Wee Old Wizard Guide
By Gandif


Note: This is NOT an official Simutronics file. It contains my opinions on Wizard stuff.


Hello everyone, I am Gandif. Currently only level 3 after I was forced to switch accounts, I was before on my old account a level 6 wizard. I will not post the name because many people some how disliked me. This might have been due to my older days as a thief. As I kept the same name for my wizard who was a thief, so many thought me still one. Ok well let me say another thing which is of little importance. I have been ALL classes at one time or another and have found by FAR the wizard is the funniest to play. Though a sorcerer is very neat also. (This is my opinion) Ok well lets begin where most guides do begin. You guessed it!!! (Drum roll)

THE STATS (more drums)

Rollin'

Well let me say that rolling is very important to you. Everyone needs high rolls (duh), but every profession needs them in different places. Here is where they might go.


Constitution- this is NOT important to wizards, lowest number you've got.

Dexterity- VERY IMPORTANT. Highest number

Discipline-60 or higher

Logic-40 or higher

Intelligence- 55-70 (You get a +10 bonus for being a wizard)

Strength 55 and up

Reflex- 80 or higher

Charisma- 50 or higher

Wisdom- whatever ya feel like

Aura- 80-90 (you get a +10 bonus for being a wizard)


Well I do have to admit those are hard to roll. And I did roll them, really. But what goes up must go down. I had just finished placing them when my SISTER picked up the phone. ::cry::. So I rolled till I got another good set, but not as good. ::sigh::


Races: Pros and Cons


Though all races are good here is a list of pro's and con's about for being a wizard, but 1st here is the stat bonus table.


Human:

Pros: has no disadvantages also gets logic intelligence and strength bonuses that are helpful to a young wizard. Nice Hp factor and max.

Cons: No real good gains

Giantman:

Pros: Strong, very strong. Kinda of charismatic. High constitution. Highest Hp max and factor of all races.

Cons: Unfortunately giantmen receive negative bonuses in 4 main wizards' stats.

Half-elf:

Pros: Fast, with their bonuses to Dexterity and reflex. Also have a good charisma bonus. Decent Hp factor and Max.

Cons: Discipline negative, though who really cares?

Sylvan Folk:

Pros: Has a good bonus to Aura, Reflex, Charisma, and Dexterity. Hp max and factor are ok. Has some good wizard gains

Cons: Discipline negative, though who really cares, again.

Dark Elf:

Pros: Has A LOT of good wizard bonuses. A very good race in my opinion. Hp factor and max are decent.

Cons: Discipline Negative, OH NO. Though the constitution and charisma negatives can hurt.

Elven:

Pros: High stats bonuses in reflex and charisma. Good bonus's in Aura and Dexterity. Hp stuff is Ok. I am an elf and very proud knowing that I can rip a giantman to pieces, with the help of some wands.

Cons: A big negative in Discipline. Also a negative strength.

Dwarf:

Pros: High strength, constitution, and discipline bonuses. Good logic one. Good Hp factor and max.

Cons: Reflex, charisma and aura all get negatives. Only Dwarf Wizard I have ever seen is Gringo, though I am sure of more.

Halfling:

Pros: Great bonuses in Reflex, constitution, Dexterity, and Intelligence. Good logic bonus. BEST bolt castin' wizards in the game.

Cons: Huge negatives in strength and charisma. Also negatives in Aura and discipline. Low Hp factor and max.

Training


Here is a list of wizard costs.


Skill.................................Physical.....Mental.....I Train

---------------------------------------------------------------------

Two Weapon Combat..........25...........20...........0

Armor Use..........................14............1...........1

Shield Use.............................8............1...........1

Combat Maneuvers.............15............8...........0

Edged Weapons.....................9............1...........1

Blunt Weapons......................9............1...........0

Two-Handed Weapons........20............3...........0

Ranged Weapons................20............3...........0

Thrown Weapons................20............3...........0

Pole Arm Weapons.............20............3...........0

Climbing...............................6............2...........1*

Swimming.............................3............1...........1*

Multi-Opponent Combat.....20...........25...........0

Disarming Traps...................2............7...........0

Picking Locks.......................2............8...........0

Stalking and Hiding..............5............3...........0

Perception.............................0............3...........1*

Spell Research.......................0...........10...........2

Scroll Reading.......................0............1...........0

Magic Item Use.....................0............2...........1**

Mana Sharing........................0............7...........1**

Spell Aiming.........................2............1...........2

Ambush..............................15...........10...........0

Physical Training..................8............0...........1

First Aid...............................3............3...........0

Trading.................................0............3...........1*

Picking Pockets....................3............3...........0

Brawling.............................20............3...........0

---------------------------------------------------------------------------

Total.................................249.........140


Here is the explanations.

Skill- Name of skill Phy.- # of physical points needed to train in this Men.-# of mental points needed to train in this I train- what I train in * = only once every few levels ** = I train in these once or more depending on my points left.


Well here is what those confounded terms mean.


Two Weapon Combat- Ability to use 2 weapons. This only effects your AS in your left hand, not your right; you must train in a main weapon to hit with the right.

Armor Use- This lowers your roundtime for armor.

Shield Use- Gives you more DS from the use of a shield.

Combat Maneuvers- Raises AS and DS a little.

Edged Weapons- ability to use edged weapons increasing AS when using them.

