Nevtar’s Sorcerer Guide

"They keep trying to downtweak us but we always seem to do the best..."

~Lord Malok

STEP I: Race Selection

Unless role-playing is very important to you, I strongly suggest choosing a Dark Elf.

 

Dark Elves: Smart and quick, these mysterious Elves were once the Masters of Elanthia.

A Dark Elf is helpful as a Sorcerer because they can soak up experience quickly and have a nice bonus in TD (Target Defense). Due to their arcane nature, they have penalties in the more charismatic of stats. They also have a very slow Spirit Point recovery, which is somewhat hampering to CoL. They make great sorcerers, however, and have fairly quick growth in all the right places. Dark Elves have a +10 in aura and dexterity, and a +5 in reflex, intelligence, and wisdom. However, they have a –10 in discipline and a –5 in charisma and constitution.

 

STEP II: Roll Placement

This type of training may look a bit unorthodox, however I believe it to work the best.

Wisdom is very important for a Sorcerer, and many of you may think it to be the best roll early on, but believe me when I say that this Sorcerer will do great down the road.

  1. Aura: 90 or up. Aura determines mana per level, and is absolutely vital for a Sorcerer from the first train on up. This will rise fairly quickly.
  2. Discipline: 80 or up. This is a big determiner of PTP’s (Physical Training Points) and also the experience you absorb. This will not rise very quickly.
  3. Strength: 80 or up. For the long-term character, it’s important to have high strength, because from about 1-8 trains you’ll be swinging your weapon.
  4. Logic: 75 or up. Although this does rise fairly quickly, being a Dark Elf sorcerer, it is essential for power-hunting, which you’ll be doing a good amount of later on.
  5. Wisdom: 55 or up. You’ll be starting out with a 65. Wisdom determines your CS (Casting Strength) and TD (Target Defense). Later on, CS spells are the way Sorcerer’s attack. The reason this isn’t high on the list is because Wisdom grows like a weed for a Dark Elf sorcerer. By the time it is absolutely vital, you’ll be all right.
  6. Reflex: 55 or up. Reflex determines your DS (Defensive Strength) which tends to be a problem early on. It rises at an okay pace since you’ll be a Dark Elf.
  7. Intelligence: 55 or up. This too, is key for power-hunting and absorption of experience.
  8. Dexterity: 50 or up. This helps with manuever-based attacks. Not very important for a Sorcerer and rises at a decent pace.
  9. Charisma: 45 or up. This is your personal appearance, and it’s not important at all unless you want to trade well. It rises slowly as a Dark Elf.
  10. Constituion: 45 or up. This determine’s your HP’s (Health Points) per level and physical well-being. It will rise fairly slowly.

 

Section III: Training

This is the most important thing about your character besides stat placement. Determine a system for training early on and stick with it. Around level 18 or so you can begin to triple train in spells.

 

Armor Use: Although you may seem some spell-casters train up to brigadine armor and chain hauberk, I’d suggest getting points for a bonus of 40, enabling you to wear double leather.

 

Shield Use: 1x (one time) per level for life. Although you may think early on it doesn’t matter if you train in this every level or not, it really does matter.

 

Edged Weapon Use: 1x per level for life. Early on you need to swing a blade and the weapons training increases your AS (Attack Strength).

 

Climbing/Swimming: Train in this after you have completed your armor training. Try to have a +50 bonus in each (10 trains) by level 25 or so, and at least +120 in climbing and 50 in swimming by level 40 or so.

 

Perception: So many people have different views on perception it’s hard to say. I’d train 1x per level until about a +90 (20 trains) or +120 (30 trains).

 

Spell Research: Train 2x per level. It’s up to you which spells you’d like to train in, I chose Minor Spiritual to 102 and then started on Minor Elemental until 414 and alternated from there. Try to do Sorcerer Circle 1x all the time. Around 30 (if not earlier) you can start tripling in spell training.

 

Mana Sharing: Train in this 2x per level until you have a +120 bonus (30 ranks) in it. This helps when you’re reluctant to give out spells, casting massies, sending for other spells, and also while casting such spells as Dark Cataclyst because you receive mana back.

 

Spell Aiming: Train in this 2x per level if possible. This targets your enemy while casting such spells as Focused Maelstrom.

 

Physical Training: Train in this 1x per level until your health has maxed out. This skills increases HP’s (Health Points) and also the rate in which your health goes up.

 

PART V: What to do, what to do

Level 0: Make trips to all the stores in the Town you are born in. Your quickest level.

 

Level 1-3: Fight rats and kobolds. This is boring but it gives you a taste of things to come.

 

Level 3-6: Pick either CoL or Voln, I’d suggest Voln because you’ll be getting slow spirit recovery and Voln has useful symbols for Sorcerers. You should hunt on the Miner’s Road and goblins. If you find that you are having trouble here, you should continue with rats.

 

Level 6-9: Fight manticores and thraks. They don’t have a very good treasure stock, but have a nice generation rate.

 

Level 9-12: Fight silverback orcs and cold guardians in Icemule. I’d suggest going with a friend, because even now you don’t have enough mana for creatures with as many HP’s as silverbacks or guardians. I loved hunting here, it was a quick fry and very easy.

 

Level 12-15: Fight glacier using your spell Mana Disruption. It will usually kill the critters in one hit and they have some decent treasure.

 

Level 15-20: Try the Abbey in Icemule. It has a very nice generation rate and puma hides are worth a pretty silver. You might need a bud to help you spell up.

 

Level 20+: By this time you must have an idea of what to do. Feel free to broaden your horizons, because there are so many paths and options that one can follow in the Lands.

 

Part VI: Life in the Lands

I’m not some grumpy old Legend that deems it necessary to teach every youngster what he or she is doing wrong, but there are some things that you should take into account before you go and waggle your tongue about anything.

Just a few basic rules on etiquitte. Please don’t yell, pick up items that don’t belong to you, scroll (repeat a command over and over), poach (attack critters that don’t belong to you), and best of all please tip any person that helps you out with something, whether it be locksmithing, healing, rezzing, or even just spelling you up unless they ask otherwise.

 

Author’s Note: For all the Sorcerers out there, please enjoy my guide. I wrote it because I know how difficult it is for us to decide which path to take in training and just life in the Lands in general. If you see me around, feel free to comment on my guide (whispering of course), or if you would like to do it more quickly, please e-mail me at Sperk65417@aol.com.

 

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