Emeraldwands Wizard Guide
Stats
First thing you want to do when you start playing as a wizard, are pick your stats. Now, there are 10 of them so let me give a brief explanation of what everyone does
Aura |
|
Constitution |
|
Logic |
|
Discipline |
|
Intelligence |
|
Strength |
|
Charisma |
|
Dexterity |
|
Reflexes |
|
Wisdom |
|
Explanation of some of these terms
Rolling
If you want to have a really good character, you should spend an hour or two getting a really good roll. There are 10 rolls and for a really good roll, they should add up to more then 620. You should also try to have the first 3 numbers being at least 80 (the best being 90) and the last number also at least 80. Try also not have any numbers below 40. I know it takes time, but for a truly good character you want something like this
Placing your Stats
I will not say how to place stats, but I will give some pointers on placing them.
Races
*Note, the numbers shown here are added to the bonus of the stat, not the stat itself. So if you put a 100 roll into dexterity and then picked a halfling, it wouldnt be 115 but the bonus would increase by 15
ST |
RE |
CH |
WI |
AU |
CO |
DE |
DI |
LO |
IN |
HPF |
Max HP |
|
Human |
+5 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
+5 |
+5 |
6 |
150 |
Giant Man |
+15 |
-5 |
+5 |
0 |
-5 |
+10 |
-5 |
0 |
0 |
-5 |
7 |
200 |
Half-Elf |
0 |
+10 |
+5 |
0 |
0 |
0 |
+5 |
-5 |
0 |
0 |
5 |
135 |
Sylvan Folk |
0 |
+5 |
+5 |
0 |
+5 |
0 |
+5 |
-5 |
0 |
0 |
5 |
130 |
Dark Elf |
0 |
+5 |
-5 |
+5 |
+10 |
-5 |
+10 |
-10 |
0 |
+5 |
5 |
120 |
Elf |
-5 |
+15 |
+15 |
0 |
+5 |
0 |
+5 |
-20 |
0 |
0 |
5 |
130 |
Dwarf |
+10 |
-5 |
-10 |
0 |
-10 |
+15 |
0 |
+10 |
+5 |
0 |
6 |
140 |
Halfling |
-20 |
+10 |
-15 |
0 |
-5 |
+10 |
+15 |
-5 |
+5 |
+10 |
4 |
100 |
Max HP is the most health points you can have
HPF is how many hit points you get per training of the skill "Physical Training"
Skills
1) 0 25/20 (1) Two Weapon Combat 15) 0 2/8 (1) Picking Locks
2) 0 14/1 (1) Armor Use 16) 0 5/3 (1) Stalking & Hiding
3) 0 8/1 (1) Shield Use 17) 0 0/3 (1) Perception
4) 0 15/8 (1) Combat Manuvers 18) -- 0/10 (3) Spell Research
5) 0 9/1 (1) Edged Weapons 19) 0 0/1 (3) Scroll Reading
6) 0 9/1 (1) Blunt Weapons 20) 0 0/2 (3) Magic Item Use
7) 0 20/3 (1) Two-Handed Weapons 21) 0 0/7 (1) Mana Sharing
8) 0 20/3 (1) Ranged Weapons 22) 0 2/1 (2) Spell Aiming
9) 0 20/3 (1) Thrown Weapons 23) 0 15/10 (1) Ambush
10) 0 20/3 (1) Pole Arm Weapons 24) 0 8/0 (1) Physical Training
11) 0 6/2 (1) Climbing 25) 0 3/3 (1) First Aid
12) 0 3/1 (1) Swimming 26) 0 0/3 (1) Trading
13) 0 20/25 (1) Multi-Opponent Combat 27) 0 3/3 (1) Picking Pockets
Ok, here we have all the skills that a wizard can train in
All the 0s are the bonus you have to it already. Every time you train in a skill, it adds 5 to it. When youve trained 10 times in that skill, it goes to 4, another 10 times the bonus is 3 etc till its 1 every time. The first number after that is how many physical training points it costs to get the skill. The second number is how many mental training points it costs to get the skill. The number in parenthesis is how many times left you can train in this skill. *Note, every time you train in a skill, its cost doubles so if you trained twice in Spell Aiming it will be 2/1 for the first one and then 4/2 for the second one.
