South and east of Avelorn, on the shores of the Sea of Dreams, lies Saphery, the land of Wizardry. The heart of Saphery is the Tower of Hoeth, the shrine of the God of Wisdom. This is the greatest repository of magical knowledge in the world, compiled over the centuries by High Elf mages and scholars, many of whom still dedicate their lives to the accumulation of magical lore. The most powerful of these scholars are known as Archmages, and are capable of manipulating all the winds of magic weaving powerful sorceries known only as High Magic.
The Loremasters of Hoeth are capable of manipulating the winds of magic with a grace and subtlety that only comes with centuries of study. An Archmage does not waste the power he draws upon; instead they efficiently weave the winds of magic into destructive spells conserving a small amount of arcane energy with each spell they cast. The Archmage can then draw upon this reserve of power to weave the most difficult spells of High Magic capable of leaving even the most terribly wounded warrior hale and hardy with nary a scar to show for it.
Playing as a Archmage
An Archmage is a powerful caster both offensively and defensively. However they must strive to keep a balance between the powers they manipulate. Weaving only powerful healing or destructive spells will leave the Archmage tired and unable to assist his allies in their darkest hour. However by carefully applying force in critical places the Archmage can reserve a wellspring of magical energy that allows him to aid his allies when a normal mage would be all but spent.
Fighting against a Archmage
As with all magic users, the Archmage is not a capable close combatant. Your best tactic one-on-one is to quickly close the distance and drop him with powerful close combat attacks. In a group situation, an Archmage is best countered by forcing him to use his powerful healing on wounded allies early on. Unable to build up a magical reserve from casting lesser destructive magics, the Archmage will find himself exhausted and his allies will be easily overcome with a strong final assault.
The High Elves are known far and wide as the most powerful mages in the world, and the Archmages are the best even among their own kin. Capable of weaving all of the Winds of Magic together in complex and subtle ways, the Archmages can easily turn the tide of battle in their favor.
The High Elves are the only living beings who can grasp the depth and subtlety of true High Magic. By understanding the true natures of all of the Winds of Magic, the Archmage can transfer the power of his destructive spells directly into his beneficial magic, using this balanced power to make his healing abilities less expensive.
Path of Isha
The Path of Isha is focused on restoring health and life to the Archmage's allies. A skilled Master of this path will be adept at weaving offensive magic in with his healing magic, greatly extending the efficiency of his beneficial spells.
Path of Asuryan
The Path of Asuryan is primarily aimed at bringing forth the destructive side of the Winds of Magic. An Archmage who specializes in this path will become adept at raining down doom upon his foes, while simultaneously manipulating the flows of arcane power to fuel his healing magic as well.
Path of Vaul
The Path of Vaul is a subtle Mastery that focuses on both crippling the Archmage's enemies, and strengthening his allies. The specialist in this Mastery relies on cunning effects to lead his foes to an inevitable doom which they won't even realize is approaching until it's too late.
- Cleansing Flare (Path of Asuryan 5pt ability) swapped with Storm of Cronos (Path of Vaul 5pt ability) (link)
- Empowered Lores tactic now only builds an extra point when increasing mechanic points, not consuming them (link)
- Dissipating Energies is now a 5s duration, 1s tick, 30s cooldown ability. (link)
- Mechanic: Casting a damage spell with 1 healing point or a healing spell with 1 damage point will now result in having no mechanic points instead of 1 mechanic point of the opposite type to the one that was consumed; now additionally reduces the AP costs of cast time spells by 40%. (link)
- Penetrating Siphon core tactic added that makes Balance Essence and Energy of Vaul 20% less likely to be defended (block/disrupt). (link)
- Energy of Vaul functionally changed: at level 40, inflicts 359 Spirit damage on your target and 4 other enemies within 20 feet, healing your defensive target and all allies within 20 feet of them for 358 health per target hit plus 150% of the total damage you dealt. AP cost increased to 50 from 35, casts on the move if mechanic points are consumed, and cooldown increased to 8s from 5s. (link)
- Balance Essence AP cost increased to 45 from 30, casts on the move if mechanic points are consumed, and heals for an additional 600 + Willpower stat at level 40, but damage component does not benefit from Intelligence stat. (link)
- Isha's Ward morale 1 duration reduced from 60s to 30s (link)
- Mistress of the Marsh radius extended to meet its visual effects (link)
- Healing Energy casts on the move
- Drain Magic steals 20 Action Points per second, rather than 60 Action Points every 3s
- Magical Infusion increases the value of heals received by the target by 25% (link)
- Resurrection Illness now applies a 25% stat debuff, down from 50%, still excluding wounds (link)