Shalore Archmage help

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NeoGriim
Yeek
Posts: 13
Joined: Tue May 19, 2015 12:45 am

Shalore Archmage help

#1 Post by NeoGriim »

Can anyone tell me what I'm doing wrong? I went 5/5/5/5 fire to make progress towards the achievement and I thought I'd make it a lot further. I guess it didn't help that I killed myself a couple times not realizing I could hurt myself but even so, in the fortress against the boss (after the old forest) he was healing faster than I could deal damage and I quickly ran out of mana.

Code: Select all

  [ToME4 @ www.te4.org Character Dump]

Sex              : Female       STR:  8
Race             : Shalore      DEX:  11
Class            : Archmage     MAG:  53
Level            : 16           WIL:  43
Exp              : 51%          CUN:  14
Gold             : 824.72       CON:  17
Times died       : 6
Lifes left       : 0

Accuracy(Main Hand):   5        Life             :     -31/217  Encumbrance      : 29/74
Damage  (Main Hand):  20                                        Difficulty       : Normal
Permadeath       : Adventure
APR     (Main Hand):   4        Mana             :     5/330
Crit    (Main Hand):   5%       Positive         :     24/95
Speed   (Main Hand): 1.00       
                                
                                
                                

Fatigue          : 0%           Spellpower       : 47
Armor            : 17           Spell Crit       : 10.2%
Armor Hardiness  : 45%          Spell Speed      : 1
Defense          : 31.675       
Ranged Defense   : 31.675       

Physical Save    : 13.75
Spell Save       : 29.8
Mental Save      : 24.975

All Resists:  15%
Stun Resistance:  22%
Instadeath Resistance: 100%

Number of NPC killed: 1002
Most killed NPC: white worm mass (62)

  [Talents Chart]

 - Race / Shalore                     (mastery 1.00)
    Grace of the Eternals (generic)   1/5
    Magic of the Eternals (generic)   0/5
    Secrets of the Eternals (generic) 0/5
    Timeless (generic)                0/5
 - Spell / Arcane                     (mastery 1.30)
    Arcane Power (class)              1/5
    Manathrust (class)                0/5
    Arcane Vortex (class)             0/5
    Disruption Shield (class)         0/5
 - Spell / Fire                       (mastery 1.50)
    Flame (class)                     5/5
    Flameshock (class)                5/5
    Fireflash (class)                 5/5
    Inferno (class)                   5/5
 - Spell / Earth                      (mastery 1.50)
    Stone Skin (class)                0/5
    Pulverizing Auger (class)         0/5
    Mudslide (class)                  0/5
    Stone Wall (class)                0/5
 - Spell / Water                      (mastery 1.40)
    Glacial Vapour (class)            2/5
    Freeze (class)                    0/5
    Tidal Wave (class)                0/5
    Shivgoroth Form (class)           0/5
 - Spell / Air                        (mastery 1.30)
    Lightning (class)                 0/5
    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)                0/5
    Displacement Shield (generic)     0/5
    Probability Travel (generic)      0/5
 - Spell / Divination                 (mastery 1.30)
    Arcane Eye (generic)              1/5
    Keen Senses (generic)             0/5
    Vision (generic)                  0/5
    Premonition (generic)             0/5
 - Spell / Aegis                      (mastery 1.30)
    Arcane Reconstruction (generic)   2/5
    Shielding (generic)               5/5
    Arcane Shield (generic)           3/5
    Aegis (generic)                   2/5

  [Inscriptions (3/3)]

Rune: Phase Door
Rune: Shielding
Rune: Manasurge

  [Current Effects]

- Shielding
- Out of Phase
+ Pinned to the ground
+ Off-balance
+ Runic Saturation

  [Character Equipment]

 In main hand
a) Bethabreriatha the Nightweeper (120% power, 4 apr, fire element)
   Type: weapon / staff ; tier 3
It must be held with both hands.

