Thoughts on the Geomancer Class

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Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Thoughts on the Geomancer Class

#1 Post by Hachem_Muche »

Having won the game on a Geomancer, one of the newer classes in TOME, I thought I'd post my thoughts on the class.

Character dump:

Code: Select all

  [Tome 4.00 @ www.te4.org Character Dump]

Sex              : Female       STR:  76
Race             : Higher       DEX:  36
Class            : Geomancer    MAG:  100
Level            : 50           WIL:  75
Exp              : 2459%        CUN:  35
Gold             : 2171.34      CON:  73

Attack(Main Hand):  95          Life             :     1353/1353Encumbrance      : 157/176
Damage(Main Hand): 225                                          Difficulty       : Normal
APR   (Main Hand):  60          Mana             :     492/508
Crit  (Main Hand):  11%         
Speed (Main Hand): 1.00         
                                Vim              :     296/296
                                

Fatigue          : 8%           Spellpower       : 166
Armor            : 64.725479480515Spell Crit       : 39.27971182014%
Defense          : 65.972958234354Spell Speed      : 1
Ranged Defense   : 65.972958234354

All damage       : 27%
Physical damage  : 43%

Physical Save    : 43.5
Spell Save       : 45
Mental Save      : 28.75

All Resists:   7%
Fire Resist(cap):  72%( 70%)
Cold Resist(cap):  51%( 70%)
Lightning Resist(cap):  51%( 70%)
Acid Resist(cap):  73%( 70%)
Nature Resist(cap):  47%( 70%)
Blight Resist(cap):  61%( 70%)
Light Resist(cap):  52%( 70%)
Darkness Resist(cap):  24%( 70%)
Mind Resist(cap):  42%( 70%)
Confusion Resistance: 100%
Stun Resistance: 100%
Fear Resistance:  70%

Number of NPC killed: 8382
Most killed NPC: cold drake hatchling (383)

  [Winner!]

Well done! You have won the Tales of Maj'Eyal: the Fourth Age

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been disminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

  [Talents Chart]

 - Technique / Combat training        (mastery 1.00)
    Heavy Armour Training (generic)   1/5
    Massive Armour Training (generic) 0/5
    Health (generic)                  4/5
    Weapon Combat (generic)           1/10
    Weapons Mastery (generic)         0/10
    Knife Mastery (generic)           0/10
 - Cunning / Survival                 (mastery 1.10)
    Trap Detection (generic)          2/5
    Heightened Senses (generic)       1/5
    Trap Disarm (generic)             2/5
    Evasion (generic)                 0/5
 - Spell / Arcane                     (mastery 1.20)
    Arcane Power (class)              5/5
    Manathrust (class)                5/5
    Manaflow (class)                  5/5
    Disruption Shield (class)         0/5
 - Spell / Earth                      (mastery 1.30)
    Stone Skin (class)                5/5
    Dig (class)                       1/5
    Strike (class)                    5/5
    Stone Wall (class)                4/5
 - Spell / Stone                      (mastery 1.40)
    Earthen Missiles (class)          5/5
    Body of Stone (class)             1/5
    Earthquake (class)                5/5
    Crystalline Focus (class)         4/5
 - Spell / Water                      (mastery 1.20)
    Corrosive Vapour (class)          5/5
    Freeze (class)                    5/5
    Tidal Wave (class)                1/5
    Ice Storm (class)                 4/5
 - Spell / Temporal                   (mastery 1.30)
    Time Prison (class)               1/5
    Congeal Time (class)              0/5
    Essence of Speed (class)          0/5
    Time Shield (class)               0/5
 - Spell / Phantasm                   (mastery 1.30)
    Illuminate (class)                1/5
    Blur Sight (class)                1/5
    Phantasmal Shield (class)         1/5
    Invisibility (class)              1/5
 - Spell / Conveyance                 (mastery 1.30)
    Phase Door (generic)              4/5
    Teleport (generic)                4/5
    Displacement Shield (generic)     1/5
    Probability Travel (generic)      1/5
 - Spell / Divination                 (mastery 1.30)
    Keen Senses (generic)             2/5
    Arcane Eye (generic)              4/5
    Vision (generic)                  2/5
    Premonition (generic)             3/5
 - Divine / Chants                    (mastery 0.70)
    Chant of Fortitude (generic)      1/5
    Chant of Fortress (generic)       2/5
    Chant of Resistance (generic)     5/5
    Chant of Light (generic)          0/5
 - Corruption / Vim                   (mastery 1.00)
    Soul Rot (generic)                1/5
    Vimsense (generic)                2/5
    Leech (generic)                   1/5
    Dark Portal (generic)             1/5

