To Cast and Bash Clinic To Doc Feelgood's on WE
Doc Feelgood has experimented with a lot of character templates. These are her current favorites
New for 2003, the Proto-mage template, the PK Melee template
| The Character Template: |
| St xx, En xx, Co xx, Qu xx, Fo xx, Se xx What the starting attributes should be |
| Specialize in: Melee Defense, Magic Defense, Run What skills should be specialized in |
| Train in: Arcane Lore, Lockpick, Missile Defense, Unarmed Combat What skills should be trained in (some of these come with the race) |
| Add training in: Healing What skills to add as skill credits are gained. |
| Add XP Ratios: St 1.0, En .5, Co 1.0, Qu .5, Fo .5, Se .5 as
you add XP to attributes and skills, this is the ratio of how the XP
should be spread.
In this example if the next full point of Strength cost 500XP, then add to Endurance if the next full point of Endurance costs 249XP or less, add to Coordination if the next full point of Coordination costs 499XP or less, and so on... |
| Advantages: Versatile, Good fighter, good runner, the emphasis on defense grows in usefulness as character advances. Long on endurance -- can keep fighting on and on. What this character will be strong at doing. |
| Disadvantages: Limited carrying capacity -- can't handle heavy armor. Limited health -- can't "stand there and take it." What this character will have a hard time doing. |
| The El Badasso Model: Scout |
| St 70, En 40, Co 70, Qu 70, Fo 60, Se 20 |
| Specialize in: Racial Weapon, Melee Defense, Magic Defense |
| Train in: Arcane Lore, Healing |
| Add training in: Item magic, Mana Conversion, then open to your taste |
| Add XP Ratios:
St 1.0, En .5, Co 1.0, Qu .5, Fo .5, Se .5, He .5, St .5, Ma .5 MeleeD .5, MagicD .5, Run .5, ALore .5, Healing .5, Weapon 1.0 Item Magic .5, Loyalty .5 |
| Advantages: Versatile, Good fighter, good runner, good healer, the emphasis on magic defense grows in usefulness as character advances. Long on endurance -- can keep fighting on and on. Can do well at "artisan" skills such as Lockpick. Uses magic items well, so can work around magic debuff traps. |
| Disadvantages: Limited weapon penetration -- won't hit hardest monsters until they are debuffed. |
I recommend the El Badasso model as a first character. This character is very forgiving of mistakes in combat, has the carrying capacity to fill the clan treasury easily, and can wander, so you can see much of Dereth even as a low level.
El Badasso serves well as a beginning character, and as an advanced character -- lots of skill credits are available to customize to your taste. The original El Badasso, a "charter character" (built the first day Dereth opened), is still with us today on Leafcull, and still a powerful design.
| The Olf Model: Low Focus Axe, Mace, Spear or Sword User |
| St 100, En 10, Co 100, Qu 100, Fo 10, Se 10 |
| Specialize in: <Axe, Mace, Spear or Sword>, Magic Defense, Melee Defense |
| Train in: Healing |
| Add training in: Item Magic, then open to taste |
| Add XP Ratios:
St 2.0, En 1.0, Co 2.0, Qu 2.0, Fo .5, Se .5, He 1.0, St 1.0, Ma .5 Weapon 3.0, MagicD 3.0, Melee Defense 3.0, Run 1.0, Healing 1.0, Item Magic .5, Loyalty .5, Jump .25 |
| Advantages: Dish out big weapon damage, resist all kinds of return fire. Fast enough to run away from trouble, can "bob and weave" attack. Huge carrying capacity, can handle heavy armor, or loot "'til the cows come home." Spec in Magic Defense overcomes low Focus weaknesses in facing War Magic blasts. A respectable PK model because of its speed. |
| Disadvantages: Depends on buff bots. Low stamina and Item magic feeble -- won't portal until well over 20th level. Healing will start feebly as well. This character will be a "potion healer" well into their 20's, and is going to love stamina potions. |
The Olf Model is a 10 Focus 10 Self fighter model. If you love toe-to-toe melee, this is the way to do it.