Also, a good number to have for Physical and Mental Training Points Left (Not shown) is 40 for each. Having lower then that wont kill you, but its helpful
Lets see what they all do
The Paths
Warrior Mage, Wizard who trains in swords, Wizard who doesnt
The three most common paths of wizardry are those listed above. For now lets call them Warrior Mage, Mage, and Pure Mage. Let me explain each one and its significance
Warrior Mages are more common now then before. These train once a level every level on edged or their main attack form. They use their magic to augment their skills. For example, a warrior mage casts haste can kill a monster fast, because he has no Round Time. Other proffesions dont have this spell. The problem is, a warrior mage can train only once in any sword-like attack form. Our spells give us some catch-up to the other proffesions that can train twice in any attack form. These are more common, because our bolts have been downsized so to say, and we lost a key spell that helped it. Warrior Mages also train in Combat Manuvers a lot which, every 2 trainings, adds to their AS attack.
Mages train in swords, but not every training and only for defense. They cast bolts, normally but usually immediately after go into defensive mode where their weapon protects them. Casters have a unique ability, their RT is only for spells, its called Cast RT. While in Cast RT you can do many other things except for wave a wand and prepare another spell.
Pure Mages have no affiliation with swords. I am one of these. They dont carry around weapons and dont train in them. Thus they have many extra training points which are usually spent in secondary skills or are used to get third spells. Pure Mages are usually halflings who can barely hold a sword anyway
Their are other types of wizards of course, but these are the main types
AS-DS
CS-TD
The biggest part of the game, is the attack. Killing creatures. This explains how all this works
What is AS/DS? AS is how hard your attack is, and DS is how well your defenses are. When you attack something, your AS is taken vs their DS. This is then added to the advantage (Your attack vs there armor) which is at the end added to a die roll of 100.
AS with weapons is calculated with your Strength Bonus added to your weapon skill spells, and one or two other things. Your weapon skill is the bonus of the skill. For example, if you train 4 times in weapons, the skill is +20 (see the above section).
DS is calculated depending on your shield skill, spells, and parry. More on this in a second.
Attack rat
You swing a broadsword at a giant rat:
AS: +15 vs DS: -10 with AvD: +35 + d100 roll: 45 = +105
........and hits for 3 points of damage!
Slashing blow to rat chest knocks foe back a few paces!
Now lets see what happened here.
Emeraldwand has 2 ranks in Edged Weapons, so thats +10 to AS. Emeraldwand is also a halfling, so that gives him a -20 to AS. Thats -10 AS. Emeraldwand has 100 in strength, and the bonus from that is 25. That comes out to 15. A giant rat has no shield skill, no sword or anything of the nature and his DS is -10 to start out with. The advantage was how well Emeraldwands sword hit verse the rats armor (which has none). It would have been higher had he had a better weapon or lower if the rat had better armor. The die roll is out of 100, and is completely random. So the end roll was over 100. If he had rolled less then 100, it would have resulted in a miss. But in the end he got over 100, but barely though. Considering it was barely, he barely hit the rat. 3 damage is not a lot in gemstone, though a rat has only 20 Damage Points or HPs, some creatures have 200, some have around 1000 (on those creatures, you rely on slashing off there head, in which case they are dead). Also about the rats DS, if it was stunned (you hit him hard enough so all he does is stare) his DS would have been 20 points lower. If it had been knocked down, it would have been 50 points lower. Also note, that if it was stunned and knocked down, it would still only be 50 points lower, not 70.
Now lets get an example of elemental spells, often called bolts be they fire, water, lightning and whatnot
Spell 901 is minor shock, not very powerful at all
Prep 901
You concentrate on a Minor Shock spell....
[Spell preparation time 10 seconds]
Cast rat
You gesture at a giant rat.
You hurl a small surge of electricity at a giant rat!
AS: +60 vs DS -10 with AvD: +45 + d100 roll: +100 = +215
........ and hits for 20 points of damage!
Heavy spark to the left leg. The giant rat cringes in surprise.
The giant rat falls back into a heap and dies.
What happened here? Same thing as a sword except for a couple of things
First, you have to prepare the spell. This means calling it up. The older you are the shorter the preparation time takes. If you are 3 trainings older then spell, the prep time is 5 seconds. 6 trainings over the spell, you have no prep time. So for 901, minor shock, when you are 7 years old, you get the spell at no prep time.
