Note: This is an archival copy of AzureTyger's original guide, reformatted to accountfor all the Microsoft Office weirdisms.

What is a Cabalist?

Cabalists are a sub set of Albion's Mage classes (those dealing with mental, spirit, and essence magic as opposed to the manipulation of the 4 elements by the Elementalist classes). Cabalists belong to Albion's secretive Guild of Shadows, since The Academy and The Defenders of Albion shun their occult practices.

The Cabalist is Albion's master of Spirit Magic. Cabalists manipulate Life essences by draining and transferring health, they summon Simulacra to fight their enemies, they debilitate their opponents with spells that weaken, blind and disease, and they cast corrosive spells that cause damage over time.

The Cabalist of Dark Age of Camelot most likely has its inspiration in the ancient Jewish Mysticism Kaballah, and the parable of a Rabbi that created a Golem from the mud of a riverbed to protect his village. The Golem later ran amok on the hapless town - the danger of invading the Creator's domain by mere mortals. Of course, in DAoC, most Cabalist players are only too happy to see their Simulacra run amok wreaking havoc among their enemies!

Mythic Entertainment classifies Cabalists as a Pet Caster.

Who should play a Cabalist in DAoC?

A Cabalist suffers from all of the usual problems that any caster who can wear only cloth armor faces, namely having low health and poor defense. One must go into a caster class with that in mind. It can be very frustrating for inexperienced casters in both Player vs. Monster (referred to as PvE) and Player vs. Player (referred to as Realm vs. Realm or RvR) combat.

Cabalists lack the 'glass cannon' raw spell power of the Wizard, and the group utility/damage mix of Sorcerers and Theurgists. Cabalists affect combat in many subtle (and a few not so subtle) ways. For instance, the Cabalist class can cast Area of Effect (AoE) Disease, Snare, and Damage over Time (DoT) spells to harass and weaken their foes. They also possess the ability to blind opponents and reduce the range at which they can cast damage or heal spells or use missile attacks. Cabalists are somewhat Machiavellian in that they use these subtle methods to produce devastating effects on their unsuspecting enemies. For those that choose raw damage, that option is there in the form of reducing enemy resistance to the Cabalist's damage, called 'debuff nuking' or by utilizing AoE DoTs to affect many people in one cast. They may also play life master by stealing health from their enemies or transferring it to their allies. And they always have the summoned pet - the Simulacrum, to harass enemy players.

The Cabalist is a good choice for independent players who like to improvise and adjust their strategies as the situation changes. They have a fairly high learning curve, but can have truly impressive effectiveness at higher levels. In one fight they may need to use Diseases to reduce their opponent's healing, in another they may choose to play a primary damage role. They can be masters of disruption with snares, diseases, roots, and blind spells. They can focus on their pets and hamper enemy support. It all depends on the situation.

First time players may have a hard time being successful with a Cabalist. But for those who like a challenge with potential huge payoffs at higher Realm Ranks and a character that is versatile and can improvise when needed, this is the class for them.

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

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):

(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.

1.14.6 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?

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.


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:

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.

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:

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:

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.)

2.9 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:

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

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:

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.

2.18.2.1 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
Energy Damage Table Spiritmaster Mesmerize Spirit Suppression
Sorcerer Mesmerize Mind Twistin Spiritmaster Slow Spirit Suppression
Sorcerer Mesmerize Domination 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      

2.18.2.2 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%  

2.18.2.3 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.

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.

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:

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:

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.

3. Simulacra

The defining characteristic of the Cabalist Class is its ability to summon Simulacra. Simulacra are permanent controlled pets that the caster can command to aid him against enemy players and monsters.

Cabalists have 5 pets, becoming available at different levels in the Spirit Animation baseline. These are: Amber Simulacrum - Level 1, Ruby Simulacrum - Level 7, Sapphire Simulacrum - Level 12, Emerald Simulacrum - Level 20, and Jade Simulacrum - Level 32. Each pet costs a flat 25% of the Cabalist's available power to summon (reduced buy Spirit Focus on his staff) and has different functions and abilities. A Cabalist may have one Simulacrum under his command at any given time.

