A Wizard’s Guide

A Wizard’s Guide v1.0

By

Mephostpheles Nekromancer/Drakeria De’Mepheric

 

Congratulations on choosing to be a wizard. You will find that wizards can be the most powerful and interesting professions in the lands. You will need a lot of patience to get powerful though and if you don’t like group hunting, stop reading and go read a sorcerer guide. Also, if you strive to become a Lord or Lady as quick as you can, go read a Cleric or Empath guide. Still there? Good. I strongly suggest reading the official documents on the Gemstone website to get a background of the game before you read this guide. If you have already, read on!

Please note that the following are my opinions of what works and what doesn’t. Just so you know where I am coming from, I am currently a level 6 wizard. I know you are thinking, "What does a level 6 person know about being a good wizard?" Well, I have rerolled thrice, first time at level 6, second time at level 21 and third time at level 8, and I feel that I know a lot about being a wizard, due to personal experience and thanks to elder wizards that have helped me. You will read why I rerolled in a moment (don’t make the same mistakes!). If you want to check out other formulae not in this guide such as Experience absorbing, take a look at Sylvendale’s Statistical Sorcerer’s Guide. Even if you don’t, check it anyways; it has some good general info even if you are not a sorcerer. You can find it in the File Libraries on the Gemstone Website.

Also, this guide is based around your wizard becoming a pure spell caster. If you want to become a war mage, I suggest reading some other guides. I personally dislike that way of training, but, to each his own.

The Birth of Your Character

Expect to spend several hours creating a good character. It’s hard to get the stats you want on your first roll unless you are INCREDIBLY lucky. For me, it usually takes an average of an hour and a half to get a good set of rolls. It may take you longer or may take you less time. There are ten rolls total with the first three being from 60-90, second three from 30-60, third three from 20-50 and the last from 20-100. Here’s a very nice set of rolls:

85, 85, 85, 55, 55, 55, 45, 45, 35, 95

Combined total: 640

Don’t aim to get this unless you want to spend a day in the character manager. Strive for at least a total of 625 and have 3 rolls in the mid to upper 80’s and one in the mid to upper 90’s. And it is a good idea to reroll when you have 3 80’s and a 90 if you have a lot of 20’s and 30’s. Just be patient.

Placement

In order from highest roll to lowest roll:

Discipline, Reflex, Aura, Dexterity, Logic, Strength, Intelligence, Wisdom, Charisma, Constitution

Discipline: This stat effects how much experience your mind can hold which, in turn, effects how fast you absorb your experience. (For full details on exp. absorption, check the Statistical Sorcerers Guide. I will not place it in my guide for the amount of effort it took Lord Sylvendale, Shytok OfGhul, and others. They deserve all the credit, as it took a LOT of time. )

I will say, though that how much experience your mind can hold is this:

Mind capacity = 800 + Discipline stat + Logic stat

It also factors in to MTP’s and PTP’s. It grows slowly as well, put this high.

Reflex: This effects your DS in all stances. Since we stance dance a lot and we will inevitably get caught in offensive a fair bit, this is important!

Aura: This is the most important stat for most any profession. It determines your maximum spirit points, maximum mana for Elemental Spell users (ie: Us!), and factors in to both MTP’s and PTP’s. You will want about a 95 or better here to get 3 mana per level (the highest). You will only need a roll of 85-89 to put here though since we get a +10 in this stat just for being a wizard. This also affects Elemental CS. By the way, if your third highest roll is less than 85, switch Aura and Reflex. You want a total of 95 or better here.

Dexterity: This is what determines how much damage aimed spells to, along with the spell aiming skill.

Spell AS = Dexterity bonus + spell aiming skill + Racial Bonus

It is unwise to put this as high as possible when you start since you will not use spells when you start and also, it grows very quickly, whereas discipline does not.

Logic: This effects, along with discipline, how much experience your mind can hold and how fast you absorb your experience. This grows somewhat fast so put around a 55 here.

Strength: Some would put this before logic and some would put this even further down. This effects how well you swing your blade and how much you can carry. I put logic before it because I like to absorb faster, I get more MTP’s (which you need heavily) and I use my blade only until year 5 or 6. You can put it lower if you like but if you are a halfling, I would advise against it since you would have a hard time hitting even rats with that —20 racial bonus. This also effects your starting HP.

Intelligence: This effects how much experience your will absorb when off of a node. This bonus and your logic bonus (Bonus, not stat!) factor in to it. You may want to switch this with strength, but we get a +10 to this as well just for being a wizard so it will end up at 55 or better anyways.

Wisdom: effects how much mana Spiritual Spell users get and its bonus factors into Spiritual CS. Not very useful for wizards. Stick a 45 here.