This model loves a buff mage backing it. A buff mage can dramatically improve attribute, skill, and weapon performance for this fighter, especially at low levels.
| The Franky Johnnie Model: Smart Fighter (Gharun' or Sho, not Aluvian) |
| St 90, En 60, Co 90, Qu 20, Fo 50, Se 20 |
| Specialize in: Arcane Lore, Racial Weapon (Gharun': Staff, Sho: Unarmed Combat), Melee Defense, Magic Defense |
| Train in: |
| Add training in: Healing, Item Magic, then open to your taste |
| Add XP Ratios:
St 1.0, En .5, Co 1.0, Qu .5, Fo .5, Se .5, He .5, St .5, Ma .5 Weapon 1.0, MeleeD 1.0, MagicD .5, Run .5, ALore .5, Healing .5, ManaC .5, MissileD .5, Item Magic .5, Loyalty .5 |
| Advantages: A fighter who uses higher level magic items, throws higher level buffs, and heals well. Will be good with artisan and magic school skills. Can use higher level magic items, so can function well around dispell magic traps. |
| Disadvantages: Slow, can't run out of trouble. Melee defense is mediocre. |
Fighters are often built with 10 Focus and 10 Self. This lets the designer maximize the Strength and Coordination attributes for maximum weapon effectiveness, and split the remainder between Quickness and Endurance. But there are benefits to making a fighter with high Focus. A fighter with high Focus can use high level magic items, throw high level "buff" spells, and heal even when he or she has suffered lots of damage.
This is also an advanced model. Specializing in the racial weapon saves six skill credits that can be used for non-fighting skills, such as Artisanship, Leadership, Lockpick or Creature magic.
| The Jazzi Model: Magic Resistant Fighter (Gharun' or Sho, not Aluvian) |
| St 100, En 40, Co 100, Qu 60, Fo 40, Se 10 |
| Specialize in: Racial Weapon (Gharun': Staff, Sho: Unarmed Combat), Melee Defense, Magic Defense |
| Train in: Healing |
| Add training in: Item Magic, Missile Defense, then open to your taste |
| Add XP Ratios:
St 1.0, En .5, Co 1.0, Qu .5, Fo .5, Se .5, He .5, St .5, Ma .5 Weapon 1.0, MeleeD 1.0, MagicD 1.0, Run .5, Healing .5, MissileD .5, Item Magic .5, Loyalty .5 |
| Advantages: A fighter who uses higher level magic items, throws higher level buffs, heals well. With specialized Magic Resistance this fighter can face up to ("tank") Undead and other spell casters. |
| Disadvantages: Designed to work with buff bots. |
The Jazzi Model is the Franky Model with Magic Resistance specialized. The Franky Model has more skill credits available at higher levels.
| The Sunbeam 5th generation Artisan Model: Dagger-Artisan |
| St 20, En 20, Co 90, Qu 90, Fo 100, Se 10 |
| Specialize in: Dagger, Melee Defense, Magic Defense |
| Train in: Item Magic |
| Add training in: Healing, Alchemy, Cooking and Tinkering |
| Add XP Ratios:
St .5, En .5, Co 1.0, Qu 1.0, Fo 1.0, Se .5, He .5, St .5, Ma .5 Weapon 1.0, MeleeD 1.0, MagicD 1.0, Run .5, Healing .5, Item Magic .5, Artisan skills .5, Loyalty .5 |
| Advantages: A world-class dagger fighter, with Focus. Superb skills in dagger, healing, and breaking off a fight. All-in-all, a spectacular character to run. |
| Disadvantages: Limited carrying capacity. Designed to work with buff bots. |
The Sunbeam model is the Aluvian High Focus Fighter Model, and makes an excellent artisan/tinker model. It takes the "killing to cook" concept to it's extreme. Dagger and Melee Defense both mesh with high Quickness and Coordination, so no second weapon is learned, and Stength is not needed for fighting effectiveness. High Focus brings high Magic Resistance, Artisan and Tinkering ability.
This is a world-class dagger model. (Sunbeam was thriving in Lugian Citadel the moment she reached 15th level.)
