Mckennitt
Loyal Freddie
- Joined
- Aug 28, 2004
- Messages
- 876
Thought about posting a template guide i made roughly about a year ago with all the latest updates i can think off and hopefully few people will get help from it using it, so here it goes ( long post INC ).
::: Template Guide :::
The first thing u need to consider when choosing to make a template is for what character and class. It is incredibly important and u will see why later on.
Each race in Dark Age of Camelot has specific starting stats and specific racial bonuses ( determined from which class u choose ) which cant be changed hence thats why u need to base your template in that.
Example: Lurikeen race starts at 80 base dexterity at lv 1 but it has only 40 constitution. His racial bonuses are +5 energy and +5 crush in the bainshee class while a dwarf berserker starts with 80 con, 50 dexterity and has +5 body,+3 thrust, +2 slash.
Thats only a small example of the racial bonuses and as u will see further down it does make a difference - small or big doesnt matter.
Choosing the right race for the class u want to play it does make huge difference.
If u are passionate about playing a mage / caster class then the first thing u need to consider is how fast u can cast your spells plus the best dmg output u can get while playing a tank is important to choose a more durable race ( high constitution ), and fast enough in terms of melee swings.
I will base this guide using the lurikeen class ( we all love em after all
)
Having chosen the lurikeen race that means u start with:
Strength: 40
Constitution: 40
Dexterity: 80
Quickness: 80
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60
( Stats refered here are at lv1 lurikeen and without using the 30 starting free points as its personal choice for everyone )
Which of those stats are important is determined from the class u want to play.
And here's the table:
Explanation
The first line on each class determines which statistics raise every time u gain a level and those are the stats basically that u have to maximize on your template. Everything else comes second. Afterwards u see the skill modifier which tells you how many skill points u get every time u gain a level.The formula to calculate it is this: Current level x class skill modifier = skill points.
As u can clearly see on the table depending on the class u choose although the race is the same the important starts change along with the skill modifier.
The order also of the important stats is specific as it defines which statistic raises more than the others. So for example in the hero class the strength attribute raises first followed by constitution and last dexterity.
Having chose your race and class ( in this case lurikeen - bainshee )
Lets analyze the basic things on building a template.
::: Building a Template :::
Base Statistics
First thing u need to take care off is your base stats. Those stats are usally 3 or 4 for most hybrid classes.
In the lurikeen/ bainshee we have Dexterity , Intelligence and Constitution.
The normal cap for base stats is +75. That means that no matter how much more u have in your template added u WONT get it as long as your cap is +75. Examples of bonuses:
Right Way Wrong Way
Con: 75/75 Con: 90/75
The first number defines how much con u have added in your template setup while the second one tells you how much u allowed to have. In this case anything higher than 75 will result in not getting anything. So effectively either u have 75/75 or 90/75 it will be EXACTLY the same.
Resists
After finishing with your base stats u have to take care of your resists.
The maximum BASE resist bonus u can get in a template is +26 and it works the same way as the base stats. Anything higher than that will have effective 0 result.
Heres where the racial bonuses come.
Base resists and racial resists are 2 different things.
Example:
Energy resist: 26/26 +5 = 31
Energy resist: 20/26 +5 = 25
Energy resist: 30/26 +5 = 31
Like the stats same here. First bonus tells you how much resist bonus u currently have in your template while the 2nd number defines the cap of that resist. The third number is the racial bonus ( which is dependant on your class/race ) and it gets added after your base resists.
U might wonder why on the 3rd example the total energy resist is the same with the first one although the first has less energy added in template than the third. But its all about cap. Dont forget anything higher than the cap is not counted therefore the result will be the same.
Hit Points & Power
Hit points bonus on a template raises the total hp of your character resulting in higher survavibility ( since u can get more hits from the enemy ) and also makes the life of your healer/support easyer as u not gonna get 1 shotted.
Assuming a character has 1000hp buffed and a druid can heal for 500hp per spell that means he can heal you in 2 spells. If an enemy hits your for 700hp per spell that means he needs Maximum 2 spells to take you down ( assuming no crits are performed ). Reading this we understand that if the enemys output dmg is higher than what your support class heals you for will only end up in getting killed faster than healed. Even if the support class casts extremely fast ( faster than the enemy ) will eventually result in getting you killed anyway ( assuming no crits ofc ). Just substract 500hp ( which is the heal value ) from the dmg taken ( 700hp ) and u end up getting lower instead of higher every time u receive dmg for 200 hp.