  [Inscriptions (4/4)]

Infusion: Wild
Infusion: Regeneration
Rune: Shielding
Infusion: Healing

  [Current Effects]

- Blur Sight
- Arcane Power
- Chant of Resistance
- Crystalline Focus
- Keen Senses
- Premonition
- Stone Skin

  [Completed Quests]

 -- Strange new world
You arrived through the farportal in a cave, probably in the Far East.
Upon arrival you met an Elf and an orc fighting.
You decided to side with the Elven lady.
Fillarel told you to go to the south west and meet with High Sun Paladin Aeryn.
 -- Escort: lost sun paladin (level 3 of Daikara)
You successfully escorted the lost sun paladin to the recall portal on level 3 of Daikara.
As a reward you improved Strength by +2.
 -- Back and there again
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.
You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city.
You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor.
You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days.
Tannen revealed himself as the vile scum he really is and trapped you in his tower.
 -- The Sect of Kryl-Feijan
You discovered a sect worshiping a demon named Kryl-Feijan in a crypt.
They were trying to bring it back into the world using a human sacrifice.
You have defeated the acolytes and saved the woman. She told you she is the daugther of a rich merchant of Last Hope.
 -- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.
 -- The beast within
You met a half-mad lumberjack fleeing a small village, rambling about untold horrors lurking there, slaughtering people.
 -- Escort: injured seer (level 2 of Ruins of Kor'Pul)
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul.
As a reward you improved Magic by +2.
 -- The Orbs of Command
You have found an orb of command that seems to be used to open the shield protecting the High Peak.
There seems to be a total of four of them. The more you have the weaker the shield will be.
 -- The Island of Dread
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!
 -- The Curse of Magic
You met a warrior who invited you join the group called the Ziguranth, dedicated to opposing magic.
   * You must not use spells, runes, or magical devices.   
   * You have gained 20 of 10 levels.   
 -- Escort: lone alchemist (level 4 of Dreadfell)
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell.
As a reward you improved talent Imbue Item (+1 level(s)).
 -- The fall of Zigur
You decided to side with the Grand Corruptor and joined forces to onslaught the Ziguranth main base of power.
The defenders of Zigur were crushed, the Ziguranth scattered and weakened.
 -- Into the darkness
It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.
   * You have explored the Old Forest and vanquished the Old Man Willow.   
   * You have explored the Maze and vanquished the Minotaur.   
   * You have explored the Sandworm Lair and vanquished their Queen.   
   * You have explored the Daikara and vanquished the Dragon.   
 -- Eight legs of wonder
   You have killed Ungol?« in Ardhungol and saved the Sun Paladin.
 -- Important news
Orcs were spotted with the staff you seek in an arid waste in the southern desert.
You should go investigate what is happening there.
 -- Escort: lost sun paladin (level 3 of Trollmire)
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire.
As a reward you gained talent category Divine / Chants (at mastery 0.70).
 -- Lost Knowledge
You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.
Limmir told you to look for the Valley of the Moon in the southern mountains.
 -- Escort: injured seer (level 5 of Old Forest)
You successfully escorted the injured seer to the recall portal on level 5 of Old Forest.
As a reward you improved talent Premonition (+1 level(s)).
 -- The many Prides of the Orcs
Investigate the bastions of the Pride.
   * You have destroyed Rak'shor.   
   * You have destroyed Vor.   
   * You have destroyed Grushnak.   
   * You have destroyed Gorbat.   
 -- Escort: lost sun paladin (level 5 of Trollmire)
You successfully escorted the lost sun paladin to the recall portal on level 5 of Trollmire.
As a reward you improved talent Chant of Fortress (+1 level(s)).
 -- Escort: lone alchemist (level 1 of Ruins of Kor'Pul)
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul.
As a reward you improved talent Imbue Item (+1 level(s)).
 -- Let's hunt some Orc
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.
 -- Of trolls and damp caves
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