Charisma: A fairly useless stat for anyone but a bard. I put it before constitution so I can get a bit more MTP’s. It grows at a moderate rate.

Constitution: Determines you max HP, resistance to poison and disease and your starting HP as well. We won’t need much HP since most of our deaths will be crits. A useless stat for us I think. Stick your lowest roll here.

Race

Easily, the best race for a wizard is a halfling. At least they are the best race for someone who wants to be as powerful a bolt-slinger as possible. I would suggest this for the experienced or very patient Gemstone player. Many new players will probably not have the patience to deal with the first ten levels where even rats are hard to hit and you cannot carry much with adding to your RT. If you are not as experienced or playing just to roleplay, I would suggest a half-elf. I was this race when I became a Lord and was a fairly effective hunter. Only problem was, the things I liked to hunt were tweaked to have +50 to their DS… (Of course, I think I was hunting pookas a bit early (I was 20, I think they are 33) This was when I rerolled my second time to become a halfling. Much more Elemental AS but I ended up rerolling him after reaching 8, and the reason for that was he was optimized for power as early as possible. I put dexterity the highest, so my elemental AS was tremendous but I then realized that when I reached level 30 or 40, other wizards would have 3 or 4 stats at 100 which means more TP’s for them while I would only have 1 or 2. Anyway, pick halfling if you want power, or anything else if you want less power but more strength or more logic or something. Choose a race that suits who your character will be. I now prefer the half-elf.

Recently, with the addition of Mana Leech and the combined sleep spells, I have noticed a surprising number of Dark Elf wizards. They get a good dexterity bonus and the best aura bonus so they would have high CS and decent AS as well. I personally don’t like Dark Elfs because of the amount of time it takes to regain spirit points. This doesn’t matter too much if you choose Voln, but if you choose the other society, it may hinder you a bit.

Here are the races with dexterity bonuses. You don’t have to choose one of these if you don’t want, but these will have slightly better AS’s than other races.

Halfling — DE +20, RE +10, CO +10, IN +10, LO +5, AU —5, DI —5, CH —15, ST —20.

Dark Elf — DE +10, AU +10, RE +5, WI +5, IN +5, CH —5, CO —5, DI —10.

Half-Elf — DE +5, RE +10, CH +5, DI —5.

Sylvankind — DE +5, RE +5, CH +5, AU +5, DI —5.

Elf — DE +5, RE +15, CH +15, AU +5, ST —5, DI —20.

Training

First of all, if you are not getting at least an average 40 TP’s of each type, you need to reroll. (PTP’s will be a bit higher for us since our four highest stats affect PTP’s and only two affect MTP’s. Try for 40-45 here. MTP’s should be as close to 40 as you can get.)

Training cost is in the parenthesis (PTP/MTP, recommended trains in it)

Two Weapon Combat (25/20, 0): Don’t bother training in this. It costs way too much and is not useful for wizards.

Armor use (14/1, 4): First four years train in this so you can wear full leather with no RT penalty. Since it costs 14/1, you will most likely have to forfeit training in mana sharing for these years.

Weapon use; Edged (9/1, 40); Blunt (9/1, 0); Two-handed (20/3, 0); Ranged (20/3, 0); Thrown (20/3, 0); Polearm (20/3, 0): Definitely once per level up until level 40. I would suggest edged weapons since they are abundant and daggers count. I prefer to carry a dagger around instead of a sword once I turn 8 or 9 since I don’t use my blade anymore. Daggers are cheaper and give you the same DS bonus that a sword will. Even if you don’t use your blade, train in this to get the DS bonus of just carrying it.

Shield Use (8/1, 40-max): You shield will be your main defense, (well, besides spells) so train once per level in this as well. Might want to stop at 40 trains, though, since after that, the bonus you get is only 1.

Combat Maneuvers (15/8, 0-40): As you approach your 30’s to 40’s, you will find critters start using many maneuver attacks. Since we have high dexterity, we have a good base for dodging these, so some say don’t train in it as long as you travel light. You can also get a ranger to cast 618 (Mobility) on you to help this. This is entirely up to you.

Swimming (3/1, 10-20) and Climbing (6/2, 10-20): You will need this to access all areas of the lands but not immediately. Train in one every other level or so and never both in the same level unless you have trained in everything else already and have some spare points.

Multi-Opponent combat (20/25, 0): If the engagement system is even implemented (which I hope it isn’t) this will play a bigger part in combat, but for now useless.

