My strongest archmage yet?

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Gwai
Sher'Tul
Posts: 1091
Joined: Wed Apr 27, 2005 1:55 pm

My strongest archmage yet?

#1 Post by Gwai »

This isn't my furthest advanced archmage ever as I've killed a few in the prides. Still, this one feels like by far my strongest. Interested in what people think. Will post at least one update.


[Tome 4.00 @ http://www.te4.org Character Dump]

Sex : Male STR: 12
Race : Shalore DEX: 13
Class : Archmage MAG: 68
Level : 25 WIL: 34
Exp : 2% CUN: 14
Gold : 1286.86 CON: 57

Attack(Main Hand): 2 Life : 744/744 Encumbrance : 116/123
Damage(Main Hand): 60 Difficulty : Normal
APR (Main Hand): 4 Mana : 258/258
Crit (Main Hand): 13%
Speed (Main Hand): 1.00



Fatigue : 9% Spellpower : 101
Armor : 31.541305087831Spell Crit : 12.2%
Defense : 4.05 Spell Speed : 1
Ranged Defense : 20.986896044643

Fire damage : 4%

Physical Save : 78.589941225472
Spell Save : 81.839941225472
Mental Save : 12

All Resists: 0%
Cold Resist(cap): 12%( 70%)
Blight Resist(cap): 38%( 70%)
Blind Resistance: 50%
Disarm Resistance: 30%
Pinning Resistance: 30%
Stun Resistance: 30%
Knockback Resistance: 30%

Number of NPC killed: 1841
Most killed NPC: skeleton warrior (111)

[Talents Chart]

- Technique / Combat training (mastery 1.00)
Heavy Armour Training (generic) 1/5
Massive Armour Training (generic) 0/5
Health (generic) 5/5
Weapon Combat (generic) 0/10
Weapons Mastery (generic) 0/10
Knife Mastery (generic) 0/10
- Spell / Arcane (mastery 1.30)
Arcane Power (class) 5/5
Manathrust (class) 5/5
Manaflow (class) 0/5
Disruption Shield (class) 0/5
- Spell / Fire (mastery 1.30)
Flame (class) 5/5
Flameshock (class) 3/5
Fireflash (class) 1/5
Inferno (class) 1/5
- Spell / Earth (mastery 1.30)
Stone Skin (class) 4/5
Dig (class) 0/5
Strike (class) 0/5
Stone Wall (class) 0/5
- Spell / Water (mastery 1.30)
Corrosive Vapour (class) 1/5
Freeze (class) 1/5
Tidal Wave (class) 3/5
Ice Storm (class) 3/5
- Spell / Air (mastery 1.30)
Lightning (class) 1/5
Chain Lightning (class) 1/5
Feather Wind (class) 1/5
Thunderstorm (class) 0/5
- Spell / Phantasm (mastery 1.30)
Illuminate (class) 0/5
Blur Sight (class) 0/5
Phantasmal Shield (class) 0/5
Invisibility (class) 0/5
- Spell / Conveyance (mastery 1.30)
Phase Door (generic) 1/5
Teleport (generic) 4/5
Displacement Shield (generic) 0/5
Probability Travel (generic) 0/5
- Spell / Divination (mastery 1.30)
Keen Senses (generic) 1/5
Arcane Eye (generic) 1/5
Vision (generic) 1/5
Premonition (generic) 0/5
- Spell / Nature (mastery 1.30)
Regeneration (generic) 1/5
Heal (generic) 4/5
Restoration (generic) 0/5
Nature's Call (generic) 0/5
- Spell / Stone alchemy (mastery 0.70)
Extract Gems (generic) 1/5
Imbue Item (generic) 3/5
Gem Portal (generic) 0/5
Stone Touch (generic) 0/5

[Current Effects]

- Feather Wind
- Arcane Power
- Stone Skin
- Chant of Fortitude

[Completed Quests]

