Getting Archy

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Grey
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Getting Archy

#1 Post by Grey »

Firstly, can I just say that although this is in the spoilers thread I'd appreciate if spoilers are kept somewhat minimal/vague. I'm still having fun discovering a lot of things myself, and am only after a few bits of generic advice if possible.

Okay, so I finally unlocked archmages a couple of days ago, and the first one I generated is still going strong. Now level 21 with Amon Sul conquered (edit: meant Carn Dum). This is the first time I've gotten this far, so I'm a little apprehensive, even if the game has been pretty damned easy so far. Here's my little chap:

Code: Select all

Sex              : Male         STR:  21
Race             : Bree-man     DEX:  12
Class            : Archmage     MAG:  51
Level            : 21           WIL:  42
Exp              : 50%          CUN:  13
Gold             : 141.64       CON:  30

Attack(Main Hand):   6          Life             :     507/507  Encumbrance      : 30.8/95
Damage(Main Hand):  60                                          Difficulty       : Normal
APR   (Main Hand):   4          Mana             :     280/280
Crit  (Main Hand):   1%         
Speed (Main Hand): 1.00         
                                
Fatigue          : 11%          Spellpower       : 79
Armor            : 11           Spell Crit       : 16.9%
Defense          : 21.088213063861Spell Speed      : 1
Ranged Defense   : 21.088213063861

  [Character Equipment]

a) Staff of Destruction (15-18 power, 4 apr, cold damage)
b) gold ring of magic (+6)
c) Ring of Ulmo
d) gold amulet of willpower (+6)
e) brass lantern
f) elven-silk robe (5 def, 0 armor)
g) thick cashmere cloak of the Shire (2 def, 0 armor)
h) Steel Helm of Hammerhand (0 def, 4 armor)
i) slotted rough leather belt of carrying
j) drakeskin leather gloves (0 def, 3 armor)
k) pair of dwarven-steel boots (0 def, 4 armor)

Staff of Destruction was a lucky drop in the Maze. Otherwise I've not found anything too amazing equipment-wise (several of the items above were purchased rather than found). I can't complain when I'm a walking powerhouse though - nothing can stand up to the combo of Freeze/Flame/Manathrust/Lightning (not that more than one of those is needed for most enemies) combined with teleport, sense and magic map at will. I'd say Archmages were easy mode if the game didn't already have one ;)

I chose Bree-man for the fast levelling and the extra category point. Overall perhaps a poor choice, since most enemies aren't giving much xp and I've found all the category points useless - only dumped them into the Fire and Air schools for a touch more spell damage. What do people normally spend their points on? The meta and temporal schools both look fairly useless to me. I'd maybe consider survival if two escort quests hadn't given me sense and trap disarm already. Using them to pump existing schools feels a waste since the effect is so tiny, but there doesn't seem to be much other option.

Other firsts with this char: Finally saved that daft Merchant, found and completed Cursed quest, beat the sandy dungeon without drowning in fecking sand. Hopefully there'll be more to add before my next stupid death :/

Overall I'd just like a bit of advice on how to develop the character more. Stat-wise I've been going almost all-out on Magic, with enough Willpower and Constitution to keep me afloat on Life/Mana. I've got the basic damage spells maxed out, with a few others I've found handy, but it's hard to tell what's worth specialising in.

I'm sustaining Arcane Power, Blur Sight and Phantasmal Shield at the mo, and thinking of maybe getting Stone Skin too. Is this overkill, or do most people keep a load of buffs on? Is invisibility worth getting at some point? 200 Mana seems a tad steep.

The meta school contains a Spell Shaping ability that seems like it'd be handy for AoE spells, but there don't seem to be any AoE spells actually worth casting. Is this talent best ignored, or can it be put to good use?

Also, I've found some elven ruins - any advice on what level I should be around to tackle those?

Can I expect much beter staff-wise in the near future? None of the regular ones I'm finding are any good, but I can't imagine I've hit the peak of staffdom already. In terms of other equipment, should I concentrate on getting magic-pumping stuff where possible, or just generally useful items? So far I've been trying to minimise fatigue, not caring too much about the actual stats of armour (it's not like enemies often get close enough to threaten me).

