A question concerning battlemages

Discussion in 'Arcanum Hints & Tips' started by Galvaron, Feb 18, 2002.

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  1. Galvaron

    Galvaron New Member

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    Feb 17, 2002
    I am making a Battlemage and i would like to know how to build it correctly.

    Here is my question,would it be a good idea to have Strength on 20, dexterity on 18 and max melee and dodge out?
     
  2. enygma

    enygma New Member

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    yes if you are a battlemage but then go in,and will.dont forget spells!!!
     
  3. kilnar

    kilnar New Member

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    I'd say dex 20 is more important than strength 20. The extra movement points are a godsend. You should get willpower to 18, so you can get the top spells in whichever colleges you like best.

    Colleges and levels I would suggest are black necro 1, white necro 3, conveyance 2, maybe fire 3, force either just 1 for shield or 5 for disintigrate (and go for this college mastery if so), temporal 3.

    I'm not doing the math all the way in my head, but it seems to me that leaves room to get dodge and melee to 5 for mastery, and strength well into the teens for extra damage.

    DISCLAIMER: I have not built this character in-game, so I don't know how development will progress, or how viable it will actually be. This is just an edumucated guesstimate.
     
  4. pdsullivan

    pdsullivan New Member

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    Something I have found really helpful for making my mages into "battle mages" is bank on Velorien's ultimate blessing. That, among other things, adds 4pts to dexterity and 3 character points worth to melee and dodge. So, make sure you have 14 points (or 16 if you want it maxed out and you can bank on 2 from gloves of dexterity) of dex before you get it so you can get the full bonus to melee and dodge. Put willpower at 18 and intellilgence at 12-16. I would recommend for a "battle mage" the temporal and meta magics definitely, 2-5 points in conveyance, and if you want to use arcane robes or such instead of armor with high AC, 3 points in phantasm. If you need a direct damage, harm is a good inexpensive choice with high magical apt. You should have enough total points left over for good strength and constitution. Check this out for giving you an edge-with dex. at 20, you have 25 speed. Get enchanted war boots and you get 31. Cast tempus fugit and you get 41 speed and all your enemies have lost 10. Now cast hasten on yourself and you have 82 speed!! If you desire a further advantage, cast congeal time. Compared to an enemy who had say 25 speed at the start is down to 7 or 8 to your 82. Like I said on turn based this is unstoppable and even in real time you have just a tremendous advantage. Meta's bonds of magic defeats those who could mess you up, and blur sight doubles your AC.

    You won't be able to see the full effects of this character until near the end of the game but I have found him a very battle ready mage indeed. Anyone who has better ideas for a fighting mage let me know, cause I can't think of any...
     
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