An example ghoul archmage run: https://www.youtube.com/playlist?list=P ... eWp1_APVOY
CharacterSheet: https://te4.org/characters/101395/tome/ ... 7c13284875
There are some of other several successful runs, which are not played in English:
https://te4.org/characters/101395/tome/ ... 6a02ebeb9b
https://te4.org/characters/101395/tome/ ... 7c77e9c2de
Why choose the occult technomancer?
- Metaphasic Spin provides a lot of stats: ~60 spellpower, ~12% spell crit and ~5 mana regen. Besides, it provides a new equipment slot for steamsaw.
- Arcane Dynamo also provides ~50 spellpower at max steam(note that Metaphasic Spin costs 10 max steam).
- Free unlock of Physics and free points in this talent tree. Enough to make most important tinkers. Mana coil is extremely powerful, providing another 5 mana regen and 25% chance to trigger Lightning.
- Reality Breach has very high damage output, applies Congeal Time to enemies (reduce global speed & projectile speed), and also destroys all projectiles on path, protecting you from Archers , Skirmishers, Corruptors, Gunslingers, Annihilators...
It is recommended to use Select Escorts addon to gain Precognition in tier 1 zone, otherwise you might want to restart the game several times to get it. It might be possible to go without tracking talent, but I would not try this.
It is even possible to unlock Survival or Chronomancy tree for track, and not abuse the Select Escorts addon, but I haven't try yet.
You may also want Stone Alchemy or Chants, but it is ok to run without these trees.
Recommended Races
Orge and Ghoul. Cornac is ok but less powerful.
Orge can use Writ Large to double the cooldown speed of runes, mostly for Stormshield Rune, and Writ Large is affected by spell cooldown reduction, which is crazy. In late game when you have 60% spell cooldown reduction, Writ Large will have 10 cd and 10 dur.
Ghoul can cap any damage at 50% of your max life, making all shields much more durable.
Cornac can have more class points to use Spiderbot Shield, but is somewhat weaker than these two races.
Stats
Mag > Wil > Cun/ Dex/ Con
Mag for spellpower, Wil for max mana, Cun for spell crit, Dex for crit shrug and Con for max life & healing factor.
Defenses
Invisible
Invisiblity is very powerful in current version. Most monsters do not have see invisible, and randbosses cannot learn Heightened Senses now. There are only a few classes that may provide see invisible: Shadowblade, Cursed, Temporal Warden, Archmage, Anorithil and Annihilator. Therefore, invisibility is a solid defense tool for most monsters. Many talents requiring target will be very likely to hit empty ground, and weapon attacks will have an additional 2/3 chance to miss.
Mirror Image
Mirror Image is an extremely tanky unit which constantly taunting others. It can never take more than 1 damage per creature per turn, and can last very long. Besides, it can also duplicate your spells (if you target at the monster), and even Disperse Magic can be dupilcated. Note that if you don't want to waste the life of Mirror Image, cast your spell while targeting ground or wall.
Damage Shields
Archmage have many shields: Time Shield, Disruption Shield, Displacement Shield and Arcane Shield. Arcane Shield can provide 3k~5k shield at end game. Other shields cannot crit, but have longer duration, cannot be affected by damage shield penetrate, and serves as a backup defense. If you're Ghoul, then all the shield will become significantly more durable.
Stormshield Rune
This is one of the most powerful defenses for Archmage, especially if you're Orge. The lowest cooldown of stormshield is 12, and this will be reduced by spell cooldown reduction. With ~60% cdr and Writ Large, you'll have 3 cd stormshields, which is just crazy.
Dig
Archmage can use Pulverizing Auger to dig walls, within a few turns it will make a part of solid walls into a maze. It is very hard for an Archmage to be surrounded by foes in a map with many diggable tiles. In sandworm lair you may even use sand to bury foes.
Note: you can use Probability Travel to pass through walls, which means you'll have great mobility in your digged area.