Disarming Traps (2/7, 0-40): With my sorcerer, I have trained in this 12 times, and with singling in perception for 22 years, I can see the majority of traps —130 and under which has saved my butt a few times, and also saved me about 100,000 coins in tips. I would like to train in this as a wizard but I’ll have to start at a much later age when other skills are maxed. Train in this if you like, while remembering that the spell 408 is horribly useless.

Picking Locks (2/9, 0-40): I would not suggest training in this until you are at least 40, and then only if you want the ability to open mithril, enruned and glyphed boxes. I personally find the spell 407 to work fine in most situations. And, again, this is an optional skill to train in.

Stalking and Hiding (5/3, 0-20): This is kind of costly for a wizard, and you need at least 10 trains to be any good at it. Train in it for role-playing purposes or for fun, but in battle, this won’t help much. I do not recommend it.

Perception (0/3, 0-40): It’s good to train in this when you can, so you can see pickpockets and it helps to find traps on boxes. If you go down the disarming path, training in this is mandatory, otherwise, fit it in when you can.

Spell Research (0/10, Max): See below.

Scroll Reading (0/1, 30): Train in this once per level to read scrolls of your age. You need a 100 bonus to read level 20 spells and about a 120 to invoke without too much trouble. It’s cheap, and helpful in some situations.

Magic Item Use (0/2, 30): Train in this once or twice per level. You will most likely use a lot of wands as a wizard so this skill is mandatory..

Magic item use skill + Aura Bonus (For wizards. For Clerics and Empaths, it is Wisdom bonus, for sorcerers Wisdom bonus + Aura bonus/2) + Know Spell? — Spell level > 100 = Success!

Know spell? = 30 If you know the spell

= 10 if it’s in one of the circles you have, but you don’t know the spell

= —20 if you can never learn the spell.

Spell Aiming (2/1, Max): Twice per level no matter what. This determines, along with your dexterity bonus, your Elemental AS. I cannot stress how important this is. This is also the reason of my first reroll… I trained once per and at level 6 had an AS of 57. I thought that they just used the spell to hit, not determine how hard it hits. (I didn’t read a guide that time through) I rerolled and my AS was 89 instead. Much better.

Mana Sharing (0/7, 24-Max): As soon as Armor Use is done with, start training in this. I really don’t understand why the profession that needs this the most, besides clerics, has to pay so much for it… This will be essential after you title because a lot of critters are easier to hunt with a hefty amount of spelling up with some spells not in our circle. And a simple "Kin I send fer some deep blues?" will get better results than a "Kin a kind soul cast some deep blues on a little ol’ hobbit?" (Not sending any mana). (BTW, Deep Blues are the Minor Spirit spell 107 (+25 TD and —25 to Elemental Attacks against.))

A 102 bonus will allow you to receive all the mana from someone else who has a 102 bonus. If they or you have lower, you get only some of the mana. Overtraining can help make that up.

Ambush (15/10, 0): Not very useful for spell casting wizards. Save it for the rogues and rangers.

Physical Training (8/0, 10-20): Train in this until you reach your max HP. Training anymore will increase the rate at which your HP’s recover. It’s not that helpful so stop when you reach max.

First Aid (3/3, 0-40): This skill helps determine what you can skin regularly and lets you tend your owns wounds, providing you have enough training. I try to fit this in whenever I can and you will need it if you join the Bathhouse Society, which I will address later.

Trading (0/3, 0): Supposedly, training in this enough will get you discounts at stores and merchants. You need a high bonus to get this and the bonus is not much more than 25% I think. Don’t bother with this.

Picking Pockets (3/3, 0): Train in this if you want to be a thief, but since you are a wizard, I don’t think you want to be.

Brawling (20/3, 0): Another one of those costly skills that don’t help wizards too much. Ignore this.

Spell research: Twice a level. What spells you research are up to you. Here’s my suggested menu:

LEVEL MnEl MjEl Wiz

0 401 501 900

1 401 501 902

2 402 502 902

3 402 503 903

4 402 504 904*

5 402 505** 905

6 402 506 906

7 402 507 907

8 402 508 908

9 402 509 909

10 402 510 910

11 403 511 910

12 405 511 910

  1. 405 513*** 910
  2. 406 514 910
  3. 406 514 912
  4. 406 514 914
  5. 406 514 916
  6. 406 514 918
  7. 406 515 919
  8. 406 517 919
  9. 407 518**** 919
  10. 409 518 919
  11. 411 518 919
  12. 413 518 919
  13. 415 518 919
  14. 417 518 919
  15. 419 518 919
  16. 421 518 919
  17. 423 518 919
  18. 425 518 919

* 904, previously Stun Cloud is now Minor Acid.

