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part 2

 

The Cabalist Guide

1.     Character Development

1.1     What race makes the best Cabalist?

The introduction of the Inconnu race in Shrouded Isles (SI - 2002) and Half Ogres in Trials of Atlantis (ToA - 2003) created 5 possible race choices for the aspiring Cabalist.  Each has its strengths and weakness, and the ‘end game’ desire for the character should be considered carefully when choosing.

 

1.1.1   The Avalonian

Avalonians were Albion’s original caster oriented race.  Supposedly a race of Humans with Elfish bloodlines, they have initial attributes that favor casting classes (namely high Intelligence).  Avalonian Cabalists are a natural choice for PvE characters because of this.  However, in RvR, where players often choose targets based on their race, the tall, lean and relatively weak Avalonians are very often the primary targets of enemy attackers.  Because of this, Avalonians have fallen out of favor as a preferred race for RvR oriented casters.

 

Key Starting Stats: 80 Intelligence, 60 Dexterity, 45 Constitution

 

1.1.2   The Briton

Britons are the ‘Average Joe’ of Albion.  All of their starting attributes are average.  They are of average height, health, intelligence, and dexterity.  They are also the one race in Albion that can play ANY class.  Because of that, and because a Briton caster somewhat resembles the Friar Melee class in RvR (they wear robes and wield a staff and only Britons can be Friars), they are not usually the first chosen targets.  For this reason, many Cabalists choose Britons.  They have an ability to blend in, often giving them a few crucial moments to cast before enemy players target them.  They start out below Avalonians in the key intelligence stat, however, so one has to decide which priority is more important.

 

Key Starting Stats: 60 Intelligence, 60 Dexterity, 60 Constitution

 

1.1.3   The Saracen

Saracens are inhabitants of Camelot with a Middle Eastern heritage.  They have mostly average starting attributes, akin to Britons, but sacrifice some starting constitution and strength for a significantly higher Dexterity.  They are a good choice for those who want faster casting speed than a Briton.  They do not have a Briton’s natural ability to blend in the crowd, but they are far less conspicuous than Avalonians.

 

Key Starting Stats: 60 Intelligence, 80 Dexterity, 50 Constitution

 

1.1.4   The Inconnu

The Inconnu, a subterranean race added during the Shrouded Isles expansion, are relative newcomers to the Mage family.  Diminutive, bug-eyed, blue skinned, and with gill like facial protrusions and ears the Inconnu seem to be an unlikely race for a Cabalist at first glance.  However their starting attributes are rather conducive to Mage templates and their short stature gives them an ability to remain less conspicuous than their taller counterparts.  Recent influxes of Inconnu Mages have probably bumped them up on the ‘kill first’ list for RvR enemies to right below Avalonians, but they make fine Cabalists throughout their careers.

 

Key Starting Stats: 70 Intelligence, 70 Dexterity, 60 Constitution

 

1.1.5   The Half Ogre

Somewhere along the line the Avalonians and Ogres of Shrouded Isles got a serious case of Beer Goggles.  The result was the homely and large Half Ogre.  Slow, of average Intelligence, but with high Constitution and Strength, they do not seem to have a lot to offer as Mages.  Perhaps there is some novelty effect of having a Half Ogre Cabalist because of its unlikely appearance.  But in all honesty, no one will have a hard time picking out an 8-foot tall ugly guy with a staff and robe in RvR.  And there is nothing special about the starting stats to make these guys worthwhile choices over any of the others.  A good choice for Role Players and perhaps PvE oriented folks, but it is recommended that they be avoided for RvR characters.

 

Key Starting Stats: 60 Intelligence, 40 Dexterity, 70 Constitution

1.2     How do I allocate my starting Attributes?

As an Albion caster, your primary attribute is Intelligence, your secondary attribute is Dexterity, and your tertiary attribute is Quickness.  Your primary attribute will raise by 1 point every level from level 5 until 50, your secondary every other level, and your tertiary every 3rd level.  This means that at level 50 you will have received 45 points of intelligence, 23 points of Dexterity, and 15 points of Quickness.

 

You also receive 30 attribute points to spend and customize your character with at creation.  Your starting attributes can have a noticeable difference on your ending template.  So think this step through carefully. There are 3 attributes that a Cabalist should be concerned with:

 

(Quickness was originally intended to be the casting speed stat. However that mechanic was scrapped, so this attribute can be ignored.)

 

1.2.1       Intelligence – This stat directly increases the damage done by your spells.  The exact formula for how Intelligence raises spell damage has not been published.  It is probably somewhere close to a 1 for 1 ratio on Direct Damage (DD) spells.  For most characters, excepting maybe Avalonians, you will want to raise your starting intelligence by 10 points at least.

 

1.2.2       Dexterity – This stat directly increases the speed at which you cast spells.  This is by far a caster’s most important attribute for character development purposes.  Your casting speed is directly tied to Dexterity (the main reason Half Ogres should be avoided).  You will want to spend 10 of your 30 points here regardless of race.  And if you choose a lower starting Dexterity race like a Briton, you’ll want to raise it by 15.  Not much will cause more ‘gimpiness’ in your ending template than low Dexterity.

 

1.2.3   Constitution – This stat increases your Hit Point pool.  Consider spending a few points here if you choose an Avalonian or Saracen to make lower levels easier.  However by the end game, your caster should be relying on offense and the few extra hit points are pretty useless when you are already the least defensive class archetype in the game.

1.2.4       Suggestions By Race

v      Avalonian -  +15 Dex/+5 Int/+5 Con

v      Briton -  +15 Dex/+10 Int

v      Saracen - +10 Dex/+15 Int

v      Inconnu - +15 Dex/+10 Int

v      Half Ogre +18 Dex/+2 Int (really, don’t roll one)

 

One other note, there are diminishing returns on starting attribute points spent in one attribute.  Up to 10 points allocated at creation will count as 1 pt each, the next 5 will cost 2 points each, after that each point an attribute is raised costs 3 starting points.  Because of this, it is not recommended to raise any starting attribute more than 15 points.

1.3     How exactly does Dexterity affect casting speed?

 

At one time, there was an official formula available from Mythic that included Dexterity benefits to Casting speed up to the hard cap of 300.  Mythic changed this in patch (????) by removing the hard cap on attributes and replacing them with a soft cap of diminishing returns.  This means that while it is now very possible to go over 300 in a stat like Dexterity, anything over 300 will have a lower value return.

 

One player-derived formula suggests that the effect of Dexterity on Casting Speed can be calculated with this formula:

 

CASTING TIME = DELVE TIME * (1 - (DEX - 65) / 650)

 

Although this was determined before the hard cap was lifted, it actually still seems to synch fairly well with the results of timed casting tests.  As a general rule of thumb, assume you can NEVER have enough Dexterity.  Seek to cap it in your items, bonuses, buffs and even RAs.  Casting speed is a key to your effectiveness as a Cabalist, no matter what role you chose.

 

1.4     What else affects casting speed?

 

Other than Dexterity, you can gain direct bonuses to casting speed of up to 10% from rare items found within the ToA Expansion.  The Mastery of the Art Realm Ability, which provided a direct bonus to casting speed, was removed in the New Frontiers (NF) expansion.

 

1.5     What is the maximum I can increase my casting speed?

 

Mythic has not provided the casting community with a hard number here.  However, multiple player run tests have suggested that a spell’s casting speed can be reduced by a maximum of 60% of its delve value.  Thus, a spell that lists as 2.5 seconds to cast theoretically caps at 1 second.

1.6              How many ways can one increase Intelligence and Dexterity?

 

Both Intelligence and Dexterity may be increased at character creation, through item bonuses on armor and accessories, through Buffs, and through Realm Abilities.

1.6.1   Item Bonuses may be obtained through having player crafted armors and weapons imbued by another player with the Spellcrafting trade skill.  The base maximum bonus all equipped items may give a player in a stat is that player’s level * 1.5.  At level 50 then, a Cabalist can receive 75 bonus points to their attributes from equipment. 

 

A feature introduced in the ToA expansion gives certain rare items and artifacts cap increases to item bonuses.  For instance a piece may raise a player’s Intelligence cap by +5, meaning that player could add +80 to his Intelligence from items.  This cap bonus may go up to +26, making the total available Attribute increase from items +101.

         

1.6.2       Buffs are friendly spells that can be cast by allies or obtained through drinking time limited magic potions or using magic items with buff ‘charges’.  The classes with buff spells that can be cast on others in Albion are Clerics and Friars.  The person casting the buff or drinking the potion may also utilize an Enhancement Bonus received through special ToA items up to 25% (meaning the buff spell or potion increases the stat by the delve of the spell * 1.25.)

