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Mage FAQ
If You Cant Find It In This........Good Luck Anywhere Else (I Didn't Write This)
1) Introduction
Welcome to the first asheron's call Mage frequently asked questions. This FAQ will strive to contain the most frequently asked question concerning magic in asheron's call. It is currently maintained by Dizzarian and hosted at http://dizzarian.com/acmages You may reference and link to this document in any way that you see fit, but replication of this document in part or full is not permitted with out the permission of Dizzarian.
1.1 Assumptions : This FAQ assumes that you have played AC and know most of the abbreviations used.
1.2 Abbreviations : These are common abbreviations used by mages and in general people in AC. Some of these will also be used in this FAQ

AC - Asheron's Call

Aluv - Aluvian

BM - BattleMage, a type of mage

BSD - Black Spawn Den

Comp - Component

Coord - Coordination

Critter - Can refer to Creature Magic

Debuff - Refers to a Vuln or inept cast on you.

DT - Darktide

diff - Difficulty

DoC - Dungeon of Corpses

End - Endurance

FF - Forstfell Server

GCD - Grendline Consulate Dungeon sometimes called GDC

Gharu - Gharu'ndim

GSA - Greater Shadow Armor

HG - Harverstgain Server

Impen - Refers to the Item Spell Impenetrability

Lag - Basically slow connection speeds. When your link indicator goes yellow or red that's called lag.

LC - Leafcull

LP - Lock Pick

HH - Heiromancer Halls

ManaC - Mana Conversion

MOB - Monster (term left over from MUD days)

MSA - Medium Shadow Armor

MT - Morningthaw Server

OG - Type of Mage, refers to it original promoter Og the One Eye

PK - Player Killer

PvM - Player versus Monster

PvP - Player versus Player

Quick - Quickness

S2M - Stamina to Mana

SC - Solclaim Server

Str - Strength

TD - Thistledown Server

Uber - Refers to something or something that is above it's competitors

Vuln - Vulnerability

WE - Wintersebb Server

WMA - War Mage Armor

XP - Experience Point
2) Online Resources
2.1 Where can I find web pages about AC magic?
A: There are a few places online dedicated to AC magic.
Q's Guide to being a Mage in Dereth - A very comprehensive guide detailing the differences between the mage templates and how to play a mage in general. Very good reading for any mage. Skill : Beginner ---> Advanced
Dizz's Diary of Dearth - Started out as simply a journal of a battlemage but has slowly become a comprehensive site for all mages.
2.2 Where can I find message boards about AC magic
A: Message boards supply a wealth of information and should be where you go for all questions not covered in this faq