Stone Wall
The traditional defense talent, Stone Wall, although has been greatly nerfed, can still serve as an emergency button. Most monster do not have the ability to destroy walls or pass through walls. With ~60% cdr and ~144 spellpower, Stone Wall will have 24 dur and 24 cd. It is possible to reach that high spellpower in end game.
Note: Galen's Flowing Robe can be abused to refresh Stone Wall, you just need to cast short cd beams inside the wall and let the 10% chance to trigger.
Disable
Archmage's normal disable talents are somewhat similar: stun, blind, freeze, knockback, all checking physical save and need to pass immunity. Congeal Time checks spell save, but has short range and slow speed, and is fully overlapped by Reality Breach. Aether Beam has silence, but comes with 25% trigger chance and is very unreliable.
Time Prison and Stone Wall can be used as single target disable talent, and passes immunity check. Stone Wall even passes saves, but it might be a waste to use Stone Wall this way except final boss fight.
It is highly recommended to have a cap of sanctity circle, it provides silence immunity and applies silence to foes (spellpower vs mental save). Besides, Stone Touch is also very powerful.
Rune of Acid Wave and Biting Gale can also disable enemies, work better if you're Ogre.
Attack
Archmage has many damaging spells, almost every class tree provides some damage. It is important to learn corner snipe talents, in early game you should choose Fireflash or Glacial Vapour. They can deal damage without seeing the enemies, making it much more safer.
Energy Alteration makes it easy to unify damage type, thus Archmage can make full use of all types of damage spells and the damage inc/respen stats in all equipment.
Mana Coil provides 25% chance to trigger lv 5 lightning, which is actually lv 6.5. Telos's Staff (Bottom Half) can also attach Mana Coil, providing another 25% proc chance, and is possible to trigger twice. Note that spell on-hit is triggered by damage instances, and Energy Alteration with less than 100% rate will double your damage instances. Thunderstorm can also trigger spell, and is worth sustaining.
In madness, some enemies may have extremely high crit shrug, and there are several ways to bypass this attribute:
- Map effects and debuffs bypass crit shrug
- Projectile that takes longer time than your turn to fly bypasses crit shrug
- Arcane Amplification Drone bypasses crit shrug
Core Class Talents:
- Time 1, 2-4, 1, 3-5 Time Shield is good, and Essence of Speed is still important.
- Phantasm 1/3, 1, 1, 2-4 Invisibility and Mirror Image should be learnt as soon as possible.
- Meta 3, 5, 1-4, 0/4 Spellcraft should be learnt as soon as possible after unlock at lv 20.
- Stone 2-4, 1, 1, 1/4/5 Dig is important.
- Arcane 1/3, 1, 1, 5 Start to Learn Disruption Shield after you've enough mana.
- Air 1, 1, 1/4/5, 1 ThunderStorm triggers spell on-hit.
- Water 1, 1-3, 0/1, 0-3 Water takes few points and provides good damage & control in early-mid game. This can be replaced with Fire, which costs much more points and deals more damage.
- Occult 2-5, 4/5, 0, 0 Learn these all at lv 25.
- Divination 4, 1-5, 1-5, 0
- Aegis 4/5, 4, 1/2, 1-5 Feel free to put all your left points into this tree to make your shield more powerful.
- Conveyance 4, 1/4, 1-5, 5 If you unlock Stone Alchemy, then Probability Travel just need 1 point.
- Heavy Armour Training 1
- Physics 1
Metaflow: can be used after being dispersed, or try refresh important talents
Fireflash: good for corner snipe, and can be used before Arcane Amplification Drone to increase the burst damage Metaphasic Echoes: can be used to remove Rampage.
Aether Avatar & Pure Aether: can greatly reduce the cooldown of disruption shield, provide 70% arcane respen & ~35% arcane inc, ~33% max mana and cleanse 4 physical & magical debuffs.