 

Actual buffs and buff potions vary by level.  Potions are generally less effective than buff spells or charges, spells having the biggest advantage in that they do not expire after a certain amount of time, but only when the casting ‘buffer’ dies or leaves the zone. 

The highest-level base Dexterity buff increases Dexterity by +48.  Clerics specialized for enhancements have an additional combination Dexterity and Quickness buff that will add +75 Dexterity and Quickness. 

 

Thus the maximum Dexterity one could receive from buffs using the highest levels are (75 + 48) * 1.25) or 153 additional Dexterity from a full Enhance Cleric with 25% ToA buff bonus. 

 

There is only one buff for Intelligence, the Cleric Acuity buff.  It delves at +52 Acuity at its highest level or +65 with bonus gear (although there are some items with Acuity charges of up to 75).

1.6.3       Realm Abilities – Points acquired through participation in RvR combat may be allocated to special abilities available at class trainers.  All of the starting attributes may be increased through augmented abilities.  In their current planned implementation, the increases can be achieved in 5 levels (with the higher levels costing a large chunk of realm points): +4, +12, +22, +34, +48.

1.6.4   So, what are the Maximum Attributes? 

Assuming someone invested the maximum of their limited Realm Points, had access to a buffer with full enhancement specialization and maximized their item bonuses with + caps, the total bonus to the two key caster stats should be along the lines of (assuming a 70 starting attribute):

 

v      Intelligence – 70 + 45 + 101 + 65 + 48 = 329

v      Dexterity – 70 + 23 + 101 + 153 + 48 = 395
(Starting Stat + Level Bonus + Item Bonus + Buffs +RA Bonus)

 

(There are some charges that give +75 to Acuity, so Intelligence may be increased more.)

 

1.7     What is the Difference between Base line and Specline spells?

 

Base line spells are made available automatically as a caster levels.  Specline spells only open as the caster spends the specialization points they earn from completing a level at their class trainer.  In general specline spells provide more powerful effects and cost less power to cast.

 

1.8     What Spell Paths are available to a Cabalist?

 

Cabalists have 3 specialization paths available:  Matter, Body, and Spirit.  Cabalists share the base line Body and Matter spells with the other Mage class, Sorcerers. 

 

Here is a brief introduction to each base line/spec line:

 

1.8.1   Body Destruction/Essence Manipulation – The Body line contains the direct damage (nuke) spells available to the Cabalist in the form of a lifetap (a spell that returns part of its damage as health to the caster.)  Versions exist in both the base and spec line, with the specline version returning a greater amount of health per cast.  The Body line also contains spells for hampering enemies, such as a Root spell and Strength debuff.  The Body specline has the very powerful AoE Disease spell as well as life transfers and enemy melee speed debuffs.

 

1.8.2   Matter Magic/Matter Manipulation – The Matter line has spells that do Damage over Time (DoTs).  These are spells that do damage every 4-5 second ‘tick’ over a limited amount of time after which the spell expires.  There are single target DoTs in the base and spec line as well as an AoE DoT in the spec.  Matter additionally has the blind spell, called Nearsight, which can be used to hamper enemy casters/archers, a Dexterity debuff, and a Focus Shield that can be cast on the pet to make it cause damage to all who hit it.

 

1.8.3   Spirit Animation/Vivification – The base line of Spirit contains the spells that summon the various Cabalist pets (Simulacra) as well as some basic buffs and healing spells for the pet.  The specline contains more powerful pet buffs, a spell that recycles pets and returns power to a Cabalist (a unique and very useful power management spell), and a series of spells that debuff enemy resistance to castable damage types – including the Body Lifetap described above.

 

1.9     Where do I go to train my Cabalist?

 

If possible, it is recommended that a new Cabalist start in Gothwaite Harbor rather than one of the Classic Zones since newbie monsters, advanced trainers, and virtually all Trade Skill Trainers and Equipment Merchants are very close by.  A Cabalist starting in Goth Harbor will find himself doing a lot less running in his early career.

 

New Cabalists train at a Mage trainer until level 5 when they choose their permanent path from among Cabalists and Sorcerers.  Characters will start at one of these trainers by default.  At level 5 a career path is chosen and the new Cabalist must seek further training from The Guild of Shadows.

 

The Guild of Shadows has Cabalist trainers available throughout the realm:

 

Expansion

Location

Zone

Trainer

Classic Camelot

Guild of Shadows

Camelot City

Magus Agfyen

Classic Camelot

Guild of Shadows

Camelot City

Magus Isen

Classic Camelot

Caer Witrin

18,37 Avalon Marsh

Magus Dimos

Classic Camelot

Lethantis Association

14,7 Camp Forest

Magus Sacyn

Classic Camelot

Swanton Keep

26,13 N. Black Mts.

Magus Jeril

Shrouded Isles

Caer Gothwaite

41,54 Isle of Glass

Magess Sharifa

Shrouded Isles

Caer Diogel

42,27 Aldland

Magus Zalman

Shrouded Isles

Fort Gwyntell

40,50 Dales of Dewey

Magess Bahija

Trials of Atlantis

Entrance to Atlantis

44, 14 Ruins of Atlantis

Magus Alfwine

 

1.10    How many specialization points do Cabalists receive per level and how should they be allocated?

 

Cabalists have the luxury of being one of the few casting classes that can effectively split spec, rather than min/maxing their templates to take one spell line very high while ignoring others.  Fully specialized Cabalists still make up the majority of popular templates for the class, however.

 

Casters receive the lowest points to spend of any archetype in the game, receiving only 1 point per character level to spend at each level until 50 (and an extra Level * .5 points to spend at the midway point of each level between 40 and 49.5, referred to as ‘mini-dings’.)  This translates to exactly 1494 skill points over the life of the character.  This allows a Cabalist the opportunity to roughly full spec one line and half spec a second.  Another option is to 2/3 spec 2 lines and spec a third to around 20.  This is a luxury of having a class where many spells are not Direct Damage in nature.

 

There are many major templates and another handful of split spec templates out there, although that is not a definitive list in any way.

 

1.11          What is a good template for a Body Cabalist?

 

The Body Cabalist is a master of manipulating life force.  He has powerful Lifetaps, the ability to transfer health to his allies, a debuff for enemy melees that hampers their attack speed, and the powerful AE Disease spell.   A Body Cabalist may put all of his spec points into Body spec until he receives half specs at level 40, then he can use the half level points to raise his sub school (Matter or Spirit).  The one MAJOR exception to this is that he should spend 5 points in the Spirit line to get the pet-for-power recycle spell at 3 Spirit spec as early as possible.  Some Body Cabbies will also keep Spirit spec a little higher for the leveling benefits of pet buffs/better recycle.  It will depend a lot on personal choice and the support the leveling Cabbie has around him.  He may also elect to take Matter to 11 early to get some version of the helpful utility spell, Nearsight.

 

          1.11.1 The Classic Body Cabalist - 45 Body/ 22 Spirit / 19 Matter

This spec has the last Body Spec Nuke and AoE Disease spell, and the second to last melee speed debuff and Life Transfer.  It has the level 19 35% Nearsight spell from Matter and the 15% Debuff of Body resistance from Spirit.  Probably the most popular Body spec before self damage de-buffing was downgraded in patch 1.65, making the return on the 15% Debuff less effective.

 

1.11.2 The Full Body Cabalist - 47 Body/ 24 Spirit / 11 Matter

This template contains all of the specline Body spells at their highest levels.  Nuking efficiency should be maximized with little or no variation in Lifetap damage.  He will be able to heal large amounts of damage with his Life Transfer, debuff enemy melee weapon speed (Haste) by 19% and utilize the highest version of AE Disease.  The Spirit sub-spec gives him mediocre pet buffs, and the 15% Body resistance debuff for his Lifetap.  He has Nearsight 1 for long-range disruption.

 

          1.11.3 The Essence Soloer - 46 Body/ 25 Spirit / 13 Matter

Gives up the final Haste debuff for pet run speed I at level 25 Spirit.  The ‘soloer’ aspect comes mainly from the combination of the long-range interrupt from Nearsight and the pet with the first speed buff for closing distance to enemies.

 

          1.11.4 The Body Support Cabalist - 47 Body/ 8 Spirit/ 25 Matter

This is more of an oddball spec, in that it gives up almost all pet utility in exchange for the 45% version of Nearsight at 25 Matter.  It has a decent focus shield and a low level AE DoT that has limited uses while retaining the full compliment of Body spells. The Nearsight is used to lockdown enemies with range.

