Difference between revisions of "Category:Wizards"

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''In the words of Thrull, "Wizards are what all [[:Category: Mages |Mages]] should have been." Wizards are mystically stronger than [[:Category: Mages |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 [[:Category: Spellbooks |spellbooks]]. These spells are not listed on their [[:Category: Wizard Skills And Spells |skill lists]]. Like all [[:Category: Prestige Classes |Prestige Classes]], they retain the original class's [[Prime Requisite |Prime Requisite]], in this case, [[Intelligence |Intelligence]]. Wizards cannot become [[:Category: Sorcerers |Sorcerors]]. They disdain what they see as the [[:Category: Sorcerers |Sorceror]]'s crutch-like dependence on the Dark Powers. Wizard trainers can sometimes be found researching lost tomes in musty libraries.''
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''In the words of Thrull, "Wizards are what all [[:Category: Mages |Mages]] should have been." Wizards are mystically stronger than [[:Category: Mages |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 [[:Category: Spellbooks |spellbooks]]. These spells are not listed on their [[:Category: Wizard Skills And Spells |skill lists]].''
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''Like all [[:Category: Prestige Classes |Prestige Classes]], they retain the original class's [[Prime Requisite |Prime Requisite]], in this case, [[Intelligence |Intelligence]]. Wizards cannot become [[:Category: Sorcerers |Sorcerors]]. They disdain what they see as the [[:Category: Sorcerers |Sorceror]]'s crutch-like dependence on the Dark Powers.''
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''Wizard trainers can sometimes be found researching lost tomes in musty libraries.''
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''Requirements:<br>
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''* level 50 Mage<br>
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''* wise<br>
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''* arcane might<br>
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''* complete a research task
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'''Abbreviation:''' Wzd.
 
'''Abbreviation:''' Wzd.
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== Wizards in General ==
 
== Wizards in General ==
  
See [[:Category: Mages |Mages]] for an example.
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Wizards bear a number of similarities to their root class - [[:Category: Mages |Mages]] - in their skill sets and spellcasting-oriented mode of playing. As their help file indicates, Wizards receive higher average mana gains and lower hit point gains than Mages or [[:Category:Stormlords|Stormlords]]. They can also learn the [[Flash|flash]] spell through a Hero-level [[:Category:Spellbooks |spellbook]] designed for the purpose, but will experience greater spell lag as a result of the spell being innate to the Sorcerer class. They also lose access to the majority of psionic spells available to Mages and Stormlords - notably [[fortitudes]] and the Bio Empathy skill - and their hlist (the list of their learnable spells/skills at hero) is considerably more specialized and streamlined than the comprehensive package available to Mages.
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At the Lord tier, Wizards are a great asset to any group except those planning a gear run that is primarily or exclusively anti-magic (such as the Zarradyn's Gauntlets run in Arcadia, or parts of the Bodice run in Noctopia). Their high-impact area spell - which they share with Mages - combined with their high mana pools (averaging 23,000 to 27,000 at the time of morph) and specialty spells (such as [[Wall Of Thorns]] and [[Barkskin]]) make them ideal for gear runs involving multiple enemies, particularly of the large variety. However, from the standpoint of tanking, they are of no use to any group due to their relatively low HP pools and most crucially the absence of the rescue skill. Also due to these limitations, Wizards are more likely to die from painful area spells or sudden swarms, which can make their ability to lead groups more challenging. Mages, by contrast, are considerably sturdier, and can rescue weaker groupmates during emergencies. Moreover, unlike all other classes, a Mage's shield will never fail to discharge if hit by an opponent, which is a considerable asset at the Hero tier.
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Overall, Wizards are a medium-difficulty class that offer an easier alternative to Sorcerers - who cannot cast the sanctuary spell on themselves, cast a meaningful area-attack spell, heal themselves (or others), or benefit from the protection evil spell - while retaining a cachet of firepower for the Hero, Lord, and Legend tiers.
  