Cleasning Flame: 50% chance to cleanses debuffs and removes buff from enemy each turn. Spiderbot Shield: Better than usual shield and stormshield, but has longer cooldown and very costy.
Stone Touch: stoned is one of the most powerful debuff if successfully applied.
Gem Portal: pass wall, very short cooldown
Prodigy
The second prodigy can be Arcane Amplification Drone, Aether Permeation or Cauterize.
Arcane Amplification Drone greatly increases your damage output, and bypasses crit shrug. You need to stack arcane respen to use AAD, and you may abuse this with Time Prison.
Aether Permeation protects you from Disperse Magic and provides you 40 spell power.
Cauterize is a lifesaver.
Runes, Infusions and Unlocks
Must Have: manasurge rune
Early Game: manasurge, shatter affliction, movement
I'd recommend you to unlock another infusion slot in lv 10, and choose a shield/stormshield. Or if you cannot find a good one, biting gale/acid wave is nice too.
At lv 20, it is recommended to unlock Meta, and learn Spellcraft to lv 5.
At lv 34, you may unlock another infusion slot and choose a shield/stormshield.
The last category point can be used to unlock Terrene, Aether, Wildfire or Stone Alchemy.
It is possible to unlock Stone Alchemy in lv 10, because Stone Touch is very good in early game, especially if you're Cornac.
If you're Orge, you can choose to unlock the sixth slot instead of talent tree.
If you do not have full silence immune and have found physical & mental wild, it's ok to replace shatter affliction.
Acid Wave Rune can be used to counter Cursed, and sometimes it's better than a normal shield rune.
Example Build Order
Ghoul Ver.
level | class | generic |
1 | 2 Dig, 2 Illuminate, 1 Ice Shards | 1 Ghoul, 1 Arcane Reconstruction, 1 Phase Door |
2 | 1 Illuminate | Skip |
3 | Skip | Skip |
4 | 1 Glacial Vapour, 1 Phantasmal Shield | 1 Ghoulish Leap, 1 Teleport |
5 | 2 Glacial Vapour(float) | 1 Ghoulish Leap |
6 | 1 Glacial Vapour(float) | 1 Ghoulish Leap |
7 | Skip | 1 Phase Door |
8 | 1 Invisibility, 1 Tidal Wave | 1 Retch |
9 | 1 Glacial Vapour(float) | 1 Phase Door |
10 | 1 Congeal Time, 1 Time Shield | |
Arena | 1 Phase Door, 1 Arcane Eye | |
11 | Skip | 1 Ghoulish Leap |
12 | 1 Mirror Image, 1 Shivgoroth Form | 1 Ghoulish Leap(float) |
13 | remove 2 Glacial Vapour, 1 Time Prison, 2 Essense of Speed | 1 Shielding |
14 | 1 Essense of Speed | remove 1 Ghoulish Leap, 1 Displacement Shield, 1 Probability Travel |
15 | 1 Mirror Image, 1 Glacial Vapour(float) | |
16 | 1 Glacial Vapour(float) | 1 Displacement Shield(float) |
17 | 1 Time Shield | 1 Displacement Shield(float) |
18 | Skip | 1 Displacement Shield(float) |
19 | Skip | remove 1 Displacement Shield, 1 Keen Senses, 1 Vision |
20 | remove 2 Glacial Vapour, 1 Disperse Magic, 5 Spellcraft | |
21 | 1 Glacial Vapour(float) | remove 2 Displacement Shield, 3 Arcane Eye |
22 | 1 Glacial Vapour(float) | Heavy Armour Training |
Heart of Sandworm Queen | Skip | 1 Arcane Shield |
23 | Skip | 1 Aegis |
24 | Skip | 1 Displacement Shield(float) |
25 | remove 3 Glacial Vapour, 4 Metaphasic Spin, 4 Reality Breach | remove 1 Displacement Shield, 1 Smith |
26 | 1 Glacial Vapour(float) | 1 Displacement Shield(float) |
27 | 1 Glacial Vapour(float) | 1 Displacement Shield(float) |
28 | remove 1 Glacial Vapour, 2 Disperse Magic | remove 2 Displacement Shield, 3 Shielding |
29 | 1 Glacial Vapour(float) | 1 Displacement Shield(float) |
30 | 2 Time Shield |
Item
Must have: spell cooldown reduction
Before lv 25, you should find as much mana regen as possible. Spellpower, max mana/hp, damage inc is also welcomed.
