Soltarius' Wagglin' Wizzie Guide



So you wanna be a waggler? Or you're just lookin fer advice on how to be a good one? Well then...you've come to the right place. I cannot help if yer over 20 or so, but if youre young and need some advice, grab some demon rum and have a seat. First of all, if you wanna reroll, or just roll your first wizzie, yer gonna need some good stats. Don't bother with quick-generating a character cause its a huge waste of time. Here is my advice on statistics:

Statistics and what they mean to me...

Try to have a total of at least 620 (640 is target, but if you don't wanna roll for days on end you can settle for lower). Have at least 2 90's, and put the higher one in discipline and second highest in aura. Remember, having more that 90 in aura is pretty much useless cause the +10 you get for being a wizard can't bring you over 100. Try to have a couple 80's or high 70's for dex and reflexes, and put the rest in the order listed. Try not to have anything lower than a 33 or so though cause it will take forever for that stat to go up as you train. All stats contribute to training points in some way..instead of figuring out some huge formula, just remember that mental stats increase mental TP's and physical stats increase physical TP's (Discipline does both). Now, onto training....

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Training skills is probably the biggest decision you make for your character. As a wizzie get this one outta the way...ALWAYS double train spell research every year cause yer pretty useless without spells as a wizard. Here are my other training suggestions.

  • Spell Aim: Double every year this improves your spellcasting AS
  • Scroll Reading: Train every year till at least 20, dont double train. this should allow you to read pretty much any scroll off whatever you hunt
  • Magic Item Use: If you wanna use wands this is what you need to activate em, as well as many other magic items too
  • Mana Sharing: Try to train every year, but skipping now and then to train armor is okay too. It is good to get this high so that people can send to you for spells they need, and you will get more mana when you cast massies
  • Edged Weapons: Train every year, this increases weapon swinging AS..don't bother with blunt weapons only edged, cause the best and lightest weapons are of this type
  • Armor Use: Train every year until +20 or +40, whichever you desire, +20 lets you wear full leather without extra roundtime and +40 lets you wear double, although 4% of elemental spells cast while wearing double leather fail due to hinderance no matter how much you train
  • Shield Use: Try to train every year, skipping rarely, it helps your DS when you get tower and wall shields
  • Climbing/Swimming: Train whenever points permit, try to get 5 ranks in each before 20, you need these skills to get into some hunting areas
  • First Aid: Try to get ranks in this occasionally, it helps you tend wounds, and skin monsters
  • Perception/Disarming/Picking: All these skills are optional, if you wanna pick when you're older then train occasionally but not at the expense of other skills
  • Physical Training: Train every year till health maxes out
  • Spell Research: Double every year, Its good to train wizzie circle every year, and swap between the other two depending on what spells you want (see spell lists on home page).

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Now, let's discuss some spells, cause they are what make a wizard so powerful: 901, 903, 906, 907, 908, and 910 (the bolt spells) all have their ups and downs, 906 and 910 are the best but cost alot of mana when young, experimenting is the best way to find what works best on the best critters. 401, 406, and 503 all add to DS and are good to cast before a hunt multiple times, since duration is stackable. I like to sit on a node and cast these on myself over and over till I get a few hours worth of each. 905, 507, and 414 are good when you're older and can make them worth the mana as stackable DS spells too. The cloud spells, 904 and 913, are quite effective but tend to irritate people if not used correctly. Bottom line is, if youre gonna cloud-hunt, don't hog all the critters, make sure you can kill em fast enough that you dont have 20 in one room getting hit every so often...if you can't hit em without a cloud you probably shouldn't hunt em. 914, 525 NEVER CAST around people, cause they hurt all not joined to you and can be VERY destructive to the innocent. 403, 404, 407, 408...the way wizzies open boxes, but dont use em when you start hunting anything over 12 cause you'll learn why boxes are better left to rogues. Rogues do however like it when you cast locklore (403) and traplore (404) on them as long as you're old enough to make it worth the mana. When you're old enough to cast massies, (911, 419) follow these guidelines: Don't ever ASK for tips, though I wouldn't decline em either, never cast when you have prep time on the spells, and never cast when youre mana share is under +102, cause that way you need a "channeler" and thats too much of a pain. When you're older, you can make alot of cash casting strength (509) disk (511) and shield (919) on people, but as with massies don't ask for tips, accept them ::grin:: The best advice is to watch other wizzies and what they cast, and then you will quickly learn which are worth casting....now onto my favorite part...