Power: 121%  Range: 1.2x
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Physical crit. chance: +3.5%
Attack speed: 100%
On weapon hit:
* 40% chance to inflict damage reduction
When wielded/worn:
Armour: +4
Defense: +6 (+3 eff.)
Maximum wards: +2 darkness / +2 fire
Changes resistances penetration: +5% fire
Changes damage: +3% darkness / +20% fire
Talents granted: +1 Command Staff +2 Ward 
Spellpower: +9 (+3 eff.)
Spell crit. chance: +3%

   Dropped by Aeruthra the thief
 In off hand
 On fingers
b) wizard's copper ring of perseverance
   Type: jewelry / ring ; tier 1

When wielded/worn:
Changes stats: +3 Mag
Spell save: +6 (+3 eff.)
Stun/Freeze immunity: +22%
Life regen: +0.90

   Dropped by Norgos, the Frozen
c) conjurer's gold ring of the mind (+11%)
   Type: jewelry / ring ; tier 3

When wielded/worn:
Changes stats: +4 Wil / +5 Mag
Changes resistances: +11% mind
Changes damage: +11% mind
Spellpower: +6 (+2 eff.)

 Around neck
d) Feathersteel Amulet
   [Unique]
Type: jewelry / amulet ; tier 2

When wielded/worn:
Fatigue: -20%
Maximum encumbrance: +20
Movement speed: +20%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.

   Dropped by Norgos, the Frozen
 Light source
e) Void Star
   [Unique]
Type: lite / lite ; tier 2

When wielded/worn:
Changes damage: +6% acid / +6% lightning / +6% cold / +6% arcane / +6% fire
Spell crit. chance: +5%
Light radius: +2
It can be used to activate talent Echoes From The Void (costing 70 power out of 35/70) :
Effective talent level: 2.0
Power cost: 70 out of 35/70.
Range: 10
Travel Speed: instantaneous
Description: Shows the target the madness of the void.  Each turn for 6 turns the target must make a mental save or suffer 31.78 mind damage as well as resource damage (based off the mind damage and nature of the resource).
   Dropped by Spacial Disturbance
 Main armor
f) Silk Current (12 def, 0 armour)
   [Unique]
Type: armor / cloth ; tier 1

When wielded/worn:
Defense: +12 (+6 eff.)
Damage when hit (Melee): 10 cold
Changes resistances: +15% cold
Changes resistances penetration: +8% cold
Changes damage: +10% cold
Talent mastery: +0.10 Spell / Water 
Spellpower: +4 (+1 eff.)
Movement speed: +15%

 Cloak
g) Wrap of Stone (0 def, 10 armour)
   [Unique]
Type: armor / cloak ; tier 2

When wielded/worn:
Armour: +10
Armour Hardiness: +15%
Changes resistances: +5% physical
Changes damage: +5% physical
Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth 
Spellpower: +6 (+2 eff.)
It can be used to activate talent Stone Wall (costing 60 power out of 33/60) :
Effective talent level: 1.5
Power cost: 60 out of 33/60.
Range: 7
Travel Speed: instantaneous
Is: a spell
Description: Entomb yourself in a wall of stone for 6 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 103.74 physical damage.
Duration and damage will improve with your Spellpower.
   Dropped by Rhaloren Inquisitor
 On head
h) stabilizing linen wizard hat (1 def, 0 armour)
   Type: armor / head ; tier 1

When wielded/worn:
Defense: +1 (+0 eff.)
Changes stats: +2 Wil
Physical save: +5 (+5 eff.)

 Around waist
i) Blackstrider
   Type: armor / belt ; tier 1

When wielded/worn:
Defense: +9 (+4 eff.)
Damage when hit (Melee): 8 darkness
Changes resistances: +3% darkness
Changes resistances penetration: +10% fire
Changes damage: +6% darkness
Stealth bonus: +6

   Dropped by Beleda the giant red ant
 On hands
j) Flamewrought (0 def, 2 armour)
   [Unique]
Type: armor / hands ; tier 1

When wielded/worn:
Armour: +2
Changes stats: +2 Cun / +3 Wil
Changes resistances: +10% fire
Changes damage: +5% fire
Mindpower: +2 (+1 eff.)
It can be used to activate talent Flamespit (costing 8 power out of 9/24) :
Effective talent level: 3.0
Power cost: 8 out of 9/24.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spits a bolt of fire, doing 52.63 fire damage.
The damage will increase with your Mindpower.
 On feet
k) Emelodalaith (0 def, 1 armour)
   Type: armor / feet ; tier 1

When wielded/worn:
Armour: +1
Fatigue: +1%
Changes resistances penetration: +10% arcane
Spellpower: +3 (+1 eff.)

