Archmage

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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

Archmage is a class introduced in the base game. It must be unlocked by completing the quest An apprentice task.

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

New Class Unlocked Description

Magic has not disappeared from Maj'Eyal with the end of the Spellhunt.

During the Age of Dusk, as the Spellhunt was nearing its end, a powerful mage of the Kar'Krul, Linaniil, created a safe haven for the few remaining mages of all races.

This place is Angolwen, the City of Magic, and for over two thousands years has taught magic to preserve and expand it.

You have been told this story and can now create new characters with the Archmage class.

Archmagi are the pinnacle of spellcasters, attuned to the magical properties of the world. Class features:

  • Cast elemental spells to burn your foes to death or freeze them
  • Summon the powers of Space and Time to protect and cripple
  • Dabble in Phantasms and Illusions
  • Manipulate the forces of magic themselves

All mages use mana to cast their spells. It slowly replenishes over time.

Starting Equipment

  • Elm Staff
  • Linen Robe
  • Manasurge Rune (Increases mana regeneration by 820% for 10 turns and instantly restores 41 mana, 15 turn cooldown)

Starting Talents

Talent Categories

Class
Type Name Mastery Locked Talents
Spell Arcane 1.3 No Manathrust Arcane Power Arcane Vortex Disruption Shield
Spell Fire 1.3 No Flame Flameshock Fireflash Inferno
Spell Earth 1.3 No Pulverizing Auger Stone Skin Mudslide Stone Wall
Spell Water 1.3 No Ice Shards Glacial Vapour Tidal Wave Shivgoroth Form
Spell Air 1.3 No Lightning Chain Lightning Feather Wind Thunderstorm
Spell Phantasm 1.3 No Illuminate Phantasmal Shield Invisibility Mirror Image
Spell Temporal 1.3 No Congeal Time Temporal Shield Time Prison Essence of Speed
Spell Aether 1.3 Yes Aether Beam Aether Breach Aether Avatar Pure Aether
Spell Wildfire 1.3 Yes Blastwave Burning Wake Cleansing Flames Wildfire
Spell Stone 1.3 Yes Earthen Missiles Body of Stone Earthquake Crystalline Focus
Spell Ice 1.3 Yes Freeze Frozen Ground Shatter Uttercold
Spell Storm 1.3 Yes Nova Shock Hurricane Tempest
Spell Meta 1.3 Yes Disperse Magic Spellcraft Energy Alteration Metaflow
Generic
Type Name Mastery Locked Talents
Spell Conveyance 1.3 No Phase Door Teleport Displacement Shield Probability Travel
Spell Divination 1.3 No Arcane Eye Keen Senses Vision Premonition
Spell Aegis 1.3 No Arcane Reconstruction Shielding Arcane Shield Aegis
Cunning Survival 1.0 Yes Heightened Senses Device Mastery Track Danger Sense

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