Revised and expanded from the earlier thread. 


1. HOW SHOULD I ALLOCATE STAT POINTS? 

As a Theurgist, your Int, Dex and Qui will all increase with level. Thus, character creation is the only time you can raise other stats, such as Str and Con. It is important to get your Str to 50 at a minimum, as there is a greater encumbrance penalty if your strength is below this level. More strength (beyond 50) is useful because it means you can gather more loot in the field. Con is nice in adding more HP (and Theurgists are pretty soft targets to start with, so every bit helps), although the increase in HP with even +10 in Con is minimal. 

With regard to Intelligence, some players with high starting Int and lots of +Int items are running into a level-based Int cap. If you expect to be heavily-twinked with +Int items, you may want to consider not putting points into Int. For the majority, however, it would be a mistake to not put at least 10 points into Int. 

Recommended: 
Int +10 
Str +5 or +10 (50 minimum) 
Con +10 


2. WHERE ARE MY SPECIALTY SPELLS? 

At character level 5, you will be able to specialize as a Theurgist. Currently, you obtain the level 1 Vapormancy (Air spec) spells immediately. However, you will NOT obtain the Earth spec or Ice spec spells until you raise that spec to level 5. This has been reported to be a bug, but has not yet been fixed. 

You can check your spec levels under the Skills button on your hot bar. THE SPEC LEVELS THAT YOU SEE WHEN YOU TALK TO YOUR TRAINER ARE NOT YOUR CURRENT SPEC LEVELS...those are the NEXT spec levels. Your current spec levels are one LESS than what you see with your trainer. 


3. WHERE IS MY MINOR BOLSTERING GUST? 

One spell is bugged and will not show up. This is Bolstering Gust (minor), which you should get at character level 6. Don't worry about it, as you WILL get the next attack speed buff, Bolstering Gust, at clvl 9. 


4. WHERE ARE MY PETS? 

Theurgists no longer have true pets. We have elementals. They do not take commands like pets, must be targeted at a particular mob, will attack only that mob, and have a limited duration (30 sec for earth, 25 sec ofr ice, and 20 sec for air). 

Earth is strong in melee, but has no special attacks. 

Ice nukes from a distance, and is the weakest in melee. 

Air is middle-of-the-road with regard to melee ability, but has the ability to stun the target briefly. 

The level of your elemental is 87.5% of your character (round down) regardless of the level of spell used, subject to a maximum cap on the elemental level which IS based on spell level. Only the size is affected by the spell level; otherwise the elementals from different spells in same spec line are identical. 

The level caps for Earth and Ice elementals are as follows: 

Level - Cap 
1 - 10 
7 - 15 
12 - 25 
20 - 37 
32 - 50 

Ice elemental spells are obtained at different levels, and the top-level ice elemental spell has been confirmed to be obtained at specialization level 25 (as opposed to 32 for earth and air). It is presumed that the level caps for ice elementals follow the above progression for each step up. 

Your elementals may change con colors to you as you gain levels. This is due to the truncation effect. For example, at 8th level, your elemental will be 87.5% of 8, or level 7. That is one level lower than you, which will be a blue con. 

At 9th level, your elemental is 87.5% of 9 or 7.875, which again rounds down to 7. That is two levels lower than you, and your pet turns into a green con. 

At 10th level, your elemental is 8.75, rounded down to level 8. Again, two levels lower, but now two levels is one color step again (or blue con). 

There may be a few levels along the way where this happens, depending on where the changes are in color steps. [Thanks to Njorl for the above analysis.] 


5. DO ELEMENTALS STEAL EXPERIENCE? 

Using elementals does reduce your XP (as well as a group's XP). How much is lost depends on how much damage the elemental(s) do compared to you, but the most you will lose is 25% no matter how many elementals you use. This is countered by the fact that the Theurgist can kill orange and red mobs more easily than most classes. 


