Apprentice Mage
by McFrugal


Class: Necromancer, Sorceress, or Druid class
Tag: APM, or APN/APS/APD (Nec/Sorc/Dru)

Introduction

The Apprentice Mage has had the bad luck to get one of those teachers that really likes to torment his students. The teacher only teaches the APM as he progresses in the quest to save the world from Hell's forces, and puts limits on the APM so that his lessons will be learned more effectively.

Items

Armor
The APM is limited to body armor in the Light weight category. Light body armor includes Quilted Armor, Leather Armor, Hard Leather Armor, Studded Leather Armor, Breast Plate, and Light Plate, including the Exceptional and Elite versions of those.

Shields
The APM also cannot use a shield, but can use the Trophy Heads if he is a Necromancer. (Note: The Trophy must not have +Skills, or he cannot use it.)

Weapons
Melee weapons are restricted to Orbs, Staves, and Wands. Plusses to individual skills are also not allowed, folks, so don't go thinking you can get boosted skills from wands and such.

Enchantments
The APM cannot use any +mana, +cast speed, or +skills items

Skills

Depending on which Act the APM has finished, he/she will be allowed to have higher skills.

Current
Act/Diff
Max clvl 1 Slvl Max clvl 6 Slvl Max clvl 12 Slvl Max clvl 18 Slvl Max clvl 24 Slvl Max clvl 30 Slvl
Act 1 4 2 0 0 0 0
Act 2 6 3 1 0 0 0
Act 3 8 4 2 1 0 0
Act 4 10 5 3 1 0 0
Act 5 12 6 3 2 1 0
Act 1 NM 14 7 4 2 1 0
Act 2 NM 16 8 5 3 1 0
Act 3 NM 18 9 6 3 2 0
Act 4 NM 20 10 7 4 2 0
Act 5 NM 20 11 7 4 2 1
Act 1 Hell 20 12 8 5 3 1
Act 2 Hell 20 13 9 5 3 1
Act 3 Hell 20 14 10 6 3 1
Act 4 Hell 20 15 11 6 4 2
Act 5 Hell 20 16 11 7 4 2
End Game 20 17 12 7 4 2

Any extra points that you cannot distribute may be dumped into Teleport, since it only reduces the casting cost. However, it is extremely unlikely that you would run out of skills to increase.