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1. MAGES
1.1. Four-School Mage
Taken from Q's Guide to Being A Mage
Naturally, this is the one that finishes out your basic mage
skills first, as you start with all the critical ones covered.
Being the least specialized, this one is also the most
versatile. Consider that you have 16 points to play with
at level 40--you could have melee defense and healing
by then. Or, you could take leadership and make an experience
farm. The possibilities are wide here, no two mages like this
have to look alike.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Skills Specialized
None
Skills Trained
Life Magic
War Magic
Item Magic
Creature Magic
Mana Conversion
Suggested Progression
Level 5: Arcane Lore
Level 12: Healing
Level 40: Melee Defense
Level 60: Leadership
Level 90: Lockpick
1.2. Mana-C Spec
Taken from Q's Guide to Being A Mage
[i]You may choose to take lore and specialize it
with this template, and maybe spec loyalty or take
an appraisal with the two wasted credits. The point
is that you still finish fairly early at level 16, and by
40 you will have 10 points to play around with.[i]
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
Mana Conversion
Trained Skills
Life Magic
War Magic
Creature Magic
(2 skill credits remaining)
Suggested Progression
Level 7: Item
Level 12: Arcane Lore
Level 26: Healing
Level 70: Melee Defense
1.3. Creature Spec
Taken from Q's Guide to Being A Mage
There aren't a lot of people who do this,
because Creature Magic is pretty much regarded
as a very nice luxury to have, but not a necessity.
Well, if you have it you are going to use it a lot,
and this is a surprisingly effective template.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
Creature Magic
Trained Skills
Life Magic
War Magic
Mana Conversion
Suggested Progression
Level 9: Item Magic
Level 16: Arcane Lore
Level 32: Healing
Level 80: Melee Defense
1.4. Life Spec
Taken from Q's Guide to Being A Mage
This is actually a very strong template for the
beginning mage who already has experience with
Asheron's Call. It still finishes early at 16, but you
will be a lot stronger at later levels than the 4-school
as the coming analysis will point out. Other than that,
it's about the same.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
Life Magic
Trained Skills
War Magic
Item Magic
Mana Conversion
Suggested Progression
Level 9: Creature Magic
Level 16: Arcane Lore
Level 32: Healing
Level 80: Melee Defense
1.5. War Spec
Taken from Q's Guide to Being A Mage
This is very similar to the Life Spec, but you take
a little longer to get everything. At level 26 you are
a complete mage, and will still be able to take
additional skills without waiting forever.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
War Magic
Trained Skills
Life Magic
Mana Conversion
Arcane Lore
Suggested Progression
Level 9: Item Magic
Level 26: Creature Magic
Level 50: Healing
Level 80: Melee Defense
1.6. Creature/Mana C Index
Taken from Q's Guide to Being A Mage
Not too many people do this one, as it has to get
to 40 to finish and they elect to play the Og
template instead. But, specialized Mana C can
pay big dividends at the higher levels.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
Creature Magic
Mana Conversion
Trained Skills
Life Magic
Item Magic
Suggested Progression
Level 26: War Magic
Level 40: Arcane Lore
Level 70: Healing
1.7. Life/Mana C
Taken from Q's Guide to Being A Mage
This is a little more popular than the Creature/Mana C
template, a little less popular than the Og. This mage
also finishes at 40, but is a great ride along the way
and is a real strong template throughout its career.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
Life Magic
Mana Conversion
Trained Skills
War Magic
(2 Skill Credits Remaining)
Suggested Progression
Level 7: Item Magic
Level 20: Creature Magic
Level 30: Arcane Lore
Level 60: Healing
1.8. War/Mana C
Taken from Q's Guide to Being A Mage
This template finishes late, and it difficult to
start without the mana management Life magic
provides. However, as with the other two Magic
School/Mana C specialized templates, it performs
very well at higher levels.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
War Magic
Mana Conversion
(2 Skill Credits Remaining)
Trained Skills
Item Magic
Suggested Progression
Level 12: Life Magic
Level 30: Creature Magic
Level 60: Healing
1.9. Og Mage/War Cleric
Taken from Q's Guide to Being A Mage
Og the One Eye is a player who made the
old-fashioned War Cleric template famous
enough to have it renamed in his honor.