6. WHY DO MY DD SPELLS DO MORE DAMAGE THAN LISTED? 

The damages listed in the Prima Guide or the spell info box when you "delve" on the spell icon are "BASE" damages. The actual damage you do depends on your specialization level and the con of the mob to you. In general, for a mid-20s Theurgist with reasonable specialization (i.e., spec level > 2/3 char level) in air or ice, you can expect to see the following damage multiples (as a % of the base damage), NOT including any outright resistances. Note that these ranges are APPROXIMATE and based on limited data from in-game tests: 

Grey: 200% 
Green: 160%-190% 
Blue: 145%-175% 
Yellow: 135%-165% 
Orange: 100%-140% 
Red: 82%-127% 

Following are the base damage numbers, listed as: 

Spell Level - Base Damage (Power) 

Base Line Cold (“Ice Cloud” –> “Ice Blast”) (2.6 sec. cast time) 
1 – 5 (2) 
2 – 9 (3) 
3 – 14 (3) 
6 – 26 (5) 
9 – 37 (8) 
13 – 49 (11) 
17 – 65 (14) 
24 – 89 (19) 
33 – 120 (27) 
41 – 148 (35) 
50 – 180 (43) 

Spec Cold (“Frost Blast” – “Arctic Blast”) (65% movement) (3 sec. cast time) 
2 – 9 (3) 
5 – 21 (5) 
9 – 37 (8) 
13 – 49 (11) 
17 – 65 (14) 
24 – 89 (19) 
33 – 120 (27) 
41 – 148 (35) 
50 – 180 (43) 

Spec Air (“Blasting Breeze” – “Blasting Maelstrom”) (2.8 sec. cast time) 
2 – 11 (3) 
5 – 26 (5) 
8 – 41 (7) 
11 – 51 (9) 
16 – 77 (13) 
22 – 103 (18) 
28 – 133 (23) 
35 – 164 (29) 
45 – 210 (38) 

The base line cold spells are the fastest casting, and equal the cold spec DDs in base damage and power cost. The air spec DDs are higher damage and lower in power cost. 



7. WHY DOES MY +7 ICE STAFF NOT SHOW UP ON MY SPEC LEVEL IN ICE? 

That's because the ice staff is a focus item, and the +7 is the focus level of that item for ice spells, NOT a plus to the skill. 

Focus items for all mages (i.e. "Robe" Casters) are in the game. Please note that only primary casters need to worry about focus items; clerics and hybrids will not be using this system. The intent of this system is to give Robe Casters something to spend money on, which needs to be repaired and upgraded periodically. 

- A focus item can be any item that the mage holds in his right hand (readied). 

- If the mage is not holding a focus item in hand, all spells cast are at 20% higher power cost. 

- If the mage has a good focus item in hand (of the proper level and 100% condition), all spells cast of that skill at 10% lower power cost. 

- An item can (and should) have multiple focus multipliers attached to it (up to 4). Each multiplier is set to a different "power level". The level of the multiplier defines the highest level of spell the object can "focus" to maximum efficiency. 

- The condition of the item adjusts the overall focus capability - condition goes down with each spell cast. Thus, these items must be repaired much like a fighter's items. 

The formula is: 

Power Cost (%) = 120 - 30 (FL/SL * Cond) 
[max 120, min 90] 

FL is the focus level for the spell line 
SL is the spell level 
Cond is the condition of the item (in decimal form). 
FL/SL cannot be great 1.0. 

Comments, corrections, and additions welcome. 



The Theurgist Guide
written by Draktyr Exodus, edited by Itekei
 
1.0 The Basics
  1.1 Introduction
  1.2 Getting Started
  1.3 The Beginning Stages of Your Career
2.0 The Three Paths
  2.1 Understanding your Paths and Specialized Lines
  2.2 Path of Earth/Abrasion
  2.3 Path of Ice/Refrigeration
  2.4 Path of Air/Vapormancy
3.0 The Role of a Theurgist
  3.1 As a Soloist
  3.2 In a Group
  3.3 Against Enemy Realms
4.0 Midlife and Beyond
  4.1 So, How Should I Spec?
  4.2 The Higher Levels
5.0 Conclusion
  5.1 Epilogue
 
1.0 The Basics
1.1 Introduction
 
So, you've chosen to train in the Defenders of Albion, and advance from Elementalist to Theurgist...a wise choice indeed. Your power can be used effectively in virtually every situation you encounter. In groups, your buffs and skins will be vital. As a soloer, no one does it with more ease then you. Enjoy your rise to power, and may this guide aid you in your progress.

