Difference between revisions of "Category:Wizards"

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== Wizards in General ==
 
== Wizards in General ==
  
Wizards are similar to [[:Category: Mages |Mages]] in their gameplay. They get more mana and less hp (the difference is more noticeable at lord). They also have [[flash]], though it's out of class for them. They lose out on psionic spells which mages receive (fortitudes is the most important one). The other main loss is that they cannot remort to [[:Category: Sorcerers|Sorcerers]].
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Wizards are similar to [[:Category: Mages |Mages]] in their gameplay. They get more mana and less hp (the difference is more noticeable at lord). They also have [[Flash|flash]], though it's out of class for them. They lose out on psionic spells which mages receive (fortitudes is the most important one).
  
In general, a wizard is preferable to a mage, unless you wish to remort sorcerer in the future. Mage however is more flexible for various roles due to their broader selection of skills.
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At Lord tier, a wizard is preferable to a mage, unless you wish to remort sorcerer in the future. Mage however is more flexible at hero tier for various roles due to their broader selection of skills and spells.
  
Notable hero spells that mages get which wizards do not include all psionic spells not exclusive to psi/mnd/bci (fortitudes, iron skin, etc.) as well as: sneak, move hidden, heighten senses, trip, parry, enhanced damage, rescue, time skip, bash, dodge*, third attack*, track, keyfinder.
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The downside to wizards is that they lack a good number of psionic-based spells and general skills that are otherwise available to mages. This may or may not be a problem, depending on your gameplay style. See the Practicing section below.
 
 
<nowiki>*</nowiki> wizards get these spells at lord
 
  
 
== Wizard Creation ==
 
== Wizard Creation ==
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There is also a quest involved to become a wizard (See: [[Book Of Exorcism]])
 
There is also a quest involved to become a wizard (See: [[Book Of Exorcism]])
  
If your Wisdom is too low, Threnadir will say 'You lack the wisdom. You will never be a Wizard. *tsk tsk*'  If Threnadir says 'You would make a poor Wizard with such paltry arcane might.', you might need more mana.  Wearing [[:Category:Lowmort 41-50 Mana Gear|mana gear]] will help out.  598 mana appeared to be enough on one occasion.  Thanks Z.
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If your Wisdom is too low, Threnadir will say 'You lack the wisdom. You will never be a Wizard. *tsk tsk*'  If Threnadir says 'You would make a poor Wizard with such paltry arcane might.', you might need more mana.  Wearing [[:Category:Lowmort 41-50 Mana Gear|mana gear]] will help out.  598 mana appeared to be enough on one occasion.
  
 
To actually become a wizard, you need to be at Threnadir and use the [[Prestige]] command.
 
To actually become a wizard, you need to be at Threnadir and use the [[Prestige]] command.
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=== Training ===
 
=== Training ===
The usual rules of training stats apply: Wis first, then Int and Con. Dex is of value in lowering your unspelled AC.
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The usual rules of training stats apply: Wis first, then Int and Con. Dex is of value in improving your AC, whereas Str is of marginal use.
  
 
=== Practicing ===
 
=== Practicing ===
Beyond the usual buffing spells (foci, awen, concentrate, etc.), wizards make particular use of acumen and savvy in their spellup. The lack of fortitudes is a drag, but the relaxed rules on bots mean that its rarely difficult to find a spellup. During combat, I've found that flash, acid rain, and a quickened calm are quite useful. In the right area, acid rain and calm can be used to gather many mobs (I've seen as many as 10 in a room) together, and then the skillful wizard can flash, and acid rain them all together.  This takes a bit of practice, but can greatly enhance a solo run.  Obviously an arc charged shield is a plus in this situation.
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Wizards get to practice a repertoire of spells very similar to mages (disintegrate, acid rain, mystical barrier, charge shield, ward, amplify). However, wizards do have access to [[Acumen|acumen]], and (less importantly) [[Timewarp]], which can be used as a poor man's [[Ablution|ablution]].
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[[Flash]] and [[Rune]] can be learned from spellbooks at hero tier, and this selection of (special) spells can be further expanded at lord tier. Although out-of-class for wizards, [[Flash]] is one of their trademark spells, and helps greatly when battling large rooms using area spells.
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Notable hero spells that wizards do not recieve are psionic spells not exclusive to psi/mnd/bci (fortitudes, iron skin, etc.) as well as: sneak, move hidden, heighten senses, trip, parry, enhanced damage, rescue, time skip, bash, bashdoor, dodge*, third attack*, track, keyfinder.
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<nowiki>*</nowiki> Wizards get these spells at lord tier.
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=== Worship ===
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See [[:Category:Mages#Worshipping|mages]]. Identical applies to wizards for both worship and devotion.
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Of note is that Flash if out-of-class for wizards. For it to be practical and useful against large rooms, it should also be fast. Quixoltan will increase the lag to 12 seconds (3 full rounds) so its usability will suffer. However, some races (tuataurs, dragons, ents, etc.) have more hp and racial armor, and thus have less need for flash - they can afford the increased lag.
  
