Difference between revisions of "Templates"
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Latest revision as of 10:35, 27 March 2011
This is only a recommendation of some common templates but everything is changeable so if you have your own unique template feel free to add it here.
If your template is similar to one suggested just use a "/" for the optional skill:
- the asterisk after a skill shows suggested starting skills
- all stats suggested are in the following format str/int/dex
Rogue
There's nothing like sneaking up on your enemy, however this template is not effective at PvP, it's more for taking advantage of certain situations and getting an opportunity kill.
Stealth Mage
100/100/25
Stealth Warrior
100/25/100
Warrior
A warrior despite what a lot of players say is a tricky class to play, and when used properly can be effective. Magery is something I would suggest you add to your warrior template for those emergency situations, for a band-aid takes 15 seconds to apply and 18 if you are poisoned, also when you are poisoned it means the band-aid will only cure. Thus even if you have 25 intellect; that will allow you to cast two greater heals or a number of mini-heals that will get you through that mage dump long enough so that the band-aid will take effect.
Pure Warrior
100/25-40/85-100 if you have magery with this temp start that at 50 and have healing as 1. Some players prefer having magery and parrying together instead of parrying and archery.
- Swordsmanship/Mace Fighting/Fencing
- Archery/Parrying
- Anatomy
- Tactics
- Healing*
- Resisting Spells
- Parrying/Magery*
Med Warrior
100/25-40/85-100
Assassin
While a weapon can be poisoned by any character, there is nothing like being able to poison your weapon in the field. This class would easily be able to chug through most players cure potion supply if they have any, and still have a couple of poison bottles left over. 100/25-40/85-100
Hunter
Tracking will tell you in which direction to find your victim even if hidden, and detecting hidden is optional, where I suppose a good old exp pot could flush your victim out of hiding. 100/25-40/85-100
- Swordsmanship/Mace Fighting/Fencing
- Anatomy
- Tactics
- Healing*
- Resisting Spells
- Tracking
- Detecting Hidden/Magery*/Other
Hally Mage
Thief
Thieves generally operate inside of towns, and thus have little use for resisting spells, because towns are protected from magery damage. however resist may be useful for a change to resist the odd poison and paralyze.
Fighter Thief
Maces are the preferred weapon for the fighter thief, because quarterstaffs are cheap and there is the added benefit of stamina drain. However, a poisoned weapon may be more effective. 100/25/100
- Stealing*
- Snooping
- Swordsmanship/Mace Fighting/Fencing
- Anatomy
- Tactics
- Healing*
- Hiding/Resisting Spells
Pure Thief
100/100/25
Mage Thief
An extremely underused template, the pure mage thief sacrifices the element of surprise for increased survivability in almost any situation. This is not a viable town thief template, however, due to its lack of a weapon skill.
100/100/25
Other Thief Templates
This thief can run around with a dagger equip all the time, thus receiving the 50% hit chance, plus a poisoned dagger never goes astray on some occasions.
100/25/100
This thief can detect unsuspecting victims who leave their character idle and hidden at banks.
100/100/25
This thief is a dungeon/town lockpicker who can also steal from player in opportune situations while in dungeons. Magery can also be left at 70.1 so recall fizzle is almost impossible, this allows 29.9 Tracking which can be handy.
100/100/25
Mule
Crafter
Since there are over seven crafting skills, templates vary, a resource gathering template may look like this
100/25/100
Casting Crafter
Main Crafter
100/100/25
This build is a strong crafter template, you can make everything bar scrolls & potions which the 2nd crafter outlined below will handle.
Secondary Crafter
100/100/25
This compliments the 2nd main crafter template posted above. Combined these 2 templates can make and gather every item or resource possible except fish.
or
100/100/25
Your secondary Crafter is a "dump" spot for all the extra less important crafting or lore skills.
the rest of the template can consist of other skills you may use more often for example if you do alot of scribe orders add
or if you craft alot of house add-ons armour or weapons
Crafting Templates will vary from player to player depending on the specific nature of the crafter, though these should provide strong starting grounds for anyone who wish's to sell their wares.
Bard
Use a musical instrument to entice NPCs to attack each other, or you can make an NPC attack a player.
Treasure Hunter
100/100/25
- Magery
- Meditation
- Cartography*
- Lockpicking*
- Hiding/Resisting Spells/Evaluating Intelligence/Wrestling
- Provocation
- Musicianship
Warrior Bard
100/25/100
- Swordsmanship/Mace Fighting/Fencing/Archery
- Anatomy
- Tactics
- Healing*
- Resisting Spells
- Provocation*
- Musicianship
Mage Bard
100/100/25
- Evaluating Intelligence/Hiding
- Magery*
- Meditation*
- Resisting Spells
- Wrestling
- Musicianship
- Provocation
Tamer
Pure Tamer
100/100/25
- Animal Lore
- Animal Taming*
- Resisting Spells
- Magery*
- Meditation
- Evaluating Intelligence/Hiding/Veterinary
- Wrestling
Warrior Tamer
This is kind of a gimped template and one that was created with the intention of only controlling pets up to imps. Since these pets die fairly easily there is no reason to have Veterinary or for many of the skills to be at GM. Note the lowered resist isn't too much of an issue if your enemy even has just wolves biting at their heels.
100/25/100
- Animal Taming GM*
- Animal Lore 50
- Swordsmanship/Mace Fighting/Fencing GM
- Archery GM
- Anatomy 90
- Tactics GM
- Healing 90*
- Resisting Spells 70
Provoke Tamer
If played correctly this can be a very powerful Player vs. Monster template. I would suggest first training Music, Provoke, and optionally training Hiding. Hiding is extremely useful if you need to earn gold to train up Magery and Resist.
100/100/25
- Animal Taming GM*
- Animal Lore GM
- Veterinary GM
- Magery GM
- Meditation GM
- Musicianship GM
- Provocation GM*
Roleplaying/novelty templates
Beggar
The beauty of the beggar template is the interchangeability of the skills involved. Many players may wish to make a beggar into something of an 'outdoorsman' and include skills appropriate to woodsmanship and outdoor survival. Others may wish to play a pure town beggar. A combat skill enables the beggar to be more than merely a novelty character and also provides a way to raise karma, which increases the likelihood of a successful begging attempt (not to mention fame and the ability to display the profession title). The following template outlines the basic potential for this character -
- Begging GM*
- Camping/Fishing GM
- Healing GM*
- Anatomy GM
- Cooking GM
- Mace Fighting/Swordsmanship/Fencing GM
- Tactics GM