1.2 Getting Started
 
Before you create your character, it is important to realize that which race you choose, and how you allocate your points, could affect your development immensely. The most popular race is Avalonian, specifically because of their high Int. Intelligence is your base statistic, and is what affects magic casters in Albion. It is important to add 10 points into Int, no matter what race you are. Be aware that adding more then 10 points into one statistic decreases your overall amount of points, and is not recommended. You now have 20 points left. If you have chosen Avalonian, you should probably add at least 5 points into Str, to get it to 50 and above. You will have an increased carrying capacity at 50 Str. That will ensure less trips back and forth to the merchants to sell, as you can carry more each trip. The other points you should distribute into Dex, and Con. Dexterity will affect your ability to dodge blows if the enemy reaches you, and Constitution will affect your overall HP and defensive capabilities. The more popular choice is Con. Most people do not bother increasing much Dex, since as a caster your goal is always to kill the enemy before it gets within striking distance. As you reach higher levels, you will find that once the enemy gets to you, you are most certainly doomed without assistance.After you have chosen your race and spent your points, create a name and facial design for yourself. You are now ready to enter the world and begin your advancement.

1.3 The Beginning Stages of Your Career
 

Your life from level 1 to 5 is very simple, and provides a good chance to get a feel for what it's like to play a caster. You will notice very fast that you are not melee-oriented, and cannot last long in direct combat. It is however possible to fight hand to hand at this early level, and it's a good idea not to get used to that.
Basically, your attack method is to cast your offensive direct damage spell on a monster from max distance, and repeat quickly before it reaches you. You can hold down the hotkey that you've assigned for it for a quick rapid cast, or click furiously on the spell icon. You should have no problem getting 3 casts off before the monster reaches you. When it does, it's time to finish it off with your staff. You will be unable to cast anymore spells while being attacked, so the key is to do as much damage as possible before that happens.
Stick to monsters that con blue and green to you, don't get cocky just yet. You will have no trouble soloing higher con monsters later on, but until you actually become a Theurgist, your power is limited. Be sure to check your spell list every time you advance a level, as you will learn more powerful spells often. Always keep that crystal shield on, as it is our version of armor. In short time, you will be level 5, and ready to move onto bigger and better things.

2.0 The Three Paths
2.1 Understanding Your Paths and Specialized Lines
 
You are now level 5, and your Elementalist Trainer has nothing more to teach you. It is time to seek out a Theurgist trainer. If you started in Lethantis, the nearest trainers are in Caer Ulfwych and Adribard's Retreat. Otherwise, you should head to Camelot, where you will find your trainer in the Defenders of Albion building. Upon becoming a Theurgist, you will have access to a new set of spells, the wind spells. You may also begin training in the specialized version of your three paths, as well.
It is important to understand the difference between your three basic paths, and your three specialized lines. Each path will obtain spells as your character's level increases, but your specialized lines will only increase if you add spec points to them. You will receive spec points each time you level up, equal to that level achieved. By adding power to your specialized lines, you will recieve additional spells in them, as well as increasing the power of your related path. For example, the Path of Ice has a basic set of ice nukes that you will receive just by leveling. If you were to add points into Refrigeration, however, you will increase the potency of those nukes, as well as gain other spells in that line. Be aware that potency does not necessarily mean a maximum damage increase, rather a higher chance that your spells will not get resisted. When a spell is not resisted, it does much more damage, consistently. That is crucial for casters, as that is a big part of our offense. Lets get to know the 3 basic paths, their specialized lines, and when you receive them.
 
2.2 Path of Earth/Abrasion
 

Path of Earth

These spells are primarily for buffing. They include your crystal shields, and earthen bursts. Your shields will add AF (armor factor), and are self only. They are our only true armor, and should be kept up at all times if possible. Earthen bursts are terrific attack enhancers, and will increase the output on melee greatly. Tanks will welcome this buff when you are grouped. Both of these spell lines simply increase in effectiveness as they get higher.