As I said before, minimal spoilers if possible. I'm mostly just after some generic gameplay advice.
Last edited by Grey on Fri Oct 22, 2010 5:27 pm, edited 1 time in total.
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Susramanian
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Re: Getting Archy

#2 Post by Susramanian »

Inferno is most definitely an AoE worth casting. It's huge. Stand in a hallway, cast it in the center of a distant room, and watch everything in the room burn to death before they can even get to the doorway. Probability travel is big time fun, too. People have been going on about how amazing targeted phase door is, but I tell you this: once I get probability travel and enough mana to keep it up constantly, I almost never use phase door or teleport again.

They're both amazing spells, but their combination will do for an Archmage what that spider did for Peter Parker.

edge2054
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Re: Getting Archy

#3 Post by edge2054 »

I'd skip the invisibility spell and just keep a number of potions of invisibility around. Infinity kinder to your mana pool. Keep in mind though that either way you don't want to use a light and invisibility together.

Gwai
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Re: Getting Archy

#4 Post by Gwai »

I'd say that temporal can be pretty durn hot, if you want to base a mage around the mana that essence of speed costs. Fire mages can also be a lot of fun and I'd may try the meta school on my next fire mage just for the skill that allows you to have a hole in your spell for yourself.

Final Master
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Re: Getting Archy

#5 Post by Final Master »

Without being spoilery, I would say that yes, Stone Skin is very worth investing into. The armor bonus that it grants is almost ridiculous even at the power level you are now; plus it's very cheap in mana to sustain too!

Other than something awesome of wizardry the Staff o' Destruction will probably be your best weapon for pretty much the rest of the game. Congrats on the find by the way!

The category points generally go to either meta or temporal while boosting your favorite damage school (usually fire/air/arcane). Meta doesn't offer much unless you are hauling a large amount of AOE; whereas temporal can be a huge boon with EoS and the slow bolt as well.

I highly recommend going into regeneration and meta flow as they will really let you last in fights that you otherwise would had to flee from much much sooner.

As for game play tips, always sense and vision at the beginning of a level at when you move about halfway through the level. Information is what makes you live more than anything else. Rest when you can, always.

Congrats on your discoveries and adventure, and I hope you continue to have fun.
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paboperfecto
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Re: Getting Archy

#6 Post by paboperfecto »

For your first mage I would echo what was suggested above...probability travel + inferno is just too much fun to pass up. I usually end up putting my category points into fire at first...small jumps but if I'm going for a fire mage then I'm going all in.

Grey
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Re: Getting Archy

#7 Post by Grey »

Inferno and Probability Travel both seem very expensive for what they do. I hadn't realised Inferno was ranged though - might give it a chance some time. I assume its area of effect increases with talent points invested? And does Probability Travel need more than 1 point in it to properly enjoy its effects?

Are Regeneration and Manaflow really that useful when I have plenty of appropriate potions?

Looking at my talent trees, I have a few options on where to start pumping next, and I guess the higher fire spells seem a good choice. How do people rate the higher water spells?

I've seen some discussion elsewhere about ring-crafting through the Angwolen shop. Is this worth looking into? I've yet to see any particularly thrilling gems I must say. What are good ones to look out for?

Thanks for the tips, all. I'm off to Tol Falas now, though after that will have to stop playing for the weekend as I'm going to attempt the 4-Day Roguelike Challenge.
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Grey
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Re: Getting Archy

#8 Post by Grey »

Gyah! Little update - I just took on a very high level vault on Tol Falas 3. I killed a whole load of level 30-somethings, including some very nasty poisonous jellies and a particularly tricky dreadmaster. I was tempted to give up and return to the regular dungeon at several points, but the lure of loot was too strong.

And the final item I find in the depths of the videous vault of doom? A long scroll of magic mapping... Pah!

This dungeon seems intense and fun anyway. I like the little notes from this Master dude.
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ghostbuster
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Re: Getting Archy

#9 Post by ghostbuster »

Inferno is an absolute must and should be maxed. You can do with the most difficult places, even vaults, by casting inferno and hidding in a shelter with phase door just waiting until your foes are burnt to death. In the offensive spells, the only ones that I use are fireflash, lightning, manathrust, to stun your opponents freeze and flameshock and illuminate to blind them.

