How to make an Omnipotent Archmage

saathei

Warlord
Joined
Feb 18, 2004
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Provo, UT
Now that the victory option is in (which I am insanely, ridiculously excited about) here's some tips to help you do it. In my games when I do this, I usually get within 2- 3 promotions of Omnipotence (which is why I asked for the victory condition, haha).

1. Make your maps at least Standard size, with Deadly Wild Mana and More Mana options enabled. Deadly Wild Mana is necessary because you need to have mana guardians with spellbooks to take. The map size and More Mana are important because you want to make sure that there are enough spellbooks to go get.

2. Know your civ. Be aware of your leader's strengths and limitations and use that to your advantage. For instance, don't pick the Khazad, because they can only have Adepts and thus can't achieve this victory type. Nojah the Illusionist (Balseraph) is problematic because all his arcane units are illusions and thus cannot take spellbooks at all. Conversely, the Amurites have the Cave of Ancestors UB that gives extra XP to arcane units when they are built; the Amurite leaders also all have a Mastery of some magic type, which means free spells. Emergent leaders can sometimes produce units with the Inspired promotion, which grants +2XP in combat. Arcane leaders give the Potency promo, which increases the rate at which your mages gain XP. Charismatic leaders are especially desirable for this victory type, as their units need 25% less XP for every promotion.

3.Do not take ANY promotions for the unit! No, really. When you make him, don't take any spells. At all. Don't spend XP on promotions until the very very end when you have no other options. ESPECIALLY do not take spells from Metamagic, Force, or Creation, as these do not lead to any Mastery promotions. The exception is "Master of..." promotions - buy these as soon as you can. You can't get the "Master of" promotions from spellbooks, only through XP purchase. Each of them grant special abilities like withdrawal chance, strength, movement range, etc. so taking them as soon as they are available will make it easier for your mage to survive. OK, and along that line, strength promos can also be handy. See item #6.

4. Kill Wildmana guardians and take their books. And I mean, globetrot. Go into your allies' lands and nick their spellbooks before they can kill the guardians. This is how you will get the majority of your XP and spells. Note that spellbooks have the chance to give you ANY spells from a sphere, whether your unit has the proper channeling level or not. It is possible to have Entropy III and not Entropy I or II, and you only need Entropy III (and not I or II) for the Master of Chaos and Entropy promotion. Thus, you might be able to get the Master promotions quicker than you might think.

5. Even if you are a Master of <spell school>, STILL kill the guardians and take their books. You might not get any new spells, but each book gives you a chunk of XP that would be a lot harder to get otherwise.

6. For the love of Sucellus, keep this guy alive. Seriously, nothing's more disheartening than loading up on spells and then dying to a well-placed assassin. You'll need a strong unit traveling with this guy to help kill the mana guardians, so why not give him the Guardsman promotion while you're at it? And take every chance you can to buff up your mage. Even though this endeavor takes psychotic amounts of XP, it can be worth it to give the mage strength promotions to help him stay alive better (and remember, this pumps up your summoned creatures too, so it's not entirely a waste). Give him Orthus's Axe, Scorched Staff, or whatever other items that will boost you mage's strength.

What to do to get over the final XP hump
So, you will merrily slaughter all the guardians on the map, but you will probably find yourself a bit short of the XP needed to get all the way to Omnipotence. What to do? Here are some ideas, many of which are stackable.
1. Join up with a Great Commander, cast Valor, and go kill barbarians. Great commanders give you extra strength and +1 XP per combat, and Valor also gives you +1 XP per combat. You should already have Master of Law and Sun which also gives you +1 XP per combat. So, even though you wouldn't ordinarily be getting XP from fighting barbs, you'll get an automatic boost because of these promotions.

2. Explore lairs. It's not super efficient, but every lair will give you 1 XP. And now that you can Discover New Adventure Opportunity, you have an infinite supply of them if you also have an infinite supply of patience. ;)

3. If you're Calabim, chow down. This is kind of a given, but in case you didn't know, you can Gift Vampirism to your Archmage, and then he can eat the citizens of your cities to get massive XP boosts.