Crystal Shelds (Self AF Buff) 01 - Amethyst Shield
  03 - Amethyst Shield (Enhanced)
  05 - Ruby Shield
  09 - Ruby Shield (Enhanced)
  13 - Cobalt Shield
  18 - Cobalt Shield (Enhanced)
  24 - Emerald Shield
  32 - Emerald Shield (Enhanced)
  40 - Diamond Shield
   
Earthen Bursts (Damage add) 04 - Minor Earthen Power
  08 - Earthen Power
  11 - Greater Earthen Power
  15 - Minor Earthen Burst
  20 - Earthen Burst
  26 - Greater Earthen Burst
  34 - Earthen Fury
  44 - Greater Earthen Fury
 
Path of Abrasion

This is the specialized Earth line, and will only be increased if you add spec points into it. As of right now there is a bug where you will not see any spells in this line until you get it to level 5, so do not panic if you aren't recieving new spells at first. Your abrasion line includes your earth elementals, skins, and attack speed debuffs. Earth elementals have the highest amount of HP and attack damage, and also last the longest. They are your tank elementals. Skins, also referred to as bladeturns, are probably the most important spell you will get when you begin to RvR. It provides whoever is wearing it to completely absorb a physical attack, of any strength. Although the casting time is longer, there is no limit to how many times you can cast a skin on someone. It is possible to make someone almost completely invulnerable to melee attack with your skin spells. Your Friction spells are your attack debuffs, and cause the target to hit less frequently, thus reducing overall damage over time.

 
Earth Elementals (Tanking elementals) 01 - Call Minor Earth Elemental
  07 - Call Lesser Earth Elemental
  12 - Call Earth Elemental
  20 - Call Potent Earth Elemental
  32 - Call Mighty Earth Elemental
   
  Your earth pets will always con blue to you, as long as you keep upgrading them. There is a cap for each level of elemental, so you are not able to keep using the Minor Earth Elemental effectively up to level 50, for example.
   
Skins (Absorb one physical hit) 02 - Skin of Dust (self only)
  10 - Skin of Sand (can be cast on others)
  18 - Skin of Earth (group version)
  26 - Skin of Rock (pulsing group version)
  35 - Skin of Stone (faster group pulse)
  45 - Skin of Diamond (fastest group pulse)
   
  Note that the term "pulsing" refers to the spell being auto cast, over and over, after it's inital casting. This will take power though, so when pulsing keep an eye on your power bar.)
   
Frictions (Attack Speed Debuffs) 03 - Minor Friction
  08 - Lesser Friction
  14 - Friction
  21 - Major Friction
  28 - Greater Friction
  37 - Superior Friction
  47 - Paralyzing Friction
 
2.3 Path of Ice/Refrigeration
 

Path of Ice

These are your basic direct damagers, and root spells. Your ice nukes will increase in damage and effectiveness with each new line, and your roots will last longer and land more often without being resisted. For those that don't know, a root spell refers to a spell that holds an enemy in place until it is either damaged or wears off.

 
Ice Clouds (Direct damage) 01 - Minor Ice Cloud
  02 - Ice Cloud
  03 - Greater Ice Cloud
  06 - Potent Ice Cloud
  09 - Lesser Glittering Ice Cloud
  13 - Glittering Ice Cloud
  17 - Major Glittering Ice Cloud
  24 - Minor Ice Blast
  33 - Ice Blast
  41 - Potent Ice Blast
  50 - Major Ice Blast
   
Fingers of Ice (Root spells) 05 - Cold's Bitter Grip (Lesser)
  10 - Cold's Bitter Grip
  16 - Cold's Bitter Grip (Greater)
  22 - Lesser Fingers of Ice
  30 - Fingers of Ice
  39 - Greater Fingers of Ice
  49 - Anchor of Ice
 
Path of Refrigeration

Refrigeration is the specialized Ice line. As with Abrasion, a current bug prevents any spells from showing up until you have 5 points into it. Refrigeration includes your ice elementals, a different type of ice nuke, and an area of effect snare. Ice Elementals are your caster elementals, they will attempt to keep enough distance between them and the target to send ice nukes at them. These ice nukes will slow running speed as well as damage. If the target comes into range, they begin melee, and are not good at it. They also have very little HP, and die quickly. Ice Blasts will do the same damage as Path of Ice nukes at their appropriate level, but also will add a slowing effect, much like the nukes your ice elementals cast. This can be good for slowing the enemy down in order to get more blasts off before they reach you. An impressive sight is the area of effect snare. Your Ice Field spells will snare the targetted enemy, as well as those around them, bringing their movement almost to a complete stop. It will wear off slowly, causing them to regain their speed a little at a time. As the levels increase, your snare range will get larger, and the snares themselves will last longer.