 
== Wizard Creation ==
 
== Wizard Creation ==
Note: The wizard trainer, Threnadir, mentions rather clearly that wisdom is an important factor of becoming a wizard. Half-Elves cannot become wizards with 18 max wisdom, so you will presumably need at least 19 [[wisdom]] to become a wizard. Races presumed to have enough wisdom: [[Ent|Ents]], [[Gnome|Gnomes]], [[Deep Gnome|Deep Gnomes]], [[Centaur|Centaurs]], [[Tuataur|Tuataurs]], and [[High Elf|High Elves]]. There is also a quest involved to become a wizard (See: [[Book Of Exorcism]])
 
  
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.  968 mana appeared to be enough on one occasion. Thanks Z.
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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: [[Ent|Ents]], [[Gnome|Gnomes]], [[Deep Gnome|Deep Gnomes]], [[Centaur|Centaurs]], [[Tuataur|Tuataurs]], [[Griffon|Griffons]] and [[High Elf|High Elves]].''' With the [[Rebirth]] command, any race can now play this class provided they were already wizards with a remort race prior to rebirth. Alternatively, one can also remort to any creatable race at Lord level 25 without being a remort race to begin with (as would be required with the rebirth option).
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EXCEPTIONS: You can not rebirth to ENT, FDK, GOL, HIE, HOB, HUM, LSI or MIR. Only TUA can rebirth to DRG.
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 +
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*' Note: I attempted this at hero 1 as a Gnome Mage and received this message. After training my Wis to 21 and trying again, it worked.
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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.  507 mana appeared to be enough on one occasion.  
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To actually become a wizard, you need to be at Threnadir and use the [[Prestige]] command.
  
 
== Wizards at Hero Tier ==
 
== Wizards at Hero Tier ==
  
 
=== 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 (much 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 [[:Category:Spellbooks |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 skills and spells that wizards do not receive 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 at lord tier, though by that time it's likely not relevant any more.
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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, and thus it's lag is twice as long as it is for [[:Category:Sorcerers |Sorcerers]]. For it to be practical and useful against large rooms, it should also be fast. Atheist lag is 10 ticks, Shizaga decreases the lag to 8 ticks, and Quixoltan will increase the lag to 11 ticks (nearly 3 rounds) so its usability will suffer. For this reason it's common to have an alias that turns on quicken, casts flash, and turns off quicken. However, some races (tuataurs, dragons, ents, etc.) have more hp and racial armor, and thus have less need for flash &ndash; and they can afford the increased lag if they flash at all.
  
 
=== Fighting ===
 
=== Fighting ===
  
 
'''Soloing:'''
 
'''Soloing:'''
While difficult at first, wizards are at their heart, solo creatures. 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 get shield block, having a charged shield is quite handy. Unlike mages, stormlords and sorcerers, wizards do not get dodge or parry, thus making a charged shield even more important.
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 third attack until Lord, 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, thus it will heal less HP than a healing class (like cleric) and the lag will be considerable as well.
  
 
== 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. In addition, their lack of chaos channel drops them to the damage output of mages when surge is off for a run (rare now, but it still happens).
 
  
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' (used to decrease spell costs in crowded rooms), 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 Psionicists, and Sorcerers will all out-damage and out-last a wizard.
 +
 
 +
Recently Wizards have acquired the ability to create a [[Signature Spell]] (at lord level 300). These can potentially do more damage than the usual single-target or area spells ([[Maelstrom]] and [[Meteor Swarm]]).
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Unlike mages, wizards can not chaos channel their maelstroms, but they do have much larger mana pools to offset that.
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Not having [[sneak]] can be annoying at Lord, but there are several good options for equipment to provide this (adding a [[Demonic Lapis Lazuli |demonic lapis lazuli]] to a [[Silver Chestplate |silver chestplate]] for example). Also some races have the [[Racial Sneak |racial sneak]] ability.
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Lord Wizards can learn some useful spells such as [[Wall Of Thorns]] and [[Barkskin]] (via the [[Dusty Tome Of Forgotten Lore]]).
  
