AC Character Building
Last Revised : Jan 16, 2001

This is only a quick tutorial on how to start a character in AC for the two most popular types of characters. There are countless different ways to make a successful character in AC; these are just my preferences. Don't email me asking if this or that can be done with one of the templates. You are free to change whatever you want to fit your play style - these are just a guide.

Preface
The problems with characters in AC is that once you create them, you can't change your mind about what skills you have. Unlike UO, if you have a mage and want to change him to a dex monkey, it's not hard - it's impossible. Also, you cannot choose skills to specialize except from when the character is created. So, with these two things in mind, making a character right from the start is imperative.

After creation you get skill credits to get new skills as you advance in levels. You gain them quickly at first, but that slows down. Plan ahead and don't think you're going to be getting a skill credit every level forever. You get a skill credit every level from 2-10, every 2nd level 12-20 (12, 14, 16, 18, 20), every 3rd level 23-35 (23, 26, 29, 32, 35) and every 5th level thereafter (40, 45, 50, 55...).

Remember that all characters start with Jump, Run, Loyalty, and Magic Defense trained as well as a free melee skill : Sho gets free unarmed, Aluvian has dagger and Gharu'ndim has staff.

Many of the below templates start with 10 endurance which starts you with 5 (yes FIVE) starting hitpoints. Life sucks in the beginning, but since Endurance doesn't effect any skills, in the long run you're thank me for having higher skills.

These templates have been refined like 500 times at this point. Everytime I think I have the cherry template, something better comes along or new weapons are released. So, these may change sometime in the future, but for now these are the "Flavor of the Month" which means these are as good as you're going to get as things sit right now :

"Og" Mage
Attributes:
Strength: 60
Endurance: 50
Coord: 10
Quick: 10
Focus: 100
Self: 100

Specialized:
Life Magic, Creature Enchantment

Trained:
Item Enchantment, Mana Conversion
*** Get War Magic @ lvl 26, Healing @ lvl 50***

The "Og Mage" is named after some carebear that supposedly came up with the template. The first 26 levels of this character's development are really hard. There is a handy guide to Leveling an Og Mage on CoD that you should take a look at if you plan to play this template because it is seriously difficult to level to 26 without War since Life isn't a great offensive skill in the low levels (where ironically it's great in the higher levels). However, in the long run, this character will do you right. Be it for leveling or pvp, this character is hard to beat once it hits lvl 26.

I personally started my og mage with 40/40/40 str/end/quick because I play on Dakrtide and the slow normally is the dead and I figured that 30 quickness would come in handy. Then again, more str to carry mass amounts of components for long trips to the island later in life wouldn't hurt either. Stats are ALWAYS personal preference.

Pure Mage
Attributes:
Strength: 60
Endurance: 50
Coord: 10
Quick: 10
Focus: 100
Self: 100

Specialized:
Life Magic

Trained:
Creature Enchantment, Mana Conversion, War Magic
*** Get Item Enchantment @ lvl 9, Healing @ lvl 20....***

This character is a mage that will have all four schools of magic very quickly with Life specialized. Life is specialized simply because Life is what keeps you alive. High protections, monsters not resisting your drains, etc... crucial. Start G'dim or Sho for the good melee weapons as backup.

The days of low Str are gone since robes now = death with Hollow weapons, so this character has enough Str to start with to have you wearing the most prime armor while lugging around tons of regs. Healing at lvl 20 is for the big heals and Health to Mana. You can get Arcane Lore (35), or Melee Defense (60), or whatever to finish this character off.

"Og" Archer
Attributes:
Strength: 40
Endurance: 10
Coord: 100
Quick: 40
Focus: 100
Self: 40

Specialized:
Life Magic, Creature Enchantment

Trained:
Bow, Healing
*** Get Item Enchantment @ lvl 9, Mana Conversion @ lvl 20, Melee Defense @ lvl 60***

There's really no such thing as an Og Archer, but "Og ..." to people nowadays means specialized in Life/Creature so that's the briefest way to name this guy. Basically this character replaces War with Bow from the Og Mage template and adjusts stats for that.

Bow's damage/skill is based on Coordination thus why I have it at 100. I've heard of people sacrificing some coord to have more str/self. As I said for all my templates, the stats are just a suggestion - modify them to your preferences.

Melee - UA #1
Attributes:
Strength: 100
Endurance: 10
Coord: 100
Quick: 70
Focus: 30
Self: 20

Specialized:
Unarmed (UA), Life Magic

Trained:
Healing, Item Enchantment, Melee Def
*** Get Mana Conversion @ 7, Creature @ 20.... ***

Start Sho. UA damage is dependant on STR and UA skill, so these two UA templates max those out with 100 of both associated stats and UA spec'd. Life Magic is spec'd for high end debuffs eventually even with low starting foc/self. Getting Bow, Arcane Lore or whatever late in this guy's career is up to you.

Melee - UA #2
Attributes:
Strength: 100
Endurance: 10
Coord: 100
Quick: 70
Focus: 30
Self: 20

Specialized:
Unarmed (UA), Melee Def, Run

Trained:
Healing, Item Enchantment, Mana Conversion
*** Get Get Life Magic @ 16, Creature @ 35***

Start Sho. UA damage is dependant on STR and UA skill, so these two UA templates max those out with 100 of both associated stats and UA spec'd. Melee Def and Run being spec'd pretty much means that you're going to wreck through other meleers and chase down anyone you want. This is my preferred template. This template owns people hardcore.

Melee - Dagger
Attributes:
Strength: 50
Endurance: 10
Coord: 100
Quick: 100
Focus: 50
Self: 20

Specialized:
Dagger, Melee Def, Run

Trained:
Healing, Item Enchantment, Mana Conversion
*** Get Get Life Magic @ 16, Creature @ 35***

Start Aluvian. Coord and Quick are the stats that effect both dagger and melee def, so this character will max out those skills. Also, with Coord being the dagger damage modifier, maxing out just those two stats leaves plenty to go around elsewhere. And of course, Spec run and 100 Quick is as fast of a character as you can get.

Melee Def and Run being spec'd pretty much means that you're going to wreck through other meleers and chase down anyone you want.

Conclusion
You can obviously tweak the stats a bit depending on the type of character you want, but the attributes that I have at 100 are there for a very good reason. If I were going to start over, this how I'd do it depending on the character I'd want. So, after a bit of research and a lot of trial and error, this seems to be the best way to start off characters of these two types.

If you want to get ahold of me, email me - don't get ahold of me in game. In any case, I hope the guide helps you get started.