High Elf, Archmage

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It is little wonder that the greatest reliquary of Elven magical knowledge also serves to warehouse the finest works of art and literature the world has ever seen. The White Tower of Saphery is not to be mistaken for a simple museum, for it serves as a place of higher learning for the most scholarly of pursuits. It is here that Elves deemed worthy to learn the ancient ways of magic are sent.

Tome Unlocks

Achmage.png

Destruction Only

Task Rewards Destruction Text
Encounter a High Elf Archmage XP: 84 N/A
Kill 25 High Elf Archmagi XP: 204 N/A
Victim Title: Hexed, XP: 336 Be Defeated by a Archmage
Kill 100 High Elf Archmagi XP: 500 N/A
Spoils of War Pocket: Glowing Rune, XP: 806 Collect a Specific Item from a Vanquished Archmage
Kill 1,000 High Elf Archmagi Title: Theurge Breaker, XP: 1050 N/A
What do We Have Here? Pocket: Ruined Book, XP: 1476 Learn about the Archmage by completing a specific task
Kill 10,000 High Elf Archmagi Title: The Spelleater, XP: 1716 N/A
Drop the Top Trophy: Golden High Elf Eliminator, One Pip, XP: 1800 Defeat the Current Highest Ranking Archmage Player
Kill 100,000 High Elf Archmagi Trophy: Golden High Elf Eliminator, Two Pips, XP: 1974 N/A

Order Only

Task Rewards Order Text
What do We Have Here? Pocket: Ruined Book, XP: 1476 Learn about the Archmage by completing a specific task

Class Changes

  • 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)