   * You have explored the ruins of Kor'Pul and vanquished the Shade.   
   * You have explored the Trollmire and vanquished the Bill the Troll.   
 -- The wild wild east
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.
 -- Storming the city
As you came to Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
 * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the blue mountains, to the southwest.
 * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.
 -- A mysterious staff
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.
 -- The Doom of the World!
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.
This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice; do not let the orcs finish their work!

You arrived in time and interrupted the ritual. The sorcerers have departed.
Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.
 -- Escort: injured seer (level 4 of Old Forest)
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest.
As a reward you improved talent Premonition (+1 level(s)).
 -- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
   * 10/10   
 -- Scrying for dummies
You have found an object that seems to be unique. It looks like it has hidden powers within.
Go to the town of Derth, to the south of the Trollmire, and talk to the local scryer. Maybe she can be of help.
 -- Falling Toward Apotheosis
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.
Seek the Sorcerers and stop them before they bend the world to their will.
To enter, you will need the four orbs of command to remove the shield over the peak.
The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.
 -- There and back again
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.
   * You have found a Blood-Runed Athame.   
   * You have found the Resonating Diamond.   

  [Active Quests]

 -- Melinda, lucky girl
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.
You talked for a while and it seems she has a crush for you, even though you are yourself a woman.

  [Character Equipment]

 In main hand
a) Awakened Staff of Absorption (80-96 power, 60 apr, arcane damage)
   Type: weapon / staff
80 Power [Range 1.20] (+130% Magic), 30 Attack, 60 Armor Penetration, Crit 0%
Damage type: arcane
When wielded/worn:
Increases stats: 10 Magic,10 Willpower.
Maximum mana 100
Spellpower 48, Spell Crit 15%
It can be used to absorb energies, costing 200 power out of 200/200.
   Dropped by Elandar
 In off hand
 On fingers
b) Glory of the Pride
   Type: jewelry / ring
When wielded/worn:
Attack 10, Armor Penetration 0, Physical Crit 0%, Physical power 10
Armor 10, Defense 5, Ranged Defense 0
Fatigue -15%
Increases damage type: 8% physical.
Reduces talent cooldowns: Rush (15).
Increases confusion immunity: 100%.
Increases stun immunity: 100%.
Maximum mana -40
Maximum stamina 40

c) Limmir's Ring of the Moon
   Type: jewelry / ring
When wielded/worn:
Increases stats: 5 Constitution,5 Dexterity,5 Magic,5 Strength,5 Willpower,5 Cunning.
Increases damage type: 20% all.

   Dropped by orc pyromancer
 Around neck
d) vitalizing voratun amulet
   Type: jewelry / amulet
When wielded/worn:
Increases stats: 5 Constitution.
Increases resistances: 14% blight.
Increases physical save: 5.
Regenerates 1.50 hitpoints each turn.
Maximum life 68
Maximum stamina 20

