethren, and lastly 4)
The high arcane lore give you easier access to
cantrips, creature armor, multispell items or anything
else that comes up with an arcane req. If you really
feel the need early on, start with a higher quickness
and lower it later with the attribute adjustment quest.


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