 

1.12    What is a good template for a Spirit Cabalist?

 

The Spirit Cabalist primarily relies on de-buffing his enemy’s damage resistance to the Cabalist’s Body spec nuke to provide eye popping single target damage.  He also has very potent pet buffs, which are very useful when using a pet to deliver damage in both PvE and RvR.   He also has a high level version of the AoE Snare spell, although this is limited in usefulness because it generates the same immunity timer as Albion Root spells.

 

          1.12.1 The Classic Spirit Cabalist - 46 Spirit/ 28 Body/ 4 Matter

This is the pure nuke spec in Spirit.  It has the 50% Body Debuff at level 46 in Spirit and maximum Body sub spec to reduce variance on the base line spell.  Perhaps the most consistently hard nuker amongst all of Albion’s classes, the Spirit Cabalist’s main drawback is his very high power consumption using the base Body nuke.  He also has the blue version of AoE Disease at 24 Body and the yellow AoE Snare at 38 Spirit for some utility.  He has very high pet buffs, including the last pet run speed buff, which is very helpful for catching enemies.

 

          1.12.2 The Spirit Soloer - 46 Spirit/ 25 Body/ 11 Matter

This spec gives up a little bit of nuking efficiency in order to get the level 11 version of Nearsight in the Matter line.  He nukes about as hard as a Classic Spirit Spec Cabalist with the additional utility of the long range Nearsight spell.

 

1.13    What is a good template for a Matter Cabalist?

 

The Matter Cabalist utilizes his DoT spells to dish out damage to his opponents.  He has a high version of Nearsight which he can use to debilitate enemy casters, archers and support classes and he has powerful versions of the pet Focus Damage Shield (FDS) to aid him in leveling and PvE (and occasionally in RvR).

         

1.13.1 The Classic Matter Cabalist - 46 Matter/ 28 Body/ 4 Spirit

He has stacking single target DoTs, including the second highest specline DoT.  He has the highest AoE DoT, which inflicts damage on numerous enemies.  He has the level 40 Focus Shield for his pet, which should allow him to handle high level monsters if he is careful.  He has the 65% version Nearsight, which is as good as a 2-minute timeout for most classes that rely on range.  His ability to Lifetap is not great, but with 28 Body he will nuke reasonably well as well as have access to blue AoE Disease.

 

          1.13.2 The Siege Dotter – 46 Matter/ 25 Body / 13 Spirit

All the Matter utility of the classic matter cabbie, but sacrifices some Body for more pet buffs and a very nice pet recycle with 13+11 Spirit.  This spec is very good in standoffs/sieges because pet recycles power quickly.  The Lifetap is pretty good too with + Body items.

 

          1.13.3 The Extreme Dotter - 49 Matter/ 22 Body/ 5 Spirit

This template gives up blue Level 24 AoE Disease and significant Lifetap efficiency to get the final spec single target DoT.

 

          1.13.4 The Focus Master - 50 Matter/ 20 Spirit/ 4 Body

Squeezes 50 Matter in for the final Focus Damage Shield while sacrificing all Body utility and nuke efficiency.  This spec is useful for farming high-level monsters in PvE and somewhat dubious as an RvR spec.

 

 

 

1.14    What are some good Templates with split specs?

 

Split specialized Cabalists give up the high-end versions of many powerful spells in order to gain versatility.  For those who like to be a ‘Jack-of-all-Trades, Master-of-None’, there are several viable split spec options.  In the past these were avoided because lower level spells have a higher resist chance, making full spec spells more desirable.  With the introduction of the Mastery of Focus realm ability in NF to decrease the resist curve on low level spells, the door has been opened to hybrid spec Cabalists.

 

Most of these specs utilize logical ‘stopping points’ for key spells in each spec line.  These are spells with good utility at lower levels, rather than damage spells.  For Matter, most people gauge their spec by what level of Nearsight they want.  For Body they are looking at AE Disease and maintaining a high enough Body level to reduce variance in their Lifetaps.  For the Spirit line, people primarily want the Body debuffs and pet run speed buffs.  Most hybrids focus primarily on Body or Spirit, since lower level DoTs are extremely ineffective against higher level players and monsters.

 

1.14.1 The Body Cabalist Light - 44 Body/ 30 Spirit / 8 Matter

This Cabalist gives up the final spec nuke for more pet buffs and the Blue AoE Snare spell at level 30 Spirit.  This primarily Body Cabalist utilizes the base line Lifetap, but still achieves great efficiency because of his high Body spec.  His combination of the 44 AoE Disease and 30 AoE Snare give him excellent group utility.  This is a difficult solo spec.

 

          1.14.2 The Spirit Cabalist Light - 40 Spirit/ 34 Body/ 12 Matter

Switching from the 50% debuff at level 46 Spirit to the 30% debuff at level 33 Spirit allows this Cabalist to maintain very effective debuff nukes as well as good pet buffs.  He has yellow versions of both AoE utility spells granted to Cabalists (AoE Disease at 34 Body and AoE Snare at 38 Spirit).  He has a low level Nearsight for hampering other ranged classes, very little variance on his Lifetaps and even decent Life Transfer ability.

 

          1.14.3 The Duelist - 36 Body/ 35 Spirit/ 19 Matter

This spec has good Lifetap variance because of high Body spec, as well as yellow AoE Disease and the second best Life-transfer.  35 Spirit gives him the blue AoE Snare, 30% Body Debuff, and most of the 4th tier pet buffs, including the 140% Pet run speed buff at 35 Spirit.  19 Matter provides a low-level FDS and green Nearsight.

 

          1.14.4 The Hybrid Nuker - 34 Body/ 33 Spirit/ 25 Matter

This template squeezes 6 more Matter into the mix for a higher-level version of Nearsight (Nearsight 3 at 25 Matter is 45% Range Reduction).  It has a high enough Body spec for respectable variance, the 30% Body Debuff at 33 Spirit, and yellow AoE Disease at 34 Body.  This template nukes hard and has a lot of utility to adjust to many situations.  The lack of the level 35 Spirit pet run speed buff reduces the viability of the pet as a solo tool.

 

          1.14.5 The Hybrid Griefer - 28 Body/ 33 Spirit/ 32 Matter

Sacrificing a lot of Body variance for the utility of the 30% Debuff and the Level 32 Matter Nearsight IV spell reduces the killing power of this template somewhat.  However, this Cabalist makes up for it with some nice utility, including a vicious 55% Nearsight and blue versions of AoE Disease and AoE Snare.  He is no slouch on the Direct Damage end either with the 30% Body debuff.  He will have the level 30 FDS as well, giving him a very good PvE pet tool.

         

1.14.8 The Matter/Spirit Hybrid – 25 Body/ 35 Spirit /32 Matter

                                                            or 19 Body/35 Spirit/ 36 Matter

 

This spec revolves around Yellow Nearsight and the 30% Body debuff to provide good damage/lockdown potential.  The spec can go wither 25 Body for better variance and blue AoE Disease or sacrifice some of that for 36 Matter and the second to last AoE DoT.  The Single DoTs are good enough to provide stacking damage to the debuff nukes, and there is a lot of pet functionality form the level 30 FDS and yellow pet buffs.

 

1.14.7 The Siege Specialist – 35 Body/ 3 Spirit/ 41 Matter

This template is geared toward a Cabalist that wants to play a very active role in Keep wars.  It has the top level Nearsight for neutralizing enemy range and yellow AoE Disease for hampering healing.  It has decent DoTs, the second best AoE version for helping to keep damage going on enemy assailants/defenders but enough Body for decent baseline nuking.  The level 40 Focus Damage Shield provides additional pet utility.

 

1.15    What are the Class Titles for Cabalists?

 

v      Levels 5-9:       Apprentice Cabalist

v      Levels 10-14:   Journeyman Cabalist

v      Levels 15-19:   Imbuer

v      Levels 20-24:   Creater

v      Levels 25-29:   Veteran Cabalist

v      Levels 30-34:   Spiritist

v      Levels 35-39:   Animator

v      Levels 40-44:   Master Spiritist

v      Levels 45-49:   Master Imbuer

v      Level 50:         Cabalist Prime

 

2.     Cabalist Spells

 

2.1              What are the Different Types of Spells?

 

Spells can be broken into 6 basic categories: Damage, Summoning, Buffing, Debuffing, Healing, and Crowd Control.  Cabalists have some versions of each type of spell.  Some spells cross multiple areas, such as AoE Disease, which has a Snare (Crowd Control) and a Strength Debuff component.  For the purpose of this Guide, AoE Disease will be classified as Crowd Control.

 

2.1.1   Damage Spells – These include any spell that takes health away from an enemy player or monster by injuring them.  There are many categories of Damage spells.