Next you cast at the rat. You get the same AS and DS. AS this time is calculated by Spell Aim Bonus, dexterity bonus and spells. Emeraldwand is a halfling that is 1 training old. Thats + 15 from being a halfling. Hes trained 4 times in spell aim (Twice every training, you train at 0 too), so thats + 20. He also has 100 in Dexterity so thats +25. Thats 60. The rats DS is -10, as explained in the previous sections. The advantage for spells is a lot higher then for swords, even for a terrible bolt like minor shock. He got the best possible Die Roll, 100. That came out to 215. 215 is 115 over 100, so you figure you should have a very hard hit. With minor shock, no matter how hard it hits, it wont do much damage. If that was done with a weapon, you could expect 60-100. If it was done with an extremely strong weapon, like a claidimore, it could do well over 100. With Major Shock, the most powerful bolt, it would also have done more then 100. What can you expect from a level 1 spell anyway?
Stances are how much of your sword skill you are using to add to your defenses. The more sword skill you are diverting to your defenses, the worse your attack is.
Think of it as a valve:
Attack Strength
/ /
--------------/ /
-------------- \
\ \
\ \ Defensive Strength
The more you direct to AS the less is directed to DS.
Stance Offensive is where you direct all your attention to throwing the best bolt or swinging the sword as hard as you can. This goes in 20% increments (warriors can do it in 5, if theyre in the guild) At Stance defensive, your bolts and sword AS will most likely be 0. Your DS will be high. Your sword skill bonus is taken and multiplied by the stance (1 for Defensive, 0 for offensive, .2 for guarded etc) and is then added to DS
CS and TD attacks are the main attacks for sorcerers and are secondary attacks for wizards, clerics and empaths (when they hunt).
What is CS made out of?
Your level * 3 + Aura Bonus + Spell List Bonus
Spell List Bonus is different depending on the spell circle youre casting from.
For wizards:
If youre casting a spell from the 400s the spell list bonus is
(amount of spells known in 400s * 1 + amount of spells known in 500s *.5 + amount of spells known in 900s * .5)
If youre casting a spell from the 900s the spell list bonus is
(amount of spells known in 900s * 1 + amount of spells known in 500s *.5 + amount of spells known in 400s * .5)
There are no CS spells in the 900s list currently
If youre casting a spell from the 500s the spell list bonus is
(amount of spells known in 500s * 1 + amount of spells known in 500s *.5 + amount of spells known in 900s * .5)
CS: +114 - TD: +105 + CvA: +8 + d100: +88 == +105
Warding failed!
... 10 points of damage!
Blow raises a welt on the frost giant's left arm.
This is spell 409
My Aura Bonus is 20, the most for a halfling
I am level 21, so total right now that gives me 83
I know spells 401 to 414 so add 14-97
I also know spells 901 to 920 add 10-107
Last, I know spells 501 to 513 add 6.5, round up-114
TD used to be calculated 3 * critters level but Aephir, critter GM, is giving critters TDs 4 and even 5 * critters level. That in addition to spells <shrugs>
The advantage of CS Spells are that they can be cast at Guarded or any other stance for that matter and get no reduction in CS Strength. This might get changed, eventually.
Our attack spells, the bolts
We have 7 bolt spells, and their are two more in wands.
They are, listed in order of strength by my observations.
901-Minor Shock
903-Minor Water
907-Major Cold
908-Major Fire
?28-Spell found in Blue Wands, sends ice at opponent
906-Minor Fire
?26-Spell found in Crystal Wands, is an acid type attack
910-Major Shock
518-Cone of Lightning-Same as Major Shock except it casts one major shock at ever critter in the room
901 is a terrible bolt spell. I have heard that once, it was a powerful spell when used on armor. The documentation is wrong, it is not inversely affected by armor anymore, and its very useless. Past ghoul masters and rats, I have never used this spell. Expect to do around 1 damage point for every 10 points over 100 on the end roll
903-When cast in guarded spews water and cleans them off (no damage, mini shower so to speak). This has varying efficiency on critters. Dont expect to use this very often. Sure its good early on and very mana efficient, but it starts to dwindle past level 25.
907-Dont let the word "major" fool you. Right now, this is not a good spell at all. It sends a frozen ball of ice at the opponent. This should do lots of damage, but it really doesnt. The AvD on it is high, around 65 but on the same end roll as minor fire, minor fire will do a lot more damage
908-See 907, pretty much the same thing, though fire hurts a bit more
?28-In slender blue wands, their is a spell that is unnamed. Most call it ice though. The blue wand sends ice shards at the opponent. Its a pretty good wand, and not a bad spell at all, though I think minor fire is better
906-Minor fire would sound like it wasnt as good as major fire, but it is, and a lot better. Minor fire is the main attack spell from levels 20 to around 40. It usually burns whatever it hits (be it head, leg, arm whatever) right off, if you hit hard enough. Very good spell
?26-Crystal wand spell. This is an acid attack, and can melt better then minor fire in my opinion.