-- 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.
* 11/10
-- A mysterious staff
Deep in the tower of Tol Falas you fought and destroyed the Master, a powerful vampire.
On your way out of Tol Falas you were ambushed by a band of orcs.
They asked about the staff.
-- Escort: lost sun paladin (level 1 of Tol Falas)
You successfully escorted the lost sun paladin to the recall portal on level 1 of Tol Falas.
As a reward you improved talent Chant of Fortitude (+1 level(s)).
-- 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 south west.
* You have learned the real threat comes from a rogue archmage, a Tempest: Urkis. The mages of Angolwen are ready to teleport you there.
-- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.
-- The Island of Dread
You have heard that near the Charred Scar, to the south, lies the ruined tower of Tol Falas.
There are disturbing rumors of greater undeads and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!
-- The beast within
You met an half mad lumberjack fleeing a small village, rambling about untold horrors lurking there, slaughtering people.
3 lumberjacks have died.
-- Escort: lone alchemist (level 2 of Ruins of Kor'Pul)
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul.
As a reward you gained talent category Spell / Stone alchemy (at mastery 0.70).
-- Escort: repented thief (level 2 of Tol Falas)
You failed to protect the repented thief from death by Gwai.
-- Escort: lost warrior (level 2 of Old Forest)
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest.
As a reward you improved Constitution by +1.
-- Escort: lost sun paladin (level 3 of Trollshaws)
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollshaws.
As a reward you improved talent Chant of Fortitude (+1 level(s)).
-- Escort: lone alchemist (level 3 of Tol Falas)
You successfully escorted the lone alchemist to the recall portal on level 3 of Tol Falas.
As a reward you improved Magic by +2.
-- Escort: repented thief (level 7 of Old Forest)
You successfully escorted the repented thief to the recall portal on level 7 of Old Forest.
As a reward you improved talent Heightened Senses (+1 level(s)).
-- Escort: lone alchemist (level 5 of Old Forest)
You successfully escorted the lone alchemist to the recall portal on level 5 of Old Forest.
As a reward you improved talent Imbue Item (+1 level(s)).
-- 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 Trollshaws, and talk to the local scryer, maybe she can be of help.
-- Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul.
As a reward you improved talent Chant of Fortitude (+1 level(s)).
-- Of trolls and damp caves
Explore the caves below the ruins of Kor'Pul and the Trollshaws in search of treasure and glory!

* You have explored the ruins of Kor'Pul and vanquished the Shade.
* You have explored the Trollshaws and vanquished the Bill the Stone Troll.

[Active Quests]

-- 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 to 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 must explore the Daikara and find out what lurks there and what treasures are to be gained!
-- 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 did not venture in the old halls for many years.

[Character Equipment]

In main hand
a) Penitence (10-12 power, 4 apr, arcane damage)
Type: weapon / staff
10 Power [Range 1.20] (+120% Magic), 0 Attack, 4 Armor Penetration, Crit 0%
Damage type: arcane
When wielded/worn:
Increases resistances: 30% blight.
Spellpower 15, Spell Crit 10%
It can be used to cure diseases, costing 50 power out of 60/60.
In off hand
On fingers
b) gold ring of constitution (+7)
Type: jewelry / ring
When wielded/worn:
Increases stats: 7 Constitution.

c) gold ring of magic (+5)
Type: jewelry / ring
When wielded/worn:
Increases stats: 5 Magic.

Around neck
d) vitalizing gold amulet
Type: jewelry / amulet
When wielded/worn:
Increases stats: 5 Constitution.
Increases resistances: 8% blight.
Increases physical save: 5.
Regenerates 0.60 hitpoints each turn.
Maximum life 47
Maximum stamina 20

Light source
e) scorching brass lantern of clear sight
Type: lite / lite
When wielded/worn:
Damage when hit: 4 fire.
Increases blindness immunity: 50%.
Light radius 2

Main armor
f) troll-hide rough leather armour of cold resistance (opal) (1 def, 2 armor)
Type: armor / light
When wielded/worn:
Armor 2, Defense 1, Ranged Defense 0
Fatigue 6%
Increases stats: 2 Constitution,2 Dexterity,2 Magic,2 Strength,2 Willpower,2 Cunning.
Increases resistances: 12% cold.
Regenerates 1.80 hitpoints each turn.

