The Masters’ Trials: Warden Strategy Tips
19/06/2017
The Masters’ Trials: Mystic Strategy Tips
18/12/2017

The Masters’ Trials: Loremaster Strategy Tips

This is part three in a series of articles meant to provide tips and advice to players trying The Masters’ Trials: Wrath of Magmaroth.

The Loremaster is a tricky class to play well but can be really powerful in the hands of an experienced player.

The Loremaster is the Relics guy. The key to playing the character well is to go for as many Relics as possible. Many times the player will have the option of either getting a Relic or dealing damage or mastering a new card from their Teachings. In all these cases, more often than not, the right call is to go for the Relic. Even though short-term it may look like it makes things more difficult (for example if they don’t help kill a Minion), in the long run the benefits are way better.
Try to master as many Insight-producing abilities as possible, especially early in the game. While reaching 3 or 4 Insight may not be that hard with your character during the early turns, very soon you will have to be able to generate much higher numbers.
Dice manipulation is very important because you are definitely going to need it in order to get the necessary Insight each round. To that end, the Water Elemental action can be very helpful to you. In fact, whenever you have the option, it is good to keep Water mana for the next round, for that exact reason.
Don’t hesitate to ask for help from the other players if that is going to enable you to get the necessary Insight. Most other characters, if they sacrifice one of their dice, they will be able to do what they wanted but to a lesser degree (for example they will just deal less damage or get less mana). With the Loremaster, it is all or nothing. You have one chance each round to get a Relic – if you lose it, then it goes for the next round.
On the other hand, if you see that you can’t reach the necessary Insight, you are the first person everybody else will turn to for help so make sure to provide assistance to anyone who needs it. This is also the perfect opportunity for you to unlock a small Seal (since you will have no other use of Insight).
After a point, and assuming you have already gotten many Relics (at least 5 or 6), you can start unlocking some of the higher Seals. There is no point in going for them early on – getting Relics is much more important during the first turns. After a point though, getting another Relic is not going to be super-important, while taking down a high-power Seal is going to be essential in turning the game to your favor.
Since you don’t want your dice to land on Relics, it is probably best to place the Relic cards on columns 1 and 6, saving the rest slots for abilities from your Teachings.

Cool Combinations

  • Focus is one of the most useful abilities you can get. Not only does it grant you 2 Insight on its own, it also helps your other dice go to other Insight-producing abilities, such as Clear Mind.
TMTFocus
TMTClearMind
  • The Order of the Burning Sands is the optimal Order for the Loremaster due to Unlock the Mind and 3 copies of Intuition. The Order of the Everlasting Waterfall also contains 3 copies of Intuition as well as 3 copies of Ripple, making it another good option.
TMTUnlockTheMind
TMTIntuition
TMTIntuition2
TMTRipple2
  • The Staff of Enlightenment is the Loremaster’s weapon of choice, mainly due to Awareness. However, he can easily function with any of the other Weapons, with the Chain of Balance being a very good option due to Spiritual Trance.
TMTAwareness
TMTSpiritualTrance (1)
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