 
=== Fighting ===
 
=== Fighting ===
  
 
'''Soloing:'''
 
'''Soloing:'''
While difficult at first, wizards are at their heart, solo creatures. Since wizards, unlike other casters, do not get dodge until Lord, but they do get shield block, having a charged shield is quite handy. As a low-hero, start with simple areas such as rot cor. the section is uncursed, has for the most part unagressive mobs, who are prone to flee. Use a surge 2 disintigrate to kill them with about three surge 2 disintigrates. If you are getting hit a lot, or have poor AC, try using flash after the first round. Once you've built up your mana sufficiently, Tortuga cay is a caster's paradise.  Even without flash, most tortuga's can be slain with 3-4 surge 2 disintigrates. 
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While difficult at first due to small HP gains, wizards are at their heart, solo creatures. Since wizards, unlike other casters, do not get dodge until Lord, but they do get shield block, having a charged shield is quite handy - same as with mages.  
At about Hero-150, Wizards finally hit their stride. The extra hp, mana, and of course acid rain, ward, and med ii at hero 101 help a lot.  Once you've built up confidence with tortuga, teleport into breen, and begin using flash and acid rain to knock out 3-4 mobs at a time.  Do not stack acid rain spells, as they will fire whether there are mobs in the room or not. 
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Breen is a safe place to begin practicing your calm-flash-acid rain strategy.  First find a room with 2-3 mobs.  cast acid rain, then use a quickened calm to allow yourself to leave into another room. make sure that you are not sneak/movehidden/invis.  In the next room, begin attacking the mobs as usual, and very quickly, the mobs will follow you into the second room. Using this technique, it's not difficult to gather many mobs in a room.  Once you have a significant number, flash them, and take them down with acid rain.  Wash, rinse, repeat.  Once you have significant stats, (3Kmana, 1.5khp, -750 unsp AC)  you should consider a larger, swarmier area such as ruined lairs.  With at little practice, it is not hard to get 8-10 mobs in a room.  At 95-150xp each, this can add up quickly.  Watch your hp/mana however, as ruined lairs is cursed.  CRs in lairs are quite messy and painful.
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These are some of the popular areas for wizard solo play, with the harder areas being both more difficult, as well as more rewarding.
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* Low Hero: [[:Category:Shadow Keep|Shadow Keep]], [[:Category:Tortuga Cay|Tortuga Cay]]. These areas are simple, mobs are relatively easy, and can be brought down quickly using [[Surge]].
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* Hero: [[:Category:Necromancer's Tower|Necromancer's Tower]], [[:Category:Ruined Lair 3 Of 5|Ruined Lair 3 Of 5]], [[:Category:Akrikto's Farm|Akrikto's Farm]]. The first two teach the new wizard how to use area spells, while the last one is similar to Tortuga Cay, however teaches the wizard independence.
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* Super Hero: [[:Category:Exploration Outpost|Exploration Outpost]], [[:Category:Sun God Altar|Sun God Altar]]. Both of these require self-spelling, but offer 5-20+ mob rooms to take on at once, thus allowing for rapid leveling.
  
 
'''Tanking:'''
 
'''Tanking:'''
The lack of rescue makes a wizard a poor choice of tank, but on the other hand, their ability to [[Flash]] can help a lot. Wizards will need at least one large hitter/healer who can act as a back up tank to grab people.
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The lack of rescue is the primary reason that makes wizards solo creatures. Wizards will need at least one large hitter/healer who can act as a back up tank to rescue groupies.
  
 
'''Hitting:'''
 
'''Hitting:'''
Wizards, like mages, do not make good hitters. If you are the kind of person who thinks mages are OK hitters when they have hit gear, well, Wizards don't even do that as well. They get a lot of mana, but casters at hero just aren't that great at hitting.
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Wizards, unlike mages, do not make even reasonable hitters (lack of second and third attacks, and enhanced damage). Thus, wizard's melee capabilities are virtually nonexistent.
  
 
'''Healing:'''
 
'''Healing:'''
Wizards are as good as mage or stm for brandishing.
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Wizards heal as well as any other character that can brandish. They do have access to [[Heal]] spell to be used in emergencies, but it is out-of-class, and thus slow.
  