This template is probably the most popular
one for new mages in Dereth today. You don't
finish until 40, but by that time many Ogs
are so accustomed to self-buffing (and have
the creature skill to do it!) that they decide to
forget about Arcane Lore and pick up another skill at 50 or 60.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
Life Magic
Creature Magic
Trained Skills
Item Magic
Mana Conversion
Suggested Progression
Level 26: War Magic
Level 40: Arcane Lore
Level 70: Healing
1.10. Opal Mage/Ugh Mage
Taken from Q's Guide to Being A Mage
This is similar to the Og template, and like Og is
named for the players who popularized it. Rather
than start without war, you start without life magic,
which can be gotten around in the early levels with
a life mastery wand. If course, since you don't have
Arcane you can't use anything better than a Life II
wand, but it still provides a workaround. It takes a
little longer than the Og to finish, but you aren't
ever without war and the extra time until Arcane is
more than made up for by this fact in some people's minds.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
War Magic
Creature Magic
Trained Skills
Mana Conversion
Suggested Progression
Level 16: Life Magic
Level 40: Item Magic
Level 60: Arcane Lore
Level 90: Healing
1.11. Battlemage
Taken from Q's Guide to Being A Mage
This is without a doubt a very difficult template to
play. You don't get Arcane until 60, by which time
you could probably care less about it. By level 50
you are pretty much finished with this character,
but will always have to rely on self buffs. On the
plus side, you are unequaled in your raw firepower by then.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
War Magic
Life Magic
(2 Skill Credits Remaining)
Trained Skills
None
Suggested Progression
Level 5: Mana Conversion
Level 16: Item Magic
Level 40: Creature Magic
Level 60: Arcane Lore
1.12. Grandpa Mage
Taken from Q's Guide to Being A Mage
OK, time for a little bias. This has got to be the
most difficult template to play for a mage in the
game. No war until 60! If you choose this one
you pretty much have to know what you are in
for and have a plan for getting to 60. However,
it's the premier support mage in the game.
Starting Attributes
Strength: 60
Endurance: 50
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 25
Stamina: 50
Mana: 100
Specialized Skills
Life Magic
Creatuer Magic
Mana Conversion
Trained Skills
None
Suggested Progression
Level 9: Item Magic
Level 60: War Magic
Level 90: Arcane Lore
1.13. Grief Mage (PvP)
Take from Dizzarian's AC Mages
As this template does not gain Item enchantment
until level 40, a high starting strength is important.
Of course, with level 7 Vulns and War spells, a
high endurance never hurts. Another consideration
is that if you plan on using your racial weapon,
100 strength will maximize your damage potential.
Characters that will go it alone and untwinked
should probably opt for at least 30 strength, 70
would be better. My favorite would be 100 strength
to maximize damage with the hollow katar. This
may change as other hollow weapons are tweaked.
Starting Attributes
Strength: 70
Endurance: 30
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 15
Stamina: 30
Mana: 100
Specialized Skills
Creature Magic
Magic Defense
Trained Skills
War Magic
Mana Conversion
Suggested Progression
Level 16: Life Magic
Level 40: Item Enchantment
Level 70: Healing
1.14. Og Mana C
Taken from AsheronsGuide.com
The OG ManaC is the next step beyond the standard
OG Mage template. This template is designed as a
PVP (Player vs. Player) mage template. The high
CREATURE and LIFE skills allow you to debuff and
vuln your opponent - making it hard for him to debuff
you and easy for you to finish him off. The high
MANA CONVERSION skill allows you to convert
level 7 spells w/o much of a problem.
This template also allows for easy level 7 spell casting.
Starting Attributes
Strength: 70
Endurance: 40
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 20
Stamina: 40
Mana: 100
Specialized Skills
Creature Magic
Life Magic
Mana Conversion
Trained Skills
None
Suggested Progression
1.15. Og Magic Defense (PvP)
Taken from AsheronsGuide.com
The OG Magic Defense Mage is the most extreme
OG template available. This template is designed
as a PVP (Player vs. Player) mage template. The
high CREATURE and LIFE skills allow you to debuff
and vuln your opponent - that combinded with the
high Magic Defense make it very hard for him to
debuff you back and easy for you to finish him off.
This template also allows for easy level 7 spell casting.
Starting Attributes
Strength: 70
Endurance: 40
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 20
Stamina: 40
Mana: 100
Specialized Skills
Creature Magic
Life Magic
Magic Defense
(2 Skill Credits Remaining)
Suggested Progression
Level 7: Item Magic
Level 50: War Magic
Level 80: Mana Conversion
1.16. Uber PvP Sexyness (PvP)
From MrSkullybones of Darktide
A very difficult character to play at first.