910-Major Shock is very, very powerful. Unlike the ball spells (907 and 908) this sends a powerful bolt at the target. Expect to do over 100 damage almost every time and almost always take the arm, leg, head with it
518-Cone of Lightning is a very effective spell. It throws major shocks at every critter in the room. Think about it, when there are two critters in the room, it becomes more efficient then two major shocks. When there are 3 critters in a room, its as efficient as minor fire. 3 critters and up I would use this all the time. Probably the best reason to go up the major elemental list.
Wands
Many wizards rely on wands to hunt. Wands have certain charges of a spell (they can be recharged using the spell charge item, and can be duplicated if theyve never
been used before or charged or anything). The first thing you do is wave the wand at the critter. You then attempt to wave it. The attempt is your Aura Bonus + Magic Item Skill + a die 100 roll. If you are successful, (a end roll of over 100) then
the wand will fire off and will act like any other bolt spell or sorcerer spell.
The spells in wands are and the amount expected to be charged if you are buying them
Iron Wand-Minor Shock, 300 silvers
Silver Wand-Minor Shock, 300 silvers
Aqua Wand-Minor Water, 1500 silvers
Golden Wand-Minor Fire, 2000 silvers
Metal Wand-Major Cold, 1000 silvers
Slender Blue Wand-No name, hurls chunks of ice, 2000 silvers
Crystal Wand-No name, an acid spell, 2000 silvers
Twisted Wand-Mana Disrupt, a sorcerer spell that uses CS/TD, 1500 silvers
Slate Wand-Disintegration, another sorcerer spell, these really dont get sold, unless to pawnshop
You can find many of these wands off critters and if you make friends, they will most likely give you their wands.
Starting out
Ok, youve read through the guide and now youre wondering what the heck to do. I explained all the technical stuff but here goes. When you start out you should have some basic armor and weapons and maybe a wand. The first thing I would do, would be to go straight to Tsorans site (HTTP://Members.aol.com/gstsoran). Get the map of whichever town youre in (Icemule or Whenimiers, could be different depending on if they ever build a starting inn at the town Rivers Rest). You should first listen to the whispers and dont move when you start out. They tell you some important information. Dont forget to type Advice when you need advice :-) To get to level 1, you need to go to every place on the DIR list (Type Dir to get the list, dir _________ to tell you how to get somewhere) When youre done with this, go to the inn and find the place where you can check in. Do so, and you should advance to level 1. To get to level 2 you will need to hunt or send messages. Talk to the clerk in the townhall about that. To hunt, get your sword out or prepare minor shock and start flinging it at the rats in the catacombs. This isnt much, but there are plenty newcomer guides that you should consider. Dont forget to get a verb list
What to hunt
I can only give limited advice on this. I am only 22 trainings as of this writing. From levels 1 to 4, hunt rats. 4 and up, hunt gremlins (especially good if youre short, like a halfling or a dwarf). At around 6, hunt dirges, after that start minor shocking ghoul masters. Real boring, I know. If you can get your defenses high enough, hunt war cats and fire cats at around 15. From 20 and up, try liches at the monastery, they are very crittable to minor fire. After that, check out the critters on pinefar trail like wolverines
Hunting Etiquette
There are certain spells you really shouldnt cast while hunting. Spells such as fire cloud and meteor storm, are dangerous to all the people in the surrounding area. Anyone walking through might get caught and then you have a death on your hands. People have been banned for casting these spells. Their are other things that are courteous about hunting. Dont stay in one room, move around constantly. Staying in one room will annoy everyone else. Casting spells 904 and 913 are frowned upon, but only if you are casting them consistently. Their is no harm in casting them to save yourself. Talk to Thrak behind the curtain in the inn or that other guy in Icemule. They will give you 3000 experience if you listen to them and answer all there questions.
Experience
You will most likely be using the Wizard FE. If you do, you will notice a little experience bar to the left. When this gets full, and turns red (commonly called fried) you do not need to hunt anymore. Also, know that you dont have to kill a critter to gain experience from it. The fastest way to get experience is to hunt with groups. When that experience meter hits red or even pink, you should go back and rest for a while until its down to the bottom or nearly the bottom.
If you ever have any questions, feel free to look me up in the game or ask me a question on the message boards
Emeraldwand Hearthstaff