3.1 Amber Simulacrum

The first pet available to Cabalists is the workhorse Amber Simulacrum. This pet has a lot of Hit Points, making it the recycling pet of choice.

3.1.1 Abilities - The Amber Sim has the most hit points of all the Simulacra and he casts a self-base Con buff which gives him excellent melee absorption. He has decent melee damage and can proc a 2 second stun from around 700 units that has no immunity timer.

3.1.2 Amber Sims in PvE - Because of his high hit points he is ideal for Matter Cabalists to use with the Focus Damage Shield spell and to gather up monsters for AoE Dots. He is a great kiting sim because he procs his single target stun fairly regularly, allowing the Cabalist to gain range on the monster.

3.1.3 Ambers in RvR - The short duration stun with no immunity timer make the Amber a no-brainer for the solo Cabalist. Although the Cabalist has no control over when it goes off, that stun can mean life or death when it hits a melee character the Cabalist is trying to escape. Its mediocre damage otherwise might make it less valuable in group situations, although it can occasionally stun fleeing targets.

3.2 Ruby Simulacrum

The Ruby Pet is the Cabalist nuking pet.
 

3.2.1 Abilities - The Ruby Sim has a nuke range fire DD that he will cast until he takes melee damage. In melee he can proc the same heat DD. He has the fewest hit points of all of the Sims and does very weak melee damage.

3.2.2 Ruby Sims in PvE - Its low HPs and weak melee make this pet of limited PvE use. There is a method by which a Cabalist can use Ruby for nuking damage while the Cabalist kites a monster around. This is not for the faint of heart though. Simply nuke or DoT a monster then order the Ruby to attack it. The monster will maintain aggro on the fleeing Cabalist while the Ruby nukes away. Be aware when using Ruby Sims to pull, as 50% of their aggro generated by nuking passes to the caster, so let them get plenty of Agg if you are going to use them straight up - although the amount of aggro that passes between the pet and caster is modified by range, so the caster will need to experiment here.

3.2.3 Rubies in RvR

The ability to nuke from range makes the Ruby simulacrum a great pet for harassing enemy casters and support in RvR. Its nuke will keep its target interrupted until the Ruby sim is dealt with. However, once the Ruby simulacrum takes melee damage, it will stop nuking and attempt to engage its target in melee, where its low damage is an impediment. But the ability to avoid some of the CC circle and interrupt from range is definitely an advantage of the pet.

3.3 Sapphire Simulacrum

Sapphire Sims are melee pets with a Lifetap proc.
 

3.3.1 Abilities - A very solid all purpose pet. Sapphires attack fast and hit harder than all other Cabalist pets in melee. They also have a Lifetap proc that does additional damage and heals the Simulacrum.

3.3.2 Sapphires in PvE - Sapphires are fantastic PvE pets for dealing with single yellow and orange con mobs. Buffs with Spirit buffs they hit hard, fast, and require little healing because of their Lifetap. They can also be sent to attack gray monsters in between pulls in order to Lifetap their own health back. Matter Cabalists may prefer Amber pets because they can take a beating better from multiple monsters, but Body and Spirit Cabalists will probably use Sapphire pets as their primary PvE pet throughout their careers.

3.3.3 Sapphires in RvR - Sapphires are good caster killers in RvR because they have great damage output. They tend to be easily neutralized because they have neither ranged attacks like the Ruby, nor stun/snare abilities like Emerald and Amber pets.

3.4 Emerald Simulacrum

Emerald Sims are melee pets with DoT and Disease procs.
 