 Light source
e) Summertide Phial
   Type: lite / lite
When wielded/worn:
Light radius 4
It can be used to call light, costing 10 power out of 15/15.
 Main armor
f) Scale Mail of Kroltar (opal) (10 def, 14 armor)
   Type: armor / heavy
When wielded/worn:
Armor 14, Defense 10, Ranged Defense 0
Fatigue 16%
Increases stats: 6 Constitution,5 Dexterity,2 Magic,7 Strength,2 Willpower,2 Cunning.
Increases resistances: 20% acid,20% nature,20% blight,20% fire,20% lightning.
Maximum life 120
It can be used to activate talent: Inferno (level 3), costing 50 power out of 80/80.
 Cloak
g) oiled elven-silk cloak of fog (12 def, 0 armor)
   Type: armor / cloak
When wielded/worn:
Armor 0, Defense 12, Ranged Defense 0
Increases resistances: 21% fire,22% acid,25% light.
Increases stealth bonus: 13.
Increases confusion immunity: -20%.
Light radius -1

   Dropped by Lithfengel
 On head
h) prismatic voratun helm of constitution (+7) (0 def, 5 armor)
   Type: armor / head
When wielded/worn:
Armor 5, Defense 0, Ranged Defense 0
Fatigue 5%
Increases stats: 7 Constitution.
Increases resistances: 20% light,17% darkness.

 Around waist
i) Girdle of the Calm Waters
   Type: armor / belt
When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 20% blight,20% cold,20% nature.
Increases all healing by 30%

 On hands
j) hardened leather gloves of magic (+4) (0 def, 2 armor)
   Type: armor / hands
When wielded/worn:
Armor 2, Defense 0, Ranged Defense 0
Increases stats: 4 Magic.

   Dropped by gelatinous cube
 On feet
k) Eden's Guile (2 def, 1 armor)
   Type: armor / feet
When wielded/worn:
Armor 1, Defense 2, Ranged Defense 0
Fatigue 2%
Increases stats: 3 Cunning.
Increases talent masteries: 0.20 Cunning / Survival.
It can be used to boost speed, costing 50 power out of 50/50.
 Tool
l) dwarven-steel pickaxe of strength (dig speed 27 turns)
   Type: tool / digger
When wielded/worn:
Increases stats: 2 Strength.
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
   Dropped by Sandworm Queen
 Quiver

  [Player Achievements]

'A dangerous secret' was achieved for Found the mysterious staff and told Last Hope about it. At 2010-12-17 14:24:02
'Against all odds' was achieved for Killed Ukruk in the ambush. At 2010-12-17 14:14:21
'Anti-Antimagic!' was achieved for Destroyed the Ziguranth camp with your Rhaloren allies. At 2010-12-17 16:41:19
'Arachnophobia' was achieved for Destroyed the spydric menace. At 2010-12-18 17:10:42
'Back and there again' was achieved for Opened a portal to the Far East from Maj'Eyal. At 2010-12-21 17:17:30
'Brave new world' was achieved for Gone to the Far East and took side in the war. At 2010-12-18 13:32:02
'Clone War' was achieved for Destroyed your own Shade. At 2010-12-18 17:44:06
'Curse Lifter' was achieved for Killed Ben Cruthdar the Cursed. At 2010-12-21 14:35:10
'Destroyer's bane' was achieved for Killed Golbug the Destroyer. At 2010-12-18 12:32:25
'Evil denied' was achieved for Won ToME by preventing the Void portal to open. At 2010-12-23 14:57:00
'Exterminator' was achieved for Killed 1000 creatures At 2010-12-16 17:23:03
'Eye of the storm' was achieved for Freed Derth from the onslaught of the mad Tempest, Urkis. At 2010-12-16 22:01:21
'Gem of the Moon' was achieved for Completed the Master Jeweler quest with Limmir. At 2010-12-22 12:10:58
'Level 10' was achieved for Got a character to level 10. At 2010-12-16 12:51:13
'Level 20' was achieved for Got a character to level 20. At 2010-12-16 19:30:05
'Level 30' was achieved for Got a character to level 30. At 2010-12-17 14:14:21
'Level 40' was achieved for Got a character to level 40. At 2010-12-19 11:41:38
'Level 50' was achieved for Got a character to level 50. At 2010-12-20 20:08:31
'Orcrist' was achieved for Killed the leaders of the Orc Pride. At 2010-12-20 10:17:06
'Race through fire' was achieved for Raced through the fires of the Charred Scar to stop the Sorcerers. At 2010-12-19 12:05:56
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2010-12-16 14:56:14
'Size matters' was achieved for Do over 600 damage in one attack At 2010-12-20 18:58:06
'Sliders' was achieved for Activated a portal using the Orb of Many Ways. At 2010-12-18 12:46:48
'Tactical master' was achieved for Fought the two Sorcerers without closing any invocation portals. At 2010-12-23 14:56:39
'That was close' was achieved for Kill your target while having only 1 life left. At 2010-12-19 15:01:27
'There and back again' was achieved for Opened a portal to Maj'Eyal from the Far East. At 2010-12-20 18:20:36
'Treasure Hoarder' was achieved for Amass 3000 gold pieces. At 2010-12-20 22:02:32
'Treasure Hunter' was achieved for Amass 1000 gold pieces. At 2010-12-17 14:22:50
'Vampire crusher' was achieved for Destroyed the Master in its lair of the Dreadfell. At 2010-12-17 13:15:31
This is a well designed class that rewards careful gameplay and has a very tactical feel. With a highly effective array of defensive and battlefield control talents, this character started to feel pretty much invincible by about level 30+.

