archmage venture 2

Got Penitence at Maze 5. Looks like a big upgrade from my ash staff of power.

Killed the minotaur and got to level 16. Fallen asleep onthe keyboard. Lost an escort quest to the Treant Boss and a bazillion of snakes. And a honey tree hiden behind the path's turn.

Finished the apprentice mage quest. Got a 8% fire magic ring. What a ripoff - what about the portal to angolwen? Doing the Tempest quest at level 19. Died to Urkis. Twice. He's followed me back to the respawn point, died thrice. Respawned with -98 life. Looks like i'm dying here. Teleported away, died a 4th to some out of screen elemental. Regeneration is still 11 turns away from refreshing and now teleport is unavailable too.

Sunk 5 points to flameshock hoping he'll get stunned. He did. Killed him, got to level 21. Now i know what flameshock is for - not the silly damage, for the stun duration. Dumped even more points in constitution and got Health to level 3. He dropped Eden's Guile. I guess i can kill what's left in this dungeon for experience. There's a big vault that smells of yet another death for me here. I'll leave it for last. Everything went well.

I'm still afraid of the sandworm lair so i'll try the underwater level first. found frost treads onthe way down. I can't decide whether it's better than ededn's guile. Bah, i don't have enough dexterity anyway.

Note: old forest level vaults seem to be safe. Died at lake of Nur 3 confused by unseen horrors offscreen and poisoned by a black mamba. found the entrance to sher'tul, killed the weirdling beast without any difficulty. There's some text and i don't really understand what's going on, the quest log says i have a butler now.

Oh, the storing room automatically stacks things, nice. I wonder what those two teleport runes do. I'll take the bottom one first. OK, both of them lead to the same place, weird. sorted my stuff out. Gotta find that other place, instead of the worm lair. Found an entrance to some elven ruins but my past experience with elves warns me to stay away from those. Same deal with the entrance to a ruined dungeon. Found daikara, it was to the east. Found a ring of the war master at level 3. I'm actually going to wear it, that's a lot of stats.

New version's out, rerolling. This time i grinded to level 4 before going to Trollmire 3 in order to get Manathrust, Flameshock, Freeze and Chain Lightning. And teleport, of course. Remapping keys.

Level 5 putting one point to manathrust one point to flameshock. Almost died to a vault of honey trees. Successfully escorted an alchemist. I STILL can't decide between +2 magic, imbue and stone touch. Meh, i'll go imbue this time - basically the way i see it a gem in a body armor = +1 to all stats = better than +2 to magic only. Stone touch... some other time.

Died to Bill. I had better luck (and more mana) the second time. He dropped Eden's Guile. Since i'm level 8 now, i'll pump manathrust to level 3 and dumpthe rest to flameshock. I'll try the maze before Kor'Pul this time. Oh, new tileset. Hard for the eyes.

Found a Vargh Redemption at Maze 3. Maze 5 Eel Armor. Died to the Minotaur. Looks like the Bosses are a bit harder in this version. Lol, he's using Wild AND Regeneration. No wonder i run out of mana without killing him. Ok, time to put those Unique Items and their abilities to good use. Nope, still dead. Screw this, i'm going back to the world map, it's impossible for me to kill him at the moment.

Went to the old forest. There's some fog or something, i'm having a hard time seeing the field. The game is hard on my eyes atm.

Also i think i messed up skill allocation once again - i maxed flameshock too early, that's why i don't have dps atm - i should have went for flame. Maybe i'll stop doing cornac mages and try some of the other races too.

Nah, after 5 minutes playing a Higher i find that one extra teleport slot beats their racial ability.

Found a paladin escort quest - once again i'm at a loss concerning which reward to choose. I don't want to end up with +2 strength again. Chose chant of Fortitude - maybe it'll help me resist stun effects.

The fog effect really makes it impossible to see where monsters are in the old forest. Died to an extra (on-screen but invisible due to the fog) luminous horror while escorting a suicidal alchemist. A pity, i wanted to try stone touch this time. Henceforth i'll just browse the net while waiting for the fog effects to clear. Wrathroot dropped Frost Treads. guess i gotta dump some points into dex.

Continued to the underground lake. No problem, i've done this before, hit the orb of recall the moment i enter the water, do a couple of random teleports until i map the place to find the door. Why it's even easier now, there's air bubbles! Why don't i hit the R button to rest just one turn to wait for the manasurge timer to reach zero and replenish my mana for another phase door?

Little did i know the air bubble had deplated the previous turn. I rested myself to death. I am VERY bitter. Calling this a night.

A few comments. 1. I feel

A few comments.
1. I feel your pain. You sound like me fumble fingering and falling victim to UI problems.
2. Resting with the '5' key on the number pad removes the possibility of going more than 1 round.
3. chant of fortitude gives you a tiny amount of physical resistance. Worth it? Not sure but I doubt it. Hymn of Perservance on the other hand is pretty good, particularly if you get it multiple times.
4. For archmage I try to get flame to 4 (5.2 actual level gives the beam) manathrust to 3 (again gives beam) and take freeze and flameshock for their stun effects. I also try and get probability travel later (because early on it is useless until you have enough mana that -200 doesn't cripple you) using phase door and teleport in the meantime.

Hope that helps.

Oh also in b19 you can make

Oh also in b19 you can make your escortee stop for a few ticks which can save it from running headlong into a deadly enemy. On the otherhand that only works once (he tells you to go to hell the next time you try to stop his suicidal intentions) so choose wisely when to use it.

Saves

Chant of Fortitude is actually pretty nice now. The saving throws (at least up until level 20 or so when I got bored with my mage) actually seem to be making a difference.

Besides, it's not even a question of Hymn of Perseverance vs. Chant of Fortitude, they're given by two different escorts and both can be active at the same time.

Besides, rather or not it's worth it is irrelevant, you give up nothing for it, except maybe the little bit of magic he'd have given you or a measly +3% physical resist.

saves

I still don't know what saving throws do to be honest but, yes, i came to realize that +2 to magic is not very important so i'm experimenting .

Chant of fortitude does not provide a bonus to mental though. I'm wondering whether i should invest massively in willpower or whether there's a different talent that i haven't encountered yet.