The Archmage

Difficulty 55%
Versatility 80%
Mobility 90%
Career information
Race High Elves
Role Healer
Armor Robe
Weapons Staff
Special Mechanic High Magic
Mirror Career Shaman
Gender Both
Abbrevations AM, Mag

Archetype: Healer

Special Mechanic: High Magic

Class Details: Long-range healers, the Archmages are master of High Magic. Through careful and balanced use of the Winds of Magic, Archmages can use the power generated by their offnsice spells as a fuel for their healing abilities. By weaving back and forth between damaging spells and healing magic they reduce and sometimes even negate the cost of beneficial spells, allowing them to remain efficient for long periods of time. 

From the oldest times recorded, High Elves have harnessed powerful innate magic. Using their inborn abilities, Archmage characters bend and mold magical energies to form powerful attacks. Though other races use magic, few can harness the pure energy with the same degree of power and precision as the Archmage. Before battle, the Archmage harnesses a massive amount of energy at once so that he can unleash it much faster than any other caster in the game.

The Archmage is the caster and healer of the high elves. Though he is primarily a ranged damage dealer for the high elves, he can also fulfill the role of healer for smaller groups.

Career Masteries

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

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.

Important Stats

As an Archmage you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points. 

Wounds: Increases your overall HP. You can never have enough HP.

Healing Critical: Increase your chance to do Critical heals

Will Power:  Increases your healing Power and increases the chance to disrupt enemy spells.

Acquiring Gear

There are many ways to get gear:

  1. Open RvR:  The gear and weapons you get here are for your main spec. When you kill or lock a zone you will be given a number of War Crests according to your level which you can trade for armor and weapons. At the end of a zone if you roll high enough you will be give a color bag with may contain certain tokens that you can trade and get a jewel set. Engineers don’t have defensive jewels set like other classes.
  2. Scenarios: Scenarios remain a very strong source of gear. You continue to earn War Crests at the end of every scenario, which are then traded with vendors in Altdorf (Order) or the Inevitable City (Destruction) for armor and weapons. The quality of gear from scenarios can still be among the best in the game, making them a crucial part of gearing up.
  3. Achievements & Tokens: The Tome of Knowledge is still a vital system. By completing achievements (e.g., killing a certain number of creatures, collecting specific items, or exploring areas), you unlock entries in your Tome. These unlocks can reward tokens that are then traded in the library in Altdorf or the Inevitable City for unique jewels or tactics. Some very desirable sets and bonuses can be acquired this way. The development team has continued to add more Tome Achievement Unlocks, including some tied to Live Events as of 2025.
  4.  Tier 4 epic quests: The epic quest lines in each area continue to be a source of significant rewards. Upon completing these lengthy, multi-step quest chains, you are typically given a choice of a powerful item, often with unique appearances or stats. These quests are a reliable way to get high-quality gear.
  5.  Dungeons & Lairs: Dungeons and lairs are still important for acquiring gear, weapons, and jewels, both while leveling up and for end-game progression. The RoR team has been actively updating and even adding new PvE content. For example, as of early 2025, there’s a “Lost Vale” dungeon update introducing new armor sets (Dark Promise sets, including main spec, off-spec, and hybrid options), and materials for crafting permanent rings.
  6. Ward System: The game utilizes a “Ward” system where you often need to unlock lower-tier Ward sets before being able to equip higher-tier dungeon gear (e.g., Gunbad -> City -> Bastion Stair).
  7. Public Quests (PQs): While not strictly “dungeons,” PQs are large-scale PvE events that can also provide gear through loot bags. RoR has implemented different difficulties for PQs (Easy, Normal, Hard) which scale with the recommended number of players and offer varying loot quality.

The Archmage: High Elf Master of High Magic and Arcane Versatility

 

The Archmage in Warhammer Online: Return of Reckoning is a unique healing/hybrid class, a master of High Magic. While intrinsically designed around a concept of dealing damage to fuel and buff healing spells, the practical application of this intended mechanism often falls short in game, leading most players to specialize purely in either healing or DPS. Despite this, the Archmage remains a powerful and versatile presence in Realm vs. Realm (RVR) combat, though often misunderstood in its healing capacity.