 
Ice Elementals (Caster elementals) 01 - Summon Minor Ice Spirit
  07 - Summon Lesser Ice Spirit
  13 - Summon Ice Spirit
  18 - Summon Aged Ice Spirit
  25 - Summon Elder Ice Spirit
   
Ice Blasts (DD with speed reduction) 02 - Frost Blast
  05 - Chilling Blast
  09 - Frigid Blast
  13 - Snow Blast
  17 - Icy Blast
  24 - Winter Blast
  33 - Auroral Blast
  41 - Hibernal Blast
  50 - Arctic Blast
   
Ice Fields (Area of Effect Snares) 04 - Field of Frost
  10 - Field of Slush
  16 - Field of Snow
  20 - Field of Ice
  30 - Floe of Snow
  39 - Floe of Ice
  49 - Expanse of Ice
 
2.4 Path of Air/Vapormancy
 

Path of Air

Your Path of Air spells include a melee haste spell, and a running speed increase. Storm spells are short duration hastes, that when cast on someone, will increase their rate of attack, and cause them to land more hits as well. Wind spells increase running speed, and affect the whole group when cast. However, they are not active while in combat.

 
Storms (Attack speed buffs) 06 - Minor Bolstering Gust
  09 - Bolstering Gust
  14 - Major Bolstering Gust
  21 - Minor Bolstering Storm
  28 - Bolstering Storm
  38 - Major Bolstering Storm
  49 - Greater Bolstering Storm
   
Winds (Group running speed increase) 06 - Minor Brisk Wind
  16 - Brisk Wind
  26 - Minor Lissome Wind
  36 - Lissome Wind
  46 - Major Lissome Wind
 
The Path of Vapormancy

Vapormancy is the specialized version of the Path of Air. These spells include your air elementals, a powerful direct damage spell, and an area of effect mezmerize. Air elementals are considered the all around average of the 3. They have about half the HP of an earth elemental, and do about half the attack damage. However, they have the ability to land short duration stuns on their target, which can be helpful in delaying your target's time to reach you. The one downfall to the air elemental is it's duration, the shortest of the three, at 20 seconds. Your Blasting Wind nukes are by far the most powerful of all the direct damage spells you can get. They do half again as much as your regular ice nukes. Confusing Gusts are your area of effect mezmerize spells, and like the AoE snare, will increase in range and length as they get higher in level. Mezmerize will render a target unable to move, or attack, but for a shorter duration then a root or snare spell.

 
Air Elementals (Stunning elementals) 01 - Call Lesser Air Sprite
  07 - Call Minor Air Sprite
  12 - Call Air Sprite
  20 - Call Potent Air Sprite
  32 - Call Mighty Air Sprite
   
Blasting Winds (Powerful DD) 02 - Blasting Breeze
  05 - Blasting Gust
  08 - Blasting Breeze
  11 - Blasting Gale
  16 - Blasting Squall
  22 - Blasting Storm
  28 - Blasting Cyclone
  35 - Blasting Tempest
  45 - Blasting Maelstrom
 
3.0 The Role of a Theurgist
3.1 As a Soloist
 

Many would agree that the Theurgist makes the best soloing class in all of Albion. This is because we can utilize our pets in such a way that we can create our own group for us. Earth and Air elementals can do the tanking, while Ice elementals blast from a distance. Of course, since all our pets are of short duration, we need to cast several to get the job done. Elementals can be cast from a great distance, farther then nuking range. Your typical method of attack will be to send out your strongest type of elementals, back up a bit, and finish with direct damage spells if the enemy survives long enough to make it into your range. Elementals that time out or die will pass along 1/2 of all their aggro onto you, so once you've sent a few pets, it will be very hard to get that enemy off of you. Be aware that when one of your elementals is in combat, it considers you to be as well, so your running speed increase will not be in effect. If things aren't going too well, run early. Your elementals that are still pounding away at the monster will continue to do so as you flee, and if you are lucky, will finish the job for you or weaken the target enough so that you may turn and blast them dead. Remember, enemies that have below 1/5 of their life remaining move extremely slow, and are easy prey.

Because of our ability to summon many pets and let them do the fighting for us, it is easy to take down orange, and sometimes red cons. It should be known that many Theurgists have died trying to be conservative. Do not underestimate your opponent if they con orange or red to you. Send out that extra pet and don't try to cut it so close. A few extra seconds of sitting to recover that little bit of power is much preferred over dying, because you wanted to conserve.

