reize, lv15 archmage

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reize
Low Yeek
Posts: 7
Joined: Sun Jan 02, 2011 7:53 am

reize, lv15 archmage

#1 Post by reize »

Well, this is the part where i die most of the time, so hope can get some advice on items/skills etc

Code: Select all

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

Sex              : Female       STR:  8
Race             : Shalore      DEX:  11
Class            : Archmage     MAG:  43
Level            : 16           WIL:  47
Exp              : 6%           CUN:  12
Gold             : 310.45       CON:  13

Attack(Main Hand):  10          Life             :     204/204  Encumbrance      : 65/65
Damage(Main Hand):  37                                          Difficulty       : Hardcore
APR   (Main Hand):   4          Mana             :     184/210
Crit  (Main Hand):   4%         
Speed (Main Hand): 1.00         
                                
                                

Fatigue          : 0%           Spellpower       : 46
Armor            : 1            Spell Crit       : 7.6%
Defense          : 2.35         Spell Speed      : 1
Ranged Defense   : 2.35         

Arcane damage    : 10%
Fire damage      : 4%

Physical Save    : 5.25
Spell Save       : 22.5
Mental Save      : 14.75

All Resists:   0%
Physical Resist(cap):   5%( 70%)
Cold Resist(cap):  25%( 70%)
Nature Resist(cap):  10%( 70%)
Confusion Resistance:  30%
Blind Resistance:  30%
Stun Resistance:  30%

Number of NPC killed: 853
Most killed NPC: giant white rat (59)

  [Talents Chart]

 - Spell / Arcane                     (mastery 1.30)
    Arcane Power (class)              1/5
    Manathrust (class)                0/5
    Manaflow (class)                  0/5
    Disruption Shield (class)         0/5
 - Spell / Fire                       (mastery 1.30)
    Flame (class)                     5/5
    Flameshock (class)                1/5
    Fireflash (class)                 0/5
    Inferno (class)                   0/5
 - Spell / Earth                      (mastery 1.30)
    Stone Skin (class)                0/5
    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)                1/5
    Ice Storm (class)                 2/5
 - Spell / Air                        (mastery 1.30)
    Lightning (class)                 1/5
    Chain Lightning (class)           0/5
    Feather Wind (class)              0/5
    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)                1/5
    Displacement Shield (generic)     1/5
    Probability Travel (generic)      1/5
 - Spell / Divination                 (mastery 1.30)
    Keen Senses (generic)             0/5
    Arcane Eye (generic)              1/5
    Vision (generic)                  0/5
    Premonition (generic)             0/5
 - Spell / Nature                     (mastery 1.30)
    Regeneration (generic)            0/5
    Heal (generic)                    0/5
    Restoration (generic)             0/5
    Nature's Call (generic)           0/5

  [Inscriptions (3/3)]

Infusion: Wild
Infusion: Regeneration
Rune: Manasurge

  [Current Effects]

- Hymn of Perseverance
- Probability Travel
- Chant of Fortress

  [Completed Quests]

 -- Escort: lost anorithil (level 5 of Old Forest)
You successfully escorted the lost anorithil to the recall portal on level 5 of Old Forest.
As a reward you improved talent Hymn of Perseverance (+1 level(s)).
 -- Escort: lost warrior (level 2 of Ruins of Kor'Pul)
You failed to protect the lost warrior from death by skeleton mage.
 -- 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 Trollmire and vanquished the Bill the Troll.   
   * You have explored the ruins of Kor'Pul and vanquished the Shade.   
 -- Escort: lost sun paladin (level 4 of Old Forest)
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest.
As a reward you improved talent Chant of Fortress (+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 Trollmire, and talk to the local scryer. Maybe she can be of help.
 -- Escort: injured seer (level 2 of Old Forest)
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest.
As a reward you improved talent Arcane Eye (+1 level(s)).
 -- Escort: lone alchemist (level 1 of Old Forest)
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest.
As a reward you gained talent category Spell / Stone alchemy (at mastery 0.70).