Dropped by thief
Cloak
g) plush linen cloak of Iron Throne (1 def, 6 armor)
Type: armor / cloak
When wielded/worn:
Armor 6, Defense 1, Ranged Defense 0
Increases stats: 2 Strength,2 Constitution.

Dropped by The Shade
On head
h) linen wizard hat 'Eilinadawen' (1 def, 0 armor)
Type: armor / head
When wielded/worn:
Armor 0, Defense 1, Ranged Defense 0
Increases stats: 4 Magic.
Increases critical damage modifier: +12%.

Around waist
i) rough leather belt 'Aremithra'
Type: armor / belt
When wielded/worn:
Damage on hit(melee): 18 acid,3 fire.
Increases damage type: 4% fire.

On hands
j) Gloves of the Firm Hand (0 def, 0 armor)
Type: armor / hands
When wielded/worn:
Increases stats: 4 Constitution.
Increases disarm immunity: 30%.
Increases stun immunity: 30%.
Increases knockback immunity: 30%.

On feet
k) Ivukira (0 def, 3 armor)
Type: armor / feet
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 11%, Physical power 3
Armor 3, Defense 0, Ranged Defense 0
Fatigue 3%
Increases stats: 2 Constitution.
Increases pinning immunity: 30%.

Tool
l) iron pickaxe of the badger (dig speed 19 turns)
Type: tool / digger
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
Quiver

[Player Achievements]

'A dangerous secret' was achieved for Found the mysterious staff and told Last Hope about it. At 2010-12-06 22:25:05
'Curse Lifter' was achieved for Killed Ben Cruthdar the Cursed. At 2010-12-03 10:34:12
'Exterminator' was achieved for Killed 1000 creatures At 2010-12-03 16:49:43
'Eye of the storm' was achieved for Freed Derth from the onslaught of the mad Tempest, Urkis. At 2010-12-03 18:42:45
'Level 10' was achieved for Got a character to level 10. At 2010-12-03 11:41:17
'Level 20' was achieved for Got a character to level 20. At 2010-12-03 19:24:51
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2010-12-03 10:31:15
'Size matters' was achieved for Do over 600 damage in one attack At 2010-12-03 15:43:22
'Treasure Hunter' was achieved for Amass 1000 gold pieces. At 2010-12-06 21:10:34
'Unstoppable' was achieved for Has returned from the dead. At 2010-12-03 16:43:34
'Vampire crusher' was achieved for Destroyed the Master in its lair of Tol Falas. At 2010-12-06 22:18:30

[Character Inventory]

a) duelist's regeneration infusion
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 404 life over 5 turns.
Its effects scale with your Dexterity stat.

It can be used to inscribe your skin with the infusion..
Dropped by ghoul
b) Orb of Scrying
Type: jewelry / orb
When carried:
It can be used to use the orb, costing 1 power out of 1/1.
c) copper ring of fire resistance (+22%)
Type: jewelry / ring
When wielded/worn:
Increases resistances: 22% fire.

Dropped by ghoul
d) gold ring of spell save
Type: jewelry / ring
When wielded/worn:
Increases spell save: 9.

Dropped by skeleton warrior
e) gold ring of strength (+4)
Type: jewelry / ring
When wielded/worn:
Increases stats: 4 Strength.

f) shocking dwarven-steel battleaxe (30-45 power, 2 apr)
Type: weapon / battleaxe
30 Power [Range 1.50] (+120% Strength), 0 Attack, 2 Armor Penetration, Crit 6%
Damage type: physical
Damage on strike(melee): 10 lightning.