After level 20, it is ill-advised to attempt melee AT ALL, no matter how close the monster is to dying. We miss often on yellow and above cons, and they hit very hard. If a monster is close to you, it may seem to have an additional reach while you back away from it. If the monster is almost dead, and you are out of power, a simple method is to just back away for a bit and rest quickly, to recover enough power to nuke them once and finish them off. Don't get too far away though, or the monster will begin to flee, and may stay out of your range wisely. You will then find that later on, when you least expect it, that monster will return to wreak havoc on you at full health, while you are fighting something else. That is another reason NOT to be conservative when soloing. Do what you can to defeat what you're after, don't hold back.

Theurgists can solo all the way to level 50, though it gets slower. After level 25, it gets much harder to kill oranges, and sometimes impossible to kill reds. All monsters are different, so experiment with the ones that you can handle safely.

 
3.2 In a Group
 
You would think that a class that is an excellent soloer would be weak in a group, to balance it out. This is not true. The Theurgist makes an excellent addition to any group, especially groups full of tanks. Reason for this is simple, our attack buffs. Basic paths will allow us access to earthen bursts, and gusts. This will give us the ability to increase attack power and speed for any tank in the group. Also, whichever way we have chosen to specialize in will all have a positive affect on the group as a whole. The most beneficial are the Abrasion spells, mainly the skins. The more powerful skin spells, mainly the group and pulsing ones, are highly sought after by any group. Skins do not bring any aggro on you, and you can repeatedly cast a skin on any member of your group that is taking damage, to give your cleric time to heal them up. Or, if your cleric has aggroed the monster themself, cast skins on them. Protect them from harm until your tanks can draw the monster off of them. Either way, it is extremely helpful to have a Theurgist with the ability to skin in your group. Friction spells are also helpful, as they reduce the enemy's attack rate, lowering damage dealt out. Clerics will have time to use their larger heals, as they will have more time to cast them due to the slower hits of the monster on the tanks. As for the Refrigeration and Vapormancy lines, the AoE spells are the most helpful while in a group. If a pull goes wrong and several monsters are coming, step up and cast that AoE snare or mez on the incoming horde. Then, your group can pull out a monster one at a time, and have a much easier battle. It should be known however that you cannot cast a snare or mez on a monster that is already affected by it, so you cannot chain cast and keep them there. You will need to wait until the effect expires completely before you are able to land another one. This may require some practice and timing.

One final note on grouping...we are Theurgists, not Wizards. Remember that, when in a group. Do not get nuke heavy, or you will find yourself gaining too much aggro and irritating your fellow group members. Use your direct damage spells only if the situation calls for it. In a group, Theurgists are better off as buffers then nukers, most of the time.
 
3.3 Against Enemy Realms
 
In RvR (Realm vs. Realm) we are a force to be reckoned with. Our range of casting elementals beats out almost anything, save for a few pesky archers. Therefore, you can usually get a few elementals off before the enemy gets close. This will usually confuse them into attacking your pets, and not you. It also gives them ample distraction while you run behind your ranks. Skins are the single most useful spell you have, if you are heavy into RvR and have some specialization in Abrasion. Make sure you keep a skin on everyone in your raiding group. Everyone knows how annoying stealth archers are, and how easy it is to die in one hit...and that is why you keep a skin up at all times. That way, we can be alerted to their presence without causing casualties from massive critical strikes. Area of effect snares and mezzes are crucial as well. Often the enemy will rush up in a tight group, and this is your chance to get them all with one AoE spell. Target whomever is closer to the middle, and they will all be affected. As with grouping, don't get nuke happy. Save that power for additional skins, snares, or pets. Only nuke if you need to, or if your opponents are far weaker then you.

The best way to get good at RvR is to simply practice often. Everyone will be unaccustomed to it at first, and will make bad judgement calls in the confusion of it all. As time goes by, and you gain practice with it, you will learn control. You will then begin to see how you can be the most effective in whatever situation you are presented with.
 