Crossroads of Dereth -
Collegium Arcani

ACVaults -
Magic Shop
Dizz's Mage Forums

Stratics -
Magic Forum

AC Tips -
Mage Forum
3) The Basics
3.1 What Schools of magic are there?
A: There are 4 schools of magic in asheron's call.
Life Magic - This school contains protections, vital transfer spells, drains, vulns etc.
War Magic - This the main offensive arsenal of any mage
Creature Magic - Increases and decrease attributes and skill of the target
Item Magic - Increase and decreases the properties of items and weapons. Also contains portal spells. This school is used by almost every character in the game.
3.2 What types of spells are there?
A: There are many types of spells belonging to the 4 schools of magic
Type
|
School
|
Description
|
Bolts
|
War
|
Most common war spell. Usually sends a single bolt of either elemental or physical damage to target
|
Blasts
|
War
|
Sends 3 bolts side by side ( ||| ) at target. Start at level 3 and each bolt does 2 levels lower damage than bolt of same type.
|
Vollys
|
War
|
Sends 3 bolts in a V pattern ( \|/ ) at target. Start at level 3 and each bolt does 2 levels lower damage than bolt of same type.
|
Streaks
|
War
|
Sends a very fast bolt at target. Starts at level 3 and does 2 levels lower damage than bolt of same type.
|
Wall
|
War
|
Sends 8 slow moving bolts in direction cast, with each bolt doing the damage of a level 5 bolt
|
Ring
|
War
|
Makes a ring of spell type slowly moving away from caster. Damage of a level 5 bolt
|
Protections
|
Life
|
Reduces damage taken for the type of spell cast
|
Vulnerabilities
|
Life
|
Increases damage taken for the type of spell cast
|
Transfers
|
Life
|
Includes heals, harms, drains, and transfers of either health, stamina, or mana
|
Regenerations
|
Life
|
Increases regeneration speeds of vital statistics
|
Degenerations
|
Life
|
Decreases regeneration speeds of vital statistics
|
Dispells
|
Life and Creature
|
Dispells a undetermined amount of spells depending on level of spell cast on target and school cast.
|
Masteries
|
Creature
|
Increases specific attributes to target
|
Inepts
|
Creature
|
Decreases specific attributes to target
|
Portal
|
Item
|
Allows caster to recall and summon to portals and lifestones
|
Banes
|
Item
|
Increase armor level and protection levels of armor
|
Lures
|
Item
|
Decrease armor level and protection levels of armor
|
Item Enhancements
|
Item
|
Increase properties of weapons
|
3.3 What makes someone a mage?
A: This is a very subjective question as AC is a skill based game and almost every character in the game has chosen some form of magic for their character. Generally speaking though a mage is anyone who use the school of war magic as their primary weapon or will after a certain level.
4) Creation
4.1 How do I create a mage?
A: There are hundreds of ways to create a mage character all of which will not be discussed here. I refer you to Q's Guide or Dizz's site for ideas on templates. But the simplest way to create a mage is to specialize in a magic school (either life or war), train mana conversion and make sure you have focus and self set at 100. This will give you a good starter mage that is very playable. Although even these simple ideas could be debated.
4.2 What should be my starting stats?
A: When referring to stats we are almost always referring to 6 primary statistics. Strength, Endurance, Coordination, Quickness, Focus and Willpower. The 2 most important stats for a mage are focus and will power because every school of magic is based on these 2 stats. It's common belief that every mage regardless of type should set both these numbers to 100. 90 use to be a common number but in the world of AC today it's very rare for experienced mages to choose this. The least useful skill to a mage is coordination. Almost every template you will see has this number set to its lowest 10. There are reasons for having more but do not put points into this stat unless you know why you are putting them there. The debated stats are strength and endurance and to a lesser extent quickness. Quickness directly correlates to run and both of these stats are buffable so not many mages put points into this stat at the beginning. Also run tops out at 300 which is easily obtainable even with a starting quick of 10. Which leaves us with Strength vs. Endurance. As a mage you will be carrying a lot of components for spells, plus any armor you may be wearing, plus any loot that you come across. So strength is nothing to cough at. Some extreme mages feel it's very important and even set it 100. Endurance = Mana to a mage. Using a spell know as Stamina to Mana a mage can virtually, at later levels, produce mana from thin air and the bigger you stamina tank is the better it works. Also this has the side effect of increasing your life which is always helpful. So what should your str/end be? 100/10? 55/55? 10/100? Many debates arise on this subject alone. If your starting out I suggest somewhere in the middle, say 60/50 50/60 etc.
4.3 What race should I be?
A: There's really no advantage to being one race or the other when it comes to magic. Mages often choose gharu because of the appraise item skill. The trend, of late, is for a mage not to train in arcane lore and having appraise item helps offset this. Also the Impious Staff is Gharu only but no one really uses this spell anyway so this is not a reason to choose Gharu. If you believe that your mage will later use a racial weapon then choose the race that best fits your idea for this.
4.4 What schools should I take at the beginning?
A: This is another very subjective question and this is why there are so many different templates. Some templates such as OG don't even start with war magic, and yet others don't start with life magic so you can't even suggest one of those. As stated in a previous question if you want a simple and effective mage specialize in a magic school (either life or war), train mana conversion. This will give you a very easy mage to play that will get you started in magic.
4.5 What about OG, BMs, Opals, etc.. What are they?
A: These are all templates used in describing mage classes. A template basically tells what schools to specialize in and what to train and to take later. I'll try to cover the most common mages and there names in this question but there are still more that are not even covered. Also most of the time these templates only cover up to the level that makes them complete, i.e. when they have all 4 schools and ManaC
Common Name
|
Specialization
|
Trained
|
After Creation Skills
|
Archemage / Old School / 4 School
|
Nothing
|
Life, War, Item, Creature, ManaC
|
 |
Mana Mage
|
ManaC
|
Life, War, Creature
|
Item@9
|
Creature Mage
|
Creature
|
Life, War, Creature, ManaC
|
Item@9
|
Life Mage
|
Life
|
War, Creature, ManaC
|
Item@9
|
War Mage
|
War
|
Life, ManaC, Arcane Lore
|
Item@9 creature@26
|
McWar Mage / Warring Mana Mage / Emeraldwind
|
War, ManaC
|
(Item or Creature)
|
life@16 (Item or Creature)@40
|
OG / War Cleric
|
Life, Creature
|
Item, ManaC
|
War@26
|
Grampa / OG+
|
Life, Creature, ManaC
|
 |
(Item@9, War@60) or (War@26, Item@60)
|
Opal / Ugh Mage
|
War, Creature
|
ManaC
|
Life@16 Item@40
|
Battlemage / Animal
|
War, Life
|
 |
ManaC@7 (Item or Creature)@20 (Item or Creature)@50
|
Grief Mage
|
Creature, Magic Defense
|
War, ManaC
|
Life@16 Item@40
|
4.6 Where should I hunt?
A: This will depend heavily on the type of mage you play. Also Dereth is an ever evolving world so this can change from month to month. And since Dereth has recently changed in a dramatic way I can't really suggest anywhere at the moment. Please refer to Q's Guide on what creature you can take and should concentrate on during each level
4.7 What items do I need to get started?
A: The one great thing about a mage is that you need very little to get going. First you need a wand, orb or staff to cast spells. Your starter wand is fine but preferably after you collect some gold notes you'll want to get a good explorer wand and some more explorer gear. See Maggie's site for information on explorer gear. After this you need some basic armor or a robe. If your using a robe you have to make sure you cast impen on it or it's like you're wearing nothing at all. Then you need all the components for every spell you are planning on casting. This can get expensive so either be selective for what you are going to cast or have a healthy supply of cash.
5 ) Components and Shopping
5.1 What are components?
A: Components are used to create spells. Without them you can't cast your spells at all. There are some general guidelines that will help you when building spells. The most basic structure of a spell is : Scarab, herb, powder, potion, talisman. Then at different levels tapers are added to the formula in such a way that a level 6 spell would be : Scarab, taper, herb, taper, powder, potion, taper, talisman. The Component Dictionary is a very good place to start when figuring out what components do and such
5.2 Where can I buy components?
A: Every town has mage shop where you can buy components. And there are wandering mages throughout the landscape that also carry them. Although not every mage carries every component. And only the master mages carry all the components at the lowest prices.
5.3 Where are the master mage shops?
A: There are 3 master mage shops, master mages sell all components and peas at their base price.

Tired Mage Shop - 64.3s 85.9e - Outside of Mayoi and by far the easiest master mage to get to. Most mages use this shop when buying high level components.