However very effective when complete.
Starting Attributes
Strength: 10
Endurance: 100
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 50
Stamina: 100
Mana: 100
Specialized Skill
War Magic
Magic Resist
Trained Skills
Item Magic
(2 Skill Points Remaining)
Suggested Progression
Level 12: Life Magic
Level 32: Creature Magic
Level 65: Mana Conversion
Level 85: Leadership
Level 115: Healing
1.17. Grief Survivor
From Dar'van al-Zanuff
Assuming no war, you have a very strong defensive
profile with a decent attack capability. Lore provides
you with buffs until later in life when its not as useful.
With one attack type and no vulns required, it makes
for a simple attack procedure. In addition, CS wands will
improve attack capabilities. This template leaves room
for ancillary skills such as lockpick or melee def, etc.
Health must be a high priority throughout template life.
Raise it early, raise it often as all the spells depend on it.
When magic defense hits 250, you start seeing serious
benefits. However, the real power is when it moves over
300. At 330, you can live in all sorts of nasty places and live. Wink
Starting Attributes
Strength: 10
Endurance: 100
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 50
Stamina: 100
Mana: 100
Specialized Skills
Life Magic
Magic Defense
Mana Conversion
Trained Skills
Arcane Lore
(2 Skill Points Remaining)
Suggested Progression
Level 7: Creature Magic
Level 20: Item Magic
Level 35: Healing (must complete skill point quest)
Level 45: Train War (untrain Arcane Lore)
1.18. Life Magic Archmage
From Moriah of Solclaim
Uber buffer and support mage, very high in
demand for fellowships and anchor of any
quest team. This template makes for a virtually
unkillable character. The Lockpick helps in ALL
quests with locked doors and the template allows
for the maxing of the Armor Tinkering skill to boot.
Killing is a little slower than with War Magic, but this
char need never be in any danger if properly buffed
& baned. Killing power is provided by the Life Bolts
and the high starting Endurance means that you have
plenty of points (Health, Stamina & Mana) to work with
at all times.
Starting Attributes
Race: Gharu'ndim
Strength: 10
Endurance: 100
Coordination: 10
Quickness: 10
Focus: 100
Mana: 100
Health: 50
Stamina: 100
Mana: 100
Specialized Skills
Creature Magic
Life Magic
Magic Defense
Trained Skills
None
(2 Skill Credits Remaining)
Suggested Progression
Level 3: Mana Conversion
Level 12: Item Magic
Level: 26: Lockpick
Level 35: Armor Tinkering (using skill credit quest)
1.19. Exarch Mage
From Mr Fizz of Leafcull
One could actually replace War Magic with Bow/X-Bow
till higher levels, then make a switch to specializing
War Magic and drop Bow/X-Bow. With a 100 Coordination
and specialized Melee Defense a Exarch Mage would have
a nice chance of getting evades.
Starting Attributes
Strength: 10
Endurance: 10
Coordination: 100
Quickness: 10
Focus: 100
Self: 100
Health: 5
Stamina: 10
Mana: 100
Specialized Skills
War Magic
Melee Defense
Trained Skills
None
(2 Skill Points Remaining)
Suggested Progression
Level 5: Mana Conversion
Level 26: Life Magic
Level 55: Item Magic (must do skill credit quest)
Level 95: Creature Magic
1.20. Gandalf Mage
Submitted by Fela, Monarch - The Clan of the Hand, Darktide.
The Gandalf Mage is a pvp template designed for
those who want the best of both worlds-- uber war
magic, and a hard-hitting melee weapon. My best
advice for levelling this character is to level it as a
pure mage, without spec sword, until you are ready
to start raiding with it. The "Suggested Progression"
isn't really levelling advice-- it just illustrates what skills
the template can fit at various levels..
Starting Attributes
Race: Any
Strength: 100
Endurance: 10
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 5
Stamina: 10
Mana: 35
Specialized Skills
Sword
War Magic
Trained Skills
Mana Conversion
Suggested Progression
Level 16: Life Magic
Level 40: Creature Enchantment
Level 75: Item Enchantment (with skill credit quest)
Level 95: Healing
Level 125: Arcane Lore
1.21. Vitamancer
Submitted by Yakisoba of WE
After Level 16, you can now train whatever you want. I
would suggest that at higher levels, it would be best to
unspec Mana Conversion and spec either magic defense
or melee defense. More advantages: Fewer level 6 spells
to buy (no war).