           

v      Direct Damage (Often referred to as DD or Nuke spells) – Spells that generally have a range of around 1,500 units.  These are the bread and butter spells for most casters.  Line of sight to the target is required and the spell lands as soon as it is cast.  Cabalists have one form of DD available – Lifetaps.

v      Bolts – Spells that act as missiles.  They have a range of 1850 units and must travel from the caster to the target and are therefore susceptible to being blocked.  Cabalists have no bolt attacks.

v      Damage over Time (DoTs) – Spells cast in much the same way as a Nuke, but instead of hitting once they stay on the target for 15-30 seconds.  Every so many seconds, the damage ‘ticks’ again until the spell expires.  Each ‘tick’ of a DoT does much less damage than a nuke, but over time they add up to 2-3 times a typical nuke.  Cabalists have 2 Single Target DoTs and an AoE DoT available in the Matter line.

v      Area of Effect Direct Damage (AoE DD) – Spells that require a single target like a nuke, but also damage all enemies within a radius of the target (usually 350 units).  Typically the central target takes the full effect of the damage with the amount tapering off as it reaches the edge of the AoE.  Cabalists do not have an AoE DD, but Cabalist AoE DoTs do not have damage falloff.

v      Point Blank Area of Effect (PBAoE) – A very powerful area spell that requires no target or line of sight and ripples out from the caster, usually in a 350-unit radius.  Cabalists do not have this type of spell.

v      Ground Targeted Area of Effect (GTAoE) – An AoE spell that is cast to a ground location by the caster.  It requires neither a target nor line of sight and may be cast through solid objects into interior spaces.  Cabalists do not have GTAoE spells.


2.1.2   Summoning Spells – Summoning spells are used to cast allies that      aid the caster in fighting his enemies.  These summoned allies are    referred to as ‘Pets’ in most cases.  There are 2 types of Summoned     Pets:

 

v      Permanent Controlled Pets – These are mobile pets that are summoned and stay with the caster, following his commands issued through the Pet Command Window until dismissed or killed.  Cabalist Simulacra fall into this category.

v      Fire and Forget Pets – Pets that are cast at a target and then require no control.  Some cannot be retargeted and attack their initial enemy until they expire or die.  Theurgists have this type of pet.  Others, like most Animist pets, are cast to a ground target and remain there, attacking all enemies with their range, until they are killed or expire.

2.1.3   Buff Spells – Spells that increase the effectiveness of allies.  These may be in the form of raising attributes, increasing regeneration rates, increasing weapon damage or speed, imbuing the target with magical armor, or giving group effects such as faster running speed or pulsing blade turns.  Most buffs are either timed and expire after 15-20 minutes or are Concentration based on the caster who casts them, meaning they have a limited pool of buffs to distribute before they run out of concentration.  Cabalists have both self-buffs of their armor and many Pet only buffs in the Spirit lines to make their pets stronger.  Cabalists have no buff spells castable on realm mates.

2.1.4   Debuff Spells – These are spells that basically act the opposite of Buff Spells by weakening an enemy.  These are a specialty of Mage classes and Cabalists have several available debuffs.  Cabalists have single target debuffs for Strength, Dexterity and Weapon Speed.  They have 3 Magical Resistance debuffs (Body, Energy, and Spirit) with the Body debuff working on their own DD spells.  They also have Nearsight, which debuffs an enemy’s ranged capability by up to 65%.

 

2.1.5   Healing Spells – Healing spells come in many different forms, but all do the same basic thing – replenish ally hit points, power (mana) or endurance.  Cabalists have 2 types of healing spells.  They have a pet only heal spell in the Spirit base line, and they have a life transfer spell that takes a percentage of the Cabalist’s health and gives it to an ally.

 

2.1.6   Crowd Control Spells (CC) – Crowd Control spells are used to hamper an enemy’s movement so as to render them ineffective while the spell lasts.  There are several forms of CC available.

 

v      Root – Locks the target’s feet to the ground, target can still attack or cast, but cannot go anywhere until the spell expires.  Roots are broken as soon as the rooted target takes damage.  Cabalists have a single target root spell in the Body base line.

v      Mesmerize – The opponent is immobilized and unable to take any action while the Mesmerize lasts.  Generally shorter duration that roots, they also break if the target is attacked in almost any way while under the effect.  Cabalists do not have this spell.

v      Stun – Much like a Mesmerize spell, but does not break on damage and is very short in duration.  A deadly form of CC where the helpless victim can take tremendous damage without the effect breaking.  Cabalists do not have a castable stun, but one of the Simulacra can proc a short stun as an effect.

v      Snare – A longer duration CC spell that is like a root, but only slows the target instead of locking the target’s feet in place.  This CC also breaks on damage.  Cabalists have 2 Snare spells, the AoE Snare in the Spirit line which is a 40% movement penalty, and the AoE Disease in the Body line which has a three fold effect: a 15% Snare, a minor strength debuff, and halves all heals cast on the diseased target (AoE Disease is perhaps the most powerful spell in the Cabalist’s repertoire because of this triple effect, none of which break on damage.)  Cabalist AoE Snare shares an immunity timer with Albion Root spells.

 

2.2     What does the color of the spell border signify?

 

          The border of a spell’s hot bar icon indicates what level the spell is in general   terms.  There are 5 possible spell cons: Gray, Green, Blue, Yellow, and Red.  These roughly equate to spells granted in each fifth of the 50 possible levels.         Generally gray spells are level 10 or less, green are level 11-20, blue 21-30,           yellow 31-40, and red 41-50.  Before the Mastery of Focus RA became available in New Frontiers, it was generally considered best to have all of the         spells one used at the yellow or higher level for resist purposes.

 

2.3     What is a Cabalist’s Spell List?

         

The Cabalist, like all casters, has an evolving spell list.  The entire list is kept up to date at Mythic’s DAoC home page, The Camelot Herald.  For the latest information on spell names, levels, effects, and durations, go to The Herald’s spell library and look in the Cabalist sections: http://www.camelotherald.com/spells/

 

 

2.3.1    Body Destruction Line (Body base) – Strength Debuff, Root, Lifedrain.

2.3.2   Matter Magic (Matter base) – Self Bladeturn, Self Armor Shield, Self Absorb Shield, Dexterity Debuff, Damage over Time.

2.3.3   Spirit Animation (Spirit base) – Summon Pet, Heal Pet, Buff Pet Strength, Buff Pet Dexterity.

2.3.4   Essence Manipulation (Body spec) – Lifedrain, Life Transfer, Debuff Combat Speed, Disease, AoE Disease.

2.3.5   Matter Manipulation (Matter spec) – Damage over Time, AoE Damage over time, Focus Damage Shield, Nearsight.

 

2.3.6   Vivification (Spirit spec) – Reclaim Pet, Buff Pet Movement, Buff Pet Combat Speed, Damage Add Pet, Buff Pet Strength/Constitution, Buff Pet Dexterity/Quickness, Snare, AoE Snare, Debuff Body Resistance, Debuff Spirit Resistance, Debuff Energy Resistance.

 

2.4     What types of damage can Cabalist's do?

 

Cabalist Life Taps do Body damage.  All Cabalist DoTs do damage on the Matter table.  Cabalist Simulacra do either slashing melee damage or spell damage depending on their special ability.

 

2.5     How does Quick Cast work?

 

Quick Cast is described by Mythic as a ”Life Saver” ability.  All cloth-wearing casting classes with 1.0 spec points per level receive the Quick Cast ability at level 5 when they choose their career path.  Since Casters are designed to require concentration in order to cast their powerful spells, any type of attack against the caster will cause them to lose their concentration and become unable to cast for a few seconds.

 

Quick Cast allows the Cabalist to cast a single emergency spell (usually a root or last ditch Lifetap) whether they are being attacked or not.  This ability is on a 30 second re-use timer.  It is not actually a quicker casting time in most cases, causing any spell to take a flat 2 seconds to cast, but it will allow the caster to cast through melee/magic/missile attacks.

 

This ability is tremendously important to all casters, as it is often the only chance they have at survival in a tight situation.  Only a few things can cause a quick cast spell to fail; being stunned or mesmerized, being killed before the spell finishes casting, the target running out of line of sight or spell range, or being hit with an Amnesia spell that makes the caster forget what he was casting.

Quick cast spells have double the normal mana cost.

2.6     Why are there 2 versions of the Cabalist Lifetap Spell?

 

Both Body lines have a version of the Lifetap spell.  The base Body line has the Vitality Drain line of Lifetaps scaling from level 1 to level 50.   The level 50 base line version is available to all Cabalists.  The Body specline, Essence Manipulation, has a series of Lifetaps called the Remove Lifeforce line.  These begin at level 1 Body spec and scale up to a level 45 spec version.