Hence why having high hit points is really important especially on caster classes.
The base cap on hit points in a template is +200 and the same thing goes for this bonus aswell as for stats and resists. Anything higher than that has no effect.
Toa bonuses
When Trial of Atlantis came out new type of bonuses were introduced and they boosted the characters EXTREMELY higher than before. All those formulas and tips for base bonuses were no longer enough in order to compete. What actually happened was that they introduced new types of bonuses which they increase the already known base bonuses.
Heres an example:
Casting speed: Although the time needed to cast a spell was determined through dex for example when toa came out casting speed boosted this feature allot. Casting speed bonus is based on percentage and it come last in terms of calculation.
Example:
Old way of calculating cast speed was: base dex + dex buffs = total casting speed.
After toa it is: (base dex + dex buffs) + % toa casting speed bonus = total casting speed
All toa bonuses come LAST in terms of calculation and they are dependant on your base stats.
That along means that no matter if u have 10% casting speed and 0 dex the result will still be 0 as theres no base dex bonus so the toa one to be added.
The cap for the toa bonuses is as follows:
Casting speed: 10%
Spell range: 10%
Spell damage: 10%
Resist piercing: 10%
Buff effectiveness: 25%
Spell duration: 25%
Melee combat speed: 10%
Melee damage: 10%
Melee style damage: 10%
Armor factor : +50
Healing Effectiveness: 25%
Archery Speed: 10%
Archery damage: 10%
Archery range: 10%
Debuff Effectiveness: 25%
Fatigue: 25%
All those bonuses have their caps and we cannot gain more from em ( thank god )
Along with those bonuses we also got the base stat cap increase bonuses.
So although the base cap for a stat was +75 now with toa we can get another +26 resulting in a total of +101.
Examples:
Str: 80/95
Str: 101/101
Str: 90/100
Str: 120/90
As u can see in the examples apart from the second one all the rest are not capped or u not getting the full potential of the cap feature.
A perfect bonus cap is +101. If u achieve getting this it means u managed to get the MAXIMUM u can ever get for this specific statistic and under no circumstance u can get more. Same rule applies here: Anything higher than that is useless.
Power bonus:
If not the ONLY then cetrainly the one statistic most people get confused at is the power bonus.
There are 3 bonuses for your power:
Base power bonus
Power pool bonus
Power cap bonus
The first one increase your base power pool points - simple
The second one increase % wise your base power pool points
The last one increase the cap of the first and second.
In order to calculate your power then u need to do: (base power pool x power pool bonus ) /100 + base power pool = total power pool
Example:
Assuming your base power is 100 points and u have 8% power pool bonus then your total power pool is: (100x8)/100 + 100 = 800/100 + 100 = 8+100 = 108 total power.
The cap of your base power bonus is +25
The cap of your power pool bonus is +25%
The cap of your power bonus cap is +50%
The last one is by far the most important one as it raises both base power cap and power pool cap.
All in all the highest power pool bonus u can get is +75 base power and +75% power pool. The result are amazing![Stick Out Tongue :p :p](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Hope this info clears any questions u might have already regarding power bonuses.
Skill bonus
Skill bonus affects all of aspects in different characters/classes. In terms of casters it affects your dmg ( little of lots doesnt matter ), the ammount of power u consume in order to cast a spell, the dmg u deal with spells and also in some cases its the major factor that determines the % of an enemy resisting your spell. Always follow the old advice: ' The more u have the better for you '
Having read all that - hopefully u feel more comfortable regarding building a template so we go on the next step which for me is the most important.
::: Budget :::
Although the game advanced allot lately it still nearly impossible for a few items to be obtained and those are the reasons that can class a template as good or bad. U might spend 2 months in making a template and everything is perfectly capped and blinky blinky but what if u cant get your hands in the items u picked for it? If u ask me u just made a whole in the ocean and none really will bother.
The important thing when making a template is to also be obtainable without putting tremendous effort on it or spending months for single items as that will result in frustration, dissapointment, anger and in the long run QQ from the game.
Obviously if u fart gold then choosing rare items will never be a problem for you. It wont be a problem aswell for those possessing 25354543646 farm classes as they can get them rather easy. The people that will have problem are those with a certain budget/time/effort they can put into it.
So u decided what u want? Excellent. Think off how long it will take you to get the items u need for it or how must they cost and if the total gives a result u can handle then thats for sure a good template no matter the responses or comments.
