Difference between revisions of "Archmage"
Sebsebeleb (Talk | contribs) (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]] | ||
+ | |||
+ | ==Starting Equipment== | ||
+ | *Elm Staff | ||
+ | *Linen Robe | ||
+ | *[[inscriptions|Manasurge Rune]] | ||
+ | |||
+ | ==Starting Talents== | ||
+ | *[[Arcane power (talent)|Arcane Power]] | ||
+ | *[[Flame (talent)|Flame]] | ||
+ | *[[Lightning (talent)|Lightning]] | ||
+ | *[[Phase door (talent)|Phase Door]] | ||
+ | *[[Teleport angolwen (talent)|Teleport: Angolwen]] | ||
+ | |||
+ | ==Talent Categories== | ||
+ | ;Cunning | ||
+ | :[[Survival (category)|Survival]] (0.9 mastery, locked) | ||
+ | |||
+ | ;Spells | ||
+ | :[[Arcane (category)|Arcane]] (1.3 mastery) | ||
+ | :[[Aether (category)|Aether]] (1.3 mastery, locked, requires achievement) | ||
+ | :[[Fire (category)|Fire]] (1.3 mastery) | ||
+ | :[[Wildfire (category)|Wildfire]] (1.3 mastery, locked, requires achievement) | ||
+ | :[[Earth (category)|Earth]] (1.3 mastery) | ||
+ | :[[Stone (category)|Stone]] (1.3 mastery, locked, requires achievement) | ||
+ | :[[Water (category)|Water]] (1.3 mastery) | ||
+ | :[[Ice (category)|Ice]] (1.3 mastery, locked, requires achievement) | ||
+ | :[[Air (category)|Air]] (1.3 mastery) | ||
+ | :[[Storm (category)|Storm]] (1.3 mastery, locked, requires achievement) | ||
+ | :[[Meta (category)|Meta]] (1.3 mastery, locked) | ||
+ | :[[Temporal (category)|Temporal]] (1.3 mastery, locked) | ||
+ | :[[Phantasm (category)|Phantasm]] (1.3 mastery) | ||
+ | :[[Conveyance (category)|Conveyance]] (1.3 mastery) | ||
+ | :[[Divination (category)|Divination]] (1.3 mastery) | ||
+ | :[[Aegis (category)|Aegis]] (1.3 mastery) | ||
+ | |||
+ | ==Strategy== | ||
+ | |||
+ | ===Mobility=== | ||
+ | :''Excerpts from very old notes (circa beta 13):'' | ||
+ | |||
+ | 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. | ||
+ | |||
+ | [[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! | ||
+ | |||
+ | 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 | |
---|---|
Metaclass | Mage |
Locked | Yes |
Starting Life | 100 |
Life Rating | -4 |
Stat Modifiers | |
Strength | 0 |
Dexterity | 0 |
Constitution | 0 |
Magic | +5 |
Willpower | +3 |
Cunning | +1 |
Contents
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
- Elm Staff
- Linen Robe
- Manasurge Rune
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 | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
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 |