Posted May 24, 2013
EvilLoynis, ever since you recommended runemaster to me, I have been in love with this build, there are so many possibilities; things that have never occurred in my previous games.
The goal is to use Artificer and Runemaster to reduce Create Artifact casting price (and time) by 75%. This makes crafting obscenely powerful items quite easy, even at the beginning of the game!
Artifiicer: no brainer.
Runemaster: to get this requires 2 books in 3 schools, so 7 total picks.
3 extra picks
There's two things to tweak. First is which schools of magic to put the 2 books in. Second is what to use the remaining 3 picks on.
For the 3 schools of magic here are my preferences
2 Life (strong) Item enchants are weak, but allows Heroism or Healing spell choice at the start.
2 Chaos (strong) Allows Flaming enchant on weapons, but common spells are mostly weak
2 Death (weak) Weapon enchants are almost non-existant, Black Sleep is decent.
2 Nature (weak) Weapon enchants are terrible, Stone Skin is okay.
2 Sorcery (fair) Weapon enchants are fair, but Phantom Warriors are great.
The 3 extra picks are where this build skyrockets in interest. The weapon enchants available in create artifact are dependent on the number of books you have in a school of magic. This makes those last 3 picks incredibly crucial and entertaining (for someone like me).
EDIT: Added TwoHandedSword's list of available enchants
Life 2: Bless & Endurance
Life 3: Holy Avenger
Life 4: RIghteousness
Life 5: Invulnerability & Planar Travel
Life 6: Lion Heart & True Sight
Death 2: Cloak of Fear
Death 3: Death
Death 4: Wraithform & Power Drain
Death 5: Vampiric (Life Drain)
Chaos 2: Flaming
Chaos 5: Lightning & Destruction
Chaos 6: Chaos
Nature 2: Water Walking, Resist Elements & Petrify
Nature 3: Pathfinding & Giant Strength
Nature 4: Elemental Armor
Nature 6: Regeneration
Sorcery 2: Resist Magic
Sorcery 3: Flight & Guardian Wind
Sorcery 5: Invisibility & Magic Immunity
Sorcery 6: Phantasmal
Sorcery 7: Haste
You can also spend the 3 picks on retorts!
The very first build I did was Warlord + 1 life; this makes impossible become easy mode. Ultra Elite units combined with decked out heroes; totally overpowered.
Alchemy is useful, since early game there isn't much mana to go around.
Myrran is fun, but it SUBSTANTIALLY reduces the possible enchants on items.
If you're still reading this insanely long post... there's more! Since you have so many schools of magic, you can trade enchant item and create artifact to other wizards for INSANE things... I've gotten flame blade, doom bat, efreet, warp lightning, phantom beast and even prosperity once (I think)...
ONCE YOU'VE TRADED FOR THOSE SPELLS, PUT THEM ON ITEMS TROLLLLLLLOLOOLOLOLOL, STAFF OF WARP LIGHTNING x4 FOR ONLY a FEW HUNDRED MANA, hahaha
okay I ran out of energy.
The goal is to use Artificer and Runemaster to reduce Create Artifact casting price (and time) by 75%. This makes crafting obscenely powerful items quite easy, even at the beginning of the game!
Artifiicer: no brainer.
Runemaster: to get this requires 2 books in 3 schools, so 7 total picks.
3 extra picks
There's two things to tweak. First is which schools of magic to put the 2 books in. Second is what to use the remaining 3 picks on.
For the 3 schools of magic here are my preferences
2 Life (strong) Item enchants are weak, but allows Heroism or Healing spell choice at the start.
2 Chaos (strong) Allows Flaming enchant on weapons, but common spells are mostly weak
2 Death (weak) Weapon enchants are almost non-existant, Black Sleep is decent.
2 Nature (weak) Weapon enchants are terrible, Stone Skin is okay.
2 Sorcery (fair) Weapon enchants are fair, but Phantom Warriors are great.
The 3 extra picks are where this build skyrockets in interest. The weapon enchants available in create artifact are dependent on the number of books you have in a school of magic. This makes those last 3 picks incredibly crucial and entertaining (for someone like me).
EDIT: Added TwoHandedSword's list of available enchants
Life 2: Bless & Endurance
Life 3: Holy Avenger
Life 4: RIghteousness
Life 5: Invulnerability & Planar Travel
Life 6: Lion Heart & True Sight
Death 2: Cloak of Fear
Death 3: Death
Death 4: Wraithform & Power Drain
Death 5: Vampiric (Life Drain)
Chaos 2: Flaming
Chaos 5: Lightning & Destruction
Chaos 6: Chaos
Nature 2: Water Walking, Resist Elements & Petrify
Nature 3: Pathfinding & Giant Strength
Nature 4: Elemental Armor
Nature 6: Regeneration
Sorcery 2: Resist Magic
Sorcery 3: Flight & Guardian Wind
Sorcery 5: Invisibility & Magic Immunity
Sorcery 6: Phantasmal
Sorcery 7: Haste
You can also spend the 3 picks on retorts!
The very first build I did was Warlord + 1 life; this makes impossible become easy mode. Ultra Elite units combined with decked out heroes; totally overpowered.
Alchemy is useful, since early game there isn't much mana to go around.
Myrran is fun, but it SUBSTANTIALLY reduces the possible enchants on items.
If you're still reading this insanely long post... there's more! Since you have so many schools of magic, you can trade enchant item and create artifact to other wizards for INSANE things... I've gotten flame blade, doom bat, efreet, warp lightning, phantom beast and even prosperity once (I think)...
ONCE YOU'VE TRADED FOR THOSE SPELLS, PUT THEM ON ITEMS TROLLLLLLLOLOOLOLOLOL, STAFF OF WARP LIGHTNING x4 FOR ONLY a FEW HUNDRED MANA, hahaha
okay I ran out of energy.
Post edited May 25, 2013 by SamKuker101