Difference between revisions of "Archmage"

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(Created page with "{{class |name=Archmage |metaclass=Mage |starting_life=100 |locked=Yes |life_per_level= -4 |magic= +5 |willpower= +3 |cunning= +1 }} ==Description== An Archmage devotes his wh...")
 
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An Archmage devotes his whole life to the study of magic above anything else.
 
An Archmage devotes his whole life to the study of magic above anything else.
 
Most Archmagi lack basic skills that others take for granted (like general fighting sense), but they make up for it by their raw magical power.
 
Most Archmagi lack basic skills that others take for granted (like general fighting sense), but they make up for it by their raw magical power.
 +
 
Archmagi start with knowledge of many schools of magic. However, they usually refuse to have anything to do with Necromancy.
 
Archmagi start with knowledge of many schools of magic. However, they usually refuse to have anything to do with Necromancy.
 +
 
Most Archmagi have been trained in the secret town of Angolwen and possess a unique spell to teleport to it directly.
 
Most Archmagi have been trained in the secret town of Angolwen and possess a unique spell to teleport to it directly.
 
Their most important stats are: [[Magic]] and [[Willpower]]
 
Their most important stats are: [[Magic]] and [[Willpower]]
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==Starting Equipment==
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*Elm Staff
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*Linen Robe
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*[[inscriptions|Manasurge Rune]]
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==Starting Talents==
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*[[Arcane power (talent)|Arcane Power]]
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*[[Flame (talent)|Flame]]
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*[[Lightning (talent)|Lightning]]
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*[[Phase door (talent)|Phase Door]]
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*[[Teleport angolwen (talent)|Teleport: Angolwen]]
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==Talent Categories==
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;Cunning
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:[[Survival (category)|Survival]] (0.9 mastery, locked)
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;Spells
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:[[Arcane (category)|Arcane]] (1.3 mastery)
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:[[Aether (category)|Aether]] (1.3 mastery, locked, requires achievement)
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:[[Fire (category)|Fire]] (1.3 mastery)
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:[[Wildfire (category)|Wildfire]] (1.3 mastery, locked, requires achievement)
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:[[Earth (category)|Earth]] (1.3 mastery)
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:[[Stone (category)|Stone]] (1.3 mastery, locked, requires achievement)
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:[[Water (category)|Water]] (1.3 mastery)
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:[[Ice (category)|Ice]] (1.3 mastery, locked, requires achievement)
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:[[Air (category)|Air]] (1.3 mastery)
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:[[Storm (category)|Storm]] (1.3 mastery, locked, requires achievement)
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:[[Meta (category)|Meta]] (1.3 mastery, locked)
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:[[Temporal (category)|Temporal]] (1.3 mastery, locked)
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:[[Phantasm (category)|Phantasm]] (1.3 mastery)
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:[[Conveyance (category)|Conveyance]] (1.3 mastery)
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:[[Divination (category)|Divination]] (1.3 mastery)
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:[[Aegis (category)|Aegis]] (1.3 mastery)
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==Strategy==
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===Mobility===
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:''Excerpts from very old notes (circa beta 13):''
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 +
IMHO [[Teleport (talent)|Teleport]] is not really that useful if you don't mess up severely. It teleports you a large range. Analogously to PD it will allow you to choose a target area and teleport others. However, the target area you can specify is huge! This reduces the use of TP to basically nil except absolute emergency "I gotta get out of this place - no matter where!" situations.
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[[Phase door (talent)|Phase Door]] at level 4/5 or 5/5 is absolutely necessary because its utility will not only save your butt several times but also allows for advanced tactics and can save the butt of others (e.g. [[escorts|escort quest]] if the guy goes suicidal again, phase door him behind you and seal the passage. That stops him from running in certain death). PD is a must have for any character that has access to the skill!
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 +
In beta 13, Phase Door was nerfed twice:
 +
*If the target is not in line of sight there is a 35% chance that the spell fizzles.
 +
*The radius of the target area is now (7 - raw talent level), i.e., at least 2.
 +
 +
PD is not anymore a safe escape spell, and the precision is lowered. The tactics mentioned above must be adapted to the new situation.
 +
 +
[[Probability travel (talent)|Probability Travel]] in short just rocks. With it you can avoid hard situations, can get away quickly, can hop through obstacles that break LoS while a tough monster (e.g. a boss) has to walk around it etc etc. As a mage I usually try to get it as soon as possible. With my winner I started to keep it permanently active since level 18-19 - what meant that I had only ~100 maximum mana left in my manapool. That hurts but can be compensated with clever tactics - and PT allows you access to tons of clever tactics.
  
 
{{classes}}
 
{{classes}}

Revision as of 19:19, 29 May 2013

Archmage

Archmage 128 bg.png

Metaclass Mage
Locked Yes
Starting Life 100
Life Rating -4
Stat Modifiers
Strength 0
Dexterity 0
Constitution 0
Magic +5
Willpower +3
Cunning +1

Description

An Archmage devotes his whole life to the study of magic above anything else. Most Archmagi lack basic skills that others take for granted (like general fighting sense), but they make up for it by their raw magical power.

Archmagi start with knowledge of many schools of magic. However, they usually refuse to have anything to do with Necromancy.

Most Archmagi have been trained in the secret town of Angolwen and possess a unique spell to teleport to it directly. Their most important stats are: Magic and Willpower

Starting Equipment

Starting Talents

Talent Categories

Cunning
Survival (0.9 mastery, locked)
Spells
Arcane (1.3 mastery)
Aether (1.3 mastery, locked, requires achievement)
Fire (1.3 mastery)
Wildfire (1.3 mastery, locked, requires achievement)
Earth (1.3 mastery)
Stone (1.3 mastery, locked, requires achievement)
Water (1.3 mastery)
Ice (1.3 mastery, locked, requires achievement)
Air (1.3 mastery)
Storm (1.3 mastery, locked, requires achievement)
Meta (1.3 mastery, locked)
Temporal (1.3 mastery, locked)
Phantasm (1.3 mastery)
Conveyance (1.3 mastery)
Divination (1.3 mastery)
Aegis (1.3 mastery)

Strategy

Mobility

Excerpts from very old notes (circa beta 13):

IMHO Teleport is not really that useful if you don't mess up severely. It teleports you a large range. Analogously to PD it will allow you to choose a target area and teleport others. However, the target area you can specify is huge! This reduces the use of TP to basically nil except absolute emergency "I gotta get out of this place - no matter where!" situations.

Phase Door at level 4/5 or 5/5 is absolutely necessary because its utility will not only save your butt several times but also allows for advanced tactics and can save the butt of others (e.g. escort quest if the guy goes suicidal again, phase door him behind you and seal the passage. That stops him from running in certain death). PD is a must have for any character that has access to the skill!

In beta 13, Phase Door was nerfed twice:

  • If the target is not in line of sight there is a 35% chance that the spell fizzles.
  • The radius of the target area is now (7 - raw talent level), i.e., at least 2.

PD is not anymore a safe escape spell, and the precision is lowered. The tactics mentioned above must be adapted to the new situation.

Probability Travel in short just rocks. With it you can avoid hard situations, can get away quickly, can hop through obstacles that break LoS while a tough monster (e.g. a boss) has to walk around it etc etc. As a mage I usually try to get it as soon as possible. With my winner I started to keep it permanently active since level 18-19 - what meant that I had only ~100 maximum mana left in my manapool. That hurts but can be compensated with clever tactics - and PT allows you access to tons of clever tactics.

Classes

Classes with a non-white background need to be unlocked or may have other requirements
Classes
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator
Brawler