Desert Mage - 40.8s 11.9e - Close to Xarabydun

Celdiseth's Cottage - 86.6n 21.6e - Close to nowhere :) Way up north of Bandit castle
There are other arch-mages that sell all components and peas but often they are at very high prices. You can find these mages in the following cities : Cragstone, Hebian-To, Zaikhal, Teth, and Danby's Outpost
5.4 What are peas?
A: Peas are a concentrated form of components. The idea behind them is that they are very light weight so you carry tons of them then split them when you need them. Splitting a pea turns it into that component and is done with a pea splitter. Pea splitters can be bought at master mages, but at a hefty price of over 40,000 pyreals. Peas are not cheap either so keeping a supply of them can prove a daunting task at earlier levels. I recommend this essay on CoD if you you're interested more in peas.
5.5 How do I use the component buyer?
A: Component shopping has been made very easy in the last few months. While at a mage shop open up you spell component tab by hitting F6. For each of the components in the list you will see a red value. This value is the amount of components you want to carry. To change this value click on the red number and type in a new value. After you've set your levels type /fillcomps in your message box while you have the trade window open with the vender. The vender will then fill your buy window up with all the components you need to bring the levels of your comps up to the value specified by the red number. There are other commands for /fillcomps that I won't go into here. type /help fillcomps for more explanation.
5.6 Where do I get diamond scarabs?
A: There are 4 different ways of getting diamond scarabs
Diamond golems drop diamond hearts on occasion. These can be turned into to a stone collector and he will give you a diamond scarab.
Turn in a pyreal nugget (4 motes) to Faruza ibn Salaq, at the beach fort, he will give you 5 diamond scarabs per nugget.
Singularity quest. Not going to go into the details here. If your interested please go here.
Lastly if you're the gambling type, they are handed out at the medium stakes gambling tables.
5.7 Where can I buy gold and pyreal scarabs?
A: Besides the master mage and arch-mage shops listed in 5.3, gold and pyreal scarabs can be purchased in Kayaban, lin, Sawato, Uziz, Linvak Tukal, and Neydissa Castle
5.8 Where can I buy peas?
A: Only at master mage shops and arch-mages. See question 5.3
5.9 Where can I buy platinum scarabs?
A: Only at master mage shops and arch-mages. See question 5.3
6) Spells
6.1 What is buffing?
A: Buffing simply refers to the act of casting protections and mastery on yourself or someone else.
6.2 What is the spell economy?
A: From the manual, it states
The magic inherent in spells is limited. The less often a spell is cast within a given period anywhere in the game world, the more power that spell will have. Spells that are used less often will have more range, duration, and potency.
This is the theory anyway, it's common knowledge that this system is not working properly. Partial it's our fault because we now know every spell in the game and common spells are used by every class. Therefore the benefit we get from the spell economy is often negligible. You can tell the effect that the spell economy is having on your spell by the words preceding it. It will be one of the following.
The magic blazes within you! < Highest>
The magic rushes mightily through you.
The magic courses strongly through you.
The magic surges through you.
The magic flows through you. <Lowest>
By paying attention to these words you can tell which spell may be more effective when being used. For example Tumeroks have the same resistance to every war spell, but with the spell economy you will most likely get better results using acid instead of fire.
also in this Q&A http://www.turbinegames.com/qa/view_question.html?id=6456 turbine says that : The spell economy is recalculated several times each hour.
Thanks to Berrani for the list of economy words.
6.3 What is a personal spell economy?
A: When you cast a spell, under the spell bar is a 'charge bar'. It starts at 100%, and when you cast a spell it drops in value.
The effectiveness of a spell is diminished by the percentage on the 'charge bar'. That means that your War spell that you've been casting over and over and over until the bar only says 50% will only hit for one half the damage it should.
Each spell you cast has it's own 'personal economy'. Wait for a while and the bar will slowly fill to 100% again. -Topheron
6.4 What is a personal taper?
A: All spells level 2 and above use tapers. For standard spells the first taper is set and the same for every person in the game. But the following tapers are different for everyone in the game. There are formulas for calculating what your personal taper is for each spell but this still requires you to figure out what your personal taper is for some spells. Also there are now programs that have completely figured out the formula for what your personal taper is, this formula is based on your zone id.
6.5 What causes fizzle?
6.6 What skill do I need to cast level X spell?
6.7 When should I start using level X spells?
A: All of these questions can be answered by the excellent essay that Topheron has put together :
The true difficulty of the spells can be found in the Portal.dat file. There are two 3rd party programs which will extract this information for you, Spiltbeans and Rainpea.
The best way to be sure of the difficulty of the spell you are wanting to learn is to use a 3rd party application to find the true difficulty of the spell. However, you may not be comfortable with using a 3rd party application, so here is a breakdown of the difficulties of the various kinds of spells currently in the game.
War

Bolts and Streaks have these difficulties: 1, 50, 100, 150, 200, 250, 300

Blast / Volley spells start at level III, are +25 points more difficult than the equivalent Bolt spell. Flame Bolt III has difficulty 100, Flame Blast III or Flame Volley III has a difficulty of 125. This makes Blast/Volley difficulties: 125, 175, 225, 275, 325

Ring/Wall spells have a difficulty of 200.
Life

Beneficial /Transfer spells: 1,50,100,150,200,250,300

Harmful spells (Vulns, Imperil, etc): 25,75,125,175,225,275,325

Drains: 38,88,138,188,238,288
Item

Beneficial: 1,50,100,150,200,250,300

Harmful spells (Seekers, Brittlemail, etc): 25,75,125,175,225,275,325

Lifestone Recall 100

Portal Recall 100

Portal Tie 150

Summon Portal I 200

Summon Portal II 225

Summon Portal III 250

Recall the Sanctuary 200
Creature

Beneficial: 1,50,100,150,200,250,300

Harmful spells: 25,75,125,175,225,275,325

Creature Magic has a few exceptions to the general rules:

Bafflement Self I, Clumsiness Self I, Feeblemind Self I, Frailty Self I, Slowness Self I, Weakness Self I, All have a difficulty of 15 instead of the expected difficulty of 25.