 
== Wizards at Lord Tier ==
 
== Wizards at Lord Tier ==
Wizards are the tops, bar none, for area damage at lord. With their large mana base and the spellbook 'Ether Link,' they can deal a huge amount of damage when dealing with multiple foes. Unfortunately, this is balanced out by their damage against single mobs. Mnds and Sors both will (or should) outdamage and outgun a wizard outside of gear runs and swarms. Wizards are OK for duo's and soloing; their lack of significant single target damage is most noticeable here. It should be noted that the damage meted out by a Wizard worshipping Bhyss vs. a Sorcerer (without immolation, which is short-lived anyway) doing the same  is no more than a single damage verb, at best. (Usually, it's merely a matter of the number of asterixes and equal signs on the same damage verb.) Furthermore, since they both get roughly the same hp and defensive skills, neither one is in a better position to solo for a *sustained* period of time.  It's also worth noting that, unlike [[:Category:Mages|mages]], wizards cannot [[Chaos Channel|chaos channel]] their unsurged maelstroms.
 
  
In general, Wizards are welcome additions to any group, and incredibly useful for gear runs.
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Wizards are the tops, bar none, for area damage at lord. With their large mana base and the spellbook 'Ether Link,' they can deal a huge amount of damage when dealing with multiple foes, which regularly happens in ''gear rooms''.
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Unfortunately, this is balanced out by their damage and mana endurance against single mobs, where Mindbenders and Sorcerers both will outdamage and outlast a wizard.
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Unlike [[:Category:Mages|mages]], wizards cannot [[Chaos Channel|chaos channel]] their unsurged maelstroms.
  
 
== Wizard Remort Options ==
 
== Wizard Remort Options ==
Racial remort only.  [[High Elves|HiE]] is a good choice, as HiE is a good caster. [[Tuataurs]] is the other racial option that will give you enough hp. [[Demonseeds|DSD]] and [[Sprites]] are both good choices, as they're good casters, but require the player to have a wizard first. [[Dragons]] is another choice, but requires QP unless you have a gf'd liz/drc/fdk wzd. Normal rules apply here: a caster is good as any race that is good as a caster. Sprite casters die fast if the player neglects their SVS and Mystic Barrier and Ether Warp, and continually neglect to monitor their own health and heal themselves using augmented heal ii. But in general, it's fairly easy for a wizard to keep themselves at full hp on a normal run. A few gear rooms and things like that will present problems without a dedicated healer doing augmented mass comfs, but those gear rooms will present problems for a lot of lower hp casters, not just sprites.
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Racial remort only.  [[High Elves|HiE]] is a good choice, as HiE is a good caster. [[Tuataurs]] is the other racial option that will give you enough hp but somewhat less mana. [[Demonseeds|DSD]] and [[Sprites]] are both good choices, as they're good casters, but require the player to have a wizard first. [[Dragons]] is another choice, but requires QP unless one remorts an existing Tuataur wizard.  
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Sprite wizards have miserable hp, and will die fast if the player neglects their SVS, Mystic Barrier and Ether Warp, and continually neglect to monitor their own health and heal themselves using augmented heal ii. But in general, it's fairly easy for a wizard to keep themselves at full hp on a normal run. A few gear rooms and things like that will present problems without a dedicated healer doing augmented mass comforts, but those gear rooms will present problems for a lot of lower hp casters, not just sprites.
  
 
[[Category: Prestige Classes]]
 
[[Category: Prestige Classes]]

Revision as of 17:00, 23 January 2013

In the words of Thrull, "Wizards are what all Mages should have been." Wizards are mystically stronger than Mages, but physically weaker. They get more mana and their spells are more effective, but they also get lower hp gains and are, at best, unimpressive in melee combat. They can also learn some very rare spells by researching them from obscure spellbooks. These spells are not listed on their skill lists. Like all Prestige Classes, they retain the original class's Prime Requisite, in this case, Intelligence. Wizards cannot become Sorcerors. They disdain what they see as the Sorceror's crutch-like dependence on the Dark Powers. Wizard trainers can sometimes be found researching lost tomes in musty libraries.

Abbreviation: Wzd.

Base Class: Mage.

Prime Requisite: Intelligence.

Wizards in General

Wizards are similar to Mages in their gameplay. They get more mana and less hp (the difference is more noticeable at lord). They also have flash, though it's out of class for them. They lose out on psionic spells which mages receive (fortitudes is the most important one).