3.4.1 Abilities - A tough melee pet, Emeralds have fewer HPs than an Amber Sim, but higher melee absorb rates, making buffed Emerald sims the pet of choice for dealing with high level mobs without using focus shields. They dish out melee damage nearly on par with the Sapphire and can proc both Damage over Time and Disease effects.

3.4.2 Emerald Sims in PvE - Emerald Simulacrums are great pets for Cabalists with some Spirit specline buffs. They are able to take quite a beating and can be used against orange, red, and even some purple con monsters (not recommended for beginners). Typically they require some healing from the Cabalist to do so.

3.4.2 Emeralds in RvR - A great general purpose pet in RvR, the Emerald does good damage and his ability to disease/DoT enemy support and casters when meleeing them make him a great support pet. The snare component of his disease proc can be useful for allowing his Cabalist to escape a melee as well. Emeralds can be a good choice over Ambers or Rubies when the Cabalist is engaging in small group.

3.5 Jade Simulacrum

The final pet, available at level 32, has a self-damage shield.
 

3.5.1 Abilities - The Poor old Jade Simulacrum is oft neglected. Its abilities lend it to neither good PvE nor RvR effectiveness. It has low hits and melee damage on par with the Ruby, but only a measly damage shield for added utility.

3.5.2 Jades in PvE - The damage shield is not effective enough to use as an aggro management tool even if the Sim had the hit points to take a beating, which it doesn't. With better damage and health available on the Emerald, Sapphire, or Amber the Jade just doesn't see much action.

3.5.3 Jades in RvR - There is little conceivable use for this pet in RvR. Other pets do better against support and enemy casters, and its low hit points and crappy damage shield aren't of any use against enemy melees. In fact the damage shield makes it more likely that some one rooted will attack it and take damage that breaks the root than anything else in RvR.

3.6 What is The Pet Control Window?

The control window displays whenever the Cabalist casts and has an active pet. There are 12 items in the pet display window, most of which are self-explanatory.

For the check box options, one from each side is always selected. The left hand side determines the pet's defensive stance, while the right hand side sets its movement parameters. The top bars display the current level and health of the pet while the bottom displays its icon and active buffs/effects.

Typically, a pet will be set to Defensive/Follow which means it will follow the Cabalist around and only attack an enemy if it attacks the Cabalist first. Other combinations can be used as the situation dictates, such as setting the pet to Stay/Aggressive, which will put it in a spot and cause it to attack any enemy that comes within its range.

Each command in the window can be added to the player's quickbar by shift clicking it to create an icon and then dragging that icon to the quickbar. At the least it is a good idea to keep the 'Attack' option on the quickbar so that there is no fumbling for the 'attack' button in a tight situation.

3.7 Can pets receive buffs?

Pets can receive any friendly player buffs that could be cast on the Cabalist, although not all are useful. Pets may also be buffed using special pet only buff spells available in the Spirit Animation and Vivification Cabalist lines. The Cabalist buff lines include combo buffs and weapon buffs that would require 2-3 different allies to provide individually, which makes them especially nice.

In general buffs affect pets as they would monsters, and not players. For instance constitution buffs add hits to players, but absorb to pets.

3.7.1 Strength Buffs make the pet hit harder in melee.

3.7.2 Constitution Buffs give the pet greater melee damage absorb.

3.7.3 Dexterity Buffs make the pet harder to hit in melee.

3.7.4 Quickness Buffs make the attack hit faster.

3.7.5 Acuity Buffs provide no benefits.

3.7.6 Armor Buffs make the pet harder to hit in melee.

3.7.7 Haste Buffs make the pet attack faster.

3.7.8 Damage Shields cause the pet to return a portion of melee damage when being hit.

3.7.9 Damage Adds cause the pet's melee attacks to do additional damage.

3.8 Can I Heal my Pet?

Cabalists have a pet only heal spell in the Spirit Animation baseline. It is very useful when using a pet to kill a high level monster or when using it to harass enemy players. The spell acts much like a spreadheal in that it requires neither the pet to be targeted nor LoS to the pet. The range on the spell is 2000 units. This means the Cabalist could be hidden on one side of an object while healing his pet out of sight on the other side.