 

At one time there was no base level 50 Lifetap and the Body specline Lifetap was significantly more powerful.   However, the addition of the level 50 Base line Lifetap to Mages in patch 1.65 added a slightly more powerful version outside the specline.   For this reason, many Body Cabalists feel their specline Lifetap has become redundant.  There are some small advantages to using the 45 specline Lifetap over the Level 50 base line for a Body Cabalist; the specline Lifetap returns 90% of its damage as health to the caster as opposed to the 60% returned from the base line, it also costs slightly less power to cast.

 

 

2.7     What is Pet Recycling, how does it work?

 

One of the unique class features of the Cabalist is the level 3 Spirit specline spell, Convert Spirit.  This spell destroys the Cabalist’s currently controlled Simulacrum and returns its health as power to the Cabalist.  It is quite powerful, returning up to 30% of a Cabalist’s power at high levels.

 

Many Cabalists will summon and reclaim pets until their power bar is full.  This is called ‘pet recycling’. 

 

The higher the pet’s health when destroyed, the more power the Cabalist will receive (buffs do not make any difference).  Because of its initial high health value, the Amber Simulacrum is the pet of choice for recycling.  A Cabalist with no Spirit spec will recycle roughly 140 - 170 power per Amber Simulacrum at level 50, whereas a fully Spirit spec Cabalist will recycle Ambers for around 210 power.

 

The use of Focus staves is extremely important for this ability.  Full spirit focus is needed to maximize efficiency on the pet summon and pet reclaim side of the cycle.  A Cabalist without a staff with full Spirit focus will find his Pet recycling taking 7-8 cycles to receive full power because of his poor mana efficiency.

 

Pet Recycling is an amazing tool for the Cabalist class.  It is HIGHLY recommended that all Cabalists spec to at least 3 in Spirit in order to get this spell.

 

 

2.8     What is Debuff Nuking?

 

Each caster damage spell has a damage school, usually consistent with the specline (i.e. Fire speclines do Heat damage, Body speclines do Body damage.)  Players have numerous ways to protect themselves against specific damage types using resist items, RAs and buffs.

 

When resist buffs (spells that decrease the damage the target takes from a damage school) were added to each realm, counteractive resist debuffs were put in place as well.  These debuffs are cast on a single target and last around 8 seconds.

 

The Mage classes in Albion received the resist debuff spells.  Sorcerers received the elemental damage debuffs – Heat and Cold, as well as Matter.  Cabalists received debuffs for damage of Energy, Spirit, and Body types. Debuff nuking is utilizing these resist debuffs in order to increase the damage done by spells of the resists’ damage type on a debuffed target. 

 

What is very nice for Cabalists is that their base nuke damage type is Body.  Therefore Cabalists speccing high enough in Spirit Magic to receive the castable Body debuffs can debuff for their own damage type!  This is a very controversial ability, and very few classes game wide can do this.  There are three versions of the Body debuff spell in the Cabalist Vivification specline:

 

v      Diminish Immunities Level 22:         –15% Body Resist

v      Disspate Immunities Level 33:         –30% Body Resist

v      Banish Immunities Level 46:  –50% Body Resist

 

So at very high Spirit specialization, a Cabalist can debuff his own damage type by 50% (Debuffs actually have a 1.25 value at full Spirit spec, meaning they debuff 38% and 62% respectively for the last 2 debuffs)

 

This provides the Spirit Cabalist a lot of killing power.  It is especially nice since other Mages using Body damage nukes (Sorcerers or Cabalists) can assist the Spirit Cabalist when they debuff their target’s Body resist.  The combination of 2 or 3 people nuking for the same debuffed damage type can yield devastating results.

 

Other types of debuffs can be used in conjunction with 2 different classes.  For example an Air Theurgist would benefit from the Cabalist’s Spirit Damage debuff, and a Fire Wizard would benefit from the Sorcerer’s Heat debuff line.  But it is the ability to debuff for himself that makes Spirit Cabalists deadly nukers.

Resist debuffs work differently in RvR and PvE.  Debuffs in PvE count full value against a monster’s resists allowing them to be made very vulnerable.  In RvR, Debuffs count full value against casted and RA resists and half value against item and racial resists.

 

Calculating how much a debuff will reduce resists (assuming the debuff is adjusted full Spirit spec and gets the delve x 1.25 bonus to his debuff) these formulas can be used:

 

v      Using 50% Debuffs as an example:

 

Target with 26% resists from items only.
50 x 1.25 = 62%

26% - 62/2 = -5%
End result: 26% ---> -5%

 

Target: 26% from items and a 16% buff.
50 x 1.25 = 62%

62% - 16% (buff) = 46%

26% (items) - 46/2 = 3%
End result: 42% ---> 3%

 

Target: 26% from items and a 24% buff.
62% - 24% (buff) = 38%

26% (items) - 38/2 = 7%
End result: 50% ---> 7%

 

The end result debuff can be further reduced by the Avoidance of Magic Realm Ability.

 

Additionally, debuff durations are reduced from their 8 second base by resistances to the damage type of the debuff spell itself, and by the RA Avoidance of Magic. (In the Cabalist’s case the Body debuff is on the Spirit damage table.)

 

2.8     How do Cabbie Damage over Time spells work and stack?

 

DoTs work by placing an effect on the target that repeatedly does damage over a set time before expiring.  The Cabalist casts the DoT on a target and it does an initial amount of damage, then more damage each 4 or 5 seconds until it expires.  This effect is referred to as ‘ticking’.  Base line DoTs do less damage and last only 20 seconds, ticking every 5.  Specline DoTs typically last an extra tick.  Area of Effect versions of DoT spells place this effect on multiple targets, the caster targets someone and casts the AoE DoT and everyone within a 350 unit radius is afflicted.

 

Only one base line and one specline Cabalist DoT may be active on a person at any given time.  One could have a base DoT plus a spec DoT going simultaneously or a base DoT and a spec AoE DoT, but not a spec DoT and a spec AoE DoT.  When non-stacking DoTs are cast over each other, the most damaging one will take precedence and the other will be ignored.

 

AoE Dots, unlike all other AoE spells, have no damage falloff outside the central target; all targets within the Area of Effect take full damage.

 

2.10    Why is Disease Important?

 

Besides the nice utility of the small strength debuff and 15% snare effects produced by AoE Disease, it has the added effect of making the diseased target hard to heal.         Diseased targets receive only half of the value from a heal spell that they normally would.  This can be a decisive edge in beating an opponent group with good healing.  Although the application is largely RvR oriented, PvE focused Cabalists may not find it so important.

 

One important note about using Disease in RvR, spreadheal spells target the spreadheal caster, not their group mates – so in order to halve Spreadhealing, the healer herself must be diseased.

 

AoE Disease is part of the Cabalist Body specline with new versions at spec level 15, 24, 34, and 44.

 

2.11    What does Nearsight do?

 

Nearsight is a blind spell.  It lasts for 2 minutes and cuts the target’s range attacks by the listed amount.  There are five levels of Nearsight in the Matter specline:

 

v      Level 11 Matter Encrust Eyes:                 -25% Range

v      Level 19 Matter Obscuring Dust:               -35% Range

v      Level 25 Matter Clouded Sight:                -45% Range

v      Level 32 Matter Darkened Cloud:              -55% Range

v      Level 41 Matter Persistent Obscuration:     -65% Range

 

Needless to say, having ones ability to do range damage reduced by 30% or more is a severe hampering effect.

 

Nearsight is also the longest-range spell in the Cabalist’s repertoire, coming in at 2300 range.  This also makes the spell useful for dealing with archers with extreme range.  It is also great for pulling monsters out of deep or dangerous camps in PvE.

 

Nearsight has a 1 minute immunity timer and may be cured by the ML ability Purify Vision in the Perfector Line.

 

2.12    Why are Crowd Control spells important, and how do I use them?

         

Simply put, Crowd Control allows players and groups to deal with certain enemies later instead of immediately by hampering their ability to move or attack.  In RvR CC is used to keep players from performing their role while their allies are dealt with, it is also used to keep players from escaping.  In PvE CC is used in much the same way, locking down one or several monsters so the group focuses on one at a time.

 

Mesmerize spells (Mezz) are the preferred form of opening CC because they last a long time and completely lock a target down as long as it takes no damage.  Stuns and Roots are also important because the former allows the target to be damaged and the latter lasts a long time.