4. If you're Amurite, cast Arcane Lacuna. It stops everyone from spellcasting, yeah, but it also gives your casters XP based on the number of mana nodes you have.

That's all I can think of for now - feel free to add any other tips you can think of!
 
1. Make your maps at least Standard size, with Deadly Wild Mana and More Mana options enabled.
Sorry, you lost me here, because with WM in its current state I can only play small or tiny maps in order to be able to enjoy the mid- and lategame at least a little regarding the time between turns.

Anyway, good job!
 
In addition to what Saathei details above, you could also start as the Calabim. get Gibbon G. CoE hero and make him vampiric. Start feasting. He don't need Strenght of Will to get level 3 spells. Have another strong unit beating mana guardians. All the spellbooks will eventually end up in your capital. In addition, get a mage guild and an adventurers guild in one of your towns and buy level 1 and 2 spellbooks.
 
LOL Didn't really expect arcane mastery to get this far when I made it. If Omnipotence is going to be a victory condition though, some kind of nerf to feasting by archmages might be necessary.
 
The vampiric Gibbon is not necessary unbalanced. First, it requires you to be Calabim, and second you have to snatch Gibbon before another player researches Deception. Third, a Calabim Nation with Gibbon feasting down it's population has a price in itself. And lastly, other nations should and would pump out assassins to get him. He would be no match for a good one.

Vampiric archmages are endgame units anyway. Strenght of Will isn't exactly a cheap tech, and by this stage, all victory options should be applicable. Again, backstabbing a carefully nurtured archmage the enemy has spent the last 300 turns on with a good assassin (you just got to love them), is rather nasty.

Or if you are really lucky, you could just steal the archmage/hero with the Domination spell. Just kill the stronger units in the enemy town with heavy units and the weaker with assassins (they are awesome), and voila: The archmage/hero would be the only target for your Domination spell.
 
I actually think that its easier to create an omnipotent archmage with Calabim/FoL than Calabim/CoE. The huge population enabled by FoL mitigates most of the drawback to munching on your own citizens, and since xp gain from feast is scaled to city size, it's quite easy to give a unit unlimited experience. Build the Tower of Sorcery so your mage can reprogram mana nodes, and in 100 turns or so you can have yourself an omnipotent archmage. Also, Breeding Pits + Water Well + Smokehouse + Granary + (possibly) Growth (and maybe some terraforming using the nature mana you got from Song of Autumn) means that your level 25+ city can regain the population lost from feast in less time than it takes your mage to reprogram the mana node.
 
i thought with 7.5x you can have both FoL and CoE? (i did tried the new CoE yet, so i may be wrong)
 
Don't use a spellbook until you have Arcane Lore!

Percent chances for gaining 1st/2nd/3rd level spells are:

Base: 50/20/0
w/ Sorcery: 75/40/10
w/ Arcane Lore: 100/60/40

(Doesn't matter if you are adept, mage or archmage.)
 
very well written :goodjob: To make sure it won't get lost here on the forum I have added it to the Guides section of the Civilopedia.
 
Yeah, great write up. I never knew about the spell books and % learning level 3. Good to know!!

Also, Grigori are natural at making omnipotent mages (especially charismatic Grigori leaders) - just save your adventurers and turn them into adepts - by the time you hit Strenght of Will you'll have what you need already there.
 
I was just playing for this victory with Grigori. Two things I noticed that are not in the writeup above:

1. Only spellbooks won from WildMana guardians give xp (15 xp to be precise). Purchased spellbooks give no experience at all.
2. Only Grigori and Amerites can buy 3rd level spellbooks (or at least I think this is the case; the ability button says Grigori & Amerite only).
 
I was just playing for this victory with Grigori. Two things I noticed that are not in the writeup above:

1. Only spellbooks won from WildMana guardians give xp (15 xp to be precise). Purchased spellbooks give no experience at all.
2. Only Grigori and Amerites can buy 3rd level spellbooks (or at least I think this is the case; the ability button says Grigori & Amerite only).

Right. I purposely didn't mention the Tome of Spells III. Last time I checked, the spell was ANY random level 3 spell, not just a level 3 spell you don't know. Purchasing spellbooks could be worth it if you haven't started taking spellbooks from mana guardians yet, but by the time you research the tech to purchase Tome of Spells III, you have probably been merrily slaughtering them for some time, in which case the purchase is a waste of money (at least for your omnipotent-in-training).

