Mage Survival

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William L. Houts

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Mar 23, 2012, 8:56:52 PM3/23/12
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Hi Gang,

My favorite characters to play are mages. I just like to see those
firebolts getting more and more powerful. The thing is, I can't seem to
get them to survive long enough to fight the drake. So I'm asking, what
are some good pointers for nursing a mage long enough that he can stand
on his own? It must be possible, but right now, I don't seem to have
the technology.

Also, what are some good job combos with mages?

Thanks,

Bill

Adriano

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Mar 23, 2012, 9:17:28 PM3/23/12
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Hi, I find mage goes well with necro'. You also get the bonus of not only
fire, but you can ice blast your enemy.

Adriano


Hi Gang,

Thanks,

Bill

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Allan Thompson

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Mar 23, 2012, 9:38:39 PM3/23/12
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Hi,
 
Mages are tough.
The easiest combo is to multijob with mage/necromancer. The necromancer's ice blast is  able to be aimed (most of the time) using the number pad. Also, you got the option of summoning a skeleton to help out in combat, or at least be a  extra target. Go for skeletons that can take a little more punishment like fighter types, or thief or assassin types. You want to becareful in the corpse you select cause if they ended up getting a hamd or arm cut off, they will still be missing that limb when skeletonized.
 
Trickster's are nice with the charm spel. and summon animal is good, again, for cannon fodder.
Druid is alright, but lightning is a chancy spell, cause it could zombify  already defeated  critters unless those said critters were killed via head damage like getting cut off or getting it mangled in.
 
Bard has some of the best powers, both a mass sleep and a mass charm, but if they are multiclassed as a second job, they lose the crucial instruments skill which is a must for all bards. So in that case I would do a Bard/mage , and blow 8 points on the sleep or charm plus instruments while increasing  firebolt skill level.
 
the fortune teller is a job that sucks up alot of  points. It really should have the clairvoyance skill seperated into a single point level increase and give it a "crystal ball" like skill like bard has with instruments.
 
So essentially I think your best choices are mage/necromancer, or bard/mage.
 
But really, try them all out, you might find a combo you really like better then what I mentioned.
 
One last note: The magic items in the game are all armor or weapons. So the ability to wear more armor is a good way to increase your chance of using a found or bought magic item that can increase your  spell power. Good stuff to increase spell power is anything that increases intelligence (damage) and creativity (strength of duration I think).  increaseing spell points and health points is a good idea too.
 
hope that helps out.
al
 
 
 "The truth will set you free"
Jesus Christ of Nazareth 33A.D.

Jason Symes

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Mar 23, 2012, 10:34:27 PM3/23/12
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I personally don't like mages for the reason you've discovered. However, if I get stuck with a rescued mage in a party, I agree to make it a necro for iceblast and summon bones. I also might pair shaman or druid with it, then amp up the lightning to max. Hit a large group with the lightning, then use the firebolt to finish off those that didn't die. hth

dan cook

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Mar 24, 2012, 4:42:03 PM3/24/12
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same as above,
haven't done amage in a while, i love how powerful and bad-ass
firebolt gets lower down in the dungeon, plus the fact that its also
aimable like ice-blast. :D
Mage/necro is probably easiest, as there are several enemies that fire
does not affect, but ice blast does, so its always good to have a
second attack spell in your arsenal, plus grow and shrink can work
wonders.

welshweyr

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May 14, 2012, 4:53:45 PM5/14/12
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The best trick with mages is to play a race which gets hide as an
ability - fairies for example (and kobolds I think but I might be
wrong). Alternatively, play a second class which has hide as an
ability like thief or trickster. Hide is extremely good for mages
because they don't use their ability points for anything usually so
they can just sneak off and let the fighter types take the damage.
Apart from that, everyone else is quite right about necromancer being
a good mage second class.

Controversially, I'd also suggest healer as a good second mage class.
You get Heal for all those times your weedy little mage arms and feet
get crushed, and you get Harm as a second damaging spell. It isn't
directional but can get up to some quite good damage against living
targets later on.

Paladin

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May 14, 2012, 5:41:31 PM5/14/12
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I didn't think the Instrument's skill did anything?
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