Dropped by stone troll
g) Moon (24-31.2 power, 15 apr)
Type: weapon / dagger
24 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 15 Armor Penetration, Crit 5%
Damage type: physical
Damage on strike(melee): 20 darkness.
When wielded/worn:
Increases damage type: 5% darkness.
Light radius -1

h) dwarven-steel dagger of accuracy (20.5-26.65 power, 7 apr)
Type: weapon / dagger
20 Power [Range 1.30] (+45% Dexterity,+45% Strength), 10 Attack, 7 Armor Penetration, Crit 6%
Damage type: physical

Dropped by forest wight
i) phase dwarven-steel dagger (15.5-20.15 power, 8 apr)
Type: weapon / dagger
15 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 8 Armor Penetration, Crit 6%
Damage type: physical

Dropped by bandit
j) phase dwarven-steel dagger of accuracy (15.5-20.15 power, 14 apr)
Type: weapon / dagger
15 Power [Range 1.30] (+45% Dexterity,+45% Strength), 8 Attack, 14 Armor Penetration, Crit 6%
Damage type: physical

Dropped by The Master
k) phase steel dagger (9-11.7 power, 9 apr)
Type: weapon / dagger
9 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 9 Armor Penetration, Crit 5%
Damage type: physical

Dropped by bandit lord
l) phase dwarven-steel greatsword (39-62.4 power, 8 apr)
Type: weapon / greatsword
39 Power [Range 1.60] (+120% Strength), 0 Attack, 8 Armor Penetration, Crit 3%
Damage type: physical

Dropped by degenerated skeleton warrior
m) poisonous dwarven-steel greatsword (37-59.2 power, 2 apr)
Type: weapon / greatsword
37 Power [Range 1.60] (+120% Strength), 0 Attack, 2 Armor Penetration, Crit 3%
Damage type: physical
Damage on strike(melee): 26 poison.

Dropped by skeleton warrior
n) poisonous dwarven-steel greatsword of torment (34.5-55.2 power, 2 apr)
Type: weapon / greatsword
34 Power [Range 1.60] (+120% Strength), 0 Attack, 2 Armor Penetration, Crit 3%
Damage type: physical
Special effect on hit: 10% chance to torment the target
Damage on strike(melee): 20 poison.

Dropped by The Master
o) elven-wood longbow of power
Type: weapon / longbow
0 Power [Range 1.10] (), 0 Attack, 9 Armor Penetration, Crit 0%
Damage type: physical
Firing range: 15
Default ammo(infinite):
43 Power [Range 1.40] (+70% Dexterity,+50% Strength), 0 Attack, 14 Armor Penetration, Crit 2%
Damage type: physical

Dropped by skeleton archer
p) acidic dwarven-steel longsword of accuracy (22.5-31.5 power, 4 apr)
Type: weapon / longsword
22 Power [Range 1.40] (+100% Strength), 5 Attack, 4 Armor Penetration, Crit 3%
Damage type: physical
Damage on strike(melee): 13 acid.

Dropped by armoured skeleton warrior
q) slime-covered dwarven-steel mace of accuracy (24.5-34.3 power, 4 apr)
Type: weapon / mace
24 Power [Range 1.40] (+100% Strength), 7 Attack, 4 Armor Penetration, Crit 1%
Damage type: physical
Damage on strike(melee): 20 slime.

Dropped by The Master
r) Cyralaith
Type: armor / belt
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 1
Increases stats: 3 Strength.
Increases maximum encumberance: 10.
Increases physical save: 6.

s) Mighty Girdle
Type: armor / belt
When wielded/worn:
Armor 4, Defense 0, Ranged Defense 0
Increases maximum encumberance: 70.
Increases knockback immunity: 40%.

t) hardened leather belt of the titan
Type: armor / belt
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 5

Dropped by black ooze
u) thick cashmere cloak of Iron Throne (2 def, 0 armor)
Type: armor / cloak
When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
Increases stats: 2 Strength,2 Constitution.
Increases resistances: 14% cold.

Dropped by ghast
v) Spider-Silk Robe of Spydr?« (10 def, 10 armor)
Type: armor / cloth
When wielded/worn:
Armor 10, Defense 10, Ranged Defense 0
Increases stats: 4 Constitution,-2 Willpower.
Damage when hit: 20 poison.
Increases resistances: 30% nature.
Increases physical save: 10.
Increases spell save: 10.

w) cashmere robe of cold resistance (2 def, 0 armor)
Type: armor / cloth
When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
Increases resistances: 17% cold.

x) slimy cashmere robe (2 def, 0 armor)
Type: armor / cloth
When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
Damage when hit: 5 slime.

y) slimy woollen robe of acid resistance (0 def, 0 armor)
Type: armor / cloth
When wielded/worn:
Damage when hit: 4 slime.
Increases resistances: 13% acid.