 

Unfortunately, Cabalists have no AoE version of major CC spells, however they do have a nice compliment of secondary CC spells in AoE Disease and AoE snare as well as a single target root.

 

Cabalists should determine which and how much of their CC to use based on the situation.  Sorcerers are Albion’s master of crowd control, and should be allowed to lead the CC in most cases, especially since all Cabalist AoE spells (Snare, Disease, DoT) will break Sorcerers’ mezzes.  Still, using Disease and Snares in RvR on enemies who have broken mezz can be very helpful to a group (besides just the healing reduction that Disease brings).

 

Single target roots, with their long duration, are applicable in almost all situations, and should be used liberally to support the Cabalist’s group or to aid the solo Cabalist. 

 

A Cabalist that constantly breaks his ally’s mezzes with his AoE spells will quickly become a pariah in groups.  On the other hand, a Cabalist that uses his own CC well to compliment his realm mates, and who uses his single target roots judiciously (for instance rooting an enemy that is attacking the group’s healer) will find himself more apt to get invited back to groups in both RvR and PvE.

         

2.13    How do Life Transfers Work?

 

Life Transfers drain a small portion of health from the Cabalist and use that to heal a targeted ally.  Generally speaking, about 3 times the amount of health taken from the cabalist will be transferred to his target.

 

2.14    What is Variance?

 

Variance is the difference in the amount of damage a spell does from cast to cast on a similar target.  Variance level is determined by the spec level the caster has in that school.  The higher the level of spec in a school, the less variance spells in that school and its base line will have.

 

2.15    What does Specialization Level have to do with base line Spell Damage?

 

In addition to providing you with new or more powerful versions of spells in your line of specialized spells, it will also increase the damage done by your base line spells.  Damage scales up as follows:

 

Spec Level              Damage Variance

1                           25% to 125% of the listed damage

2/3                        75% to 125% of the listed damage

Full                        100% to 150% of the listed damage

 

So not only does the amount of damage possible scale up, but the variance in damage is flattened out as one specs higher in a school. 

 

To put this in real terms for the Cabalist, the Body base line Lifetap delves at 179 damage.  This is before bonuses from Acuity, RAs, items, or Relics are factored in.  A Cabalist with 1 spec in Body would expect that Lifetap to hit somewhere between 45 and 224 before bonuses.   A Cabalist with 33 Body Spec would expect the same Lifetap to hit from between 134 and 224.  While the full Body spec Cabalist would see his base line Lifetap hit for between 179 and 269.

 

(Remember this is unadjusted damage, damage will certainly be much higher in any case with higher attributes and buffs etc)

 

Full specialization level is the sweet spot that a Cabalist should shoot for if he is trying to maximize his nuke efficiency.  This can be achieved by actual spec level as well as spec level bonuses from RAs and items the Cabalist wears. It is possible to raise specialization level over character level using magic items. This will further reduce the damage variance although the effects are minimal.

2.16    What is the Maximum Damage a spell can do?

 

Damage spells can do a maximum amount of delve value * 3 before Critical hits.  This can be further adjusted by the use of ToA artifacts with damage bonuses and the Realm Ability Mastery of Magery.  Critical hits may add up to 50% more damage in RvR or 100% more in PvE.  The absolute ceiling for the Cabalist 179 damage Lifetap would be, in the order in which bonuses are added in game:

 

Base   Adjustment                                       Formula                     New Base

179     +28% (Mastery of Magery 5 )        179 + (179 * .28)     = 229

229     +10% (ToA item Dmg bonus)          229 + (229 * .1)       = 251

251     +5%   (Artifact Active Dmg Bonus)  251 + (251 * .05)     = 264 

264     Maximum Damage of 3x Delve         264 * 3                   = 792

792     + 50% Critical Damage (RvR)          792 + (792/2) = 1188

 

          -or-

 

792     +100% Critical Damage (PvE)         792 + 792               = 1584

 

All sorts of other factors can affect that damage number.  The chances of actually reaching the delve * 3 cap is very low and requires high level buffs, equipment with bonuses to Intelligence, debuffs, relics, keep bonuses or low level targets.  Not all critical hits will be for the maximum 50% or 100%.  Targets with high level resists will significantly lower this number as well.  This is just to give an idea of the maximum possible nuke damage.

 

2.17    How do bonuses to Magic Skill work?

 

Players can receive bonuses to their Magic Skill levels in two ways, through items with skill bonuses and through Realm Rank bonuses.  The maximum a player can receive in item bonuses is determined by the player’s level.  The max is player level /5 + 1.  Realm Rank bonuses are added one per Realm Rank from rank 2 to rank 10.

 

A level 50 Cabalist can have a maximum of +20 to his Magic Skills, +11 from items and +9 from Realm Ranks.

 

This is important in determining variance and maximum damage on spells.  Therefore, the level 50 Cabalist trying to reach minimum variance and maximum efficiency on his Body base nukes needs the following level of Body per realm rank to reach 50 adjusted Body:

 

RR      Base Body      + RR Bonus    + Item Bonuses        =Adjusted Body

2        38                +1                +11                        50

3        37                +2                +11                        50

4        36                +3                +11                        50

5        35                +4                +11                        50

6        34                +5                +11                        50

7        33                +6                +11                        50

8        32                +7                +11                        50

9        31                +8                +11                        50

10      30                +9                +11                        50   

 

2.18    How do Resists Work?

 

There are 2 types of resists in DAoC as applied to spells: the chance for a spell to be resisted outright (basically to ‘miss’), and the percentage by which a spell’s effect is reduced.  Outright resists have to do with the level of the spell compared to the level of the spell’s target.  Reduction resists are obtained through racial bonuses, item bonuses, buffs and RAs.

 

2.18.1  Outright Spell Resist Chances – These are determined formulaically by comparing the spell’s level, a base resist chance, and the level of the spell’s target. 

 

(It assumes the character casting the spell is within around 5 levels of his target.  Casting spells on very high-level (red-purple con) monsters will yield dramatically higher outright resists.)

 

The base chance for a spell to land is 85%.  Spells have a factor of (spell level / 2) added to their chance to hit. (Spell level is defined as the level the spell is awarded; chance to hit defined as the chance of avoiding the "Your target resists the spell!" message.) Subtracted from the modified to-hit chance is the target's (level / 2).

 

If the chance to hit goes over 100% damage or duration is increased, and if it goes below 55%, there is still a 55% chance to hit but the damage or duration is penalized. If the chance to hit goes below 0, the spell cannot hit at all. 

 

The formula (where SL is Spell Level and TL is target level) is:

 

.85 + ((SL / 2) / 100)) – ((TL / 2) / 100))

 

A level 45 spell against a level 50 target would be:

 

.85 + ((45 / 2) / 100)) – ((50 / 2) / 100)) = .825 or 82.5% chance for the spell to land.

Notes on Spell Miss Chances:

v      This formula works fairly well for RvR, where players are generally within 5 levels of each other. It is well known that monsters far above the caster’s level (high red and purple) will have additional outright resistance chances against player spells.

v      It is also known that combination spells, such as the Cabalist Lifetap, Direct Damage + Snares, DD + Debuffs etc, have a somewhat higher base resist rate than 85%.  This is possible the result of having 2 components that check for resists, making the actual initial chance to land around .78.

v      Having multiple attackers hitting the same target at once will lower its chance to outright resist a spell.

 

2.18.2 Reduction Resists – These types of resists lower the effect of spells.  They are obtained through equipment, buffs, and starting racial bonuses.  In general, players will attempt to maximize their resists in all schools available whenever possible.

 

v      Resist Types – There are 8 damage types, or schools: Heat, Cold, Matter, Energy, Spirit, Body, Thrust, Crush, and Slash.