  [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 on the eastern borders of the Thaloren forest.
   * You have explored the Old Forest and vanquished Wrathroot.   
   * You have explored the Maze and vanquished the Minotaur.   
   * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!   
   * You must explore the Daikara and find out what lurks there and what treasures are to be gained!   
 -- Sher'Tul Fortress
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.

  [Character Equipment]

 In main hand
a) yew staff (19-22.8 power, 4 apr, cold damage)
   Type: weapon / staff
19 Power [Range 1.20] (+100% Magic), 0 Attack, 4 Armor Penetration, Crit 3%
Damage type: cold
When wielded/worn:
Spellpower 3, Spell Crit 3%

 In off hand
 On fingers
b) copper ring of magic (+2)
   Type: jewelry / ring
When wielded/worn:
Increases stats: 2 Magic.

c) Vargh Redemption
   Type: jewelry / ring
When wielded/worn:
Increases stats: 4 Willpower,3 Constitution.
Increases resistances: 25% cold,10% nature.
Maximum mana 20
Maximum stamina 20
It can be used to summon a tidal wave, costing 60 power out of 60/60.
 Around neck
 Light source
d) 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
e) Vestments of the Conclave (0 def, 0 armor)
   Type: armor / cloth
When wielded/worn:
Increases stats: 3 Magic.
Increases damage type: 10% arcane.
Spellpower 0, Spell Crit 3%

 Cloak
f) cashmere cloak (2 def, 0 armor)
   Type: armor / cloak
When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0

 On head
 Around waist
g) rough leather belt of carrying
   Type: armor / belt
When wielded/worn:
Increases maximum encumberance: 11.

 On hands
h) cinder rough leather gloves of attack (0 def, 1 armor)
   Type: armor / hands
When wielded/worn:
Attack 11, Armor Penetration 0, Physical Crit 0%, Physical power 0
Armor 1, Defense 0, Ranged Defense 0
Increases damage type: 4% fire.

   Dropped by Bill the Stone Troll
 On feet
 Tool
 Quiver

  [Player Achievements]

'Level 10' was achieved for Got a character to level 10. At 2011-01-04 08:07:52

  [Character Inventory]

a) healing infusion [heal 66]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 66 life.

It can be used to inscribe your skin with the infusion..
b) healing infusion [heal 106]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 106 life.

It can be used to inscribe your skin with the infusion..
   Dropped by green ooze
c) regeneration infusion [heal 106 over 5 turns]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 106 life over 5 turns.

It can be used to inscribe your skin with the infusion..
d) wild infusion [resist 10%; cure physical, magical, poison]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of physical, magical, poison effects and reduce all damage taken by 10% for 4 turns.

It can be used to inscribe your skin with the infusion..
   Dropped by blue ooze
e) wild infusion [resist 17%; cure hex, magical, poison, curse]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of hex, magical, poison, curse effects and reduce all damage taken by 17% for 6 turns.

It can be used to inscribe your skin with the infusion..
f) wizard's wild infusion [resist 14%; cure hex, disease, mental, poison, physical]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of hex, disease, mental, poison, physical effects and reduce all damage taken by 14% for 5 turns.
Its effects scale with your Magic stat.

It can be used to inscribe your skin with the infusion..
g) shielding rune [absorb 50 for 4 turns]
   Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns.

It can be used to inscribe your skin with the rune..
h) copper amulet
   Type: jewelry / amulet

i) Orb of Scrying
   Type: jewelry / orb
When carried:
It can be used to use the orb, costing 1 power out of 1/1.
j) copper ring
   Type: jewelry / ring

   Dropped by minotaur
k) steel battleaxe 'Cyromina' (22.5-33.75 power, 2 apr)
   Type: weapon / battleaxe
22 Power [Range 1.50] (+120% Strength), 0 Attack, 2 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Spellpower 0, Spell Crit 11%

   Dropped by minotaur
l) Zubyrin the dwarven-steel dagger (19-24.7 power, 7 apr)
   Type: weapon / dagger
19 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 7 Armor Penetration, Crit 6%
Damage type: physical
When wielded/worn:
Increases stats: 2 Strength,6 Constitution.
Increases resistances: 4% physical.
Increases critical damage modifier: +2.00%.
Regenerates 0.40 stamina each turn.