 

RVR Strengths: Arcane Control and Annoyance

 

  • Master of High Magic (Theoretical Efficiency): Conceptually, Archmages are meant to leverage the power generated by their offensive spells as fuel for their healing abilities. By weaving between damaging and healing magic, they can theoretically reduce or even negate the cost of beneficial spells, allowing for prolonged efficiency. While not fully utilized as intended, this design principle underpins their potential for sustained presence on the battlefield.
  • Exceptional Kiting and Annoyance (DPS Spec): As a DPS, the Archmage truly shines as one of the best kiting and most annoying classes in the game. They possess very powerful Damage over Time (DoT) spells that can wear down enemies, combined with good self-healing. This allows for a highly effective “hit, run, heal, hit, run, heal” playstyle, making them incredibly frustrating targets for melee attackers and a nightmare for uncoordinated pursuits. This playstyle makes the Archmage a favored solo roaming DPS class, capable of picking off stragglers and holding ground.
  • Long-Range Healing (Healing Spec): As a long-range healer, the Archmage can provide sustained support from a safe distance, making them valuable in situations where staying out of harm’s way is paramount.

RVR Challenges: The Unconventional Healer’s Struggle

 

  • Healing Viability and Meta Position: As a dedicated healer, the Archmage often finds itself last in line to be picked in many RVR activities. This is primarily due to a lack of mobility and defenses compared to other healing classes, making them highly vulnerable to dives and focused attacks. While they can be good in small groups if someone wants to heal, their susceptibility to pressure often makes other healers a more consistent choice.
  • Complex Resource Management (If utilizing intended mechanic): For those attempting to fully utilize the damage-to-heal mechanism, it requires a high degree of skill and constant awareness of the “Winds of Magic” balance. The disconnect between the intended design and practical in-game effectiveness adds a layer of frustration for players hoping to master this hybrid playstyle.

RVR Niche: Supporting the Warband and Defensive Control

 

  • Warband Support Healer (1 Spot): In warbands, the Archmage typically secures one spot, usually as a “support healer.” Here, their utility often outweighs their raw healing throughput compared to other healers. Key contributions include:
    • Instant Resurrection Skill/Tactic: This is an essential skill/tactic for warbands, allowing for quick recovery of fallen allies, which can turn the tide of a large engagement.
    • AoE Slow: Their AoE slow is essential to assist fights, helping to kite enemy pushes, protect the backline, or enable a friendly charge. This vital crowd control contributes significantly to warband positioning and control.

The Archmage in RVR: The Tactical Annihilator or Support Enabler

 

The Archmage in Warhammer Online: Return of Reckoning is a class of contrasts. While its healing identity struggles with defensive vulnerabilities in a fast-paced RVR environment, its DPS spec offers unparalleled kiting and long-term harassment, making it a formidable solo threat. In warbands, its utility, particularly the instant resurrection and AoE slow, carves out a crucial niche. Mastering the Archmage means understanding its strengths as a disruptive force and leveraging its unique High Magic to either annoy foes into submission or provide crucial, timely support from a distance.

Healers are the lifeblood of any group in Warhammer Online: Return of Reckoning (RoR). Your role is not just to mend wounds, but to enable your allies to fight effectively, mitigate incoming damage, and even contribute to crowd control and debuffs. A skilled healer is often the difference between a triumphant push and a wipe.

While the specific spells and mechanics vary between healing careers (e.g., Archmage, Warrior Priest, Shaman, Disciple of Khaine for Order/Destruction), the fundamental principles of effective healing remain consistent.

 

The Core Philosophy of a RoR Healer

 

A masterful RoR healer excels at:

  1. Sustained Healing: Keeping the frontline and key damage-takers alive through continuous incoming damage.
  2. Burst Healing: Delivering rapid, high-impact heals to save allies from sudden, heavy damage.
  3. Damage Mitigation/Prevention: Using protective buffs, cleanses, and even timely crowd control to reduce the need for healing.
  4. Resource Management: Efficiently using your mana/resources to ensure you don’t run dry in critical moments.
  5. Situational Awareness: Knowing who needs healing most, anticipating damage, and avoiding enemy threats.
  6. Utility & Support: Contributing with buffs, debuffs, and even offensive capabilities when the healing demand allows.