The pet heal will generally heal the Sim for 200 points of damage at its highest level. This number is affected by variance based on the Cabalist's spec in Spirit.

3.9 What level is my Pet?

Cabalist pets are always blue con and roughly 7/8 (80% - 88%) of the Cabalist's level.

Player Level Sim Level
10 8
15 13
20 17
25 22
30 26
35 30
40 35
45 39
50 44

3.10 Getting the most out of pets.

New Cabalists should take plenty of time to learn the abilities and limits of their pets, as they will play a significant roll in the Cabalist's career both in RvR and PvE. It is advisable to start with monsters of equal or lower level to the Cabalist while learning to use his various pets for different methods of leveling.

In RvR it is generally a play style choice as to how one uses pets, and each Cabalist should experiment until he finds which pet he likes in which situation. Try to be aware of pets, even though it may be difficult in the heat of battle, as a well-placed sim can disrupt key enemy players and help the Cabalist and his allies win a fight.

Pets do tend to have pathing problems, and it is sometimes advisable to leave them on the 'passive' setting when traveling high aggro routes. A passive pet generates no agg toward its owner, and when attacked will not cause its owner to lose speed spell effects (pets attacking enemies put the Cabalist into combat)

In addition pets are known to 'ghost' behind a player, leaving a temporary false image of the pet facing the way the Cabalist was traveling. Enemy players have been known to follow these ghost trails to the Cabalist's party, so there may be times when traveling without a pet is expedient.

4. Realm Abilities

Realm abilities got a major overhaul in the New Frontiers expansion, turning much of what was previously set in stone on its ear. Cabalists were no exception to these dramatic changes.

The newest list of realm abilities can be found at The Herald: Realm Abilities. The following is a brief introduction to the RAs system. Most of these are RvR oriented, although they may certainly help in PvE too.

4.1 What Augmented Attribute RAs are good for a Cabalist?

Cabalists should really only consider the Augmented Dexterity RA for its boost to casting speed and the Augmented Acuity RA for its boost to potential damage. Most Cabalists will spend no more than 4 points on each RA to get the first 2 levels. High Realm Rank Cabalists, those min/maxing extreme templates, and those whose starting race left one of these stats deficient may consider going to level 3 or higher.

4.2 What Passive RAs are available for a Cabalist?

The true diversity in RA specs will probably come from this group of RAs. There are no 'cookie cutter' specs available and each Cabalist should make the choices based on his goals. Following are some suggestions for the various passive RAs available to Cabalists.

4.2.1 Long Wind - Increases the duration one can sprint before running out of endurance. This is a very useful RA for kiting in both PvE and RvR. Spending one point for Long Wind I is a good choice for any template. There is not much reason to go above Long Wind I.

4.2.2 Physical Defense - Reduced Archery and Melee damage, scaling up by level. This is purely a play style choice. For those who solo a lot or who have a high Body spec (including the attack speed debuff so they can slow melee attacks down) this may be a good choice. The basic problem is that when a caster is being meleed, they are interrupted and cannot cast anyway, so what good is surviving a few extra hits? Not an undesirable RA by any stretch, but perhaps best for those with a specific niche role in mind.

4.2.3 Serenity - Increases Power Regeneration rate.

For a class that can pet recycle, power regeneration may not be a huge issue. An extra point available may be well spent here, but higher levels of Serenity are probably best only for power leveling/farming Cabalists.

4.2.4 Toughness - Increases Hit Points.

Up to 400 Hit points can be added with Level V if this RA. That is about the damage a single large melee weapon or dual wielder will do to a caster in 2 rounds of combat or less. The weaknesses of a Cabalist's defenses probably negate any benefit from buying this RA.