' No better template other than what your pockets can carry '
Last but not least is usefull programs and sites that can make your life easyer when building a template.
::: Programs & Sites :::
Dark Age of Camelot Class Information Extremely usefull info about classes and characters, specs and guides.
Ethinarg's Workshop Super database containing almost every single item/artifact found in game.
Main Page - DAoCWiki Excellent database of all artifact items plus a few rare drops.
Tutorial 5: Odds and Ends Download Loki template program and make your life easyer. Simply rox
Allakhazam's Magical Realm: Dark Age of Camelot
Huge database of items / artifacts / quests etc etc. Only negative thing about this site is the lack of up to date updates and in some cases incorrect stats but non the less very helpfull.
I hope this guide gives you a rough idea how to do templates and be a good base of building experience on this subject. Surely u cant learn everything from a guide and it obviously experience and practise is what counts. As other factors add when u making a factor. What can u skip, what enemies u will mostly fight, solo or fg rvr, specs and the list goes on. Its meant to be a basic knowledge and hopefully it will help you.
In case u spot a mistake or wrong spelling let me know as i might have done a few but all in should be good.
Thanxs for taking the time to read through and HAPPY template building.
Warmest Regards
Mck
::: Template Guide :::
The first thing u need to consider when choosing to make a template is for what character and class. It is incredibly important and u will see why later on.
Each race in Dark Age of Camelot has specific starting stats and specific racial bonuses ( determined from which class u choose ) which cant be changed hence thats why u need to base your template in that.
Example: Lurikeen race starts at 80 base dexterity at lv 1 but it has only 40 constitution. His racial bonuses are +5 energy and +5 crush in the bainshee class while a dwarf berserker starts with 80 con, 50 dexterity and has +5 body,+3 thrust, +2 slash.
Thats only a small example of the racial bonuses and as u will see further down it does make a difference - small or big doesnt matter.
Choosing the right race for the class u want to play it does make huge difference.
If u are passionate about playing a mage / caster class then the first thing u need to consider is how fast u can cast your spells plus the best dmg output u can get while playing a tank is important to choose a more durable race ( high constitution ), and fast enough in terms of melee swings.
I will base this guide using the lurikeen class ( we all love em after all
Having chosen the lurikeen race that means u start with:
Strength: 40
Constitution: 40
Dexterity: 80
Quickness: 80
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60
( Stats refered here are at lv1 lurikeen and without using the 30 starting free points as its personal choice for everyone )
Which of those stats are important is determined from the class u want to play.
And here's the table:
Code:
Lurikeen
Bainshee (Bainshee) INT ,DEX ,CON | Skill x1.0
RACE STR CON DEX QUI INT PIE EMP CHA
Celt 60 60 60 60 60 60 60 60
Elf 40 40 75 75 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
======================================
Vampiir (Vampiir) CON ,STR ,DEX | Skill x1.5
RACE STR CON DEX QUI INT PIE EMP CHA
Celt 60 60 60 60 60 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
Shar 60 80 50 50 60 60 60 60
======================================
Ranger (Stalker) DEX ,QUI ,STR | Skill x2.0
RACE STR CON DEX QUI INT PIE EMP CHA
Celt 60 60 60 60 60 60 60 60
Elf 40 40 75 75 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
Shar 60 80 50 50 60 60 60 60
======================================
Nightshade (Stalker) DEX ,QUI ,STR | Skill x2.2
RACE STR CON DEX QUI INT PIE EMP CHA
Elf 40 40 75 75 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
======================================
Mentalist (Magician) INT ,DEX ,QUI | Skill x1.0
RACE STR CON DEX QUI INT PIE EMP CHA
Celt 60 60 60 60 60 60 60 60
Elf 40 40 75 75 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
Shar 60 80 50 50 60 60 60 60
======================================
Enchanter (Magician) INT ,DEX ,QUI | Skill x1.0
RACE STR CON DEX QUI INT PIE EMP CHA
Elf 40 40 75 75 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
======================================
Eldritch (Magician) INT ,DEX ,QUI | Skill x1.0
RACE STR CON DEX QUI INT PIE EMP CHA
Elf 40 40 75 75 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
======================================
Champion (Guardian) STR ,INT ,DEX | Skill x2.0
RACE STR CON DEX QUI INT PIE EMP CHA
Celt 60 60 60 60 60 60 60 60
Elf 40 40 75 75 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
Shar 60 80 50 50 60 60 60 60
======================================
Hero (Guardian) STR ,CON ,DEX | Skill x2.0
RACE STR CON DEX QUI INT PIE EMP CHA
Celt 60 60 60 60 60 60 60 60
Firbolg 90 60 40 40 60 60 70 60
Sylvan 70 60 55 45 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
Shar 60 80 50 50 60 60 60 60
======================================
Explanation
The first line on each class determines which statistics raise every time u gain a level and those are the stats basically that u have to maximize on your template. Everything else comes second. Afterwards u see the skill modifier which tells you how many skill points u get every time u gain a level.The formula to calculate it is this: Current level x class skill modifier = skill points.