   Dropped by Arolaith the shivgoroth
 Tool
l) Eye of the Dreaming One
   [Unique]
Type: tool / misc ; tier 1

When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+5 eff.)
Mindpower: +5 (+2 eff.)
The wearer is asleep.
Lucid Dreamer: This item allows the wearer to act while sleeping.
It can be used to activate talent Sleep (costing 20 power out of 24/25) :
Effective talent level: 3.0
Power cost: 20 out of 24/25.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act.  Every 8 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.
   Dropped by Shax the Slimy
 Quiver

  [Player Achievements]

'Exterminator' was achieved for Killed 1000 creatures. At 2015-05-18 20:37:58
'Level 10' was achieved for Got a character to level 10. At 2015-05-18 18:40:36
'Orbituary' was achieved for Stabilized the Abashed Expanse to maintain it in orbit. At 2015-05-18 14:09:06
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2015-05-18 19:32:03

  [Character Inventory]

 ) Kor's Fall (100% power, 0 apr, physical element)
   [Unique]
Type: weapon / staff ; tier 1
It must be held with both hands.

Power: 100%  Range: 1.2x
Uses stat: 110% Mag
Damage type: Darkness
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +0
Physical crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight
Talent mastery: +0.10 Corruption / Bone 
Talent granted: +1 Command Staff 
Spellpower: +7 (+2 eff.)
Spell crit. chance: +8%
See invisible: +2
It can be used to activate talent Bone Spear (costing 6 power out of 6/6) :
Effective talent level: 3.0
Power cost: 6 out of 6/6.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Conjures up a spear of bones, doing 111.87 physical damage to all targets in line.
The damage will increase with your Spellpower.
 ) rough leather belt 'Runatir'
   Type: armor / belt ; tier 1

When wielded/worn:
Physical power: +3 (+3 eff.)
Damage when hit (Melee): 12 acid
Changes damage: +6% acid
Spell save: +6 (+3 eff.)
Size category: +1

   Dropped by Xibeth the white worm mass
 ) 7 agate
   Type: gem / black ; tier 1

When wielded/worn:
Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
When used to imbue an object:
Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
Latent Damage Type: Acid

 ) 5 aquamarine
   Type: gem / blue ; tier 2

When wielded/worn:
Armour: +2
Changes resistances: +2% all
When used to imbue an object:
Armour: +2
Changes resistances: +2% all
Latent Damage Type: Lightning

   Dropped by golem
 ) 6 opal
   Type: gem / blue ; tier 2

When wielded/worn:
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
When used to imbue an object:
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
Latent Damage Type: Lightning

 ) 2 topaz
   Type: gem / blue ; tier 2

When wielded/worn:
Defense: +4 (+2 eff.)
Physical save: +4 (+4 eff.)
Spell save: +4 (+2 eff.)
Mental save: +4 (+2 eff.)
When used to imbue an object:
Defense: +4 (+2 eff.)
Physical save: +4 (+4 eff.)
Spell save: +4 (+2 eff.)
Mental save: +4 (+2 eff.)
Latent Damage Type: Lightning

 ) 5 spinel
   Type: gem / green ; tier 1

When wielded/worn:
Defense: +2 (+1 eff.)
Physical save: +2 (+2 eff.)
Spell save: +2 (+1 eff.)
Mental save: +2 (+1 eff.)
When used to imbue an object:
Defense: +2 (+1 eff.)
Physical save: +2 (+2 eff.)
Spell save: +2 (+1 eff.)
Mental save: +2 (+1 eff.)
Latent Damage Type: Nature

 ) Heart of the Sandworm Queen
   [Plot Item]
Type: corpse / heart

It can be used to consume the heart.
   Dropped by Sandworm Queen
 ) Crystal Focus
   [Unique]
Type: gem / multi-hued ; tier 2

It can be used to combine with a weapon, costing 1 power out of 1/1.
 ) Scrying Orb
   [Plot Item]
Type: orb / orb

When carried:

 ) Rod of Recall (1/1)
   [Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.
 ) Transmogrification Chest
   [Plot Item]
Type: chest / sher'tul

When carried:
It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.
 ) 5 amethyst
   Type: gem / violet ; tier 2

