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Heroica-archmage

Archmage is one of the six veteran job classes available to the players of Heroica RPG at level 40 if they have successfully completed at least 10 quests or possess the Veteran's Badge. It is only available to those who started out as a mage.

These supreme spellcasters can bend the forces of nature to their will, just like the Doomsayer could.

  • Additional Health: +10
  • Additional Ether: +10
  • Weapons: Archmages use the same equipment as mages.
  • Job Traits: Spellcasting – Archmages can use spells to remove obstacles outside of battle at the cost 1 ether; Arcane Wisdom - Archmages can spend ether to get a hint on any puzzle or riddle that they encounter - the more ether they spend, the more revealing the hint is; Circle of Mages – All original mages in the archmage’s party can use any elemental gems and scrolls that at least one of them possesses.
  • Battle Style: Cataclysmic – Archmages have perfect control over natural elements and ether flows.
  1. SHIELD: Magic Cataclysm – The archmage conjures a devastating elemental spell to all enemies at the cost of 1 ether per damaged target. The damage equals the archmage’s weapon power added to their level, multiplied by four if the enemy is weak against the element, and by two if the enemy is not. If no element was chosen, it will be selected randomly among those available. If all ether is depleted, nothing happens.
  2. CRITICAL HIT/GREAT ARC SPELL: The archmage attacks the target with strength equal to two times their weapon power added to their level. Instead of attacking, the archmage can cast an elemental spell at all enemies with power equal to their critical hit, at the cost of 1 ether per damaged target.
  3. HIT/ARC SPELL: The archmage attacks the target with strength equal to their weapon power added to their level. Instead of attacking, the archmage can cast an elemental spell at all enemies with power equal to their hit, at the cost of 1 ether per damaged target.
  4. ABSORB ETHER/MEDITATE: The archmage transfers all ether from the target to themselves. If the enemy has no ether, the archmage meditates to regain 1 ether instead.
  5. DAMAGE: The archmage is struck by the opponent’s attack.
  6. SPECIAL DAMAGE: The archmage is struck by the opponent’s special skill.

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