   Dropped by thief
m) acidic steel dagger of accuracy (10.5-13.65 power, 6 apr)
   Type: weapon / dagger
10 Power [Range 1.30] (+45% Dexterity,+45% Strength), 4 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
Damage on strike(melee): 10 acid.

   Dropped by assassin
n) acidic steel dagger of accuracy (9.5-12.35 power, 6 apr)
   Type: weapon / dagger
9 Power [Range 1.30] (+45% Dexterity,+45% Strength), 5 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
Damage on strike(melee): 8 acid.

   Dropped by rogue
o) dwarven-steel dagger of accuracy (19.5-25.35 power, 7 apr)
   Type: weapon / dagger
19 Power [Range 1.30] (+45% Dexterity,+45% Strength), 2 Attack, 7 Armor Penetration, Crit 6%
Damage type: physical

   Dropped by bandit
p) dwarven-steel dagger of massacre (19-24.7 power, 7 apr)
   Type: weapon / dagger
19 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 7 Armor Penetration, Crit 6%
Damage type: physical
When wielded/worn:
Increases damage type: 13% physical.

   Dropped by thief
q) flaming steel dagger (8.5-11.05 power, 6 apr)
   Type: weapon / dagger
8 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
Damage on strike(melee): 8 fire.

   Dropped by thief
r) flaming steel dagger of accuracy (8.5-11.05 power, 6 apr)
   Type: weapon / dagger
8 Power [Range 1.30] (+45% Dexterity,+45% Strength), 2 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
Damage on strike(melee): 7 fire.

   Dropped by assassin
s) icy iron dagger of massacre (4.5-5.85 power, 5 apr)
   Type: weapon / dagger
4 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 5 Armor Penetration, Crit 4%
Damage type: physical
Damage on strike(melee): 4 ice.
When wielded/worn:
Increases damage type: 12% physical.

   Dropped by bandit
t) icy steel dagger of massacre (9.5-12.35 power, 6 apr)
   Type: weapon / dagger
9 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
Damage on strike(melee): 5 ice.
When wielded/worn:
Increases damage type: 14% physical.

   Dropped by bandit
u) shocking dwarven-steel dagger (17-22.1 power, 7 apr)
   Type: weapon / dagger
17 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 7 Armor Penetration, Crit 6%
Damage type: physical
Damage on strike(melee): 5 lightning.

   Dropped by bandit
v) shocking dwarven-steel dagger of massacre (17-22.1 power, 7 apr)
   Type: weapon / dagger
17 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 7 Armor Penetration, Crit 6%
Damage type: physical
Damage on strike(melee): 11 lightning.
When wielded/worn:
Increases damage type: 14% physical.

   Dropped by bandit
w) shocking steel dagger (8.5-11.05 power, 6 apr)
   Type: weapon / dagger
8 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
Damage on strike(melee): 6 lightning.

   Dropped by thief
x) steel dagger of massacre (10-13 power, 6 apr)
   Type: weapon / dagger
10 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Increases damage type: 14% physical.

   Dropped by rogue
y) steel dagger of massacre (10.5-13.65 power, 6 apr)
   Type: weapon / dagger
10 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Increases damage type: 10% physical.

   Dropped by thief
z) steel dagger of massacre (9.5-12.35 power, 6 apr)
   Type: weapon / dagger
9 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Increases damage type: 12% physical.

   Dropped by rogue
{) steel dagger of massacre (10-13 power, 6 apr)
   Type: weapon / dagger
10 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Increases damage type: 12% physical.