Leadership Mastery Self is odd, it's difficulty is: 1, 25, 75, 125, 200, 250, 300.
All Dispell spells have difficulties that are 50 points above the standard: 50,100,150,200,250,300
To simplify the above information, you can say that almost all spells have difficulties represented in the following table:
Spell Difficulty Table
|
 |
Buff
|
Debuff
|
Level I
|
1
|
25
|
Level II
|
50
|
75
|
Level III
|
100
|
125
|
Level IV
|
150
|
175
|
Level V
|
200
|
225
|
Level VI
|
250
|
275
|
Level VII
|
300
|
325
|
Personally, through long experience I find that being –20 points below the difficulty level of the spell you are casting is bare minimum skill required for lots of fizzle, but still possible to cast.
Given that, my personal recommendation table for lots of fizzle casting is:
Lots of Fizzle Table
|
 |
Buff
|
Debuff
|
Level I
|
1
|
5
|
Level II
|
30
|
55
|
Level III
|
80
|
105
|
Level IV
|
130
|
155
|
Level V
|
180
|
205
|
Level VI
|
230
|
255
|
Level VII
|
280
|
305
|
For reliable casting I want 10 points above the difficulty level.
So my personal recommendation for reliable casting is:
Reliable Casting Table
|
 |
Buff
|
Debuff
|
Level I
|
11
|
35
|
Level II
|
60
|
85
|
Level III
|
110
|
135
|
Level IV
|
160
|
185
|
Level V
|
210
|
235
|
Level VI
|
260
|
285
|
Level VII
|
310
|
335
|
Of course the 'Lots of Fizzle Table' and the 'Reliable Casting Table' are my personal preference. Your tolerance for fizzle will determine your own personal tables
- Topheron
6.8 What are ring and wall spells? and what are their uses?
A: Both wall and ring spells were added several months after AC went live. Both these spells have diamond scarabs and require the skill level for level 5 war spells. Typically wall spells are used on large groups of monsters and only used if it's somewhat flat terrain. Ring spells are handy when you have a large number of monster with a relatively low amount of health surrounding you. Also becoming a popular technique in PK battles. Also these spells do not require a target.
6.9 What are dispells?
A: Dispells require not only diamond scarabs but they also require chorizite potions and up to 300 mana. So what's the big deal? Well dispells remove up to so many buffs and debuffs depending on the level cast. So say a monster cast feebleminded 5, bafflement 5, and life inept 5 on you, then you can cast a dispell to remove all these. But be careful when using these spells as they also remove beneficial buffs.
6.10 Where do I get chorizite potions?
A: Making chorizite potions is a multiple step process and requires the help of an alchemist. You have to obtain some medium chorizite from the medium ore dungeon, then get it refined. The lugians in this mine are hollow so you probably need some melee buddies for help. See Maggie's site for details on how to make it http://www.thejackcat.com/AC/Hobbies/Potions.htm
6.11 What are volleys and blast spells? And what are their uses?
A: Volleys sends 3 bolts in a V pattern ( \|/ ) at target. Starting at level 3 and continuing on through 7, each of volleys bolts does 2 levels of damage lower than a bolt of the same level. So level 3 volleys do the damage of a level 1 bolt spell. Blast are the same as volleys except the spread pattern is side by side like | | |
What are their uses? erm.. uh... I haven't found one. You'll see that a lot of monsters use these spells to hit multiple targets but as far as I know these spells only target 1 monster so you can't hit multiple targets with them. If your interested in hitting multiple targets I suggest you look into ring and wall spells.
6.12 How do I get level 7 spells?
A: Level 7 spells are not learnable by conventional means. To get level 7 spells you must find the appropriate level 6 scroll and turn that scroll into the appropriate essence. The kicker being that level 6 scrolls are currently only available from steel chests and reinforced steel chests. Also these chests can only be opened by using sturdy iron keys. Steel chests are located throughout the dires and the obsidian plains. More information can be found here http://dizzarian.com/acmages/Essays/Level7Spells.html
6.13 Where are the item, life, Creature and war Essences?
A: The exact locations are

War - Essence of Strife : 73.5 N, 3.2 W

Life - Essence of Verdancy : 30.4S, 74.4W

Item - Essence of Artifice : 86.7 S, 10.4 E

Creature - Essence of Enchantment : 52.8N, 62.4E
For more information on these and level 7 spells see this essay http://dizzarian.com/acmages/Essays/Level7Spells.html
6.14 What portal spells are there?
A: There will most like be more portal spells in the future so this list will be changing.