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What shall we hunt with all these powerful spells? Well, first of all there are two things that you should quickly learn as a young wizard..."stance dancing" and "getting massies". Stance dancing, also called parry tag, is the practice of staying in def stance, waiting for a critter to swing, then quickly changing to offensive, hitting, and going into defensive again before the critter gets a chance to swing. That way, whatever you're fighting never gets to swing at you when you're open for attack. Obviously, never try this with multiple critters cause they won't all swing at once! "Massies" is the collective name for Mass Colors (611, +10 ds), Mass Blurs (911, +10 ds) and Mass Elemental Defense (419, +25 ds), this imparts a total +45 ds for FREE and will let you hunt critters normally out of your range. All you gotta do is go to TSSW in Wehnimer's Landing or TC in Icemule Trace and join whoever says is casting. In the Landing you can usually get all 3 spells within 10 minutes or so, in Icemule people will usually announce it on the amulet thought net when they are casting...though this is 10 minutes outta your valuable hunting time, its well worth it since usually people cast 3-4 hours of each spell. Now you've got your full set of massies and are ready to kill some critters. When young, rats are good for experience but Boooooorrring so when you get sick of them, go to kobolds for the treasure, or squirrels cause they swarm well (just make sure you dont get hit!) Until level 3 or so, try to hunt things that cannot hit you, that way you dont have to worry about tipping empaths all the time (don't tell any I said this ::grin::) When you are old enough, try to hunt mummies, then dirges, but make sure you get those massies first of you're not gonna be hunting long. If you wanna get brave, when you're 10 or so try out some wraiths...since hunting above your level this much is probably gonna be unusual, you gotta prepare...make sure you got your vultite, and can get your ds to about 160 or so in defensive, and can hit a ds of 90 pretty well. Wraiths are pretty weak to 903, so hunt with this and just rest when you get low on mana or to weighes down by boxes...dont swing at em cause they are undead, just try to purely "mana hunt" without even swinging a sword. At first this will be tough due to lack of mana but well worth it when you see how quickly you can fill your mind (and your bank account). When you're 15 options become pretty open, you cen do ghoul masters and arch wights, cause major shock and minor fire hurts em pretty bad, or even get real brave and go to centaurs and hounds outside the spider temple, or the abbey in Icemule. With anything dangerous, when you hunt above your level remember to stance dance or you will not last long! After that, you should be able to hunt whatever you can hit without worryin too much about critters being tough, but its those younger years that are tough.

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Just so you can not sound like a turnip farmer out there, here are some terms and info every wizzie should know

  • Silveries : Elemental Defense 1 (401) +5 ds
  • Brights : Elemental Defense 2 (406) +10 ds
  • Brillies : Elemental Defense 3 (414) +25 ds
  • Mass Brillies/Guards/Brillies : Mass Elemental Defense (419) +25 ds
  • Wizzie Strength : Strength (509) +15 as
  • Light Blues : Spirit Warding 1 (101) +10 td
  • Deep Blues : Spirit Warding 2 (107) +25 td
  • Alkars : Lesser Shroud (120) +25 ds, +25 td
  • Colors/Hues : Natural Colors (601) or Mass Colors (611) +10 ds
  • Airwall : Spirit Barrier (102) +50 ds, -50 as
  • Dims : Spirit Shield (202) +10 ds
  • Guidance : Spirit Strike (117) +75 to next attack only
  • Duped : Duplicated, as by the spell Duplicate (918)
  • Mithril : Magic Metal +5
  • Ora : Magic Metal +10, Often blessed in the hands of a cleric
  • Imflass : Magic Metal +12, Nice and Light
  • Mein/Glaes : Magic Metal +15, Weighs a ton though
  • Vultite : Magic Metal +20, Good to get when you are 10th level
  • Rolaren : Magic Metal +20, More durable and rarer than vultite
  • Eonake : Magic Metal +20, Often blessed in the hands of a cleric
  • AI : Abandoned Inn
  • GY : Graveyard
  • ST : Spider Temple
  • The Moon : The Broken Lands
  • The Rift : Yeah right!!
  • Wands : Iron/Silver cast 901, Aqua casts 903, Golden casts 906, Metal Casts 907, Twisted casts 702, Slender Blue casts Super cold, Crystal casts acid, Oaken casts unstun, Slate casts Disintegrate, all have 8-15 charges fresh.
  • Crystals : Blue casts 117, one charge, Black casts 511 2-4 times, and white casts 509 2-4 times
  • Other Magic Items : Small statues +25 ds for 30 sec/level, 2-4 rubs, gold rings teleport, ruby amulets cast 150 (+100 ds 10 sec/level), glass amulets cast invisibility
  • Approximate Magic item Values : Iron wands/silver wands/oaken wands/blue crystals/crystal amulets 300-500, Metal Wands 1000-1500, Aquamarine wands 1500-2000, Golden wands, crystal wands, twisted wands, Blue wands, white crystals, black crystals, small statues 2000, slate wands 2000-3000, gold rings 4000-5000, ruby amulets 15000-20000, glass amulets 30000-40000.




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