Advice for Archmages?

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Grey
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Re: Advice for Archmages?

#16 Post by Grey »

I personally like how the Archmage can flick between the spells quickly, relying purely on his arcane strengths. Too many games have mages far too limited on resources and unable to keep up attacks for long.
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reize
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Re: Advice for Archmages?

#17 Post by reize »

http://forums.te4.org/viewtopic.php?f=49&t=24051

Well, I've gotten to level 16, havent died yet. Tried out water tree but corrosive vapor seems abit hard to use. Perhaps i need to max spell shaping?
Probability travel is cool, but is there a need to get more than 1 level in it?

Aoi
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Re: Advice for Archmages?

#18 Post by Aoi »

After giving all the lower elemental tiers a decent shake, I'd have to say that Water is one of my favorites-- it's got stuns, knockback, 3 types of damage and AoE. What it DOES lack is good long-range burst damage, which is supplanted by air/arcane/fire. (Sorry, Earth-- you're frankly pretty boring as a primary...)

If you're going the PT route to spam corrosive vapor, you'll definitely want want spell shaping. You may wish to consider comboing it with Inferno for multi-stacked map AoE though I found it to be way to expensive to use it readily without a LOT of points in Willpower. Instead, I tossed points into defensive skills [Blur Sight, Stoneskin] to turn on Tidal Wave and Ice Storm before running back through the wall after taking a hit or two.

reize
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Re: Advice for Archmages?

#19 Post by reize »

Postman wrote:Nether tried mage, but my arcane blade can (barely)handle ruined dungeon at lvl~15.Died once but finished it. With flameshock and good close defense (smthng like Tidal Wave) your archmage may handle it. Beware of some nasty debuffs. Reward suck though - just some blue items, no yellow.
Don't go into ancient elven ruins if you can't handle crowd of lvl35 assassins&rogues
I once died to a trap inside. Killed me with 260+ acid damage.

Sradac
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Re: Advice for Archmages?

#20 Post by Sradac »

max tidal wave, max ice storm, take the required 1 point of corrosive, max freeze, max stone skin. max lightning and/or flame.

The sandworm queen will be a joke with that setup even with her starting in the first room.

Daikara, not so much of a joke which is when the flame/lightning will come in handy. Mana thrust could substitute lightning to get access to the rest of arcane tree, but you want that flame. Luckily the boss of daikara is oddly, not immune to freezing.

havent gotten past the master yet on any char. in fact my hydromancer has gotten farther than any other char.

eronarn
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Re: Advice for Archmages?

#21 Post by eronarn »

Sradac wrote:havent gotten past the master yet on any char. in fact my hydromancer has gotten farther than any other char.
This is what I used with my Archmage:

http://te4.org/characters/1842/tome/71b ... 1cc000edf0

If I were doing it again I probably wouldn't have invested in the maxed out damage shield. Hitting for almost 150 via damage shield was nice, but I think getting into Water might've been a better use of points, since I wasn't getting hit often anyways.

reize
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Re: Advice for Archmages?

#22 Post by reize »

One question about inferno: Is there something wrong with the description of how long it last? At level 4 at my current character it says it last for 50 turns, but think it fizzles out after about 10 or so..

edge2054
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Re: Advice for Archmages?

#23 Post by edge2054 »

Code: Select all

	info = function(self, t)
		local damage = t.getDamage(self, t)
		local duration = t.getDamage(self, t)
		return ([[Raging flames burn foes and allies alike doing %0.2f fire damage in a radius of 5 each turn for %d turns.
		The damage will increase with the Magic stat]]):
		format(damDesc(self, DamageType.FIRE, damage), duration)
	end,
}
Looks like the damage function is getting called twice. I'll file a bug report.

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