Nevtar’s Wizard Guide

"Well, I can hunt waaaay above my level."

~Littleson

If you choose the path a Wizard, you need to realize a few things. 1) There’s the chance that you’ll be advancing very slowly early on because of your low attack and mana. 2) Enchanting isn’t an easy and simple process, don’t expect to be doing all that much of it.

 

STEP I: Race Selection

For my guide you should choose from one of these races:

 

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

They have a pretty nice dexterity bonus and are the only race which has a wisdom bonus, which is very useful because later on you’ll be using Sleep III plenty when you take your sword-swinging buds hunting. They also gain intelligence and logic quickly The drawback to Dark Elves is that they have a very slow SP (Spirit Point) recovery. Dark Elves receive a +10 in dexterity and aura, and a +5 in intelligence, wisdom, and reflex. However, they have a –5 in constitution and charisma, and a –10 in discpline.

 

Halflings: The small and furry folk make good spellslingers (especially at bolt-casting) because of their large bonus in dexterity, which determines a Wizards spell AS (Attack Strength). They also are smart, get experience quickly, and have good defense. The drawbacks are that their stats are very ranged and they have very low strength, resulting in a low capacity for carrying and a low swinging AS. Halflings receive a +15 to dexterity, a +10 to reflex, constitution, and intelligence, and a +5 bonus in logic. However, they have a -20 to strength, a –15 in charisma, and a –5 in aura and discipline.

 

STEP II: Roll Placement

  1. Aura: 90 or up. This determines how much mana you get per level as well as how many SP’s you have. It also helps with TP’s (Training Points).
  2. Discipline: 80 or up. This is a big decider of your TP’s as well, and doesn’t rise particularly quickly.
  3. Dexterity: 80 or up. This stat helps determine your spell AS and grows rapidly. It also helps with manuever-based attacks.
  4. Reflex: 75 or up. This determines your DS (Defensive Strength) and also how quick you are on your feet.
  5. Strength: 55 or up. I know you probably won’t be swinging a blade, but this is vital, especially for the Halfling Wizard. It helps early on, with round time, and also how much you can carry. Important later on as well for climbing and such.
  6. Wisdom: 55 or up. This will grow relatively quickly and determines CS (Casting Strength) and TD (Target Defense) which will become increasingly more important as you age.
  7. Logic: 55 or up. This stat determines how much field experience you will obtain.
  8. Intelligence: 50 or up. This stat determines how much experience you will soak up at a node. It will rises like a weed as a Wizard, especially a Halfling or Dark Elf.
  9. Charisma: 45 or up. This stat determines your…charisma. Not vital at all for a Wizard, unless you want to trade and barter a ton at merchants. It will rise at a steady pace with a Halfling, not so with a Dark Elf.
  10. Constitution: 45 or up. This stat determines your physical well-being and how many HP’s (Hit Points) you will gain per training. It will rise at a steady pace with a Halfling, not so with a Dark Elf.

 

 

Section III: Training

It’s somewhat difficult to train Wizard’s early on, because there is so much to train in. When you have leftover points when you’re older (around 30 or so) I’d suggest putting them towards a third spell.

 

Armor Use: Train whenever you have the spare points until you reach a bonus of +20, or 4 trains. That way you can use full leather, which has no spell casting hindrance, with no added RT (Round Time). It might be a good idea to consider training to double (bonus of +40) for the added CvA (Cast versus Armor) bonus.

 

Shield Use: Train in this 1x (1 time) per level. This will help you defend yourself and it adds to your defense against elemental spells.

 

Edged Weapons Use: Train in this 1x per level. This will help you advance early on and later on defend yourself. (If you want to start triple training in spells-a good idea-I suggest training in edged until a bonus of +120, which is 30 trains.)

 

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 Major Elemental to 518 and then started on Minor Elemental until 414 and alternated from there. Try to do Wizard 1x all the time. Around 30 (if not earlier) you can start tripling in spell training.

 

Mana Sharing: Train in this 1x per level until you have a +102 bonus (24 ranks) in it. This helps when you’re reluctant to give out spells, casting massies, sending for other spells, and also while enchanting.

 

Magic Item Use: Train in this 1x per level until you feel you have enough to use all wands and rods. (Probably around a +120 bonus.)

 

 

Spell Aiming: Train in this 2x per level. This targets your enemy and also determines a Wizard’s spell AS.

 

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 CoL. 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 Major Bolt. 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 Wizards 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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