After lv 25, you don't need mana regen on item any more. Find silence immune, global speed, spellpower, spellpower when crit, spell crit, crit mult, damage inc/respen, teleport effects, max mana, healing factor, crit shrug(Cornac).
Remember, if you are wielding one-hand staff in mainhand, you can equip steamsaw in offhand, as well as dagger, mindstar and Telos's Staff (Bottom Half). I prefer Telos's Staff(Bottom Half) because this saves a lot of money and can attach Mana Coil.
Due to Energy Alteration, if you're not planning to use Arcane Amplification Drone, you should keep item with the following elememts inc/respen: Fire, Cold, Lightning, Arcane, Physical, Light. They should be stored in your fortress. Note that weapons have some perfect egos that provide good stats and elemental respen, such as blazebringer, stormbringer, etc.
You should stack some lightning inc/respen, because Mana Coil triggers Lightning, and sometimes triggered spell is not affected by Energy Alteration.
Keep a hat of sanctity, and Pendant of the Sun and Moons.
Galen's Flowing Robe is extremely powerful, you can use this to refresh important talents with long cooldown, like Stone Wall.
It's worth noting that an imbued staff will change its spell if you change other egos on it, and a staff imbued with Suncloak is almost autowin for Archmage.
Go to https://te4.org/wiki/Ego to check the ego list before using Font of Sacrifice.
Tinker
Staff: Mana Coil
Other Weapon: Empty, or Crystal Edge if you want
Head: Focus Lens , +2 sight increases the stable teleport range of Phase Door
Cloak: Grounding Straps
Glove: Fatal Attractor or Iron Hand
Belt: Deflection Field, Back Support or Alchemist's Helper
Feet: Kinetic Stabiliser
How to play
Normal Tactics
- Dig walls before combat and lure monsters in
- Kite monsters and try keep out of talent range, using talents that hit out of sight, knocking back is also good
- Invisibility and Mirror Image to reduce attack if in sight
- Disable: use Flameshock to stun, Ice Shards & Glacial Vapour to freeze, Illuminate to blind, Stone Touch to stone, Hat of sanctity to silence the foes, use Disperse Magic, Cleansing Flames or Metaphasic Echoes to remove buff & sustains.
- Defense: Stormshield, arcane shield, time shield, displacement shield... Use all the shields to protect you from damage.
- Use Stone Wall to recover. You may continue to dig inside the walls, and sometimes monsters decide to attack each other if you are not in sight. Time Prison is also good in 1v1 combat.
- Escape: Use Phase Door/Teleport to escape from the crowd, use stair/rod of recall to escape the dungeon. Note you should be very careful about using Teleport.
Resource and Buff Management
You should handle with your resources and buffs.
Before lv 25, you must keep an eye on your mana pool.
After lv 25, you do not need to care too much about mana, but steam becomes another problem. You need to cast spell out of combat to keep your steam pool full, besides you also want to keep your Spellsurge buff as well as many other buffs: Invisibility, Precognition, Stormshield, Time Shield, Arcane Eye, Out of Phase, Shivgoroth Form, Energy Alteration, Arcane Shield, etc.
