Mage 4-School

 

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Mage 4-School

Template created and implemented on Rune (level 50)

This is a template for a truly powerfull 4-school Mage. There is really not any need for explaining the specifics. He is a Mage created for the long haul, and the first levels you will spend next to everything on Endurance, Heath, Stamina, Quickness and run. After that you spend a lot on Focus and Self, and try to keep your character in balance. He will be slow at first, but once you hit level 18-20 he will be a real treat to play.

Mage 4-School Template

Race:
Gharun'dim

Attributes:
Strength 35
Endurance 50
Coordination 10
Quickness 35
Focus 100
Self 100

Specialiced skills:
Arcane Lore

Trained Skills:
Appraise Item
Jump
Life Magic
Loyalty
Magic Defence
Mana Conversion
Melee Defence
Run
Staff
War Magic

Consecutive training:
Level 9: Creature
Level 26: Item

Consecutive training: Naturally after level 26 you can train things like Leadership at 45 or Lockpick at 55, or you can go for the long haul, and wait to train Missile Defence at level 65.

Some will be very tempted to train Item before Creature, but don't make that mistake. Creature can be used to buff all your other skills, and you will LOVE being able to cast Magic Yield on higher level critters, so you are actually able to affect them with your War and Life spells. Besides - you will be 26 before you are able to hunt anything that is further away than a short distance from a lifestone anyways, so allthough it may seem foolish not to get Portal spells as soon as you can, try and live without it - you will NOT regret that choice. Also it will make it easier for you to allways keep your Creature skill 10-15 points above all your other Magic skills.

Any mage is hard to play at the beginning, but this in perticular, because he has so little Endurance and Stamina. So this will be your first goal, to get Stamina up to a level where you can do Stamina to Mana conversions and actually get something out of it. Allthough it could be tempting to compromise initial Attribute balance to get a bit more strenght, endurace and quickness, dont do it! Stick with what I propose above, and later - you will never regret it.

Stamina to Mana conversion as a whole, is something you need to carefully study. In the beginning you will only be able to cast Stamina to Mana I, and you will only get 75% of your Stamina converted - minus the cost of casting the spell. This means that with 50 Stamina you get half of that converted (50) and end up with 18 mana, but since it costs 5-10 mana to cast the spell, you will only end up with 8-13 Mana increase (depending on you luck with Mana Conversion), when you do your first Stamina to Mana conversion as a level 1 character. Later you will have 100 Stamina, and you will get 28-33 Mana out of a Stamina to Mana I conversion. When you hit 140 in Stamina you can switch to Stamina to Mana II wich will give you 90% conversion, and allthough the spell will cost 20 Mana to cast, you still gain more than with a level I stamina to mana conversion. If you don't want to get into the math, then at least do yourself a favor to experiment with casting the next level of Stamina to Mana Self, untill you see an increase in the mana you get out of your stamina. Once you are able to cast teh next level in Stamina to Mana Self, you are usually able to cast a consecutive level I of that spell to top off you Mana. Naturally casting Rejuvination Self is the way for you to regain your Stamina the fastest, lying down.

At the time you are able to cast level V life-spells, you can literally replenish you Mana from very little stamina (without lying down) by casting Stamina to Mana Self V and Revitalize Self V (Converting Mana back to Stamina. Naturally this becomes even faster and more "profitable" to do when you can cast level VI versions of these life-spells.

Where to hunt: For the fist levels, the drudges east of Baishi will provide you with lots of XP's for your first levels. Then moove abit further from town to find Mosvarts and Shreths. When you are able to cast level III life spells, try taking on a lower level Mattakar. Going to the Drunken Madman's tower is a good idea as well. Not only will you be able to shoot bolts down the heads of those critters that spawn within range of the Tower itself, but lots of people approaching the tower will usually drag a tail of critters with them, that you can kill as well.

Do not be tempted to raise your melee in the beginning, apart from what you get from raising Quickness. You will not be able to evade anything significant for a long time anyways - instead - plan on killing the critters before they get to you - and use the Hit & Run tactics to get them down a bit before returning and killing them off. Your primary goal as far as Run is - will be a run of 120 with which you can easily outrun anything in Osteth. Once you get to 120 in Run (perhaps even buffed with Sprint Self and Quickness Self (or aided with a pair of fast shoes), I would go for the Shore Amoradillo Spot north of Arwic. These level 21 critters will give you 1.2K XP's for each one you kill, so it will be good experience even up to the the early twenties (level-wise). Then you go for higher level critters.

You next goal will be to get your Focus and Willpower up a lot. So do a lot of work on those two attributes. Once you are able to cast level V Life and Item spells, and have at least 100 in health (buffed), you will be able to take on Tusker Slaves or Guards (one at a time), if you work very carefully. Find out more on the tactics for Mages in the Helpers & Aids section of our Members Only area.

Have a LOT of fun playing your mage - as I said from the outset, it WILL be extreemely hard the first levels, but once you reach level 15-18 it will a lot of fun.

 


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Last modified: November 14, 2000