As u can clearly see on the table depending on the class u choose although the race is the same the important starts change along with the skill modifier.
The order also of the important stats is specific as it defines which statistic raises more than the others. So for example in the hero class the strength attribute raises first followed by constitution and last dexterity.
Having chose your race and class ( in this case lurikeen - bainshee )
Lets analyze the basic things on building a template.
::: Building a Template :::
Base Statistics
First thing u need to take care off is your base stats. Those stats are usally 3 or 4 for most hybrid classes.
In the lurikeen/ bainshee we have Dexterity , Intelligence and Constitution.
The normal cap for base stats is +75. That means that no matter how much more u have in your template added u WONT get it as long as your cap is +75. Examples of bonuses:
Right Way Wrong Way
Con: 75/75 Con: 90/75
The first number defines how much con u have added in your template setup while the second one tells you how much u allowed to have. In this case anything higher than 75 will result in not getting anything. So effectively either u have 75/75 or 90/75 it will be EXACTLY the same.
Resists
After finishing with your base stats u have to take care of your resists.
The maximum BASE resist bonus u can get in a template is +26 and it works the same way as the base stats. Anything higher than that will have effective 0 result.
Heres where the racial bonuses come.
Base resists and racial resists are 2 different things.
Example:
Energy resist: 26/26 +5 = 31
Energy resist: 20/26 +5 = 25
Energy resist: 30/26 +5 = 31
Like the stats same here. First bonus tells you how much resist bonus u currently have in your template while the 2nd number defines the cap of that resist. The third number is the racial bonus ( which is dependant on your class/race ) and it gets added after your base resists.
U might wonder why on the 3rd example the total energy resist is the same with the first one although the first has less energy added in template than the third. But its all about cap. Dont forget anything higher than the cap is not counted therefore the result will be the same.
Hit Points & Power
Hit points bonus on a template raises the total hp of your character resulting in higher survavibility ( since u can get more hits from the enemy ) and also makes the life of your healer/support easyer as u not gonna get 1 shotted.
Assuming a character has 1000hp buffed and a druid can heal for 500hp per spell that means he can heal you in 2 spells. If an enemy hits your for 700hp per spell that means he needs Maximum 2 spells to take you down ( assuming no crits are performed ). Reading this we understand that if the enemys output dmg is higher than what your support class heals you for will only end up in getting killed faster than healed. Even if the support class casts extremely fast ( faster than the enemy ) will eventually result in getting you killed anyway ( assuming no crits ofc ). Just substract 500hp ( which is the heal value ) from the dmg taken ( 700hp ) and u end up getting lower instead of higher every time u receive dmg for 200 hp.
Hence why having high hit points is really important especially on caster classes.
The base cap on hit points in a template is +200 and the same thing goes for this bonus aswell as for stats and resists. Anything higher than that has no effect.
Toa bonuses
When Trial of Atlantis came out new type of bonuses were introduced and they boosted the characters EXTREMELY higher than before. All those formulas and tips for base bonuses were no longer enough in order to compete. What actually happened was that they introduced new types of bonuses which they increase the already known base bonuses.
Heres an example:
Casting speed: Although the time needed to cast a spell was determined through dex for example when toa came out casting speed boosted this feature allot. Casting speed bonus is based on percentage and it come last in terms of calculation.
Example:
Old way of calculating cast speed was: base dex + dex buffs = total casting speed.
After toa it is: (base dex + dex buffs) + % toa casting speed bonus = total casting speed
All toa bonuses come LAST in terms of calculation and they are dependant on your base stats.
That along means that no matter if u have 10% casting speed and 0 dex the result will still be 0 as theres no base dex bonus so the toa one to be added.