In late game, you should be very careful, and before you do any action, check for your stormshield, disruption shield, arcane shield or spiderbot shield. You must have shields before you make any non-instant action in an uncleared zone, to prepare for an enemy sudden comes into your sight, e.g. teleported Archmage/Arcane blade/Shadowblade, rampaging Cursed, lightning speed Wrymics etc. Because Precognition has limited tracking radius, and the hunted effect has a different range calculation. It only checks for x-diff and y-diff of your position and the monster's position, effectively check a square of grids around you, and the corner of the square is probably not revealed by Precognition.
Enemy Classes
Classes with silence
Before you have enough silence immune, you should be careful about these classes: Sawbutcher, Brawler, Doombringer, Shadowblade, Anorithil, Oozemancer.
Doombringer's Fiery Grasp and Brawler's Grapple also checks pin immune, which can be gained by Feather Wind.
Sawbutcher's Explosive Saw is bleeding effect, and can be removed by tools with cleanse ego.
Shadowblade's Shadow Grasp is dangerous, dealing much damage, pull/silence/daze. Be careful and try use Mirror Image.
Anorithil's Circle of Sanctity has short radius, and can use movement to get out of the circle.
Oozemancer's Antimagic Zone only silences for 3 turns.
Classes with disperse
Archmage, Corruptor, Paradox Mage, Cultist of Entropy, Oozemancer, Brawler and Sawbutcher may disperse your sustain or magical buff.
Archamge is the most dangerous, Disperse Magic ignores save and can remove a lot of sustain.
Use hat of sanctity to silence the mages. Paradox Mage's Entropy is a debuff and can be cleansed.
Oozemancer's Acid Fire is a map effect and only remove 1 magical sustain or buff per turn. Just move outside.
Brawler and Sawbutcher need to be close to you and hit you to disperse, and the number of removal is quite limited, usually not a threat.
Classes with terrain change
Wrymic and The Writhing One can totally change your digged tunnels. The Writhing One's Overgrowth can be dispersed, and Wrymic's Burrow cannot be dispersed by Disperse Magic, but can by Metaphasic Echoes. Try to kill them as fast as possible.
Classes with see invisible
Shadowblade, Cursed, Temporal Warden, Annihilator, Archmage and Anorithil may have talents of see invisible.
Shadowblade and Archmage have Keen Sense, and Anorithil has Hymns of Detection, they can be dispersed.
Temporal Warden's Vigilance and Annihilator's Hypervision Goggles is tier 3 and less likely to appear. Besides their arrows and shots can be destroyed by Reality Breach.
Cursed is dangerous. Be careful about the Cursed. Blindside may even hit you outside the walls.
Extra Tips
If you target Ice shards at your Mirror Image, you'll fire a shot. Sometimes you can use this trick to fire two ice shards at enemy.
Heart of Gloom's boss may have dangerous shadows, and you can wait ~3k turns until they dissipate and the boss runs out of hate.
In Sandworm Lair you can bury enemies in the sand.
Reknor is diggable.
Vor Armoury floor 2 is dangerous, but the monsters inside have In Vault status, and you should lure them part by part. You may even use movement infusion and stone wall to sneak inside after you lure the most foes out.
Gorbat Pride is very dangerous, you cannot dig walls and there are Blinkwyrms that have Disperse Magic. Do it only before High Peak. When enemies are all around you, it is not too dangerous to Teleport yourself away from the crowd.
In High Peak you can stone wall yourself near the stair, and wait until the stair is empty, then use movement infusion & probability travel to go to the stair.
The final boss fight is easy if you have >130 spellpower. You can cast Time Prison and Stone Wall on the reaver, who usually have ~110 spell save, then use Circle of Sanctity on hat to silence the mage and Rune of Dissipation + Mirror Image + Disperse Magic to remove all the sustains. You can use Phase Door and Teleport to close all the portals. After killing the mage, you'll start a slow fight with the reaver, who usually has 100% crit shrug and ~110k life. It's not too dangerous, because you can still cast Time Prison and wait for cooldown if you're in danger.
It's still very dangerous to play with madness, have fun!