![]() AERLINTHE JOURNAL CONTENTS:
PreparationPreparation, eh? Yep. Wipe that puzzled look off your face, my friend - this part is much easier than it sounds =). There are three things an aspiring Archmage must always be careful about - spell components, spells themselves, and "gear." Spell components... My personal favorite stock-up spot is the Mayoi Archmage (63.5S 85.8E), because she sells all the needed components (with the exception of special spell components such as Diamond Scarabs and Chorizite) and peas. So, how do I stock up? You must keep an eye on your components and see which ones burn the fastest (i.e. which spells you use most often). I try to keep around 100 of each component that burns fast (for me - Damiana, Colcothar, Red Tapers, Powdered Amber, Powdered Onyx, etc). I keep the rest at 40-80, depending on the type of component - 80 for Tapers, 40 for Scarabs, etc. Trust me, my friend, it is NOT fun to find yourself at 30 health, trying to drain your opponent, and getting that pleasant message - "You don't have the components needed to cast this spell." I have three full packs of components and two full packs of peas (plus left-over peas in the main backpack). So, all stocked up? Let's move on to the spells themselves. A good Archmage organizes his/her spell bars efficiently, in a way he/she can use them best to his/her advantage. Here're my spellbars: ![]() So, what's this? As you can see in the Spell Bar 1, I have the spells needed for my survival - Drain Health, Drain Stamina, Drain Mana, Stamina-to-Health, Stamina-to-Mana. Speaking about the Stamina-to-Health - keep this handy, it's a lifesaver. I use the level 1 verson of this spell, since it's the fastest. Nothing like gaining 80 hit points back in an instant =). I also have some of my fighting spells in Bar 1 - Fire Vulns and Fire Bolts, Lightning Vulns and Lightning Vulns, and also, if the picture would continue to the right, you'd see Bludgeoning Vulns and Shockwave, along with one of my favorite spells.. Magic Yield. The Fire spells are for Tuskers, the Lightning - for Banderlings, and the Bludgeoning - for Coral Golems. Magic Yield, is of course for everything =). Now, for the second bar: ![]() In Spell Bar 2, I have my Creature and Life Dispells, the level VII war spells, and some attribute buffs - Focus, Self, Quicknes... and Sprint Self. Remember, the way you arrange your spells should NOT necessarily be the same as mine - you should arrange your spells the way most convinient to YOU! This is Spell Bar 3: ![]() This is my self-buff bar. Here you see my basic Magic Schools buffs - Life Mastery, War Mastery, etc. I also have Arcane Enlightenment, Staff Mastery, Strength, Coordination, and Jump Mastery in that spell bar. Next: ![]() This is my miscellaneous bar. I have the basic Lifestone Recall, Portal Recall, Portal Tie, Portal Summon, Recall the Sanctuary, and Portal Summon 3 in this spell bar. Then, the bar continues into the Item weapon buffs (Blood Drinker, etc) and into "Other" spells, such as Armor Other, Endurance Other, Sword Mastery Other, etc. And the last bar: ![]() Here we see all the Life Protects (Armor, Bludgeoning Protection, etc) and Item spells (Impenetrability, Bludgeon Bane, etc). This is the bar that I use to buff my puny self (and my armor) against those beastly hits the high level creatures deliver. All right. Now, let's get to that other "gear." What do I mean by this "gear" word? Basically your armor and any additional things you take with you, such as Mana Stones, Healing Kits, Jewelry, etc. The additional things are common sense, so let's get to armor. Below is a picture of the most common clothing sets you will see on Aerlinthe: ![]() Here you see five different "armor" sets - armor in quotation marks, because you can see that two of these sets are robes. Going from left to right, let's check out these items and their advantages/disadvantages.
I am also wearing AL 225 base blue gauntlets in all of the instances above (approximately buffed AL 440 with all Unparalleled). Banderlings and Golems hit everything, so it's important to keep every part of your body covered. As for headgear, I choose to wear the Virindi Mask - AL 120 [aa/a/a/u/ba/u/a], because it basically has the same elemental protections as the Hoary Mattekar Robe. It is also very light - 300 burden units. It actually saves me some extra mana, because it has Unparalleled protections against Cold (and Lightning), so I only have to use two spells to buff it. Another choice of headgear may be the Ice Heaume of Frore. It has base AL of 160 and Unparalleled protection for Fire and Cold - perfect for fighting Banderlings (saves you two spells - Flame and Frost Bane)! This Heaume is Na'il headgear of choice =). Of course, these are not the only possible suits of armor to wear on Aerlinthe. You will see many people wear Mattekar Hide Coats (same protections as Hoary Mattekar Robe but AL 120.. covers upper body and girth areas only) with some decent leggings. You will also see high level people wear weird unmatched suits of armor - they are actually pieces put together that have high level Creature Magic spells, saving these guys much jewelry space (and money getting the jewelry!). On to Getting to Aerlinthe |