   Dropped by rogue
|) voratun dagger of accuracy (37.5-48.75 power, 9 apr)
   Type: weapon / dagger
37 Power [Range 1.30] (+45% Dexterity,+45% Strength), 9 Attack, 9 Armor Penetration, Crit 10%
Damage type: physical

   Dropped by bandit
}) voratun dagger of massacre (37.5-48.75 power, 9 apr)
   Type: weapon / dagger
37 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 9 Armor Penetration, Crit 10%
Damage type: physical
When wielded/worn:
Increases damage type: 8% physical.

   Dropped by thief
~) Eldoral Last Resort
   Type: weapon / sling
Firing range: 18
Default ammo(infinite):
36 Power [Range 1.20] (+70% Dexterity,+50% Cunning), 0 Attack, 3 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Increases stats: 4 Dexterity,3 Cunning.
Increases damage type: 15% physical.
Reduces talent cooldowns: Eye Shot (2),Steady Shot (1).

) 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%

€) blurring rough leather belt of resilience
   Type: armor / belt
When wielded/worn:
Armor 0, Defense 0, Ranged Defense 3
Increases stealth bonus: 6.
Maximum life 30

   Dropped by Wrathroot
?) dwarven-steel helm of constitution (+5) (0 def, 4 armor)
   Type: armor / head
When wielded/worn:
Armor 4, Defense 0, Ranged Defense 0
Fatigue 4%
Increases stats: 5 Constitution.

‚) shimmering cashmere wizard hat of cunning (+4) (2 def, 0 armor)
   Type: armor / head
When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
Increases stats: 4 Cunning.
Maximum mana 27

   Dropped by Minotaur of the Labyrinth
?) shimmering linen wizard hat of willpower (+3) (1 def, 0 armor)
   Type: armor / head
When wielded/worn:
Armor 0, Defense 1, Ranged Defense 0
Increases stats: 3 Willpower.
Maximum mana 13

   Dropped by Minotaur of the Labyrinth
„) Skin of Many (12 def, 6 armor)
   Type: armor / light
When wielded/worn:
Armor 6, Defense 12, Ranged Defense 0
Fatigue 7%
Increases stats: 4 Constitution.
Increases talent masteries: -0.20 Cunning / Stealth.
Maximum life 40
Infravision radius 6

   Dropped by rogue
…) 6 agate
   Type: gem / black
When wielded/worn:
Increases stats: 1 Constitution,1 Dexterity,1 Magic,1 Strength,1 Willpower,1 Cunning.
When used to imbue an object:
Increases stats: 1 Constitution,1 Dexterity,1 Magic,1 Strength,1 Willpower,1 Cunning.

†) aquamarine
   Type: gem / blue
When wielded/worn:
Increases resistances: 4% all.
When used to imbue an object:
Increases resistances: 4% all.

‡) 2 opal
   Type: gem / blue
When wielded/worn:
Increases stats: 2 Constitution,2 Dexterity,2 Magic,2 Strength,2 Willpower,2 Cunning.
When used to imbue an object:
Increases stats: 2 Constitution,2 Dexterity,2 Magic,2 Strength,2 Willpower,2 Cunning.

?) 2 topaz
   Type: gem / blue
When wielded/worn:
Armor 0, Defense 4, Ranged Defense 0
When used to imbue an object:
Armor 0, Defense 4, Ranged Defense 0

‰) emerald
   Type: gem / green
When wielded/worn:
Increases resistances: 6% all.
When used to imbue an object:
Increases resistances: 6% all.

Š) 2 spinel
   Type: gem / green
When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
When used to imbue an object:
Armor 0, Defense 2, Ranged Defense 0

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

   Dropped by Minotaur of the Labyrinth
?) 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 Bill the Stone Troll
?) ash wand of conjuration (7/7)
   Type: wand / wand
It can be used to fire a bolt of a random element, with 7 charges out of 7.
Ž) ash wand of flames (7/7)
   Type: wand / wand
It can be used to fire a beam of fire, with 7 charges out of 7.
   Dropped by assassin
?) 2 quartz
   Type: gem / white
When wielded/worn:
Increases stun immunity: 30%.
When used to imbue an object:
Increases stun immunity: 30%.

