Difference between revisions of "Techknow:Mage Macabre Guide"

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Sneaking and Merchant don't help me at all in killing monsters, and if I die I have to start all over so I also do not have to bother with spirit magic (I can use an amulet of lifesaving if I am fast enough to save XP). I only really need dodging against diamond golems, all other monsters should never be within melee range, so I will reduce it somewhat. Finally I noticed with Icestorm which uses Water Magic it doesn't save another spell cast against enemies that die on 2 or 3 full Icestorms so I can reduce that a bit. I free up a lot of skill points for Lore, Fire and Death Magic to get Dragon Breath and to replace my rod for a more powerful DB that doesn't have a cooldown.
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I spend a lot of points on Find Weakness to get high critical chance (50%), and the rest of my skills allow for power offensive spells at a cost of defense. Dying is not an option so I try to get the best possible offensive for a human character. High Elves with this setup will save 30 skill points on the magic skills but have 25 less skill points than humans so they come out slightly ahead, they could spend it however they like to get a bigger advantage.
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Sneaking and Merchant don't help me at all in killing monsters, and if I die I have to start all over so I also do not have to bother with spirit magic (I can use an amulet of lifesaving if I am fast enough to save XP). I only really need dodging against diamond golems, all other monsters should never be within melee range, so I will reduce it somewhat and use agility gear. Finally I noticed with Icestorm which uses Water Magic it doesn't save another spell cast against enemies that die on 2 or 3 full Icestorms so I can reduce that a bit. I free up a lot of skill points for Lore, Fire and Death Magic to get Dragon Breath and to replace my rod for a more powerful DB that doesn't have a cooldown.
  
 
==Spells==
 
==Spells==

Revision as of 20:33, 30 January 2017

About

My guide on the Macabre Olympiad guide anyone towards completing it on a Mage Human or High Elf. Why another guide? The quest will have you go through so many monsters that are element resistant and immune, which requires mages to be versatile in magical elements. Unfortunately this makes Mages weak due to spreading skill points everywhere and take much longer to kill monsters than other races that focus on a single melee element. I am going to figure out a way to optimze a Mage's skills, spells, and equipment to beat this quest.

There are a lot of details I found that I feel are essential to Mages not in the main guide that I will go over here.

Despite writing this guide I feel it will not give anybody who is reading this a significant edge. At the moment I have a level 26 human mage and the farthest I gone in the 17th map until I got stuck and killed by a Cacodemon (but I dodged death and lost no XP!). It took me 4.5 hours to get to that point - this is truly a marathon!

Challenges

To further justify this guide I will outline the challenges a mage will face in the Olympiad.

Skills

As a level 26 Human Archmage, my character has 101 skill points to spend, 20 Mediation, 100% Extra Mana, and -5 to skill weapon skills but staves and whips. So here is how I allocate them:

Skill Point Allocation
Skill Before After
Find Weakness 17 17
Lore 10 13
Water Magic 12 10
Earth Magic 11 11
Dodging 9 5
Fire Magic 5 10
Air Magic 6 6
Spirit Magic 7 7
Mind Magic 2 2
Life Magic 4 4
Strength 3 3
Spirit Travel 6 0
Merchant 5 0
Evocation 2 2
Sneaking 2 0
Death Magic 0 10

I spend a lot of points on Find Weakness to get high critical chance (50%), and the rest of my skills allow for power offensive spells at a cost of defense. Dying is not an option so I try to get the best possible offensive for a human character. High Elves with this setup will save 30 skill points on the magic skills but have 25 less skill points than humans so they come out slightly ahead, they could spend it however they like to get a bigger advantage.

Sneaking and Merchant don't help me at all in killing monsters, and if I die I have to start all over so I also do not have to bother with spirit magic (I can use an amulet of lifesaving if I am fast enough to save XP). I only really need dodging against diamond golems, all other monsters should never be within melee range, so I will reduce it somewhat and use agility gear. Finally I noticed with Icestorm which uses Water Magic it doesn't save another spell cast against enemies that die on 2 or 3 full Icestorms so I can reduce that a bit. I free up a lot of skill points for Lore, Fire and Death Magic to get Dragon Breath and to replace my rod for a more powerful DB that doesn't have a cooldown.

Spells

For this quest my mage will have the following spells:

Spells
Spell Helpfulness
Dragon Breath Essential
Icestorm Essential
Sandstorm Essential
Mana Shield Essential
Fly Essential
See Invisible Essential
Resist Water, Fire, Shock, Petrify Essential
Bless Essential
Stone to Flesh Essential
Speed Recommended
Invisibility Recommended
Firespray Recommended
Major Healing Recommended
Cure Blindness Recommended
Cure Poison Optional

Some insight of my choices: DB is my most powerful spell and will be used against the boss monsters, Icestorm (and firespray) will be used as my next powerful spell against regular enemies. Sandstorm will be used against enemies immune to both fire and water, mainly diamond golems and is the cheapest offensive spell in case I need to regen SP. Mana shield is the primary defense mechanism for Mages to absorb 90% of damage with SP with 7 Spirit (2 Mind to give it enough duration to avoid too much spell interruption). Fly is needed to avoid traps and to move fast around the maps. Of course high resists are needed, 75% or higher for all elements. Bless is a must have to uncurse items on the go - my build requires gear swapping and boss monsters will spam curse.

Equipment