Human build

Human mage: two elements, or one element and two staves. Guilds, cults and imbues.

Mages with high magic damage and decent survivability. Easy to play, universal, useful in any fight.

Easy matchup: elves. Counter: orcs.

Human — direct damage to the focus target. Same guilds as the drow.

Innate bonuses
  • Cast chance from imbued gear ×3 (500 → 1500 in stats)
  • Intelligence adds extra mana and magic damage
Innate skills

Manashield

When used, the shield is ×2: mana turns into extra hit points.

Build variants

Stable damage and survivability: strong in a group, fine solo. Vs orcs, cast chance matters a lot. For max group damage, imbue gear with Knowledge. Two elements — vs other mages; one element and two staves — more cast chance. Budget: 380 combat and 95 religious lessons.

Two elements · One element · 2 staves

Two elements

Two elements are convenient vs other mages. The human hits the focus target, the drow hits the group. Cast chance is critical vs orcs.

Combat guilds
  • School of Mind (15 lessons)
    • Middle School of Mind (15 lessons)
      • Elite School of Mind (15 lessons)
        • High School of Mind (15 lessons)
          • Academy of Combat Magic (15 lessons)
          • Academy of Spellcasting (15 lessons)
        • School of Wisdom (15 lessons)
          • Middle School of Wisdom (15 lessons)
            • Elite School of Wisdom (15 lessons)
        • Guild of Sorcerers (15 lessons)
          • Elite Guild of Sorcerers (15 lessons)
            • Academy of Sorcerers (15 lessons)
        • Guild of Warlocks (15 lessons)
          • Elite Guild of Warlocks (15 lessons)
            • Academy of Warlocks (15 lessons)
  • School of Lightning (15 lessons)
    • Middle School of Lightning (15 lessons)
      • Elite School of Lightning (15 lessons)
  • School of Cold (15 lessons)

    P.S. the second element is to hit other mages at full damage. You can switch magic on the fly: in the spellbook key 8 is Lightning Bolt, 9 is Frost Blast; in combat Ctrl+8 / Ctrl+9.

    • Middle School of Cold (15 lessons)
      • Elite School of Cold (15 lessons)
  • Guild of Healers (15 lessons)
    • Elite Guild of Healers (15 lessons)
      • Academy of Healers (15 lessons)
  • Order of Magic Power (5 lessons)
  • Order of Deadly Blow (5 lessons)
  • Order of Cargo (5 lessons)
  • Order of Zeal (5 lessons)
Religious levels
  • Cult of Hatred (15 lessons)
  • Cult of Critical Magic (15 lessons)
  • Cult of Double Magic (15 lessons)
  • Cult of Triple Magic (15 lessons)
  • Cult of Mental Hit (10 lessons)
  • Cult of Critical Defense (10 lessons)
  • Cult of Double Defense (5 lessons)
  • Cult of Triple Defense (5 lessons)
  • Cult of Critical Resist (2 lessons)
  • Cult of Triple Resist (2 lessons)
  • Cult of Double Resist (1 lesson)
Gear imbues
  • Main pieces — Mind: mana, magic damage and cast chance.
  • Primary imbue on every piece is Mind.
  • Weapons: Cruelty / Mind.
  • Hysteria gives neither absorption nor suppression. 2 pieces into Suppression → 60% cap; 3 pieces into Absorption → 60% of incoming.
  • 2–3 pieces Mind / Knowledge — cast chance and damage in a group and vs orcs (1000 from gear → +3000 in stats).
  • 1–2 pieces Mind / Lightness — elixirs.
  • The rest — Mind / Hate for comfortable damage.

One element · 2 staves

One element and two staves — more cast chance, mana and damage. The human hits the focus target, the drow hits the group.

Combat guilds
  • School of Quickness (15 lessons)
    • Middle School of Quickness (15 lessons)
      • School of Fencing (15 lessons)

        P.S. Quickness and Fencing — if you play one element: two staves, higher damage, mana and cast chance.

  • School of Mind (15 lessons)
    • Middle School of Mind (15 lessons)
      • Elite School of Mind (15 lessons)
        • High School of Mind (15 lessons)
          • Academy of Combat Magic (15 lessons)
          • Academy of Spellcasting (15 lessons)
        • School of Wisdom (15 lessons)
          • Middle School of Wisdom (15 lessons)
            • Elite School of Wisdom (15 lessons)
        • Guild of Sorcerers (15 lessons)
          • Elite Guild of Sorcerers (15 lessons)
            • Academy of Sorcerers (15 lessons)
        • Guild of Warlocks (15 lessons)
          • Elite Guild of Warlocks (15 lessons)
            • Academy of Warlocks (15 lessons)
  • School of Lightning (15 lessons)
    • Middle School of Lightning (15 lessons)
      • Elite School of Lightning (15 lessons)
  • Guild of Healers (15 lessons)
    • Elite Guild of Healers (15 lessons)
      • Academy of Healers (15 lessons)
  • Order of Magic Power (5 lessons)
  • Order of Deadly Blow (5 lessons)
  • Order of Cargo (5 lessons)
  • Order of Zeal (5 lessons)
Religious levels
  • Cult of Hatred (15 lessons)
  • Cult of Critical Magic (15 lessons)
  • Cult of Double Magic (15 lessons)
  • Cult of Triple Magic (15 lessons)
  • Cult of Mental Hit (10 lessons)
  • Cult of Critical Defense (10 lessons)
  • Cult of Double Defense (5 lessons)
  • Cult of Triple Defense (5 lessons)
  • Cult of Critical Resist (2 lessons)
  • Cult of Triple Resist (2 lessons)
  • Cult of Double Resist (1 lesson)
Gear imbues
  • Main pieces — Mind: mana, magic damage and cast chance.
  • Primary imbue on every piece is Mind.
  • Weapons: Cruelty / Mind.
  • Hysteria gives neither absorption nor suppression. 2 pieces into Suppression → 60% cap; 3 pieces into Absorption → 60% of incoming.
  • 2–3 pieces Mind / Knowledge — cast chance and damage in a group and vs orcs (1000 from gear → +3000 in stats).
  • 1–2 pieces Mind / Lightness — elixirs.
  • The rest — Mind / Hate for comfortable damage.