Lifestone Recall

Portal Recall

Portal Tie

Summon Portal I, II, III

Recall the Sanctuary

Aerlinthe Recall
6.15 How do I learn Aerlinthe recall?
A: You can not learn Aerlinthe recall by normal conventions. The only way to learn this spell is by collecting the scroll in the Aerlinthe quest. More information on this quest http://www.thejackcat.com/AC/Hobbies/Quests/Aerlinthe.htm.
6.16 How do I learn sanctuary recall?
A: There are 2 ways to learn this spell. First is to go on the healer's heart quest and the scroll will be available along with the quest. The other way is to force the spell. If you do not have spiltbeans or arkane knowledge then you will have to find the formula then try all the possible tapers to force the spell. This is not easy or cheap.
6.17 What's the difference between imperil and vuln?
A: Imperil reduces the armor level of the target. Vulns increase damage taken by that damage type. War spells ignore armor level, therefore casting imperil on your target will not increase the damage taken by your spell. As a mage you should not be casting imperil unless you are helping out a melee member in your party.
6.18 What's the difference between a life protection and an Item bane?
A: This is a very important topic, life protections protect against spells and melee damage. Item banes ONLY protect against melee damage.
6.19 When should I use streaks?
A: Streaks are rarely used when fighting monsters as they cause 2 levels less damage. They were implemented as a way to even out PvP. So you should really only use them in a PK battle.
6.20 Should I learn portal Tie? How does summon and recall work if I don't?
A: Hard to answer, here's the run down
Advantages to portal tie : Have a permanent tie to a hunting spot or town. No matter what quest, or buddy you go help you will always have your favorite portal
Advantages to not learning portal tie : You can recall to a lot of locations that you can not portal tie to. These include many quest dungeons and portal gem portals.
The general consensus is that if you have several characters who do have portal tie then it may be to your advantage not to learn it. Or at the very least try to do with out it for a while, you can always learn it later but you can never forget it. Once you learn it you can not remove your tie, even deleting the spell from you spell book has no affect.
If you don't learn portal tie this is generally how it works. Any portal you go through you will be able to recall to, this is unless the portal is flagged as un-recallable (Aerlinthe for example). Summon portal will always recall to the last portal you went through that was not summoned by another player and is not flagged as un-summonable.
7) Spell Tabs
7.1 How do I setup my spell tabs?
A: This is way too complicated a subject to really include here. Generally keep your most important spells like heals, drains, or commonly used war spells in your hot key slots. Also it's common to keep groups of common spells on separate tabs. For example all offensive spells on tab 1, all buffs on tab 2, all buff Others on tab 3, etc. Continue to play around with it till one feels right for you.
7.2 Do I have to use my mouse?
A: Ah this is the great thing about spell tabs, all of it can be done by using the keyboard here's a quick rundown of spell keys

1-9 - hot keys to cast the spell in that slot in the currently selected tab

Insert - Change to the tab on the left of the current

Page Up - Chage to the tab on the right of the current

Delete - Move from currently selected spell to the one on the left

Page Down - Move from currently selected spell to the one on the right

End - Cast the currently selected spell

Ctrl + Page Down - Select the last spell in the current tab

Ctrl + Delete - Select the first spell in the current tab

Ctrl + Insert - Selects First Tab

Ctrl + Page Up - Selects Last Tab
A great essay on this is available here http://www.thejackcat.com/AC/Ned/Tip6.htm
8) Mage Quest
8.1 What Mage quest are there?
A: Well kind of a vague question so I'll assume that when we talk about mage quest then these are quest that reward either a staff, wand, orb, scroll, or robe. Also this would include the WMA. This is just a quick run down with links to the quest.
Quest
|
Reward
|
Link
|
Aerlinthe
|
Staff of Aerfalle, Aerfalle's Pallium, Aerlinthe Recall Scroll
|
http://www.thejackcat.com/AC/Hobbies/Quests/Aerlinthe.htm
|
Arm, Mind, Heart
|
Staff of Clarity
|
http://www.thejackcat.com/AC/Hobbies/Quests/AMH.htm
|
Frore
|
Gelidite Robe
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http://www.thejackcat.com/AC/Hobbies/Quests/Frore.htm
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Hieromancer's Armor
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Mage Armor
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http://www.thejackcat.com/AC/Hobbies/Quests/Hieromancer.htm
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Impious Staff
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Impious Staff
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http://www.thejackcat.com/AC/Hobbies/Quests/Impious.htm
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Focusing Stone
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Focusing Stone
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http://www.thejackcat.com/AC/Hobbies/Quests/Focusing.htm
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Gem of Impulse
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Gem of Impulse
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http://www.thejackcat.com/AC/Hobbies/Quests/Impulse.htm
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Healer's Heart
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Healer's Heart
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http://www.thejackcat.com/AC/Hobbies/Quests/Heart.htm
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Quiddity Orb
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Quiddity Orb
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http://www.thejackcat.com/AC/Hobbies/Quests/QuiddityOrb.htm
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Virindi Scrolls
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Dark Flame, Arcane Restoration, Unnatural Persistance
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http://www.thejackcat.com/AC/Hobbies/Quests/Spells.htm
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8.2 What mage wands, orbs and staves are there?
A: This list is quite large and I suggest this link from Cod to get an accurate list http://ac.warcry.com/compendium/weapons/?cat=11
Mage Armor
8.3.1 Where can I find acid?
A: Acid if found on 3 types of grievers at different rates according to their levels