When wielded/worn:
Physical crit. chance: +2.0%
Changes damage: +4% all
Spell crit. chance: +2%
Mental crit. chance: +2%
When used to imbue an object:
Physical crit. chance: +2.0%
Changes damage: +4% all
Spell crit. chance: +2%
Mental crit. chance: +2%
Latent Damage Type: Arcane

 ) 8 ametrine
   Type: gem / yellow ; tier 1

When wielded/worn:
Physical crit. chance: +1.0%
Changes damage: +2% all
Spell crit. chance: +1%
Mental crit. chance: +1%
When used to imbue an object:
Physical crit. chance: +1.0%
Changes damage: +2% all
Spell crit. chance: +1%
Mental crit. chance: +1%
Latent Damage Type: Light

   Dropped by Spacial Disturbance
 ) 4 citrine
   Type: gem / yellow ; tier 1

When wielded/worn:
Light radius: +1
Infravision radius: +2
When used to imbue an object:
Light radius: +1
Infravision radius: +2
Latent Damage Type: Light

   Dropped by Norgos, the Frozen
 ) 7 zircon
   Type: gem / yellow ; tier 1

When wielded/worn:
Armour: +1
Changes resistances: +1% all
When used to imbue an object:
Armour: +1
Changes resistances: +1% all
Latent Damage Type: Light


  [Last Messages]

Weirdling Beast uses Mind Sear.
Weirdling Beast hits Jemith for 87 mind damage.

Jemith casts Arcane Reconstruction.
Jemith's spell attains critical power!
Weirdling Beast hits Jemith for 18 physical damage.
Jemith hits Weirdling Beast for (12 to bones), 0 cold, 9 darkness (9 total damage).
Jemith receives 434 healing.
Jemith overcomes the gloom
Talent Flameshock is ready to use.
Jemith is stunned with fear!
Jemith activates Shielding.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Jemith for 87 mind damage.

Jemith casts Flame.
Weirdling Beast is on fire!
Weirdling Beast misses Jemith.
Jemith hits Weirdling Beast for 65 fire damage.

Burning from Jemith hits Weirdling Beast for 22 fire damage.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Jemith for 87 mind damage.
Jemith hits Weirdling Beast for 21 fire damage.
Jemith overcomes the gloom
Talent Teleport: Angolwen is ready to use.
Talent Phase Door is ready to use.
Talent Inferno is ready to use.
Talent Glacial Vapour is ready to use.

Burning from Jemith hits Weirdling Beast for 54 fire damage.
Jemith casts Glacial Vapour.
Weirdling Beast casts Bone Grab.
Saving game...
Jemith is pinned to the ground.
Jemith's glacial vapour area effect hits Weirdling Beast for 21 cold damage.
Weirdling Beast hits Jemith for 60 physical damage.
Jemith the level 16 shalore archmage was torn limb from limb to death by a Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.
Weirdling Beast killed Jemith!
Saving done.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Shalore Archmage help

#2 Post by Micbran »

I didn't read the character dump, but I did read the part about 5/5/5/5 fire for faster pyromancer gain. That scares me for two reasons: you don't have access you fire damage penetration. You meet a fire resistant enemy and bam! A lot of good that 5/5/5/5 will do you. Second reason is that I didn't even know you could 5/5/5/5 something that early... Makes me assume that almost no points went into any other talents.

After actually looking, I feel like you may have invested too heavily into the aegis tree. The scaling on the 2nd and 3rd is horrible compared to the first point. It merits two points maximum at early game stages if not just one point.

No points into magic of the eternals? That's... Odd to say the least.

Personally, hearing you say you ran out of mana while playing archmage kinda makes me want to whap you on the head. There's this talent called disruption shield. Think of it as a reverse mana shield. Anyways, it's in the arcane tree and I'll let you read the actual description, but do you see why you should spread out your choices? Also, Lightning has a 3 turn cool down, mana thrust has a 3 turn cooldown and Fire has a 3 turn cooldown. With enough points, they all become beams thus leading to the tribeam strategy. It's quite necessary because it guarantees a spell cast every turn. (Provided you aren't stunned or something like that)
A little bit of a starters guide written by yours truly here.

