Grief Mage Starter Guide written by : One Eyebrow Priest
This is one of the newer and more popular PVP templates and is a strong PVM template as well. It is well suited to hunting high level magic casting critters, especially one on one. I do not know who originated this template. It certainly was not me.
The template is as follows:
Specialize:
Creature Enchantment (16)
Magic Defense (12)
Train:
War Magic (16)
Mana Conversion (6)
Life Magic @16
Item Enchantment @40
Then usually Healing @70 and the template is PK ready.
Attributes:
As this template does not gain Item enchantment until level 40, a high starting
strength is important. Of course, with level 7 Vulns and War spells, a high
endurance never hurts. Another consideration is that if you plan on using your
racial weapon, 100 strength will maximize your damage potential. Characters that
will go it alone and untwinked should probably opt for at least 30 strength, 70
would be better. My favorite would be 100 strength to maximize damage with the
hollow katar. This may change as other hollow weapons are tweaked
Starting equipment:
Explorer Life Wand
Explorer Ring of Quickness
Explorer Ring of Endurance
Baron's Amulet
The life wand is essential for stamina to mana, and heal self.
Leveling:
1-15
As the template begins with War Magic, standard beach or open air hunting should
be sufficient for the early levels. The new beach spawns are somewhat irregular,
so it remains to be seen what the best spot for self-leveling newbie mages will
be. One area that is consistently good are the areas near Greenspire. Water
golems, mud golems abound. Until you are comfortable avoid the carenzi, they
tend to swarm.
16-39
Once you get Life magic at 16, hunting mid-level drudges is a good option. The
citadels are another option, but without item magic the lugians really do too
much damage relative to the xp gains. Follow Dizzarian's advice and find a good
drudge spawn out in the Dires. Gredaline Consulate is another good option if you
have another character that can tie and summon for you. Remember, no Item. Learn
to use Yield. With the proper use of Magic Yield you can reach battlemage levels
of power versus that one creature. DOC is another option if you want to sit and
drain for a while, but you will need a dedicated portal mule. Remember to carry
portal gems. try Lifestoning in one of the starter towns and carry gems for that
town. Being able to return home without @lifestoning is a good thing.
40+
By this time you should be able take on tuskers without problems. Remember to
buff magic defense and with your spec creature, lower virindi should be no match
for you. As always, the camps are camped, the BSD is mostly BS very little D.
Try the off hours and you may have better luck. Hieromancer's Hall is a good
place to try your skills as well. The Umbris shadows' will life inept you so
learn your limits.
High levels
Once your creature hits 310 or so buffed, Corals become really good fodder. At
this point, the Northern ahurenga plains also becomes more appealing. Hunt
vapors, armored tuskers and chaos wisps. Avoid the ferals because with they
swarm. Until you can destroy them without Magic Yield, they hit too fast to be
worth the trouble.
Tactics:
In PVM, Yield is your friend. As your War/Life skills will be ~30 points behind
most of your career, lead with that yield. Draw your opponent from the pack. Try
to make the fight one on one if possible. That extra spell can slow things down,
and you may never be as good a tank as your battlemage buddies, but you can
probably take down some high resist baddies several levels before they can.
Experiment with Inepts.
In PVP, Inept them silly. It makes your Resist that much more effective.