Note: Doc Feelgood on WE is a Sunbeam Model with Leadership.
| The Fermi Model: Tank Mage Note: I no longer recommend this template. Zelta's work out better. |
| St 10, En 80, Co 10, Qu 70, Fo 80, Se 80 |
| Specialize in: Mana Conversion |
| Train in: War Magic, Life Magic, Melee Defense |
| Add training in: Item Magic, Creature Magic |
| Add XP Ratios:
St .5, En .5, Co .5, Qu .5, Fo 1.0, Se 1.0, He .5, St .5, Ma 1.0 War & Life 1.0, Creature & Item .5, MeleeD .5, MagicD 1.0, Run .5, ManaC .5, Loyalty .5 |
| Advantages: A mage with melee defense who can run fast and break off battles easily. |
| Disadvantages: Limited carrying capacity, doesn't have the health, stamina and mana or casting skills of a Zelta model (below). |
This is a buff mage character, adapted to Turbine Designer's de facto "everyone must melee" policy. This mage can thrive soloing on creatures coming over lots of flat land, by perching, and by wall working. He or she can also follow melee fighters around as they fight, and stand up to the occasional monster that strays away from the fighters
Because of his or her high Quickness, this is also a "PK mage" design.
| The Zelta Model: Battle Mage |
| St 10, En 100, Co 10, Qu 10, Fo 100, Se 100 |
| Specialize in: War Magic, Life Magic |
| Train in: |
| Add training in: Mana Conversion, Creature Magic, Item Magic |
| Add XP Ratios:
St .5, En .5, Co .25, Qu .5, Fo 1.0, Se 1.0, He .5, St .5, Ma 1.0 War&Life 1.5, Creature&Item 1.0, MagicD .5, Run .5, ManaC 1.0, Loyalty .5 |
| Advantages: Maximum War and Life casting power. Designed for perching, wall working, and killing things charging across lots of flat land. Designed to Drain monster health, stamina and mana to use against them. Can use Thaumaturge Armor at the earliest level possible. Creature magic subsitutes for lack of ALore. |
| Disadvantages: Limited carrying capacity, slow, must be coddled considerably to level quickly. Late learning Item magic: can't Recall until 50th level. |
Get Mana Conversion as quickly as you can. The improvements to spell casting efficiency will be dramatic.
Zelta Models can become the ultimately powerful magi. But that will take a lot of levels, and, in the meantime, he or she will need a lot of support to level quickly. They have no good defense until they can throw high-level protects, so others have to throw the protects for them while they are low level, or they have to be quite selective about where they hunt.
| The Yongsan Model: Magic Resistant, Crossbow or Bow |
| St 70, En 40, Co 100, Qu 80, Fo 20, Se 20 |
| Specialize in: <Crossbow or Bow>, Melee Defense, Magic Defense |
| Train in: |
| Add training in: Healing, Item Magic, then open to your taste |
| Add XP Ratios:
St .5, En .5, Co 1.0, Qu .5, Fo .5, Se .5, He .5, St .5, Ma .5 Weapon 1.0, MissileD 1.0, MagicD 1.0, Run .5, Healing .5, MeleeD .5, Item Magic .5, Loyalty .5 |
| Advantages: Dish out XBow damage, resist Magic return fire. Designed to perch, or attack over lots of flat land. Fast enough to run away from trouble, can "bob and weave" attack. |
| Disadvantages: Designed to work with buff bots. Low on health and stamina. Has a hard time when enemy closes. Can't stand against missile and magic tossers until health improves. |
Turbine has improved Crossbow effectiveness a bit. This design takes advantage of that improvement to produce a missile person. The deadliest monster attacks are usually War spells, the spec'd Magic Resistance reduces that spell damage.