NeoGriim
Yeek
Posts: 13
Joined: Tue May 19, 2015 12:45 am

Re: Shalore Archmage help

#3 Post by NeoGriim »

Thanks for the advice, I've heard about the tribeam but had no idea what they were talking about in the guide. I was trying to rush the pyromancer achievement however I made an alchemist and I'm finding it much easier to build a bit more flame on him but still have the other 2 elements at the ready in case of a fire resistant enemy. No mana issues with him, but I have a bit more experience with alchemists as well.

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Shalore Archmage help

#4 Post by stinkstink »

You probably should have put a bit more into Conveyance. Aegis is important, but so are controlled Phase Door and a long-range teleport.

JymyDan
Wayist
Posts: 17
Joined: Fri Feb 06, 2015 9:14 pm

Re: Shalore Archmage help

#5 Post by JymyDan »

If you want to do lot of fire damage first thing to do is to survive. You have way too few defensive talents like disruption shield, controlled phase door, teleport and time shield. That all 5 in fire category is total overkill and serious waste of points as you can´t easily get good fire resistance penetration without wildfire. Especially inferno is very expensive to cast until later in the game.

I also really recommend tribeam as your main damage source. Use your fire spells first and if they are in cooldown or enemy has good fire resistance use other spells.

NeoGriim
Yeek
Posts: 13
Joined: Tue May 19, 2015 12:45 am

Re: Shalore Archmage help

#6 Post by NeoGriim »

I ended up making an alchemist and getting pyromancer, I died before I could get cryomancer though. :(

Archmages are pretty difficult. I made a bulwark and started to focus on what was happening instead of trying to speed through the game and it's the best character I've made so far, lots of lucky drops such as early T5 plate mail and boots.

I think next time, as I'm getting more tuned to how careful I have to be in the game, I'll do a lot better and focus on defense a lot more. My next character is going to be a reaver though, I found a pretty sick axe for one that casts epidemic on melee hit.

I also unlocked time warden (I haven't played one for years and sucked when I did) and skirmisher which I've never played. So after this terrible run I'm sorry to say I'm probably not going archmage for a while even though I unlocked wildfire. XD

NeoGriim
Yeek
Posts: 13
Joined: Tue May 19, 2015 12:45 am

Re: Shalore Archmage help

#7 Post by NeoGriim »

If anyone cares, my bulwark made it pretty far. Level 49, died in Vor Armory. Started focusing more on stuff rather than just trying to speed through the game which really helped a lot.

Atarlost
Sher'Tul Godslayer
Posts: 1973
Joined: Sat Apr 26, 2003 7:38 pm
Location: GMT-8:00

Re: Shalore Archmage help

#8 Post by Atarlost »

Oh, another thing that I think didn't get mentioned is that Shalore may not make the best archmages because of the low health rating. They do better on classes with more health to spare and archmage is a bit more survivable as maybe a higher or halfling or (when you unlock them) ogre. Or cornac. Cornac can start with temporal unlocked for time shield, which is very good.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

NeoGriim
Yeek
Posts: 13
Joined: Tue May 19, 2015 12:45 am

Re: Shalore Archmage help

#9 Post by NeoGriim »

Huh, I'll take that into consideration, perhaps I'll reroll, I've only made it to the first part of trollmire before turning the game off.

Mex
Thalore
Posts: 177
Joined: Tue Jul 22, 2014 10:20 pm

Re: Shalore Archmage help

#10 Post by Mex »

What poor advice being given in this thread, follow my guide here: http://forums.te4.org/viewtopic.php?f=54&t=42019

The forum has a bunch of resources, check out the spoiler section.
<shesh> cursed is fine

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Shalore Archmage help

#11 Post by Micbran »

Mex wrote:What poor advice being given in this thread, follow my guide here: http://forums.te4.org/viewtopic.php?f=54&t=42019

The forum has a bunch of resources, check out the spoiler section.
Mex pls
A little bit of a starters guide written by yours truly here.

Danton
Halfling
Posts: 95
Joined: Tue May 21, 2013 4:45 am

Re: Shalore Archmage help

#12 Post by Danton »

Mex wrote:What poor advice being given in this thread, follow my guide here: http://forums.te4.org/viewtopic.php?f=54&t=42019
It's good to know insulting Shibari is still a viable option in 1.3.1.

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