Dropped by Urkis, the High Tempest
z) slimy woollen robe of fire resistance (0 def, 0 armor)
Type: armor / cloth
When wielded/worn:
Damage when hit: 4 slime.
Increases resistances: 13% fire.

Dropped by Wrathroot
{) Budur the Rainusher (0 def, 3 armor)
Type: armor / feet
When wielded/worn:
Armor 3, Defense 0, Ranged Defense 0
Fatigue 3%
Damage on hit(melee): 36 cold.
Increases resistances: 21% cold.
Increases damage type: 16% cold.

|) pair of dwarven-steel boots of phasing (0 def, 4 armor)
Type: armor / feet
When wielded/worn:
Armor 4, Defense 0, Ranged Defense 0
Fatigue 3%
It can be used to blink to a nearby random location, costing 35 power out of 60/60.
Dropped by forest wight
}) stealthy pair of hardened leather boots of phasing (0 def, 3 armor)
Type: armor / feet
When wielded/worn:
Armor 3, Defense 0, Ranged Defense 0
Fatigue 3%
Increases stealth bonus: 8.
It can be used to blink to a nearby random location, costing 35 power out of 60/60.
~) hardened leather cap of constitution (+4) (0 def, 3 armor)
Type: armor / head
When wielded/worn:
Armor 3, Defense 0, Ranged Defense 0
Fatigue 3%
Increases stats: 4 Constitution.

Dropped by ghoul
) rough leather cap of strength (+3) (0 def, 1 armor)
Type: armor / head
When wielded/worn:
Armor 1, Defense 0, Ranged Defense 0
Fatigue 1%
Increases stats: 3 Strength.

Dropped by cutpurse
€) shaloran rough leather cap (0 def, 1 armor)
Type: armor / head
When wielded/worn:
Armor 1, Defense 0, Ranged Defense 0
Fatigue 1%
Increases stats: 1 Willpower.
Increases stun immunity: 20%.

?) insulating hardened leather armour of fire resistance (3 def, 6 armor)
Type: armor / light
When wielded/worn:
Armor 6, Defense 3, Ranged Defense 0
Fatigue 8%
Increases resistances: 29% fire,7% cold.

Dropped by The Master
‚) 178 acidic yew arrow (36.5-51.1 power, 10 apr)
Type: ammo / arrow
36 Power [Range 1.40] (+70% Dexterity,+50% Strength), 0 Attack, 10 Armor Penetration, Crit 2%
Damage type: physical
When wielded/worn:
Damage on hit(ranged): 12 acid.

Dropped by skeleton archer
?) 134 icy ash arrow (17.5-24.5 power, 7 apr)
Type: ammo / arrow
17 Power [Range 1.40] (+70% Dexterity,+50% Strength), 0 Attack, 7 Armor Penetration, Crit 1%
Damage type: physical
When wielded/worn:
Damage on hit(ranged): 7 ice.

Dropped by skeleton archer
„) 150 shocking yew arrow (33-46.2 power, 10 apr)
Type: ammo / arrow
33 Power [Range 1.40] (+70% Dexterity,+50% Strength), 0 Attack, 10 Armor Penetration, Crit 2%
Damage type: physical
When wielded/worn:
Damage on hit(ranged): 13 lightning.

Dropped by skeleton master archer
…) 143 slime-covered elven-wood arrow (40-56 power, 14 apr)
Type: ammo / arrow
40 Power [Range 1.40] (+70% Dexterity,+50% Strength), 0 Attack, 14 Armor Penetration, Crit 2%
Damage type: physical
When wielded/worn:
Damage on hit(ranged): 27 slime.