When you hit 320 Life skill or so, beg, borrow or steal
a scroll for Martyr's Hecatomb 7. You fight with that,
primarily. Combat is Tomb/Tomb/drain (if they come
in, heal self if not)/tomb/drain/harm to kill.
Starting Attributes
Race: Gharu
Strength: 10
Endurance: 100
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 50
Stamina: 100
Mana: 100
Specialized Skills
Life Magic
Mana Conversion
Trained Skills
Item Magic
Melee Defense
Suggested Progression
Level 9: Creature Enchantment
Level 16: Arcane Lore
1.22. Ubermage (BattleMage Variant)
Submitted by: Balroc of Leafcull.
I had an idea for a battlemage template. Seeing
that mages really don't need strength anymore for
all those comps, why have it? Instead when you
use stam to mana you need a good deal of stamina
to do any good. So here is my template for a battlemage,
aka an ubermage.
Starting Attributes
Strength: 10
Endurance: 100
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 50
Stamina: 100
Mana: 100
Skills Specialized
War Magic
Life Magic
Skills Trained
None
(Two Skill Credits Left Over)
Suggested Progression
Level 5: Mana Conversion
Level 16: Item Enchantment Magic
Level 40: Creature Enchantment Magic
1.23. UBARTYR
Submitted by Tyr de Raisdrack of Frostfell.
At level 26 pure Og is over with war magic trained,
then we have to wait until we have enough skill credits
to spec war too . It is a long an tedious waiting period :
we have to wait 12 skill credit to spec war which
corresponds to level 80 . But it's well worth it, as a
yield can calm the nastiest and most resistant monster
before casting war at a not so weak level .
The problem of this template is its weakness in magic
def that is not speced, but a few hundred of million of
xp can fix this problem quite well : this is an attacking
character not meant to have to defend .
If you know that it will take more than 3 weeks of
gaming to reach level 80, you can enjoy other possibilities
while waiting : you'll just have to untrain before specing war .
I suggest to go and take the specing gem asap in order
to have other timer .
Starting Attributes
Strength: 25
Endurance: 85
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 43
Stamina: 85
Mana: 100
Skills Specialized
Life Magic
Creature Enchantment
Skills Trained
Item Enchantment
Mana Conversion
Suggested Progression
Level 26: War Magic
Level 80: Specialized War Magic
(level 75 w/ Skill Credit Quest)
1.24. Rainbow Watcher
Submitted by Rainbow Watcher of Leafcull.
Notice that when he first did a "Puish Zarell" it really
made a difference!
Creature was specialized, and war and life were trained.
Mana conversion was in there too, and Item was added at level 9.
This is a very fun mage template to play, though
the first four levels were hard due to lack of any
strength. Specialized creature gave Watcher a
HUGE boost at the lower levels, and he was casting
7's in it around level 30.
Specialized creature still comes in handy for him,
as any magic resistant creatures can be turned
into a bowl of jell-o by a succesful yield magic spell.
He's fun at parties too!
Starting Attributes
Strength: 10
Endurance: 100
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 50
Stamina: 100
Mana: 100
Skills Specialized
Creature Enchantment
Skills Trained
Life Magic
War Magic
Mana Conversion
Suggested Progression
Level 9: Item Enchantment Magic
1.25. Huntress Mage
Submitted by Huntress.
The "Huntress" mage, named after the character
that I started with it. Not for the faint of heart or
inexperienced player... however, takes advantage
of the new 64 credit specialization limit. Mine is
level 77 and hunts effectively in the Valley of
Death as the Yield/Imp/Vuln/Fester/War
(and support) mage in a small Group.
Starting Attributes
Strength: 10
Endurance: 100
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 50
Stamina: 100
Mana: 100
Specialized Skills
Life Magic
War Magic
Trained Skills
(2 skill credits remaining)
Suggested Progression
Level 5: Mana C
Level 16: Item Enchantment
Level 40: Creature
Level 80: Specialize Creature Enchantment
(Level 75 w/ Skill Credit Quest)
1.26. Flexible Battlemage
Submitted by Longshot the Brave of Frostfell.