Bane Grievers 5%

Harrowers Grievers 3%

Virulent Grievers 1%
8.3.2 Where can I find peculiar old dagger?
A: The peculiar old dagger can be bought from Zairente Ra-Yao. The trick being that you have to find him. He randomly spawns through out the dires. I seem to have the best luck finding him in the southern dires, especially around the Mayoi dires portal drop off.
8.3.3 Where do I find a humming crystal portal?
A: The portal can be found all over the dires, although it seems like I always have better luck around the center portion of the dires. Try starting at the walled portals and running around that area, you will eventually find it.
8.3.4 I'm a low level mage can I still do the quest and have someone help me?
A: Yes you can do it at any level, although you will have to have someone help you get the acid as grievers are not easy to kill for low level mages. The actual trials require you to kill golems, and in the last trials these golems are pretty much equivalent to diamond golems. If you don't think you can kill a diamond then you should probably wait. But if you insist you can get a buddy to help but he will also have to find a vial of acid to join you. Also when you spawn into a training dungeon it's one of 5 similar dungeons and it's random every time you portal. So it could take some work for you buddy to join up with you in the right dungeon.
8.3.5 How do I get the globe of Aurbean?
A: You have to find the blue orb in Hieromancer Halls. It's located in a secret location in the halls. After you have your orb when you go to Lyceum you turn the orb into the training golem and he will give you the globe.
8.3.6 How do I get the Heiromancer's Orb?
A: The orb is given to you by the training golem when you give him a Sunstone Geode. The Sunstone Geode is randomly dropped by the Nephal golems in trials. And yes all 3 trial golems drop the geode.
8.3.7 What's the difference between thaugmatic plate and exarch plate?
A: Instead of doing a piece by piece comparison here is a list of what a full suits of each gets you.
Thaugmatic Plate
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Exarch Plate
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Magical AL 170
War Magic + 5 pts
Item Magic + 5 pts
Creature Magic + 5 pts
Mana Conversion Mast Other VI
Magic Resistance Other VI
Strength Other VI
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Magical AL 170
War Magic +10 pts
Item Mage +10 pts
Creature Mage +10pts
Mana Conversion Mast Other VI
Magic Resistance Other VI
Strength Other VI
Leadership Master Other V
Mana Renewal Other VI
Sprint Other V
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Exarch plate requires that you have war specialized.
8.3.8 How do I kindle the armor?
A: Get some kindling stones from heiromancer's hall and then use the kindling stones on each piece of armor. Use 2 stones on the armor to get thau plate. A 3rd stone to produce exarch plate, failure unkindles the armor.
8.3.9 How do I change the color?
A: Color is determined by the stone you use. Exarch armor's color is determined by the second stone's color.
8.3.10 What skill is needed to kindle the armor?
A: It's pretty much been assumption, since there is really no way to calculate a 50% mark. 270 war is the req to use the thau. It has been reported double kindled as low as 240 since exarch only requires spec war and 50 acl to use; however, it is assumed very hard to complete it at that level and that is more of the lowest abnormal mark. Usually people report trying and success around the 270 mark for thau, and the 300 mark for Exarch. In the hall you can try at any level because you always have a chance and the stones are on a fast spawn. If you gather a pack of stones before getting the armor, I believe 300 would be a safe mark to suggest in a faq. Probably 270-300 would be the range to look in, not a good chance below 270, and no problems after 300. -Anonymous
8.3.11 Does the mage armor withstand hollow attacks?
A: No, it has a magical AL and wearing it against hollows will be as if you are wearing no armor at all.
9) General Questions
9.1 What does it mean when someone says his mage graduated?
A: Most commonly this is a term used by mages who have chosen extreme mage templates. The term generally means that they have completed their mages by getting all 4 schools and manaC.
Robes
9.2.1 Should I wear a robe or armor?
A: Generally, until your 20s or so, impen'ing a robe is a very tedious and challenging effort, plus the AL that you get from anything below impen 4 is hardly worth the effort. Many simply rely on a light set of armor - a mattekar coat is the preferred coat of choice although now there is a greater ursuin coat which will soon become popular. This will save you some buffing time in the early levels. Matty coats are fairly common in game on all servers, for a new player however you will most likely need to obtain one through an allegiance group. - Thunder of Heaven
The benefits to using a robe are less buffs but the disadvantage is less AL. Most likely you'll use either a robe or armor in different situations.
9.2.2 What types of robes are there?
A: There are essentially 4 types of robes, 1 for each race and quest robes. The racial robes are

Aluvian - Faran, hooded and not

Sho - Suikan Robe

Gharundim - Dho Vest and Robe
All of these come in 3 flavors, plain (no magic), apprintance, and master robes.
More information on these robes can be found here http://www.thejackcat.com/AC/Shopping/Bargains/Clothing.htm
9.2.3 What quest robes are there?
A: Here's the quick run down.

Aerfalle's Palium - Available from Aerlinthe quest.