The cap for the toa bonuses is as follows:
Casting speed: 10%
Spell range: 10%
Spell damage: 10%
Resist piercing: 10%
Buff effectiveness: 25%
Spell duration: 25%
Melee combat speed: 10%
Melee damage: 10%
Melee style damage: 10%
Armor factor : +50
Healing Effectiveness: 25%
Archery Speed: 10%
Archery damage: 10%
Archery range: 10%
Debuff Effectiveness: 25%
Fatigue: 25%
All those bonuses have their caps and we cannot gain more from em ( thank god )
Along with those bonuses we also got the base stat cap increase bonuses.
So although the base cap for a stat was +75 now with toa we can get another +26 resulting in a total of +101.
Examples:
Str: 80/95
Str: 101/101
Str: 90/100
Str: 120/90
As u can see in the examples apart from the second one all the rest are not capped or u not getting the full potential of the cap feature.
A perfect bonus cap is +101. If u achieve getting this it means u managed to get the MAXIMUM u can ever get for this specific statistic and under no circumstance u can get more. Same rule applies here: Anything higher than that is useless.
Power bonus:
If not the ONLY then cetrainly the one statistic most people get confused at is the power bonus.
There are 3 bonuses for your power:
Base power bonus
Power pool bonus
Power cap bonus
The first one increase your base power pool points - simple
The second one increase % wise your base power pool points
The last one increase the cap of the first and second.
In order to calculate your power then u need to do: (base power pool x power pool bonus ) /100 + base power pool = total power pool
Example:
Assuming your base power is 100 points and u have 8% power pool bonus then your total power pool is: (100x8)/100 + 100 = 800/100 + 100 = 8+100 = 108 total power.
The cap of your base power bonus is +25
The cap of your power pool bonus is +25%
The cap of your power bonus cap is +50%
The last one is by far the most important one as it raises both base power cap and power pool cap.
All in all the highest power pool bonus u can get is +75 base power and +75% power pool. The result are amazing
Hope this info clears any questions u might have already regarding power bonuses.
Skill bonus
Skill bonus affects all of aspects in different characters/classes. In terms of casters it affects your dmg ( little of lots doesnt matter ), the ammount of power u consume in order to cast a spell, the dmg u deal with spells and also in some cases its the major factor that determines the % of an enemy resisting your spell. Always follow the old advice: ' The more u have the better for you '
Having read all that - hopefully u feel more comfortable regarding building a template so we go on the next step which for me is the most important.
::: Budget :::
Although the game advanced allot lately it still nearly impossible for a few items to be obtained and those are the reasons that can class a template as good or bad. U might spend 2 months in making a template and everything is perfectly capped and blinky blinky but what if u cant get your hands in the items u picked for it? If u ask me u just made a whole in the ocean and none really will bother.
The important thing when making a template is to also be obtainable without putting tremendous effort on it or spending months for single items as that will result in frustration, dissapointment, anger and in the long run QQ from the game.
Obviously if u fart gold then choosing rare items will never be a problem for you. It wont be a problem aswell for those possessing 25354543646 farm classes as they can get them rather easy. The people that will have problem are those with a certain budget/time/effort they can put into it.
So u decided what u want? Excellent. Think off how long it will take you to get the items u need for it or how must they cost and if the total gives a result u can handle then thats for sure a good template no matter the responses or comments.
' No better template other than what your pockets can carry '
Last but not least is usefull programs and sites that can make your life easyer when building a template.
::: Programs & Sites :::
Dark Age of Camelot Class Information Extremely usefull info about classes and characters, specs and guides.
Ethinarg's Workshop Super database containing almost every single item/artifact found in game.
Main Page - DAoCWiki Excellent database of all artifact items plus a few rare drops.
Tutorial 5: Odds and Ends Download Loki template program and make your life easyer. Simply rox
Allakhazam's Magical Realm: Dark Age of Camelot
Huge database of items / artifacts / quests etc etc. Only negative thing about this site is the lack of up to date updates and in some cases incorrect stats but non the less very helpfull.
I hope this guide gives you a rough idea how to do templates and be a good base of building experience on this subject. Surely u cant learn everything from a guide and it obviously experience and practise is what counts. As other factors add when u making a factor. What can u skip, what enemies u will mostly fight, solo or fg rvr, specs and the list goes on. Its meant to be a basic knowledge and hopefully it will help you.
In case u spot a mistake or wrong spelling let me know as i might have done a few but all in should be good.
Thanxs for taking the time to read through and HAPPY template building.
Warmest Regards
Mck