 

Essential Healer Skills and Their Usage

 

1. Single-Target Heals (Direct & HoT)

 

  • What they do: These are your primary tools for keeping individual allies alive.
    • Direct Heals: Instantly restore a significant amount of health.
    • Heal-over-Time (HoT): Apply a buff that restores health gradually over a duration.
  • When they’re used:
    • Direct Heals: Use these on allies taking heavy, focused damage, especially your tanks or a squishy DPS/healer being targeted by enemies. They are reactive and for immediate crisis management.
    • HoTs: Apply these proactively to your tanks and anyone expected to take consistent damage. They are efficient for sustained healing and less mana-intensive over time. Keep them refreshed on key targets.
  • Example: Your tank (Guarded by another tank, hopefully!) is taking consistent damage from enemy DPS. You keep your powerful HoT (e.g., Archmage’s “Restorative Burst” or Warrior Priest’s “Divine Favor”) active on them at all times. If their health suddenly drops significantly from a burst, you immediately follow up with a strong direct heal (e.g., Archmage’s “Gust of Wind” or Warrior Priest’s “Prayer of Healing”).

 

2. Area-of-Effect (AoE) Heals

 

  • What they do: These spells restore health to multiple allies within a specified area around you or your target.
  • When they’re used:
    • Group Damage: When your entire group is taking widespread AoE damage (e.g., from enemy mages, or in a large melee scrum).
    • Tight Formations: Effective when your group is stacked together, such as when pushing a door or holding a choke point.
    • Efficiency: AoE heals are often less efficient per target than single-target heals but provide massive value when many allies are wounded.
  • Example: Your warband just pushed through a gate, and several enemy Sorcerers unleash a volley of AoE spells, dropping multiple allies to low health. You quickly position yourself centrally and unleash your AoE heal (e.g., Shaman’s “Effigy of Mork” or Warrior Priest’s “Zealous Blessing”) to bring everyone back up.

 

3. Cleanses / Debuff Removal

 

  • What they do: These abilities remove harmful debuffs (e.g., roots, snares, disarms, morale drains, damage-over-time effects) from your allies.
  • When they’re used:
    • Targeted CC: Immediately cleanse crucial crowd control effects from your tank (to maintain Guard or positioning), your DPS (to allow them to attack), or another healer (to allow them to continue healing).
    • Debuff Removal: Remove dangerous damage-over-time effects or debuffs that reduce healing effectiveness.
    • Morale Drains: If your class has a cleanse for morale drains, use it to prevent allies from losing their powerful morale abilities.
  • Example: Your tank is rooted by an enemy Bright Wizard, making them unable to chase a fleeing enemy or reposition to block incoming damage. You immediately cast your cleanse (e.g., Disciple of Khaine’s “Touch of the Undying” or Warrior Priest’s “Sprit of the Devout”) on them to free them.

 

4. Protective Buffs / Shields

 

  • What they do: These abilities grant temporary defensive bonuses, such as increasing armor, resistances, parry/block/disrupt chances, or applying absorb shields that soak incoming damage.
  • When they’re used:
    • Anticipate Burst: Apply these before your allies take heavy damage. If you see an enemy group focusing one of your DPS, shield them proactively.
    • Opening Engagements: Buff your frontline tanks at the start of a fight to reduce initial incoming damage.
    • Crisis Management: Use them on a target that is already low but needs to survive another hit or two while your direct heals land.
  • Example: You see an enemy Chosen charging into your Bright Wizard. You quickly apply a defensive shield (e.g., Archmage’s “Shield of Saphery” or Disciple of Khaine’s “Sacrifice”) to the Bright Wizard, allowing them to absorb some of the incoming damage while you cast a heal.

 

5. Morale Abilities (Defensive & Offensive)

 

  • What they do: These powerful abilities build up as you fight and heal. They can range from massive AoE heals, to complete CC immunity, to powerful offensive boosts.
  • When they’re used:
    • Defensive Morale (e.g., “Replenish Spirit,” “Balance of Power”):
      • Crisis Healing: Use your healing morale spells when your group is taking extreme damage and multiple allies are critically low. They are often fight-changing.
      • Pushing Through Choke Points: When your group needs to survive a concentrated enemy assault to reach an objective.
    • Offensive Morale (less common for healers, but some exist):
      • If your healing class has an offensive morale (e.g., Shaman’s “Go Faster, Ladz!”), use it to support a coordinated DPS burst on an enemy target.
    • CC Immunity Morale (e.g., “Juggernaut”): Use this when you are heavily focused by enemy CC and need to guarantee your heals or escape.
  • Example: Your warband is pushing into the keep lord room, and the enemy unleashes all their AoE. Multiple tanks and DPS are at very low health. You activate your rank 4 healing morale (e.g., Archmage’s “Mastery of the Hearth”), bringing everyone back up and allowing your group to continue the push.