Geldite Robe - Available from Frore quest

Matteker Robe - No longer available except through trade, AL 40

Tundra Robe - Dropped from tundra matteker
9.2.4 How do I color my robe?
A: This is going to require a trade person with 300+ skill in cooking. After finding a colored plant take it to your favorite trade person along with a plain robe that you want to dye. Only non-quest robes can be dyed.
9.3 How do I fight monster X?
A: There are so many different types of mages and different monsters that this question is impossible to answer. Instead I will go over some general strategies that you can use when approaching a mob. This information is taken in part from the excellent comparison of BM's to Opal mages by Midori of LC. These are not all the tactics but should put you well on your way.
Tactic 1: Vuln, 2 drains (health, stamina or mana) and 2 war bolts. add a yield to the beginning if monster has a higher magic defense
Tactic 2: Vuln, and 2 war bolts (removed drains) add a yield to the beginning if monster has a higher magic defense
Tactic 3: 4 war bolts (no vuln or drains) yeah you guessed it....add a yield to the beginning if monster has a higher magic defense
Tactic 4: Drain Health till monster can be taken out with single war bolt. Add yield and/or vuln if needed at the begininng.
9.4 How do I regain mana?
A: With out mana you can't be a mage so keeping your mana tank full is a top priority. At lower levels a lot of times the only way for you regain mana is by laying down and waiting for it to restore. Also note that you regain mana faster in peace mode than in attack mode. Another way to regain mana is to transfer stamina for mana by using the spell stamina to mana, this spell is very handy in battle and if you're fighting a monster that has a lot of stamina you can steal some of there stamina using drain stamina and then transferring that to mana. At higher levels your skill will be proficient to produce mana from thin air. See the following question.
9.5 What is the stam to mana trick?
A: This is the ability to produce mana, essentially, out of thin air. How it works is that when you have full stamina you cast stamina to mana (S2M) then cast revitalization on yourself. If your mana conversion and skill level is high enough you can do this with out loosing any mana on the revitalization spell. There are certain factors for accomplishing this. First you have to use level 5 spells or greater to really see any pay off for using it. Second you have to have an ample supply of stamina, the magic number being 133 or greater. For more information see the excellent essay, stamina to mana and you here http://ac.xrgaming.net/index.php3?library=essays/stmana
9.6 When should I raise my focus and self, instead of putting xp directly into magic skills?
A: Raising focus and self also raises every magic skill by focus+self/4 (those you haven't trained yet will benefit when you do train them). So, raising either focus or self by 4 points is like putting 1 point into each of the four schools. Mana conversion, the other essential mage skill, is also raised, by focus+self/6. There are two paths characters generally take - raise all skills equally, or raise one or two to a target level. If you want to advance all your skills at the same general rate, you would spend xp like this: raise focus twice, raise self twice, raise each of the four schools once; every third time, raise mana conversion twice. If you're advancing only one school, then when you put four points into focus and self, put one into just that school; rinse and repeat. -Samna
9.7 Which is better Og or BM?
A: Depends on your play style, much like whether you like being a melee or a mage. Try both, you'll learn more about AC and how you like to play. -Samna
Come on, you didn't really think I was going to answer this one did you? All mages are viable and all depend on play style.
9.8 How do I make any money as a mage? I seem to be going broke.
A: Become a vacuum cleaner. Pick up items with a good weight/value ratio, like 5 burden gems with 100+ value. When you're ready to return to town to sell and buy comps, pick up everything you can carry. Depending on how you get back to town, you might have to consider the effect of burden on your run skill; but load up as much as you can. Citadel is great for this, as most folks are there for the xp not the loot. As a mage, you can make great friends with the melee characters by imperiling and vulning the monsters, healing the melees; if you let them know, they will likely let you scoop up the great quantity of jewelry that the monsters drop. -Samna
9.9 What do I train now that I have all 4 Schools?
A: This is a very hard question to answer and depends a lot on how you envision your character. I'll highlight the obvious choices and their advantages. These are in no particular order
Skill
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Notes
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Arcane Lore
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Shortens buff times at the cost of a few points of effectiveness. there are some nice mage items out there but the most commonly used on is the focus stone. you can activate the stone without arcane. The other major benefit is you can keep your major spells up if you trip a dispell trap or something. If your on aerifal and get dispelld you can die fast but if you have armor 6 and some protects on items you can still survive hits. The drawback is you must cover the items with DI's.
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Healing
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Can heal without mana. Can heal quickly when in peace mode. can be used as a mana battery with high health and health to mana. great to have if you like to use your racial weapon. Drawbacks are its slow to work if your in combat mode. you basically have to drop out of it if you want to use it to heal in a fight. It has a high fail chance if your below half health the lower the health the greater the chance to miss the heal. have to carry around expensive kits (may be less in the long run than high lvl heals but pack space is at a premium on a mage)
|
Lock Picking
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pickable doors in quests no longer stop you. your more quest friendly to have in a group. you can carve keys at higher lvls. no real disadvantages except low cord will hurt it some but focus will make up for it (especially with the stone) and you will use points on it that you could use elsewhere. Also with the new lock picking enhancements this could give you more tradable items in the way of virindi keys.
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Melee Defense
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sort of helpful if you use racial weapon a lot. can just dodge junk critters instead of taking a lot of hits for 1-2. can activate some melee req armor. drawbacks: with low cord/quick start it wont get as high as a melee. defender doesn't work on wands so you cant get the bonus to dodge the big stuff. being overburdened (big problem with low str mages) will kill what little dodging ability you have. you will probably never be able to dodge the big stuff effectively unless you sacrifice some magic ability and melee weapon a lot.
|
Thanks to Merendel for these explanations.
9.10 How does mana conversion work?
A: This was answered by devilmouse in this Q&A http://www.turbinegames.com/qa/view_question.html?id=5526
When the mana cost is determined for a spell, the character attempts to "convert". When the real cost is being determined, the following happens:
. The power of the spell undergoes an "equation". (The power of the spell is the difficulty of casting it.)
. The resulting value is checked against the caster's skill. This gives you a "success" value.
. Now the actual mana cost is determined by 3 factors that are run through another equation. This equation looks at the base mana cost of the spell, the success value generated previously, and a randomly rolled "luck" value.
And that's that. Easy, no? =) -Devilmouse
9.11 Does mana conversion "top out"?
A: Also answered in the same Q&A http://www.turbinegames.com/qa/view_question.html?id=5526 devilmouse replies
Additional note: It's oft been bandied about that mana conversion "caps" at 250. It doesn't. It might have appeared that way due to most level 6 spells having a power of 250, but with level 7s (level 6 debuffs), a difference can be seen. -Devilmouse
I must say, though, that this is still a highly debated topic.
9.12 What is magic defense?
A: Magic defense is a number that both creatures and players have. This number determines whether or not you will resist a spell. If this number is equal the war skill of the caster then it is said that you will have a 50% chance of resisting that spell.
9.13 What is the magic defense of monster X?
A: Topheron from CoD has been maintaining a list of the magic defense of all creatures. Go to http://forums.warcry.com/list.php?f=38 and look through this forum for "The Big List" it's always in the top page or 2.
9.14 What is a wand monkey?
A: This is actually an old term that was used in a lot in PK battles. It use to be that using a wands war spell was exceptionally fast and considered an ill gotten art in a PK battle because there was no wind up, thus they called people that used this technique wand monkeys. Now days it's manly just used to describe using a wand's war spell for any reason.
9.15 What is the burn rate for platinum scarabs? Diamond scarabs?
A: There is no set rate on any component burn. But platinum and diamond scarabs do have lower burn rates inherently built into them. But keep in mind that if you don't have the skill to cast a diamond level spell or a 7th level spell for platinum's your burn rate will increase. Generally I like to use this scale when describing burn rate, pyreal burn at a rate 1 and diamonds burn at a rate 10 then platinum scarabs burn at a rate of 3 or 4. Like I said though this is a sliding scale depending on skill. Also diamonds probably have a much higher number than that. I have yet to burn one in 6 months of play time.
9.16 What is the triple-layer bug?
A: Whether or not this is an actual bug has still not been determined by turbine, but most agree that it exist. The bug has to do with layering armor and clothing that has had impen cast on them. It only occurs when you have clothing that overlaps. For example if you are wearing your armor plus a shirt and pants, most of the time shirts and pants both cover the groin area. When this happens it's as though the AL for that area almost goes to zero. Even though this is call a 3 layer bug the armor layer doesn't seem to cause this, only the underclothes.
9.17 How is Dark Flame different from flame bolt 5?
A: Dark flame is a quest scroll found at GCD and then turned into the virindi interpreter at Zakhail. The description says "Righteous Fire Damage" but the spell components are exactly the same as flame bolt 5. So is there any difference between the two? Well dark flame is a purple bolt and looks pretty sweet, but from all the research in the mage community we can find no difference between the two. The only thing is that since there are 2 spells the spell economy may be better for one spell or the other depending on the server and what people are using at the time.
9.18 What is a faran mage?
A: Simply a faran mage is a mage who exclusively wears a robe.
9.19 What is slide-casting? When should I use it?
A: First slide-casting is not run-casting, run-casting is considered a cheat and will not be discussed in this faq. Slide casting is the ability to move after the start of casting a spell. This could be considered cheating by some but it's used by almost every class in the game. It's accomplished by going either backwards or forwards and then sidestepping at the same time. Most of the time it's done by pressing X+Z or X+C at the same time. Timing is important and you should press the keys immediately after starting your wind up on a spell to make it work properly.
So when should you use it? This technique is particularly useful when your opponent is casting a spell at you or hurling a rock, arrow etc. For new mages you will most likely first use this technique when fight rock hurling lugians.
9.20 Why do I see some mages wearing GSA leggings and WMA top?
A: This goes back to buffing practices. The WMA has 3 pieces which is a lot of buffing if you buff with all banes. So a lot of mages will mule the bottom half pieces and wear GSA bottoms. Also the top is considered the most import piece in the WMA since it adds 10 points to war magic and mana conversion mastery 6.
9.21 What does the term hollow mean?
A: Hollow refers to weapons and the monsters that use them. The term means that the damage dealt by the weapon ignores all magic protections, both life and item protects. So when you come across a creature that is hollow you better have on a good suit of armor on and not a robe or you will soon be dead.
9.22 How do you know if a Level VII scroll is self/other if its says neither?
A:
10) 3rd Party Utilities
10.1 What is SplitPea?
A: Splitpea is a wonderful program that would hold your spell formulas as you figured them out and help predict what personal tapers would be for spells you haven't learned. It was and still is an excellent program. In later versions Merry, the creator, added enhanced functionality for calculating character progression. You can find splitpea here http://www.rainpea.com
10.2 What is RainPea?
A: Rainpea is the next incarnation of Splitpea. It will be a more detailed character generator along with generating trade list etc. Currently in beta more information here http://www.rainpea.com
10.3 What is SpiltBeans?
A: Spiltbeans was the first program to break the random taper formula and then generate every spell possible in the game and it's formula. It was meet with much criticism and still considered to be the program that destroyed spell research. So do not use this program if you want to figure out spell formulas on your own. Spiltbeans can be found here http://www.archgrove.co.uk/spiltbeans.html
Important Note : It's spelled sp-I-L-tbeans not sp-L-I-tbeans. In fact if you find a file named splitbeans it most like contains a virus so make sure what ever file you are downloading has the correct spelling.
10.4 What is Decal?
A: Decal is an in game utility that does a lot of processing on what is going on in game. By itself it does nothing, but it allows other developers to create apps that run in game using it's protocols. You can find decal here http://decaldev.sourceforge.net/ and there's a useful faq for decal here http://decaldev.sourceforge.net/faq/
10.5 What decal programs are there for mages?
A: First go here http://www.onlinegamegimp.com/ or http://hometown.aol.com/empath1999 for all the programs that are available for decal. Some useful tools for mages are :