Starting Attributes
Strength: 30
Endurance: 80
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 40
Stamina: 80
Mana: 100
Skills Specialized
War Magic
Life Magic
Skills Trained
None
(Two Skill Credits Left Over)
Suggested Progression
Level 5: Mana Conversion
Level 16: Item Enchantment Magic
Level 40: Creature Enchantment Magic
Now here is where the options come in to
make you stronger.
At level 65 (With skill credit quest) You can
Specialize Mana C. With Speced ManaC you
will have shorter buff times, Revite less, and
cast more spells before having to StM. Imagine
the costs of your 7's becoming 1-10 mana each cast Smile
Or
At Level 75 (With skill credit quest) You can
Specialize Creature magic. This will give you
a offencive edge in PvP, reduce fizzles in buffing,
and help you to buff others. (this is a good one
who enjoys playing OGs.
Or again
At level 95 (With skill credit quest) You can
Specialize Magic Defence. In PvP the combo
of specialized War and Magic defence will alow
you to shrug off inepts and arcs, while breaking
the magic defence of your opponents with your
specialized war and life. In PvM it also shines.
With the new monster balanceing, a high magic
defence and even resist higher level Virindi or
other magic casters.
The only downside to any of these choices is that
you will have less skills near the end of the game.
You may not get arcane.. ever. Nor lockpick or
like skills. But you will become more powerful in
combat or support. Tri-spec BM's have the possiblity
of become the strongest mages in the entire AC world.
1.27. WarMage
Stats
Stre:50
End:30
Quick:10
Coord:30
Focus:100
Self:100
Specialized Skills
War Magic
Trained Skills
Creature Magic
Item Magic
Mana Conversion
Skill Progression
Level 16: Life Magic
Level 24: Arcane Lore
Level 60: Spec Creature Magic
Level 110: Melee Defense
1.28. The Grief Battlemage
Submitted by Verdalim of Leafcull.
Taking advantage of the new skill credit specializations,
this Battlemage variant is able to survive very
dangerous combat situations. This is not for the
faint of heart, and is suitable for those desiring
extreme Player-Versus-Monster power.
Stats
Strength: 10
Endurance: 100
Coordination: 10
Focus: 100
Self: 100
Health: 50
Stamina: 100
Mana: 100
Specialized Skills
None
Trained Skills
War magic
Life Magic
Creature Enchantment
Item Enchantment
Mana Conversion
Progression
Level 7: Healing
Level 32: Specialize War magic
Level 65: Specialize Life Magic (Level 70 w/o
skill credit quest)
Level 125: Specialize Magic Defense (requires
skill credit quest)
You started with an even number of credits, all
fifty, in fact. As you mature, you'll have to specialize
your specific schools and defenses to become the
Grief Battlemage from this generic mage template.
You're going to want to take healing soon, and you
can afford this skill at level 7 (6 Credits), although
it's not a necessity, but many mages will strongly
recommend it.
After that, you're pretty much set for skills. You'll
start working on specializing your existing skills.
Specializing War Magic takes 12 credits, and this
can be accomplished at level 32. Specializing Life
Magic takes 8 credits, which can be accomplished
at 65 if you've completed the Aun Ralirea skill
credit quest, or 70 if you've delayed the quest.
Lastly, Magic Defense is brought up to assist the
maturing mage in defenses now that he's able to
dish out a lot of damage and hunt successfully on
his own. You'll need another twelve credits to raise
this, and it won't be accomplished until level 125 -
and only if you've completed the Aun Ralirea credit quest.
Eventually, you'll come into your own and be able
to deal massive amounts of damage and be nearly
resistant to many monsters in Dereth - including
many of the Valley of Death spawns! Good luck!
Hard work pays off!
1.29. Abyss Mage
Submitted by Max Fox of Frostfell
Starting Attributes:
Strength: 10
Endurance: 100
Coordination: 10
Quickness: 10
Focus: 100
Self: 100
Health: 50
Stamina: 100
Mana: 100
Specialized Skills
Creature Magic
Life Magic
Mana Conversion
Trained Skills
None
Suggested Progression
Level 9: Item Magic
Level 60 (55 with Skill Credit Quest): War Magic
Level 110 (105 with Skill Credit Quest Done
Previously): Specialize Magic Defense
With the changes made to drains, levelling this
template as I originally did (IE Drain/Harming things
to death for 55 levels) is nearly impossible. Having
10 base starting Strength is also harsh. One might
consider starting with a different mage template to
begin with, then tweaking it using gems later on.
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