Stone skin makes melee opponents (typically the most dangerous for a mage) very survivable. Time prison, Stone Wall (works great on bosses!), phase door, and teleport, make getting cornered an almost nonexistant concern. These abilities plus Freeze work exceptionally well with the persistent AOE spells Corrosive Vapor and Earthquake to nearly trivialize taking out large groups of mobs - With minor set up (and excluding some pathing bugs I have reported), it is usually possible to take out almost any number of mobs, including those with ranged abilities, without ever being attacked, by forcing them to run through overlapping kill zones before getting in LOS. Choke points can be exploited with freeze and time prison to bottle up the mobs in the overlapping AOE, and any mobs that actually make it through your kill zone can then be frozen and finished off with Ice storm.

Notes on a few talents:
Earthen Missiles: One of the best designed spells in the game. The ability to split up damage (into thirds with full talent level) minimizes wasted damage on wounded monsters. It's a projectile spell, but the projectiles are so fast (2000% speed) that they rarely miss their targets. The bleed effect is a bit too long as mobs almost never toke the full duration of the effect before they die or are hit again (should probably be limited to last no longer than the cool down on the spell). The DOT component works extremely well with the persistent AOE spells of the class.

Body of stone: needs reduced mana(sustained) cost. 70 is too much when it becomes available at level 4, considering it lets you spend mana faster and the built in restrictions are enough of a limitation. 0 mana cost would work as well. By the late game, most of the resistances gained are meaningless since they push well above the resistance caps anyway. Works well with ice storm, however.

Keen senses - slightly too high of a sustained cost at level 1 to use, OK by level 4 but not really good until much later in the game (~level 20+). Swapping this talent with Arcane Eye in the spell/divination tree would make sense.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Thoughts on the Geomancer Class

#2 Post by edge2054 »

First of all, glad you've had fun with it :)

As to your points.

The damage on Earthen Missiles is balanced around the bleed duration, i.e. if the duration was cut down to 3 instead of 5 the spell would probably need a nerf (when earthen missiles was created it was the highest damage bolt style spell in the game if you aimed all three bolts at a single target, it probably still is, the trade off... half the damage is a long duration dot). Also I like that the bleed damage stacks which it wouldn't do until you had body of stone if it only lasted three turns, granted Body of Stone would let you stack it regardless so maybe that's not a valid point.

I'd be okay with Body of Stone having it's sustained cost cut back or removed considering the built in limitations of the ability but ultimately it'd be DarkGods call.

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