4.2.5 Ethereal Bond - Increases power pool.

Level 2 of this ability adds 75 power to the Caster's power pool. That is enough power for 2-3 extra Lifetaps, depending on Focus efficiency. With the availability of ToA power pool % bonus items; this RA may not give enough return on investment to be worthwhile.

4.2.6 Lifter - Increases carrying capacity.

This RA is useless for any caster.

4.2.7 Veil Recovery - Reduces the duration of rez sickness.

Getting back up and into the battle quickly is definitely nice, if one has the RPs to spend. However it is probably not worth giving up access to more useful RAs just to lose Rez Sickness a little earlier.

4.2.8 Wild Power - Increases the chance for damage spells to deal a critical hit. This is a very valuable RA for helping Cabalist Lifetaps and DoTs be more effective. Level 2 of this RA should be on most Cabalist's list, with level 3 or 4 not at all an unreasonable for very high RR Cabalists.

4.2.9 Wild Minion - Increases the chance for pet's to deal critical damage.

Probably not a worthwhile investment for a nuke or DoT focused Cabbie. But for someone who wants to theme their RAs around their pets, this is a good choice. Going one or the other (pet or spell damage) seems advisable, as trying to split the difference will only weaken the Cabalist in both areas.

4.2.10 Mastery of Pain - Increases the chance for a player to deal a critical melee hit. This is useless for a caster.

4.2.11 Mastery of Magery - Increases Magical Damage.

A must have RA for any Cabalist line. This RA directly increases the caster's ability to do damage. Most Cabalists should have level 2 of this in their template design at the minimum. For Nuke and DoT focused players, level 3 and even 4 or 5 at high enough RR are very reasonable goals. For those who want to purchase Mastery of Concentration, this is the only way to offset the damage loss when that RA is active.

4.2.12 Mastery of Focus - Increases the level of spells for resistance purposes. This is an important RA for any split spec Cabalists. This RA enables the use of lower level spells by removing the resistance penalty. It is well worth 4 points spent to purchase level 2 of this RA to get a 9 level increase on all those level 30ish spells that split spec Cabalists use.

4.3 What Active RA's are Available to the Cabalist?

These are the 'icing' on the cake for the most part. After the extended character development role of the passives/augmented ability RAs, the Realm Points spent on actives will really determine what niche the Cabalist wants to fill. These RAs are typically expensive (5, 10, 15 RPs for levels 1,2, and 3) and dramatic. Even High Realm Rank Cabalists will probably only be able to afford a few select actives.

4.3.1 First Aid - Out of Combat insta-heal, the percentage healed is based on how many levels are purchased. This RA is not really needed for a Cabalist simply because the Lifetap that every Cabalists gets is very good for healing in or out of combat.

4.3.2 Whirling Dervish - Doubles Base Melee Damage for 20 seconds. It is hard to imagine how this would be useful for a casting class that suffers tremendous damage in melee combat and already has a pet to deal melee for him.

4.3.3 Second Wind - Grants a 100% Endurance recovery, the reuse timer is lowered as higher levels are purchased. Endurance is a key issue for caster survivability, but in all honesty endurance potions and regeneration are easy to come by. One could possibly justify spending 5 points for level 1 to use as an emergency, but beyond that would be a waste. Even points spent in level 1 would probably be better used elsewhere given the accessibility to other end options.

4.3.4 Concentration - Allows for a second Quick Cast spell without waiting the usual 30 seconds. Reuse timer is 15 minutes, 3 minutes, 30 seconds for level 1-3. There are plenty of times when a caster wishes he had quickcast available again before 30 seconds are up. A level of this might be something a Cabalist would like to have, especially at higher RRs when the staples have been selected. This is definitely an interesting choice, and not without merits, but maybe too much of an investment for someone with precious few RPs to spend.

4.3.5 The Empty Mind - 45 second boost to all Magic Resistance, 10% per level purchased. This is one of those RAs available to all classes but better served on melees. The low levels aren't enough to really save the caster's life and the high levels are just too expensive for the 30% reduction, especially in Bin B resists (meaning it is added after other resists have already been calculated, reducing its overall effect).