4.0 Midlife and Beyond
4.1 So, How Should I Spec ?
 
That is tough to answer. There is a good solid arguement for every way to allocate your points. Some people would argue that going fully specialized into one line would make you more effective, while others say that choosing two lines and dividing them up would make you more diverse. I would have to say that specializing in all three lines would probably not work too well, because by the time you are able to add points into all three lines effectively, they won't do much for you. It is best to plan out your character ahead of time, before you start dumping points into it. Use the spell list and think about what you wish your role to be. Do not hesitate to ask a higher level Theurgist on your server how they allocated their points, and if it's working well for them. The game is still very new, and different methods are still being discovered. Most importantly, be what YOU want to be, not what everyone else is. If you end up with something you really enjoy playing, but isn't the most effective, that is perfectly fine. It is pretty hard to spec in such a way that you are unable to get the job done, so have no fear.
 
4.2 The Higher Levels
 
Level 30 and beyond gets extremely frustrating. You will find that monsters give far less experience then they did 10-15 levels ago, even with oranges and reds. Soloing those tougher cons will take much more of your power, resulting in more downtime. Your best bet is to try and mix it up with grouping and soloing. Diversity is the key here, as it will make leveling seem a little faster. By now you should be very aware of your role in groups, and the more experienced groups will welcome you in more often if this is the case. It may also be a good idea to pick up Tailoring, as it gives something good to do on the side when you are sick of monster bashing, and can yield great profit at the higher end. All in all, do not rush to level 50. Take your time, and explore. Try out some RvR if you haven't yet, you are now powerful enough to hold your own.
 
5.0 Conclusion
5.1 Epilogue
 
Hopefully this guide was of some help to you. If you have any questions about your Theurgist, or would just like to share some good stories of your adventures with me, please feel free to email me. You will find me on the Bedevere server, as well. Take care, and good luck to you.

Draktyr Exodus
Guildmaster, Ancestors of Exodus
Bedevere Server

 

Path of Earth
Crystal Shield
Clvl: Spell Name: Effect:
1 Amethyst Shield +13 AF, self-only
3 Amethyst Shield II +21 AF, self-only
5 Ruby Shield +29 AF, self-only
9 Ruby Shield II +45 AF, self-only
13 Cobalt Shield +61 AF, self-only
18 Cobalt Shield II +81 AF, self-only
24 Emerald Shield +105 AF, self-only
31 Emerald Shield II +131 AF, self-only
42 Diamond Shield +161 AF, self-only
Terra-Strike
4 Minor Earthen Power Adds 1.6 Dmg. per sec.
8 Earthen Power Adds 2.5 Dmg. per sec.
11 Greater Earthen Power Adds 3.1 Dmg. per sec.
15 Minor Earthen Burst Adds 3.9 Dmg. per sec.
20 Earthen Burst Adds 5 Dmg. per sec.
26 Greater Earthen Burst Adds 6.3 Dmg. per sec.
34 Earthen Fury Adds 7.9 Dmg. per sec.
44 Greater Earthen Fury Adds 10 Dmg. per sec.
 
Path of Earth Specialization: Abrasion
Earth Summon Pets last 30 seconds, attack one target
Slvl: Spell Name: Effect:
1 Call Minor Earth Elemental Summon Temporary Pet
7 Call Lesser Earth Elemental Summon Temporary Pet
12 Call Earth Elemental Summon Temporary Pet
20 Call Potent Earth Elemental Summon Temporary Pet
32 Call Mighty Earth Elemental Summon Temporary Pet
Abrasive Carapace 
2 Skin of Dust Absorb a single hit, self only
10 Skin of Sand Absorb a single hit
18 Skin of Earth Absorb a single hit, for all in group
26 Skin of Rock Absorb a single hit, for all in group
Every 10 seconds
35 Skin of Stone Absorb a single hit, for all in group
Every 8 seconds
45 Skin of Diamond Absorb a single hit, for all in group
Every 6 seconds
Earth Force
3 Minor Friction -16% Attack Speed
8 Lesser Friction -19% Attack Speed
14 Friction -22% Attack Speed
21 Major Friction -25% Attack Speed
28 Greater Friction -29% Attack Speed
37 Superior Friction -33% Attack Speed
47 Paralyzing Friction -38% Attack Speed
 