Blunt Weapons- ability to use blunt weapons increasing AS when using them

Two Handed Weapons- I wont even explain this one.

Ranged Weapons- These weapons don't yet exist.

Thrown Weapons- these are said to exist, but I have never seen one.

Pole Arms- ability to use pole arm weapons increasing AS when using them

Climbing- ability to climb

Swimming- ability to swim

Multi Opponent Combat- When fighting more then one thing this helps lessen the disadvantage

Disarming Traps- the skill to disarm traps

Picking Locks- the ability to pick locks

Stalking and Hiding- ability to stalk and hide

Perception- this is your ability to see hidden things and such

Spell Research- this lets you learn a spell

Scroll Reading - ability to read spells of scrolls

Magic Item Use- how well you can use magical items, like wands

Mana Sharing - the ability to swap mana with others

Spell Aiming - This increases your AS when using spells.

Ambush - How well you can jump from the shadows and ruthlessly attack a unsepecting creature

Physical Training- this increases HP

First Aid- when you have those darn lacerations on your abdomen this will help you from bleeding to death

Trading- merchants charge less and can be bargained down more with this skill

Picking Pockets- ability to steal from others

Brawling - how well you hit unarmed


Ready to Kill!!!


Hold on NOT YET.

You shouldn't start killin' right now. Go to all the places on the DIR list and advance. Then most would say run messages till your level 4. HELL NO!!!!. I tried this method personally and found that after 10 hours of constant delivering I still needed 3,000 exp. So I decided to hunt in a little known place. The sewers. But before you go there you SHOULD run messages for some $$$$. Then go to public areas and do as I do and sing 'buying wands' or 'anyone selling wands'. Most people sell them since only wizards normally use them. I used wands in the sewers when I started to save them for higher levels. Well I drew my trusty blade and attacked in Offensive Stance. Here is what a typical attack of mine looked like at level 1. I am Gandif

Gandif swings his broadsword at the giant rat AS:8 - DS:-10 + AvD= 45 + 100d= 45 = 108 5 points of damage Minor scratch to right hand

lockpick just arrived

lockpick swings a falchion at Giant Rat AS:56 - DS: -10 + AvD= 45 + 100d = 94 = 205 101 points of Damage Major puncture to left lung Rat falls into a heap and dies

lockpick kneels

Lockpick skins a giant rat

Gandif says 'what is your problem?"

Lockpick says 'huh?'

Gandif says ' you stole my kill'

Lockpick 'sorry'

Gandif says 'aren't you a little strong to be fighting rats'

Lockpick says 'yes'

Gandif says ' then why fight them'

Lockpick shrugs and says 'I don't know where anything else is.'

Gandif says 'I will show you, join up'

Lockpick joins Gandifs group

That is what usually happened to me. But here is what happened when I reached level 2.

A giant rat scampers in

Gandif swings a broadsword at the giant rat AS:28 - DS: -10 + AvD= 45 + 100d= 82 = 155 25 points of Damage Rat falls into a heap and dies Your broadsword fades some

Now my AS was 20 higher. Though I only trained once in edged it should be 13. But since I cast the wizard spell edge on it I got a extra +15 AS till it wears out. Well here is some more info on the sewers. The sewers have about 10 times the amount of rats then the catacombs and have about 5 times as less people. I CONSTANTLY had my mind between 'Must Rest' and 'numbed'. I got those 3000 points I needed in less then a hour. I went back and hunted at level 2 and advanced in around 3 and a half-hours.

Wizardly Wears


Here is a list of some items I carry around so I can get out of alot of bad situations.

Weapons

These are the weapons I always carry.

Broadsword- a trusty weapon of mine. I almost always use it.

Dagger- not very good, but I use it in my second hand when fighting rats, because they need a roll of 93 or higher to hit me. And it only adds 1 to my RoundTime.

Feras Rapier- Its a good weapon, if you only use it on rare occasions, 'cause if its overused it will break. I found it on a kobold


Armor

I only carry this for armor

Full Leather- wizards, if they use any higher armor, it will fail spells sometimes, so always use this.

Reinforced Shield- I use this when hunting anything but creatures 2 levels under me.

Red Dyed Leather Boots- I like them.


Magical Items

Blue Crystal- rub it for a instant +75 AS boost. I carry them incase I get into a player Vs. Player fight. Lasts for 1 swing.

Silver wand- good wand, I use it when hunting undead. Casts minor shock.

Iron Wand- same as a silver one.

Gold wand- casts minor fire. Toasts undead.

Metal wand- casts Cold Ball. I use it for undead.

Twisted Wand- casts mana Disruption, it is a awesome spell. I use it for fun on low level creatures.

Wolfirew Lichen- I use this to cure my twichies if Windia isn't around.

Crystal amulet- I use it if I need alot of help.


Sewers? Where are they?


Well let me tell you.

1st- Go to the Cul-De-Sac 2nd- Enter the catacombs 3rd- go east 4th- go hole 5th-go opening 6th-go east 7th- go north 8th- go grate Now you are in the sewers.

A Final Note


Well in closing I am happy that you have read my document. I would like to add that if you wish to hunt or a wizard to help teach you, I will gladly help. E-mail me at Ant14man on AOL. If you are on another service e-mail me at Ant14man@aol.com And always remember, wizards WILL become excellent warriors when they get into higher levels, so NEVER let a warrior call you weak.

Bye

Gandif, The elven mage


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