Dropped by skeleton archer
†) 131 yew arrow of the wind (32.5-45.5 power, 10 apr)
Type: ammo / arrow
32 Power [Range 1.40] (+70% Dexterity,+50% Strength), 6 Attack, 10 Armor Penetration, Crit 2%
Damage type: physical
Increase travel speed by 200%

Dropped by skeleton archer
‡) onyx
Type: gem / black
When used to imbue an object:
Increases stats: 3 Constitution,3 Dexterity,3 Magic,3 Strength,3 Willpower,3 Cunning.

Dropped by black ooze
?) opal
Type: gem / blue
When used to imbue an object:
Increases stats: 2 Constitution,2 Dexterity,2 Magic,2 Strength,2 Willpower,2 Cunning.

Dropped by ghoulking
‰) 3 emerald
Type: gem / green
When used to imbue an object:
Increases resistances: 6% all.

Dropped by ghast
Š) bloodstone
Type: gem / red
When used to imbue an object:
Increases stun immunity: 60%.

‹) 2 garnets
Type: gem / red
When used to imbue an object:
Increases damage type: 6% all.

?) Rod of Recall (1/1)
Type: wand / wand
It can be used to recall the user to the worldmap, costing 1000 power out of 1000/1000.
Dropped by Urkis, the High Tempest

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: My strongest archmage yet?

#2 Post by greycat »

I'd use an onyx or quartz ring in place of the +5 magic one. That +30% stun resistance you're running with just isn't enough, so probably quartz until you find something else with higher stun resistance in another slot.

If you're in unpatched 15b, that +12% critical damage modifier on your hat is quite broken (in your favor), and will cause tremendously powerful critical hits on spells. There's a bug fix for it.

The Stone Alchemy thing is an interesting choice. I'm not sure I'd've spent 4 generic points just for an opal on your body armor, but I suppose Archmagi don't really suffer from a lack of generic points.

Gwai
Sher'Tul
Posts: 1091
Joined: Wed Apr 27, 2005 1:55 pm

Re: My strongest archmage yet?

#3 Post by Gwai »

greycat, does it make a difference that I have a movement infusion? (And that's a real question. I have a bloodopal and have wondered if I should be using it instead. However, I headed east before you spoke, so it may have to wait for a bit now.

Re: stone alchemy, if it helps I only put three points in because I got another alchemist later. But yes, more than necessary. Still, I just didn't feel I had anything way better to spend on. Been hoping for an anorithil. I would have put some points into that tune of theirs that gives stun res. But not seen one this whole game.

Gwai
Sher'Tul
Posts: 1091
Joined: Wed Apr 27, 2005 1:55 pm

Re: My strongest archmage yet?

#4 Post by Gwai »

Eh, killed in two turns by a greater multi-hued wyrm. Only three turns after I stepped into the pride too.

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: My strongest archmage yet?

#5 Post by greycat »

Sorry to hear that. Was it a death by being Frozen, or were you just utterly destroyed by elemental damage attacks?

I've never used a movement infusion. I don't know how feasible it would be to run around without stun resistance, just triggering the infusion whenever you think you're about to face someone with a Freeze spell... I wouldn't care to try it, but I honestly don't know how well or poorly it would work for someone who's inclined to play it that way.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: My strongest archmage yet?

#6 Post by Sirrocco »

Movement infusion strikes me rather like potion of free action was. It's something that you use as a stopgap until you can get something better.

Gwai
Sher'Tul
Posts: 1091
Joined: Wed Apr 27, 2005 1:55 pm

Re: My strongest archmage yet?

#7 Post by Gwai »

greycat wrote:Sorry to hear that. Was it a death by being Frozen, or were you just utterly destroyed by elemental damage attacks?
Oddly enough just utterly destroyed by elemental damage attacks. I had put my infusion on, so I was safe from frozen, but I wasn't safe from getting 350 damage from fire and 400 or so from cold. (Had 780 hp or so)
Looking back, I clearly should have healed in between his shots, but I didn't want to use up my heal when I still had half my hit points and I rather felt that if I didn't do some damage the battle wasn't going to end.

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: My strongest archmage yet?

#8 Post by Final Master »

Haha, reminds me of the old *band scenarios of 'Surely not ALL the Z are going to breathe this turn...'
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

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