A Guide to Charming in Dark Ages of Camelot
In DAoC, there are 4 classes capable of charming creatures to act as their pet.
They are: the Sorcerer, the Mentalist, the Minstrel, and the Hunter.
Note: Working on Sorcerers first, and then moving on as I get more information from the classes listed, as to how they work and common issues for them.
Sorcerers--
Capable of charming even level (up to 50th) pets of any type.
Sorcerers are one of the Mage classes of Albion, their three spell lines are Body, Matter, and Mind (their unique line). Mind specialization, Domination, is where the charm spells are learned. The level of the creature charmed is up to 100% of the caster's level, depending on the level of the spell. A Sorcerer with 12 Mind will only be able to control pets around lvl 26, even if the Sorcerer is 50. There are some restrictions (according to the Herald) as to what is charmable for each of the spells.
Charm is 1000 range, 4 second casting time, and uses 25% power to cast. |
1 | Persuade Will | Charm humanoids | *Charms up to 10th lvl mobs |
7 | Coerce Will | Charm humans, animals | *Charms up to 15th lvl mobs |
12 | Compel Will | Charm humans, animals, insects | *Charms up to 26th lvl mobs |
20 | Control Will | Charm any creature | *Charms up to 40th lvl mobs |
32 | Wrest Will | Charm any creature | *Charms up to 50th lvl mobs |
When compared with the charm spells of the other classes, Sorcerers must get the closer to their intended target in order to charm it. Sometimes, it is impossible to get into charming range, without also getting into aggression range, it is also of the longer casting time (along with Hunters), requiring one to be in this range for longer. The pet is permanent, until it dies, you die, or you release it. The spell says a rather large number for the duration, and it computes out to around 18 hours I think, so if any of you have been on 18 hours straight (with one pet), you could actually check the duration. [tips and tricks to charming a mob]
Sorcerers are more based around being a 'pet' class, than the other classes listed here. Hence a pet is a very important part of how you should plan your sorcerer. The three spell lines, Body, Matter, and Mind; each have a 'role' they play that is very distinct from the others. Body is our "High Damage" line, full Body (Disorientation) Sorcerers are sometimes termed "Gimp Wizzies". They have one spec dd that does good damage (209 delve) that Body is rather more known for, along with an AE root, resistance debuffs, and an AE dex/quick debuff. Matter (Telekinesis) is, like a Cabalist, based around DoTs. Matter is sometimes called the "Go Roll a Cabalist" line, it has a baseline and specline DoT, a dd/snare (w/similar-higher damage to the Earth wizard AE version), and a dex debuff. Either of these two lines, our "Damage" lines, is rather lacking of its own for solo-ability factor.
This is where Mind comes in. Mind (Domination) holds no damaging spells, but quite a few spells that are key for a Sorcerer. Charm, mezmerise, amnesia, confuse, speed, clear mezmerization, AE str/con debuff, a power regen, and the self and group mezmerization 'dampers'. About 99% of all Sorcerers will split their spec between Mind and one of the damage lines. Usually the decision on how much to put where, is based on a few questions:
1) Do you want an even-level pet at 50? [How to spec for 50th pets- Quix76] [and here]
2) Do you want a hard-hitting damage spell from Body/Matter
3) Do you want to get one of the new Mind spec spells?
4) Do you want the largest AE Mez radius available?
5) Do you want the AE root?
All of these questions are important, and generally debated rather often on the CamelotVault IGN Mage message boards. The spells in Mind are what allow almost any Sorcerer to solo well, soon as they learn how to use them. As a general rule, just about all Sorcerers are able to solo orange-con mobs with relative ease, and most are very able to solo multiple yellows. [Soloing Tips]
Mentalists--
Capable of charming over their level (to about 55th) pets of Humanoid, Animal, Insect, and Magical types.
Mentalists are one of the Magician classes of Hibernia, their three spell lines are Light (Way of the Sun), Mana (Way of the Moon), and Mentalism (their unique line). Light (Way of the Sun) specialization, Illusions, is where their charm song is learned. This spell has a chance (based on the caster's specialization versus the creature's level) of breaking each "tick". The level of the creature charmed is 70%-110% of the caster's level (based on the caster's specialization). Only one song can be sung at a time.
Charm is 2000 range, 3 second casting time, and uses an increasing amount of power per 10 second pulse. |
4 | Illusory Enemy | 2/pulse |
10 | Fabricated Enemy | 4/pulse |
17 | Imaginary Enemy | 6/pulse |
25 | Phantom Enemy | 8/pulse |
33 | Ghostly Enemy | 11/pulse |
42 | Dream Enemy | 14/pulse |
Minstrels--
Capable of charming over their level (to about 55th) pets (of Humanoid, Animal, Insect, and Magical types).
Minstrels get their charm song in the Instruments specialization, along with many other songs.
This spell has a chance (based on the caster's specialization versus the creature's level) of breaking each "tick". The level of the creature charmed is 70%-110% of the caster's level (based on the caster's specialization). Only one song can be sung at a time.
Charm is 2000 range, instant casting, uses no power per 10 second pulse (but no other songs may be sung concurrently)
6 Captivating Melodies
13 Enchanting Melodies
20 Attracting Melodies
27 Pleasurable Melodies
34 Enticing Melodies
41 Alluring Melodies
Hunters--
Capable of charming blue con (up to 41st) level pets of Insect/Animal types. Hunters are a Rogue class of Midgard, who train in spears, bows, and Beastcraft. Beastcraft is where a Hunter learns how to charm animals and insects, along with a buff for his pet, and some for himself. The level of the creature charmed is up to 80% of the caster's level or the level given in the spell's effect, whichever is less. (The final spell in this line may charm animals up to 82% of the caster's level)
Charm spells are all 1200 range, 4 second casting, and 25% power use
Charm Animal
1 Minor Call of Gleipnir Max lvl 7
7 Lesser Call of Gleipnir Max lvl 13
13 Call of Gleipnir Enemy Max lvl 20
20 Greater Call of Gleipnir Max lvl 32
32 Superior Call of Gleipnir Max lvl 50
Charm Insect
3 Influence Insect Max lvl 9
9 Compel Insect Max lvl 15
15 Charm Insect Max lvl 22
22 Control Insect Max lvl 35
35 Dominate Insect Max lvl 50
And now there is the Insta-casting wolf servant pet. But since it is not a charm, it is not included here.