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
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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!!!