4.3.6 Mystic Crystal Lore - Out of Combat Power heal, varying by level

(25, 60, 100%), and useable every 3 minutes. Most Cabalists would prefer the old 30% every 5 minutes for 3 RP version, but one really can't go wrong with some form of power heal for a tight spot. Level one is not a requirement, but will be a nice boost after buffing pets or engaging in a brief fight. PvE oriented Cabalists might take it higher than level 1, but the RvR types will rather spend points elsewhere.

4.3.7 Raging Power - 25%, 50%, or 80% in combat power heal useable once every 10 minutes. Level one is possibly a better investment than MCL for a power hungry Spirit Cabalist using his Lifetap. Power boosts are always good, if the Cabalist tends to have power issues mid fight, then consider buying a level of this RA. Power potions, power regen, and insta power heals from artifacts might be a preferred route to save the RPs for some Cabalists.

4.3.8 Purge - Dispels all negative effects. This RA is uniquely designed. Although it follows the 5-10-15 RP scale, its level one version only fires after a 5 second delay. This means that all mezzes, roots, debuffs will stay in effect for 5 more seconds after hitting Purge. This is especially bad in the case of stun, which are deadly for casters even in short measure. This is almost a must have RA for RvR. Getting level 1 for 5 points is a good investment even if it is ineffective against stuns (that generally last 4-11 seconds at most). Level II is on the same 15-minute reuse timer as level one but has no delay. Level III has a 5-minute reuse timer and no delay. Certainly 30 points for the 5 minute version is going to be too much for most casters to spend, but 15 points for the Level II version is something that a PvP oriented Cabalist will want to consider because of its usefulness against stuns.

4.3.9 Excited Frenzy - 60 second increase in pet damage, scaling up by level (25%, 50%, 100%). This is definitely an RA to consider for Cabalists that want to orient their RAs around their pet. It may be more useful in PvE than RvR.

4.3.10 Negative Maelstrom - 6 tick AoE DoT that increases by the base amount on each tick. This comes in base 20, 40, and 60 versions. The level 3 base 60 version will go 60-120-180-240-300-360 before resists. This spell does potentially cause tremendous damage with a nice radius of 350 and no falloff, but mostly only seems worthwhile at level III, where it costs a prohibitive 30 Realm Points. This is probably best left for Cabalists that want to perform a highly specialized function in RvR, especially in sieges.

4.3.11 Bedazzling Aura - 10%, 20%, 40% reduction to all magic damage for the Cabalist's group for 30 seconds. This is the group support version of The Empty Mind. Not recommended as a casual RA, but could be used for a Support Cabalist with a specialized group role.

4.3.12 Juggernaut - Increases the effective level of the pet for 60 seconds, capped at level 70. The pet level increases from level 1-3 by: 10, 20 and 30 levels. This is a fun RA for a pet themed Cabalist build. Although it does not directly increase the pet's damage, the pet will get all of the to-hit and damage bonus modifiers for its new level. For PvE Cabbies, this is great potential for the pet against high level encounters. In RvR, coupled with other pet RAs, it could make Simulacrums exceptionally nasty. This is a good RA, but one for a Cabbie with a particular role in mind.

4.4 What is the Cabalist's Unique Realm Rank 5 Ability?

Resolute Minion is the name of the Cabalist unique RA. It is granted at RR5 to all Cabalists. The RA is an insta cast 60% immunity to all Mezzes, Snares, Stuns, and Roots for the Cabalist's pet. This ability can be quite potent in combination with pet RAs, but even on an unbuffed Simulacrum allows the pet to take on harassment/interrupting duties on enemy casters and support.

4.5 What are some good RA templates?

5. Equipment.

6. Cabalists in PvE.

7. Cabalists in RvR.