Archmage
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
Locked Description
Hated, harrowed, hunted, hidden...
Our ways are forbidden, but our cause is just.
In our veiled valley we find solace from the world's wrath, free to study our arts.
Only through charity and friendship can you earn our trust.
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
(*) Requires achievement
Strategy
Strategy
For the comprehensive guide to Wildfire Archmage, see this forum topic: http://forums.te4.org/viewtopic.php?f=54&t=42019
A general shell for any race or element of Archmage should be similar to the above build, but without the expenditure in Fire or Wildfire, reprinted here as follows:
Spell/Arcane: 1/1/1/4
Disruption Shield, while tedious, provides an incredible amount of shielding with correct use and allows Archmage to survive sudden unexpected damage without your other shields up.
Spell/Earth: 1/1/1/4
Stone Wall allows you to isolate yourself, a problem enemy, or to block off sight or passages.
Spell/Meta: 3/1/5/4
Disperse Magic allows you to get rid of powerful and annoying sustains on opponents; Quicken Spells lowers the CD on your important utility spells; Metaflow allows you to just reset their cooldowns, all very strong.
Spell/Temporal: 1/5/1/5
The category that should probably be your first unlock. Time Shield is an instant, high strength, long duration shield; Time Prison allows you to wait out unexpected explosions from your Disruption Shield and save escorts; Essence of Time is global speed, though it's best saved for near the end of the game when the very high sustain is more manageable.
Technique / Combat Training: 0/1/0/0
Spell/Conveyance: 4/4/0/0
Level 4 is both when Phase Door and Teleport allow you to choose where you want to land Spell/Divination: 4/3/1/0
Arcane eye and Vision allow you to know what's coming and Keen senses allows you to see invisible and stealthed enemies and gives you more crit chance.
Spell/Aegis: 4/5/2/4
Is your bread and butter way to survive - Arcane Reconstruction + Arcane Shield gives you large shields, Shielding makes your shields stronger, and aegis buffs already strong shields into unbreakable ones.
Classes
Classes | |||||||||||
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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 |