At Lord tier, a wizard is preferable to a mage, unless you wish to remort sorcerer in the future. Mage however is more flexible at hero tier for various roles due to their broader selection of skills and spells.

The downside to wizards is that they lack a good number of psionic-based spells and general skills that are otherwise available to mages. This may or may not be a problem, depending on your gameplay style. See the Practicing section below.

Wizard Creation

Note: The wizard trainer, Threnadir, mentions rather clearly that wisdom is an important factor of becoming a wizard.

Races need at least a base of 19 wisdom to become a wizard. Races with sufficient wisdom: Ents, Gnomes, Deep Gnomes, Centaurs, Tuataurs, Griffons and High Elves.

There is also a quest involved to become a wizard (See: Book Of Exorcism)

If your Wisdom is too low, Threnadir will say 'You lack the wisdom. You will never be a Wizard. *tsk tsk*' If Threnadir says 'You would make a poor Wizard with such paltry arcane might.', you might need more mana. Wearing mana gear will help out. 598 mana appeared to be enough on one occasion.

To actually become a wizard, you need to be at Threnadir and use the Prestige command.

Wizards at Hero Tier

Training

The usual rules of training stats apply: Wis first, then Int and Con. Dex is of value in improving your AC, whereas Str is of marginal use.

Practicing

Wizards get to practice a repertoire of spells very similar to mages (disintegrate, acid rain, mystical barrier, charge shield, ward, amplify). However, wizards do have access to acumen, and (less importantly) Timewarp, which can be used as a poor man's ablution.

Flash and Rune can be learned from spellbooks at hero tier, and this selection of (special) spells can be further expanded at lord tier. Although out-of-class for wizards, Flash is one of their trademark spells, and helps greatly when battling large rooms using area spells.

Notable hero spells that wizards do not recieve are psionic spells not exclusive to psi/mnd/bci (fortitudes, iron skin, etc.) as well as: sneak, move hidden, heighten senses, trip, parry, enhanced damage, rescue, time skip, bash, bashdoor, dodge*, third attack*, track, keyfinder.

* Wizards get these spells at lord tier.

Worship

See mages. Identical applies to wizards for both worship and devotion.

Of note is that Flash if out-of-class for wizards. For it to be practical and useful against large rooms, it should also be fast. Quixoltan will increase the lag to 12 seconds (3 full rounds) so its usability will suffer. However, some races (tuataurs, dragons, ents, etc.) have more hp and racial armor, and thus have less need for flash - they can afford the increased lag.

Fighting

Soloing: While difficult at first due to small HP gains, wizards are at their heart, solo creatures. Since wizards, unlike other casters, do not get dodge until Lord, but they do get shield block, having a charged shield is quite handy - same as with mages.

These are some of the popular areas for wizard solo play, with the harder areas being both more difficult, as well as more rewarding.

Tanking: The lack of rescue is the primary reason that makes wizards solo creatures. Wizards will need at least one large hitter/healer who can act as a back up tank to rescue groupies.

Hitting: Wizards, unlike mages, do not make even reasonable hitters (lack of second and third attacks, and enhanced damage). Thus, wizard's melee capabilities are virtually nonexistent.

Healing: Wizards heal as well as any other character that can brandish. They do have access to Heal spell to be used in emergencies, but it is out-of-class, and thus slow.

Wizards at Lord Tier

Wizards are the tops, bar none, for area damage at lord. With their large mana base and the spellbook 'Ether Link,' they can deal a huge amount of damage when dealing with multiple foes, which regularly happens in gear rooms.

Unfortunately, this is balanced out by their damage and mana endurance against single mobs, where Mindbenders and Sorcerers both will outdamage and outlast a wizard.

Unlike mages, wizards cannot chaos channel their unsurged maelstroms.

Wizard Remort Options

Racial remort only. HiE is a good choice, as HiE is a good caster. Tuataurs is the other racial option that will give you enough hp but somewhat less mana. DSD and Sprites are both good choices, as they're good casters, but require the player to have a wizard first. Dragons is another choice, but requires QP unless one remorts an existing Tuataur wizard.

Sprite wizards have miserable hp, and will die fast if the player neglects their SVS, Mystic Barrier and Ether Warp, and continually neglect to monitor their own health and heal themselves using augmented heal ii. But in general, it's fairly easy for a wizard to keep themselves at full hp on a normal run. A few gear rooms and things like that will present problems without a dedicated healer doing augmented mass comforts, but those gear rooms will present problems for a lot of lower hp casters, not just sprites.

Subcategories

This category has the following 3 subcategories, out of 3 total.

Pages in category "Wizards"

This category contains only the following page.