| The Morbius Model: Proto-Mage |
| St 30, En 100, Co 30, Qu 10, Fo 70, Se 70 |
| Specialize in: Racial Weapon, Melee Defense, Mana Conversion |
| Train in: Healing, Item |
| Add training in: Life, Creature, War |
|
Get Attibute and Skill Gems in:
Save the gems as you get them, and use them all at the same time when you are ready to make the transition to mage. |
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Add XP Ratios: before mage transition St 1.0, En .5, Co 1.0, Qu 1.0, Fo .25, Se .25 -- Weapon 1.0, Mel D 1.0, Magic D 1.0, others .25 after mage transition St 0, En .5, Co 0, Qu 0, Fo 1.0, Se 1.0 -- Magic Schools 1.0, Mana C .5, Magic D .5, others 0 |
| Advantages: When buffed, this character should level fast as a melee against "weak" monsters such as those in Olthoi Arcade and the beginning Tusker Island dungeons. Later, the high spending on magic defense will let spell casting undead and sclavi become good prey. |
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Disadvantages: It will take six visits to the Temples to complete the transition to mage -- that's 12 weeks real time, minimum. The character will become "gimpier" as a fighter as it grows in level. It's definately a "caterpillar" while a fighter. The transition to mage should occur some time in the late-40's to mid-50's, after the mage form is capable of comfortably casting level 6 spells. As a fighter the character will have a hard time penetrating to damage monsters will high melee defenses such as higher level tuskers, olthoi and grievers. They will also take more damage than their comparabile level compatriots because their melee defense is inherently low. As they grow in level, their prey will become spell casters with low melee defenses such as undead and slavi. |
This character is a sophisiticated character to develop. You will have to be diligent about your visits to the temples, and selective in what you hunt as a fighter. Forgetting weapon skill, Melee Defense and Healing frees up the XP invested in those skills -- apply that xp to magic schools.
The goal is a high level mage character that can be developed solo more quickly than simply bringing a "Zelta" or "Fermi" style character into existence and leveling them solo. If you want a high level mage, and have access to a friend who will help you level, just start with a Fermi or Zelta model directly.
| The Big Al Kaeda Model: PK Melee |
| St 100, En 100, Co 100, Qu 10, Fo 10, Se 10 (swap 100 Quick for 100 Strength if dagger is weapon choice) |
| Specialize in: Racial Weapon (Sho, Unarmed, recommended), Melee Defense, Magic Defense |
| Train in: Item |
| Add training in: Healing, then your choice (ALore, 2nd weapon, run spec', lockpick) |
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Get Skill Gems in:
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Add XP Ratios: while leveling on Olthoi and Tuskers: St 1.0, En .5, Co 1.0, Qu 1.0, Fo .25, Se .25 -- Weapon .75, Mel D .75, Magic D 0.0, others .25 when PK or fighting magic using monsters: St 1.0, En .5, Co 1.0, Qu 1.0, Fo 0, Se 0 -- Weapon .75, Mel D .75, Magic D .75, others .25 (Invest in Focus, Self and Item magic only long enough to throw Recalls reliably and Summon feebly.) |
| Advantages: Will level fast as a low level and be ready to PK about level 50/60. The UA form of attack "sticks" better than Dagger form or Staff form when chasing a fleeing PK. Lots of hit points and lots of melee and magic resistance. This character should level fast against "weak" monsters such as those in Olthoi Arcade and the beginning Tusker Island dungeons. Later, the high spending on magic defense will let spell casting undead and sclavi become good prey, and protect from PK mages. |
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Disadvantages: The low focus and quickness, and high investment in weapon skills and defenses, will keep this character from being "world class" as an Artisan or Melee Defender. When "red" this character can only be buffed by a "red" mage. ALore will be handy so Magic Jewelry can substitute for mage buffing. |
This is the standard Low Focus Melee template modified to reflect the differences associated with PK play. In PK play, damaged "monsters" will run away, so sticking to them to keep the combat going becomes important. UA's can "stick" better than Daggers, Swords or other weapons, and Mace is a slow swinger, so UA is the best choice, followed by Dagger. Likewise, the human monsters you face will deal you large and unpredictable amounts of damage compared to computer monsters, so having a large reserve of health is more valuable than high Melee Defense (thus 100 Endurance, rather than 100 quickness).
Bow as a second weapon makes for an interesting 2nd attack option. You can pick Bow up from the skill credits you gain as you level. The question will be: does splitting xp between two weapons offset the hitting advantage of a higher skill in a dedicated single weapon? The question is, as of now, unanswered.
Level this person at Olthoi Arcade to lower 20's, then switch to Tusker Abode/Habitat/Quarters/Barracks/Pit to get them to level 50.