In the utility spells, I like feather wind; when maxed you are almost never hit by an archer. More useful than stone skin, IMHO. I try to almost never stand close to an opponent and the most dangerous for a mage are range attackers. And blur sight is generally a sufficient protection if an ennemy rushes to you.
I do not use probability travel. Fun, but very expensive and generally useless when you are facing a really tough opponent. Phase door is safer and can work even if you are not close to a wall.
I prefer to invest in essence of speed that gives you a noticiable advantage to most npc.
Metaflow is also worth when you are in a difficult battle and that you need to recast inferno or another spell with a long CD.

And I almost never invest in spell shaping. Sometimes useful, but not a priority if you mostly use long distance attacks.

For invisibility, it is useful in some places, but the toughest bosses, that are the only ones really dangerous for a mage, generally can see you...

Maxing heal is a life saver. More powerful than most potions for a high level char.

One last thing. I see that you do not have a spare weapon. You should wear a seconf staff, as the bonuses (spell power, crits, extra damage, etc) of both weapons are added.

Grey
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Re: Getting Archy

#10 Post by Grey »

Wow, feck, I need to get another cool staff then!

What's Essence of Speed like when maxed?
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ghostbuster
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Re: Getting Archy

#11 Post by ghostbuster »

Grey wrote: What's Essence of Speed like when maxed?
Not noticiable for movement, but you can more or less cast two spells, in the time that your opponents cast one. That is you can double your damage...

Repton
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Re: Getting Archy

#12 Post by Repton »

ghostbuster wrote:I do not use probability travel. Fun, but very expensive and generally useless when you are facing a really tough opponent.
Not really. If you can create this situation:

Code: Select all

  @#.
  .#.
  .#.
  .o.
where the 'o' is the boss you're trying to kill,

then you can kill it with flame/manathrust without ever being in danger.
One last thing. I see that you do not have a spare weapon. You should wear a seconf staff, as the bonuses (spell power, crits, extra damage, etc) of both weapons are added.
That's surely a bug, though..?

edge2054
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Re: Getting Archy

#13 Post by edge2054 »

ghostbuster wrote:
Grey wrote: What's Essence of Speed like when maxed?
Not noticiable for movement, but you can more or less cast two spells, in the time that your opponents cast one. That is you can double your damage...
Not quite.

For one global speed is everything, movement, casting, fighting etc.

For two it's 1.45 or so maxed out (on an archmage) meaning you go half again as fast (about) as you did before. (For every 2 actions you'd have taken before you're now taking about 3)

ghostbuster
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Re: Getting Archy

#14 Post by ghostbuster »

Repton wrote:
ghostbuster wrote:I do not use probability travel. Fun, but very expensive and generally useless when you are facing a really tough opponent.
Not really. If you can create this situation:

Code: Select all

  @#.
  .#.
  .#.
  .o.
where the 'o' is the boss you're trying to kill,

then you can kill it with flame/manathrust without ever being in danger.
Right. I do not say it is useless, but this situation is not the most likely. And every point you invest in PT cannot be invested in other talents that might be more useful in a battle.
One last thing. I see that you do not have a spare weapon. You should wear a seconf staff, as the bonuses (spell power, crits, extra damage, etc) of both weapons are added.
That's surely a bug, though..?
Maybe but it also makes sense that bonuses from every worn item count. And spare weapons are worn.

ghostbuster
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Re: Getting Archy

#15 Post by ghostbuster »

edge2054 wrote:
ghostbuster wrote:
Grey wrote: What's Essence of Speed like when maxed?
Not noticiable for movement, but you can more or less cast two spells, in the time that your opponents cast one. That is you can double your damage...
Not quite.

For one global speed is everything, movement, casting, fighting etc.

For two it's 1.45 or so maxed out (on an archmage) meaning you go half again as fast (about) as you did before. (For every 2 actions you'd have taken before you're now taking about 3)
OK, I though your action cost was reduced to 0.55. Anyway, you really have the impression that you can act twice faster. For instance, you can cast inferno and phase door without been injuring by your flames.

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