Edit: 6 years a member and finally my 100th post, go me! :band:
 
Buying Tome of Spells III can be a finishing strategy -- specifically if you have enough xp to get all the mastery promos, but not enough to get mastery promos + level 3 spells. Yes, you could try to get over that xp hump as you indicate above. Alternatively (or in addition), you buy and use one Tome of Spells III each turn. I'm not sure the exact chance per use... it's clearly small. You can never fill in all the 3rd level spells. But you can fill in a lot, and each one gained allows ~30 xp (or so) to go to mastery promos rather than level 3 spell promos.

You have to weigh the 1000 gp (for a small chance of gaining that level 3 spell) against the difficulty of gaining 30 or so xp for that next level. The 1000 gp per turn is trivial (at this late stage in the game); however, using one successfully (to fill in a few of those last missing level 3 spells) is frustratingly rare. On the other hand, the 30 xp you need for that next level is pretty daunting, at least after you've used up all the WildMana guardians. (The bottom line is that you really really need to get those WildMana nodes early before they go away.)

Just as a note: I've almost successfully done this now WITHOUT using the "More Mana" option (~turn 270, standard map, normal speed). Respect my authoritah!
 
What about stacking one type of mana before leveling up? Rather than four different mana, it is better to have four Law when leveling up your archmage, then dispel them and build four Life, then another level up. That way, in one level up, you will get free Law3, in the next you will get free Life 3.

The pattern is : build a type of mana in four nodes, level up, dispel, build. Repeat as necessary.

The drawback of this are : of course you need at least 4 nodes, need a mage with Dispel Magic, and your unit is an Archmage.
 
@esvath, That only works for upgrades (adept -> mage -> archmage) not for level ups. And you can't get the level 3 spell at the first upgrade. So you can get only one level 3 spell this way.
 
Could you get a fast win with Gibbon Goetia? Should be the first Channeling III unit buildable at all.
 
Could you get a fast win with Gibbon Goetia? Should be the first Channeling III unit buildable at all.

In general, the limiting factor is usually not how fast you can get a Channeling III unit, but how fast you can collect the spellbooks and get the XP. I usually find that I'm hitting Omnipotence long after I get to Strength of Will.
 
@esvath, That only works for upgrades (adept -> mage -> archmage) not for level ups. And you can't get the level 3 spell at the first upgrade. So you can get only one level 3 spell this way.

You could use it to get many level 1 spells, though. Imagine if you have twelve manasources. When you build your omnipotence-adept (let's call him Bruce), make sure you have two sources of 6 different manatypes. Before you upgrade Bruce to Mage, dispel magic on all of them and make sure you have three sources of four different manatypes when you upgrade him. Before you upgrade Bruce to Archmage, dispel again and make sure you have four sources of three different manatypes. Like this, Bruce gets 13 free level 1 spells, 7 free level 2 spells, and 3 free level 3 spells.
 
I just started a game to try for a Gibbon/Calabim Omnipotence victory. Monarch, Standard Size PerfectWorld2, Normal Speed, Deadly Wild Mana (of course), but without More Mana. (Yes, I think More Mana is a cheat for this victory, but Calabim is not. Go figure.) The key to this, as saathei indicates, is collecting many WildMana spell books as quickly as possible, but also exploiting vampire feeding. My goal is victory before I have to quit due to MAF errors (turn 270 or so). Here's my plan:

1. Deception (turn 150), Gibbon created (turn 160)
2. Feudalism (turn 170), upgrade 3 warriors to vamps and start feeding
3. Three highly promoted Vamps start traveling the world for spellbooks (turn 175)
3. Gibbon at 26xp and gifted vampirism (turn 185), starts feeding once per turn (rotating through 3 cities).
4. Gibbon at ridiculously high xp (by turn 210, maybe 26xp + 25turnsx15xp = 401xp)
5. Get Arcane Lore, use spellbooks (turn 210?)
6. Win.

I'm probably off on my turn estimates, but we'll see...
 
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