Drow build
Drow mage: area magic, two elements or two staves. Same guilds as the human.
Mages with high magic damage and decent survivability. Easy to play, universal, useful in any fight.
Easy matchup: elves. Counter: orcs.
Drow — area magic against a group. Same guilds as the human.
- Cast chance from imbued gear ×3 (500 → 1500 in stats)
- Intelligence adds extra mana and magic damage
Manashield
When used, the shield is ×2: mana turns into extra hit points.
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
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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.
- 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)
- Middle School of Wisdom (15 lessons)
- Guild of Sorcerers (15 lessons)
- Elite Guild of Sorcerers (15 lessons)
- Academy of Sorcerers (15 lessons)
- Elite Guild of Sorcerers (15 lessons)
- Guild of Warlocks (15 lessons)
- Elite Guild of Warlocks (15 lessons)
- Academy of Warlocks (15 lessons)
- Elite Guild of Warlocks (15 lessons)
- High School of Mind (15 lessons)
- Elite School of Mind (15 lessons)
- Middle School of Mind (15 lessons)
- School of Lightning (15 lessons)
- Middle School of Lightning (15 lessons)
- Elite School of Lightning (15 lessons)
- Middle 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)
- Middle School of Cold (15 lessons)
- Guild of Healers (15 lessons)
- Elite Guild of Healers (15 lessons)
- Academy of Healers (15 lessons)
- Elite Guild 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)
- 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)
- 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.
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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.
- 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 Fencing (15 lessons)
- Middle School of Quickness (15 lessons)
- 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)
- Middle School of Wisdom (15 lessons)
- Guild of Sorcerers (15 lessons)
- Elite Guild of Sorcerers (15 lessons)
- Academy of Sorcerers (15 lessons)
- Elite Guild of Sorcerers (15 lessons)
- Guild of Warlocks (15 lessons)
- Elite Guild of Warlocks (15 lessons)
- Academy of Warlocks (15 lessons)
- Elite Guild of Warlocks (15 lessons)
- High School of Mind (15 lessons)
- Elite School of Mind (15 lessons)
- Middle School of Mind (15 lessons)
- School of Lightning (15 lessons)
- Middle School of Lightning (15 lessons)
- Elite School of Lightning (15 lessons)
- Middle School of Lightning (15 lessons)
- Guild of Healers (15 lessons)
- Elite Guild of Healers (15 lessons)
- Academy of Healers (15 lessons)
- Elite Guild 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)
- 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)
- 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.