Path of Ice
Ice Blast
Clvl: Spell Name: Effect:
1 Minor Ice Cloud 5 Direct Dmg
2 Ice Cloud 9 Direct Dmg
3 Greater Ice Cloud 14 Direct Dmg
6 Potent Ice Cloud 26 Direct Dmg
9 Lesser Glittering Ice Cloud 37 Direct Dmg
13 Glittering Ice Cloud 49 Direct Dmg
17 Major Glittering Ice Cloud 65 Direct Dmg
24 Minor Ice Blast 89 Direct Dmg
33 Ice Blast 120 Direct Dmg
41 Potent Ice Blast 148 Direct Dmg
50 Major Ice Blast 180 Direct Dmg
Gelid Cage Single Target Movement Debuff (root)
5 Lesser Cold's Bitter Grip 16 sec. speed reduction
10 Cold's Bitter Grip 23 sec. speed reduction
16 Greater Cold's Bitter Grip 30 sec. speed reduction
20 Lesser Fingers of Ice 38 sec. speed reduction
30 Fingers of Ice 49 sec. speed reduction
39 Greater Fingers of Ice 60 sec. speed reduction
49 Anchor of Ice 72 sec. speed reduction
 
Path of Ice Specialization: Refrigeration
Arctic Rift Adds a 30 second snare, 33% slow
Slvl: Spell Name: Effect:
2 Frost Blast 9 Direct Damage with snare
5 Chilling Blast 21 Direct Damage with snare
9 Frigid Blast 37 Direct Damage with snare
13 Snow Blast 49 Direct Damage with snare
17 Ice Blast 65 Direct Damage with snare
24 Winter Blast 89 Direct Damage with snare
33 Auroral Blast 120 Direct Damage with snare
41 Hibernal Blast 148 Direct Damage with snare
50 Arctic Blast 180 Direct Damage with snare
Ice Summon Pets last 25 seconds, attack one target
1 Summon Minor Ice Spirit Summon Temporary Pet
7 Summon Lesser Ice Spirit Summon Temporary Pet
13 Summon Ice Spirit Summon Temporary Pet
18 Summon Aged Ice Spirit Summon Temporary Pet
25 Summon Elder Ice Spirit Summon Temporary Pet
Plains of Winter 6 foot AoE root
4 Field of Frost 15 sec. speed reduction
10 Field of Slush 23 sec. speed reduction
16 Field of Snow 30 sec. speed reduction
20 Field of Ice 36 sec. speed reduction
30 Floe of Snow 49 sec. speed reduction
39 Floe of Ice 60 sec. speed reduction
49 Expanse of Ice 72 sec. speed reduction
 
Path of Air
Bolstering Wind
Clvl: Spell Name: Effect:
6 Minor Bolstering Gust +18% attack speed
9 Bolstering Gust +19% attack speed
14 Major Bolstering Gust +22% attack speed
21 Minor Bolstering Storm +25% attack speed
28 Bolstering Storm +29% attack speed
38 Major Bolstering Storm +34% attack speed
49 Greater Bolstering Storm +39% attack speed
Wind of Speed 
8 Minor Brisk Wind +24% Group Running Speed
16 Brisk Wind +32% Group Running Speed
20 Minor Lissome Wind +39% Group Running Speed
27 Lissome Wind +47% Group Running Speed
36 Major Lissome Wind +54% Group Running Speed
 
Path of Air Specialization: Vapormancy
Air Summon+ Pets last 20 seconds, attack one target
Slvl: Spell Name: Effect:
1 Call Lesser Air Sprite Summon Temporary Pet
7 Call Minor Air Sprite Summon Temporary Pet
12 Call Air Sprite Summon Temporary Pet
20 Call Potent Air Sprite Summon Temporary Pet
32 Call Mighty Air Sprite Summon Temporary Pet
Roiling Winds
4 Minor Confusing Gust 10 sec. Mesmerize, 5 foot radius
13 Confusing Gust 14 sec. Mesmerize, 5 foot radius
21 Major Confusing Gust 18 sec. Mesmerize, 5 foot radius
30 Minor Confusing Wind 23 sec. Mesmerize, 5 foot radius
39 Confusing Wind 27 sec. Mesmerize, 5 foot radius
49 Confusing Storm 32 sec. Mesmerize, 5 foot radius
Air Blast
2 Blasting Breeze 11 Direct Dmg
5 Blasting Gust 26 Direct Dmg
8 Blasting Winds 41 Direct Dmg
11 Blasting Gale 51 Direct Dmg
16 Blasting Squall 77 Direct Dmg
22 Blasting Storm 103 Direct Dmg
28 Blasting Cyclone 133 Direct Dmg
35 Blasting Tempest 164 Direct Dmg
45 Blasting Maelstorm 210 Direct Dmg