Arcanist Templates Being a mage or arcanist in Cove may be one of the most difficult army playstyles you can get yourself into. While these days a single mage won't tip the balance of a battle, already two can almost instantly knock you out. If you want to try playing a mage but don't know how to skill yourself, this guide might help you.
Important SkillsTechnically, Meditation can be overcome with imbuing, but you won't last long battles without it. Other important skills are...
- Magery 110-120
- Inscription 100
- Evaluating Intelligence 100-120
Inscription does not only give you 10% SDI, it also lowers the debuffs of the Protection Spells greatly.
At 110 Magery you will have a 100% success chance of any 7th Circle Spell. Get 120 for the 8th Circle Spells to never fail (altho BoC only allows Resurrection from that Circle).
The Balanced Mage- 110 Magery
- 120 Evaluating Intelligence
- 120 Wrestling
- 120 Resisting Spells
- 120 Meditation
- 100 Inscription
- 30 Focus
Definitely the most expensive template of all arcanists, the Balanced Mage offers a wide variety of defensive and offensive abilities, as well as excellent survivability.
The Nox Mage- 110 Magery
- 120 Evaluating Intelligence
- 100 Poisoning
- 120 Wrestling
- 100 Inscription
- 50 Meditation
- 120 Resisting Spells
Only Members of the Arcanists (as well as Scouts and Special Characters) are allowed to use Poison!While having recovering less mana, the Nox Mage doesn't need it. His or her most important skill is in the 3th Circle and needs almost no mana. Standing close to an enemy and using the Poison Spell on him will inflict deadly poison, which cuts off healing and deals damage over time. A bit of a risky template, as you have to move close to an enemy.
The Alchemist- 110 Magery
- 120 Evaluating Intelligence
- 100 Alchemy
- 120 Wrestling
- 100 Inscription
- 50 Meditation
- 120 Resisting Spells
Similar as the Nox Mage, the Alchemist is the more defensive form. Relaying heavily on Potions, the Alchemist gets enhanced effects on Potions, both defensive or with explosion potions. Jugging a stronger Greater Heal Potion can make the difference between survival and death.
The Weaver Mage- 110 Magery
- 120 Evaluating Intelligence
- 100 Spellweaving
- 120 Resisting Spells
- 120 Wrestling
- 100 Inscription
- 50 Meditation
Only Members of the Arcanists are allowed to use Spellweaving!Probably the template with the most defensive possibilities. While still being able to deal a lot of damage, the Weaver Mage can almost not be killed. Resisting debuffs easily, Attunement will take care of any incoming melee attack and Gift of Renewal takes care of any damage quickly. Furthermore, the Weaver Mage can buff him- or herself greatly.
The Chaos Mage- 110 Magery
- 120 Evaluating Intelligence
- 100 Mysticism
- 120 Imbuing OR Focus
- 120 Wrestling
- 100 Inscription
- 50 Meditation
Only Members of the Arcanists are allowed to use Mysticism!While the Weaver Mage is all about survival, the Chaos Mage is pure, raw, offensive power. Being able to deal a lot of damage and cast very annoying debuffs. Furthermore, the Chaos Mage is able to cast two spells at once and heal him- or herself instantly. Extremely difficult to play, but once mastered, this template can tip the balance of a battle.
The Stealth Mage- 110 Magery
- 120 Evaluating Intelligence
- 75 Stealth
- 100 Inscription
- 65 Meditation
- 30 Hiding
- 120 Wrestling
- 100 Resisting Spells
A bit of a weird template, but still playable. The Stealth Mage can go easily into Hiding and cast spells. However, due to him or her being usually a priority target due to being a mage, the Stealth Mage will only be able to do little before being pushed back to Hiding. However, if responding quick enough to danger, a Stealth Mage is hard to take out.
The Archmage- 110 Magery
- 120 Evaluating Intelligence
- 100 Spellweaving
- 100 Inscription
- 70 Focus
- 120 Wrestling
- 100 Mysticism
Only Members of the Arcanists are allowed to use Spellweaving and Mysticism!Lacking ability to generate mana quickly or reflecting spells, the Archmage can cast spells of all three (allowed) magic books. Needless to say, that alone makes this template very dangerous for enemies, but it also is by far the most difficult to play.
The Healer- 110 Magery
- 120 Evaluating Intelligence
- 100 Healing
- 100 Inscription
- 100 Anatomy
- 120 Resisting Spells
- 70 Meditation
A warriors best friend! Extreme survival abilities having access to three healing sources (Magery, Potions, Bandages)! A Healer is best formed around allies to keep them up, but also alone able to keep the enemy busy.
If there is any skill template you want to suggest or any skill you would like to implemented in a template for an arcanist, feel free to contact me via discord
(Suicidal Sheep#0544)