?) ametrine
   Type: gem / yellow
When wielded/worn:
Increases damage type: 2% all.
When used to imbue an object:
Increases damage type: 2% all.

‘) 3 citrine
   Type: gem / yellow
When wielded/worn:
Light radius 1
When used to imbue an object:
Light radius 1

’) 2 zircon
   Type: gem / yellow
When wielded/worn:
Increases resistances: 2% all.
When used to imbue an object:
Increases resistances: 2% all.

   Dropped by forest troll

  [Last Messages]

Talent Freeze is ready to use.
Talent Flame is ready to use.
Reize hits white jelly for 32.75 cold damage.
White jelly hits Reize for 21.71 physical damage.
Reize hits white jelly for 9.16 light damage.
Reize hits white jelly for 12.80 darkness damage.
Reize hits white jelly for 32.75 cold damage.
Reize casts Flame.
Reize hits white jelly for 96.45 fire damage.
White jelly is on fire!
Reize hits white jelly for 32.75 cold damage.
Reize killed white jelly!
You pickup 0.50 gold pieces.
Talent Flame is ready to use.
Reize casts Rune: Manasurge.
Reize starts to surge mana.
Resting starts...
Reize stops surging mana.
Talent Ice Storm is ready to use.
Talent Rune: Manasurge is ready to use.
Rested for 50 turns (stop reason: all resources and life at maximum).
White wolf howls
Reize casts Freeze.
Reize hits white wolf for 0.00 cold damage.
White wolf is encased in ice!
Reize casts Flame.
Reize hits white wolf for 125.39 fire damage.
White wolf is on fire!
Reize hits white wolf for 41.80 fire damage.
Reize hits white wolf for 41.80 fire damage.
Reize hits white wolf for 41.80 fire damage.
White wolf is free from the ice.
Talent Flame is ready to use.
Reize casts Flame.
Reize hits white wolf for 144.68 fire damage.
Reize killed white wolf!
Talent Freeze is ready to use.
Talent Flame is ready to use.
There is more than one object lying here.
There is a teleporting circle to the surface here (press '<', '>' or right click to use).

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: reize, lv15 archmage

#2 Post by Grey »

My biggest piece of advice is raise your Consitution score as much as possible. You won't survive long with only 200 HP.

Go to Last Hope (the big city in the south-east) and pay the weapons dealer for combat training. Get a point into Heavy Armour so you can equip metal helms, boots and gauntlets. Shop around for some better equipment too, and some good runes/infusions.

Have you seen the apprentice mage and gotten his quest? If not then do that now. Buy an onyx from the gem store in Derth and a buy a gold ring in the jewellry store in the mage's town, and pay the jeweller to combine the two. An onyx ring will give you +3 to all stat - better than the +2 magic ring you have at the moment.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Taxorgian
Archmage
Posts: 300
Joined: Mon May 17, 2010 11:56 am

Re: reize, lv15 archmage

#3 Post by Taxorgian »

What are you doing with all of your class and generic points? You should have a whole bunch not allocated given the list you have provided. I'd want Manathrust at least 3/5 (for beaming) and probably lightning and chain lightning (although there are other builds that also work well).

reize
Low Yeek
Posts: 7
Joined: Sun Jan 02, 2011 7:53 am

Re: reize, lv15 archmage

#4 Post by reize »

Taxorgian wrote:What are you doing with all of your class and generic points? You should have a whole bunch not allocated given the list you have provided. I'd want Manathrust at least 3/5 (for beaming) and probably lightning and chain lightning (although there are other builds that also work well).
Yes, I placed them into Water tree.. but i died from suffocation in the sand dungeon, sigh

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: reize, lv15 archmage

#5 Post by Grey »

Is she? I've never had any trouble with her. The new gravity worms and gigantic tunnelers are a huge threat though.

Level 15 is fine for doing the sandy place as long as you have enough HP and multiple teleport sources (preferably a wand and rune).
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

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