** 505 is no longer implemented as is not 915 and 520.

*** 513 formerly Sleep III, now is Elemental Focus. When cast, you get —40 to your weapon attacks but +20 to elemental spells. Sound good.(30 seconds/level)

**** 518 Cone of Lightning will be your best spell against swarms. It casts a major shock on everything in the room.

You will also notice that I do not get Elemental Defense III (414) as soon as I can. My reason for this is that there are always people in TSSW to cast it for me through massies (spell 419) and because 507 and 508 are good subsitutes.

Also, I do not get enchant item at 25. Reason: To enchant anything worthwhile (2x-4x), you need to be about level 40 to have a high success rate. I’ll pick it up later.

NOTE: This is just a sample of how to go along researching spells. Follow this to whatever extent you want or come up with your own plan that works for your character.

Hunting

When I hunt, I hunt for efficiency. You absorb the most when your mind is fried and least when clear or fresh and clear. As a wizard, due to mana constraints, it is unlikely to get fried often when you reach your teens so to gain levels a bit faster, try to aim the start of your hunts right as your mind goes to clear. You will most likely make it to numb with your mana supply. I would still suggest the same if you are hunting with wands too. Get fried by still start the hunt when your mind is clear. That way, it takes less to get fried and you also are still have some to absorb if you hunt a creature that doesn’t show up very often.

Level

0 — Just go to places around town, using the dir command, and you will get enough to gain a level in no time.

1-4 — Deliver messages for most of this time. If you want to hunt, hunt rats, Your strength will probably be limited at this point.

5&6 — I usually hunt squirrels at this time or when I feel like it rats still. (With my cleric, I hunted rats until 7) Squirrels are good since Minor Shock can kill them well and they swarm a lot since no one hunts them much. These are some of the toughest levels you will face.

7-11 — At level 7, Minor Shock will have no prep time on it so you can switch to using spells a lot more. Mants and thraks are good at this point if you hunt in groups and dirges are good too. Find something you enjoy to hunt, but remember, you strength is still limited.

12-15 — You have Minor Fire with no prep time at this point but your mana is still fairly limted. I did wraiths at this point, starting with the ones under the crypt first and then moving to the AI at level 14. Wraiths are not that enjoyable though so you may want to try Fire Guardians or Cold Guardians or something like that.

15-20 — Things begin to open for yourself at this point. You start to have a lot of mana and a good variety of spells. You will probably start to buy wands by the truckload at this point too. I suggest Fire Cats and Rats or hunting on the Glacier was very good until recently. Now everything up there can cast Stun or Death Cloud…

21- ?? — Things are up to you now, although Pookas are good at about age 25 and Miners will be good at 32 or so in groups. The choice is yours though. The Monastery is also a good place to try providing you have some swimming training.

Societies

At level 3, you can join one of two societies, Voln or the "Bathhouse Society." The choice is all yours but I will say this:

If you choose Voln, expect to take 25 trains to master in it. You will be limited to hunting undead critters, as well. The bonus you can eventually receive to your AS is +26, and the same for DS. You will have the ability to recover your mana, but at a very high cost. You will, however, probably make a lot more friends and have a bit more fun with the mini-quests you have to solve.

If you choose the "Bathhouse Society," expect to take 5 trains to master it. You will be required to get a lot of skins and pelts, not easy for a young wizard. The bonus you can eventually receive to your AS and DS is +35. You will have the ability to recover your mana at a high cost, but probably not as high as Voln’s; it is all relative, however. You probably won’t make many friends in this society, however, and the cost for mastering is very high indeed…

Knowing this, make your decision…

Some Final Notes

First, about the two authors of this guide.

Mephostpheles Nekromancer was the persona that I went under for my first three wizards. He is currently a level 22 Sorcerer at the date of this writing (11/30/1998).

Drakeria De’Mepheric is my current wizard persona. He is only a level 6 half-elf wizard at the date of this writing.

My other personas you will see about the lands.

Gallione Angelousia is currently a level 14 cleric. He resides in Icemule and will be happy to raise you if you die. ;-)

Kuronoshi Bladecast is currently a level 5 rogue. He resides in the Landing, and will be happy to pick some lower level boxes for you.

Ellisuian Murisaki is currently a level 5 empath. She resides in Town Square Central, and will be happy to soothe your wounds.

Shianri Agelmaris is my newest persona. He is a level 2 bard. He will be happy to receive any cash donations from you…

If you wish to address concerns, questions or comments about this guide, either contact one of them in the game or e-mail me at beazpdx@spiritone.com

I wish you luck in your travels and in becoming an old wizard.

Mephostpheles Nekromancer/ Drakeria De’Mepheric

 

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