 

Body Damage Table

Cold Damage Table

Minstrel

DD

Instruments

Theurgist

DD

Path of Ice

Sorcerer

DD

Disorientation

Wizard

DD

Path of Ice

Cabalist

Life Drain

Body Destruction

Wizard

DD

Liquifaction

Cabalist

Life Drain

Essence Manipulation

Theurgist

Snare

Path of Ice

Sorcerer

Life Drain

Body Destruction

Theurgist

Snare

Refrigeration

Minstrel

Mesmerize

Instruments

Wizard

Snare

Path of Ice

Cabalist

Slow

Essence Manipulation

Wizard

Snare

Liquifaction

Cabalist

Snare

Body Destruction

Eldritch

Bolt

Way of the Eclipse

Sorcerer

Snare

Body Destruction

Eldritch

Bolt

Void Mastery

Sorcerer

Snare

Disorientation

Eldritch

DD

Shadow Control

Minstrel

Stun

Instruments

Eldritch

DD

Way of the Eclipse

Bard

DD

Music Spec

Eldritch

DD

Void Mastery

Champion

DD

Valor

Nightshade

DD

Nightshade Magic

Animist

DD Bomber

Arborial Mastery

Eldritch

Mesmerize

Shadow Control

Animist

DD Bomber

Creeping Path

Bonedancers

DD

Darkness

Animist

DD Turret

Arborial Mastery

Runemaster

DD

Darkness

Animist

DD Turret

Creeping Path

Runemaster

DD

Runes of Darkness

Animist

Debuff Bomber

Creeping Path Spec

Spiritmaster

DD

Darkness

Animist

Debuff Turret

Creeping Path Spec

Runemaster

Debuff DD

Runes of Darkness

Druid

DoT

Nature Spec

Spiritmaster

Lifedrain

Spirit Dimming

Bard

Mesmerize

Music

Spiritmaster

Mesmerize

Spirit Dimming

Bard

Mesmerize

Music Spec

Bonedancers

Snare

Bone Mystics

Champion

Slow

Valor

Spirit Damage Table

Animist

Snare

Creeping Path Spec

Cleric

DD

Smiting

Druid

Snare

Nature

Cleric

DD

Smiting Spec

Animist

Snare Bomber

Creeping Path

Necromancer

DD

Death Servant Spec

Animist

Snare Bomber

Creeping Path Spec

Reaver

DD

Soulrending

Animist

Snare Turret

Arborial Mastery

Theurgist

DD

Vapormancy

Skald

DD

Battlesongs

Necromancer

DoT

Painworking Spec

Shaman

DoT

Subterranean

Reaver

DoT

Soulrending

Bonedancer

Life Drain

Bone Guardians

Necromancer

Life Drain

Deathsight

Healer

Mesmerize

Pacification

Necromancer

Life Drain

Deathsight Spec

Healer

Mesmerize

Pacification Spec

Reaver

Life Drain

Soulrending

Skald

Mesmerize

Battlesongs

Cleric

Mesmerize

Smiting Spec

Healer

Slow

Pacification Spec

Theurgist

Mesmerize

Vapormancy

Healer

Snare

Pacification Spec

Theurgist

Slow

Abrasion

Bonedancer

Snare

Bone Guardians

Cabalist

Snare

Vivification

Bonedancer

Snare

Suppression

Necromancer

Snare

Painworking

Runemaster

Snare

Suppression

Necromancer

Snare

Painworking Spec

Spiritmaster

Snare

Suppression

Cleric

Stun

Smiting

Healer

Stun

Pacification

Champion

Snare

Valor

Healer

Stun

Pacification Spec

Spiritmaster

DD

Spirit Suppression

Sorcerer

Mesmerize

Mind Twistin

Spiritmaster

Mesmerize

Spirit Suppression

Sorcerer

Mesmerize

Domination

Spiritmaster

Slow

Spirit Suppression

Energy Damage Table

Skald

Snare

Battlesongs

Eldritch

DD

Vacuumancy

Matter Damage Table

Enchanter

DD

Empowering

Wizard

Bolt

Calefaction

Mentalist

DoT

Holism

Cabalist

DoT

Matter

Mentalist

DoT

Mentalism

Cabalist

DoT

Matter Manipulation

Animist

Life Drain

Arborial Path

Sorcerer

DoT

Matter

Valewalker

Life Drain

Arborial Path

Sorcerer

DoT

Telekinesis

Mentalist

Mesmerize

Mind Mastery

Wizard

DoT

Calefaction

Eldritch

Slow

Vacuumancy

Sorcerer

Snare

Telekinesis

Eldritch

Snare

Vacuumancy

Wizard

Snare

Calefaction

Eldritch

Storm

Void Mastery

Wizard

Storm

Calefaction

Runemaster

Bolt

Runecarving

Animist

DD

Verdant Path Spec

Runemaster

Bolt

Runes of Destruction

Valewalker

DoT

Arborial Path Spec

Runemaster

DD

Runecarving

Druid

Snare

Nature Spec

Runemaster

DD

Runes of Destruction

Valewalker

Snare

Arborial Path Spec

Thanes

DD

Stormcalling

Shaman

Bolt

Subterranean Spec

Runemaster

Snare

Runes of Supression

Shaman

DD

Subterranean Spec

Runemaster

Storm

Runes of Destruction

Bonedancers

DoT

Bone Army

Heat Damage Table

Bonedancers

DoT

Bone Warriors

Wizard

Bolt

Path of Fire

Shaman

DoT

Subterranean Spec

Wizard

Bolt

Pyromancy

Shaman

Snare

Subterranean

Wizard

DD

Path of Fire

Shaman

Snare

Subterranean Spec

Wizard

DD

Pyromancy

 

 

 

Eldritch

DD

Way of the Sun

 

 

 

Enchanter

DD

Way of the Sun

 

 

 

Enchanter

DD

Bedazzling

 

 

 

Mentalist

DD

Way of the Sun

 

 

 

Mentalist

DD

Illusions

 

 

 

Enchanter

Slow

Bedazzling

 

 

 

Eldritch

Stun

Way of the Sun

 

 

 

Enchanter

Stun

Way of the Sun

 

 

 

Mentalist

Stun

Way of the Sun

 

 

 

 

 

v      Racial Resists – Bonuses given by race selection:

(Races available to Cabalists are in Bold.)

 

Race

Body

Energy

Spirit

Matter

Cold

Heat

Slash

Thrust

Crush

Avalonian

 

 

5%

 

 

 

3%

 

2%

Briton

 

 

5%

 

 

 

3%

 

2%

Half Ogre

 

 

 

5%

 

 

3%

2%

 

Highlander

 

 

 

 

5%

 

2%

 

3%

Inconnu

 

 

5%

 

 

5%

 

3%

2%

Saracen

 

 

 

 

 

5%

2%

3%

 

Celt

 

 

5%

 

 

 

3%

 

2%

Elf

 

 

5%

 

 

 

2%

3%

 

Firbolg

 

 

 

 

 

5%

2%

 

3%

Lurikeen

 

5%

 

 

 

 

 

 

5%

Shar

 

5%

 

 

 

 

 

 

5%

Sylvan

 

5%

 

5%

 

 

 

2%

3%

Dwarf

5%

 

 

 

 

 

2%

3%

 

Frostalf

 

 

5%

 

 

 

2%

3%

 

Kobold

 

5%

 

 

 

 

 

 

5%

Norseman

 

 

 

 

5%

 

3%

 

2%

Troll

 

 

 

5%

 

 

3%

2%

 

Valkyn

5%

 

 

 

5%

 

3%

2%

 

 

v      Item Resists – Item resists appear on random loot drops from monsters, fixed drops from encounters and quest rewards, artifacts, and spell crafted equipment.

 

The maximum Item Resists one can have for each damage type are (player level / 2) + 1 or 26% at level 50.

 

v      Buffs – A number of spell lines have buffs against magic damage types (no buffs for melee damage are available), the most common being found on each realm’s primary Enhancement class (Clerics, Shamans, and Druids).  These typically come in 3 levels: 8%, 16%, and 24%.

v      RAs – The primary Magic Resistance from realm abilities comes from the Avoidance of Magic RA, which provides additional resistances in 5 levels, depending on how many Realm Points the player spends: 2%, 5%, 12%, 19%, and 28%.  This is a passive ability, meaning it is always on as long as the player has the RA.  The melee resist version of this RA is called Physical Defense and works the same way, only affecting Crush, Slash, or Thrust damage.

 

Another RA, which is an active ability, Bedazzling Aura (available to Cabalists) increases magic resistance for the player’s group by 10%, 20%, and 40% when activated.  This ability is on a reuse timer.  The melee version of this ability is called Barrier of Fortitude.

 

v      Armor Resists – Some armors also have natural vulnerability or resistance to damage types, although these primarily affect melee damage types.

 

2.18.3 How reduction resists are calculated depends on where they come from. Resists from Items, Race, and Buffs form one set of resists that are calculated immediately to reduce damage.  Resists from RAs are factored in the remaining resists after the first set are calculated.  This means that resists are not all stacked on top of each other to allow for 70% and above resistance to a damage school.