Arkane Knowledge -
http://hazridi.acdev.org/AK/ Arkane knowledge does basically the same thing that spiltbeans does except in game, with an easy to use interface.

Mage Minder -
http://ac.webefx.com/MageMinder Mage Minder keeps track of the length that your spells will last. Including debuffs, in an easy to use fasion
10.6 What is ACExplorer?
A: This is an excellent program supplied by Zuggsoft This program talks to a user generated database that contains locations in Dereth and shows them in the program. It's very handy in finding hunting spots, plotting routes to towns, etc. It's highly recommended. It can be found here http://www.zuggsoft.com/ac
10.7 What is macro'ing?
A: Ah the hotly debated and often frowned upon activity. There are many programs out there, some written specifically for AC, that allow you to do things automatically in game for an indeterminate amount of time. Sometimes these programs are useful, especially if you have a trade mule and want to create hundreds of potions etc. Macro'ing is often associated with mages because some resourceful few found out that just casting a spell gives you xp. So casting multiple spells in certain orders etc could produce a substantial amount of xp in a 12 hour period or while they slept, etc. Also there are combat macro's that basically fight for you. Most of the time these are used in controlled environments and tend to be the scourge of the online world.
10.8 How do I set up Macros?
A: Ha ha wouldn't you like to know? But seriously there are so many utilities that allow you to macro that it would be impossible to explain here. Go to the place that you got the macro program from and ask on their forums