 

6. Offensive Abilities / Debuffs / CC (Situational)

 

  • What they do: Most healers have a small set of offensive spells, debuffs (e.g., healing reduction), or CC (e.g., single-target mezz, snare).
  • When they’re used:
    • Low Healing Demand: When your group is healthy and not under immediate threat, you can contribute extra damage or utility.
    • Assisting Focus Fire: Apply healing reduction debuffs to enemy healers or targets your group is trying to burst down.
    • Peeling: Use a quick snare or single-target CC on an enemy that is on your backline.
    • Resource Management: Some offensive abilities may help with resource generation (e.g., Disciple of Khaine’s “Rune of Khaine” for Bloodlord).
  • Example: Your tank is holding a single enemy. Your group is healthy. You might throw in a few offensive spells or apply a healing debuff to the enemy (e.g., Disciple of Khaine’s “Soul Rend”) to help your DPS finish them faster, while keeping an eye on health bars.

 

General Healing Principles

 

  • Prioritization:
    • Tanks: Your primary responsibility. Keep your tanks alive at all costs as they Guard your group.
    • Other Healers: Keeping other healers alive ensures sustained healing output for the entire group.
    • High-Value DPS: Protect your key damage dealers, especially if they are heavily targeted.
    • Yourself: You can’t heal if you’re dead. Position safely and use self-heals/defensives when targeted.
  • Positioning:
    • Backline: Generally stay behind your frontline tanks and melee DPS.
    • Line of Sight (LoS): Always ensure you have a clear line of sight to your allies. Don’t let environment or enemies block your heals.
    • Avoid AoE: Stay out of enemy AoE and cleaves. Your survivability is paramount.
    • Awareness: Know where your enemies are and be ready to move or use a defensive if you become a target.
  • Anticipation: Don’t just react to low health. Watch enemy casts, know common burst combos, and pre-hot or pre-shield allies.
  • Resource Management:
    • Know your Costs: Understand which spells are mana-efficient and which are heavy drains.
    • Efficient Usage: Use HoTs for sustained healing and direct heals for emergencies. Don’t spam your most expensive heals when it’s not necessary.
    • Regen: Utilize any passive or active mana/resource regeneration abilities your class has.
  • Communication: Call out if you’re being targeted, if you’re low on mana, or if you need help. Communicate your morale usage.
  • Renown Skills: Prioritize Wounds, Toughness, and Willpower (or equivalent stat for your class). Renown abilities like “Stand Your Ground” (increased incoming healing) are incredibly strong.
  • Potions: Carry healing and spiritual potions (mana/resource). Use them proactively to avoid running dry.

By mastering these skills and principles, you will become an indispensable healer, turning the tide of countless battles in Warhammer Online: Return of Reckoning.

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Bright Wizard Single Target Build

Spent you ability points as shown below: Path of Incineration 11 points  /  Path of immolation 18 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 4 x 23 (or better) Wounds 4 x 23 (or better) Intelligence Pots

Bright Wizard Bomb Build

Spent you ability points as shown below: Path of Incineration 19 points  /  Path of Conflagration 10 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 2 x 23 (or better) Wounds 6 x 23 (or better) Intelligence Pots

Bright Wizard Rain of Fire Build

Spent you ability points as shown below: Path of Incineration 6 points  /  Path of Conflagration 19 Point Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 6 x 23 (or better) Wounds 2 x 23 (or better) Intelligence Pots

Warrior Priest Tome Build

A good Healer build. Spent you ability points as shown below: Path of Salvation 22 points  /  Path of  8 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 4 x 23 (or better) Wounds 4 x 23 (or better) Armour Pots

Warrior Priest Shield Build

Spent you ability points as shown below: Path of Grace 20 points  /  Path of Wrath 9 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 4 x 23 (or better) Wounds 4 x 23 (or better) Armour Pots

Warrior Priest DPS Build

Spent you ability points as shown below: Path of Grace 8 points  /  Path of Wrath 21 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 6 x 23 (or better) Strength 2 x 23 (or better) Initiative   Pots

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