 

v      Bin A – Racial Resists, Item Resists, Resist Buffs, Armor Resist

v      Bin B – Realm Abilities

 

The formula is (where D = base damage and AD is adjusted damage):

 

D – (D * (Sum of Bin A%)) = AD

AD - (AD * (Sum of Bin B%)) = Final Damage

 

Thus a Direct Damage spell that does 400 damage will be adjusted as follows:

 

v      Items 26%, Buffs 8%

     400 – (400 * .34) = 264

Damage would appear as ‘You hit for 264 (-136)’

         

v      Items 26%, Buffs 8%, AoM V (28%)

400 – (400 * .34) = 264

264 – (264 * .28) = 190

Damage would appear as ‘You hit for 190 (-210)

 

v      Items 26%, Buffs 24%, AoM V (28%)

400 – (400 * .5) = 200

200 – (200 * .28) = 144

Damage would appear as ‘You hit for 144 (-256)

 

2.19    What is Resist Piercing?

 

Resist Piercing was a feature added in the ToA expansion that gives items with this bonus the ability to partially ignore a target’s item based resists.  This powerful ability allows caster’s to recoup some of the tremendous damage loss they face from resists.

 

There are very few items with this bonus available, but a caster that can acquire and level an artifact or two with this bonus should see a nice damage increase against most players in RvR.  Items with Resist Piercing bonus include: Traldor’s Oracle, Eriny’s Charm, Jacina’s Sash, and Moon Staves summoned from the Belt of Moon artifact.  Some artifacts also have active, timed abilities that increase resist piercing for a short duration.  Resist

 

Piercing bonuses from all sources is capped at 10%.

2.20    What do self-Shields do?

 

Cabalists have 3 self shields, one that provides greater armor factor, one that provides melee absorption, and a blade turn.

 

2.20.1  Ward Blow Shield Line – This spell line is in the base Matter line and is available in new versions throughout the Cabalist’s career.  It increases the Cabalist’s Armor Factor (AF), which increases the chance that a melee or bow attack will miss and decreases the damage when they hit.

 

2.20.2 Dampening Ward Line – This is the Cabalist melee absorption line, they receive a 5% version at level 30 and a 10% version at level 41 Matter base.  These directly reduce melee and bow damage taken.

 

2.20.3 Barrier of Warding Line – This is the Cabalist Bladeturn spell, received at 19 Matter base.  It will deflect a single melee or ranged attack and then disappear.  Assassin critical strikes and archer volley and penetrating arrow shots ignore bladeturns, but they are effective against most other attacks.

 

All of these spells have a 20-minute duration and it is essential to the Cabalist’s survival that he keeps them constantly in effect.

2.21    Can I cast while moving?

 

The game is designed so that any spell with a casting time must be cast while standing still.  Instant spells can be cast on the run.  Many casters have trouble stopping and casting in a quick manner.  The best way to work around this is to use the /face function.  Selecting a target while moving then hitting /face will cause the caster to instantly stop.  Spells can then be cast without accidentally causing them to fail by moving.

 

Casters with really good timing can move before the end of their spell cast and still have the spell fire, but it takes a lot of practice.  By paying close attention to the casting animation, there is a time when a spell still has not cast but will not fail if the player moves or is attacked.  Experienced players can use this to gain a fraction of extra movement time in a tight situation.

 

2.22    How do I stop casting a spell?

 

The only way to cancel a spell is to move before it finishes casting.

 

2.23    Why does it say I am being interrupted and cannot cast?

Casters are designed to be a ranged threat.  In theory they do large ranged damage and as a drawback require total concentration to cast their powerful spells.  Thus a caster who is attacked in almost any way during the casting of a spell will lose his concentration and receive the message ‘XXX is attacking you and your spell is interrupted’.

 

Very little in the game is more frustrating for fledgling casters than having critical spells fail from being interrupted.  Being a low defense and hit point archetype, many will suffer quite a few deaths from being interrupted when they need to get a spell off.

 

There are a few tools available to casters to help this problem, such as the Quick Cast ability and the Mastery of Concentration RA.  However, the primary way to learn to manage this is to utilize good kiting methods.  Kiting refers to the ‘art’ of keeping enough distance between the caster and his enemies to still cast spells without coming under melee attack.

 

In RvR, there is a plethora of means available to enemies to both quickly close to melee distance and to interrupt the caster from range.  It can be extremely frustrating, but is something that all casters must accept and learn to work with as best they can.

 

2.24    What is Spell Queuing?

 

Spell queuing allows casters to use backup spells.  Basically, a second spell can be ‘queued’ to cast as soon as the current one is finished.  It is purely a matter of play style choice, but many casters decline to use spell queuing because they need to change the spell they want to cast on the fly.

 

To turn spell queuing on or off, use the /noqueue command in the chat window.

 

2.25    How do I change my Spell Effects to improve system performance?

 

Spell effects take a lot of graphics resources in DAoC.  The level of graphics available can be set to all, group only, self only, or none.  This can be done in two ways; by using the /effects command followed by which effects level is desired (ie /effects self), or by using the OPTIONS command in the paper doll window.

 

2.25    What is Focus, how does it work?

 

Focus is an item bonus found only on staves that makes a caster’s power usage more efficient.  How much efficiency achievable is a combination of spell level, focus level, and player spec in the spell’s school.

 

The standard power (mana) cost for a spell is found by delving it.  Delving is done by right clicking on the spell or item shortcut and hitting shift+i. 

 

With adjusted spec level equal to the level of the spell, spell mana costs are adjusted as follows by the level of focus on the caster’s staff:

 

v      80% cost with focus >= spell level.

v      90% cost with focus >= ¾ spell level.

v      100% cost with focus = ½ spell level.

v      110% cost with focus >= ¼ spell level.

v      120% cost with no focus at all in the spell line.

If a player’s adjusted spec level in the spell line is lower than the spell he is casting (for instance he is casting the level 50 baseline Body Lifetap but has only 28 + 11 Body spec) and he has the appropriate level of focus, he will receive less benefit from the focus staff.

Regardless, it is essential that a caster have full focus available for each spell line he casts from, or power management will become a difficult burden to overcome.  This is especially true when casting baseline DDs and Pet Recycling.  With the addition of the all-focus staff bonus in ToA (a focus bonus to all spell lines using only 1 bonus slot), there is really no excuse for not having 50 focus in each line the caster utilizes.

2.27    What is /face and how do I use it?

 

Face is a built in feature that can be assigned to a hot key.  It will turn the caster immediately toward his current target and keep him facing in that direction until he moves or changes targets and does /face again.  Many spells will fail without line of sight (LoS) to the target, and face is an invaluable tool for maintaining it.  Some uses for /face include:

 

v      Selecting a target while running toward it at range and hitting /face to instantly stop and be able to cast a spell.

v      Running from a target while it is selected and using /face to instantly turn and have it in LoS to cast.

v      Spamming /face to keep melee character from running past or through the caster and causing LoS to make the spell fail.

v      Using it in conjunction with the Last Attacker function to find and gain instant LoS on an unseen attacker.  This is especially valuable against archer attacks.

 

The face function can either be assigned as a hot key by dragging it from the COMMANDS panel to a hot bar, or (recommended) it can be assigned to a permanent keyboard key in the Options-Setup function at the character selection screen.

 

2.28    What is Range and Radius?

 

Range is the maximum distance at which a spell can be cast on a target.  Radius is the circle in which an Area of Effect spell hits targets.  Delving the level 44 AoE Disease spell for instance shows the spell has a range of 1500 and a radius of 400.  This means it can be centered on a target as far as 1500 units away and when it hits that target all other targets within a 400 unit circle will be affected.

 

          2.28.1 Determining Range and Radius

The best ‘rough’ guess for determining range is that 2 standard travel Horses available at stables throughout all three realms stood end to end is roughly 300 units.

 

The Cabalist.org website has a nice Range Finder screenshot here: Range Finder.  Most DD and ranged AE spells have a 1500 range, most bolt spells have 1850.  Nearsight and Amnesia clock in at 2300 range.  Archer attacks can go even further if they have an elevation advantage.

 

2.29    What are Immunity Timers?

 

Immunity timers were put in place primarily to stop the use of chain Crowd Control.  It’s no fun to play a game where one is constantly mezzed/stunned/rooted.  So most crowd control spells grant a 1-minute immunity to that effect once they wear off.

         

Typically each spell type has its own immunity timer, meaning one could be snared, stunned, or mezzed consecutively, but would then have immunity to each effect for 1 minute afterwards. 

 

Cabalist Nearsight has a 1-minute immunity timer.  All Albion roots and snares share the same timer unfortunately, so the AoE Snare in the Spirit line and the Single Target Root in the Body baseline will trigger immunity to each other.  Nicely, AoE Disease has no immunity timer, which makes it even more useful than traditional AoE crowd control against high realm rank melees classes with high CC resistance.

 

In PvE, monsters do not receive immunity timers, but CC spells have diminishing returns, each lasting half as long as the previous one cast upon the monster.

 PART 2

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