 
== Wizard Remort Options ==
 
== Wizard Remort Options ==
Racial remort only.  HiE is a good choice, as HiE is a good caster. Tuatar is the other racial option that will give you enough hp. DSD and Sprite are both good choices, as they're good casters, but require the player to have a wizard first. Dragon is another choice, but may require QP. 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, etc.
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Racial remort only.  [[High Elves|HiE]], [[Tuataurs]], [[Demonseeds|DSD]] and [[Sprites]] are all solid choices, as they're excellent casters with above-average mana pools. Note that some of these races require you to be a wizard (using a creatable race) before remorting. [[Dragons]] are another good choice, but requires QP unless one remorts an existing Tuataur wizard. Note that due to low hp, sprites are a more difficult choice to play for Wizard.
  
 
[[Category: Prestige Classes]]
 
[[Category: Prestige Classes]]

Latest revision as of 15:52, 2 August 2023

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.

Requirements:
* level 50 Mage
* wise
* arcane might
* complete a research task


Abbreviation: Wzd.

Base Class: Mage.

Prime Requisite: Intelligence.

Wizards in General

Wizards bear a number of similarities to their root class - Mages - in their skill sets and spellcasting-oriented mode of playing. As their help file indicates, Wizards receive higher average mana gains and lower hit point gains than Mages or Stormlords. They can also learn the flash spell through a Hero-level spellbook designed for the purpose, but will experience greater spell lag as a result of the spell being innate to the Sorcerer class. They also lose access to the majority of psionic spells available to Mages and Stormlords - notably fortitudes and the Bio Empathy skill - and their hlist (the list of their learnable spells/skills at hero) is considerably more specialized and streamlined than the comprehensive package available to Mages.

At the Lord tier, Wizards are a great asset to any group except those planning a gear run that is primarily or exclusively anti-magic (such as the Zarradyn's Gauntlets run in Arcadia, or parts of the Bodice run in Noctopia). Their high-impact area spell - which they share with Mages - combined with their high mana pools (averaging 23,000 to 27,000 at the time of morph) and specialty spells (such as Wall Of Thorns and Barkskin) make them ideal for gear runs involving multiple enemies, particularly of the large variety. However, from the standpoint of tanking, they are of no use to any group due to their relatively low HP pools and most crucially the absence of the rescue skill. Also due to these limitations, Wizards are more likely to die from painful area spells or sudden swarms, which can make their ability to lead groups more challenging. Mages, by contrast, are considerably sturdier, and can rescue weaker groupmates during emergencies. Moreover, unlike all other classes, a Mage's shield will never fail to discharge if hit by an opponent, which is a considerable asset at the Hero tier.

Overall, Wizards are a medium-difficulty class that offer an easier alternative to Sorcerers - who cannot cast the sanctuary spell on themselves, cast a meaningful area-attack spell, heal themselves (or others), or benefit from the protection evil spell - while retaining a cachet of firepower for the Hero, Lord, and Legend tiers.

Wizard Creation

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. With the Rebirth command, any race can now play this class provided they were already wizards with a remort race prior to rebirth. Alternatively, one can also remort to any creatable race at Lord level 25 without being a remort race to begin with (as would be required with the rebirth option).

EXCEPTIONS: You can not rebirth to ENT, FDK, GOL, HIE, HOB, HUM, LSI or MIR. Only TUA can rebirth to DRG.

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*' Note: I attempted this at hero 1 as a Gnome Mage and received this message. After training my Wis to 21 and trying again, it worked.

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. 507 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 (much 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 skills and spells that wizards do not receive 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 at lord tier, though by that time it's likely not relevant any more.

Worship

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

Of note is that Flash if out-of-class for wizards, and thus it's lag is twice as long as it is for Sorcerers. For it to be practical and useful against large rooms, it should also be fast. Atheist lag is 10 ticks, Shizaga decreases the lag to 8 ticks, and Quixoltan will increase the lag to 11 ticks (nearly 3 rounds) so its usability will suffer. For this reason it's common to have an alias that turns on quicken, casts flash, and turns off quicken. However, some races (tuataurs, dragons, ents, etc.) have more hp and racial armor, and thus have less need for flash – and they can afford the increased lag if they flash at all.

Fighting

Soloing: While difficult at first due to small HP gains, wizards are at their heart, solo creatures. Since wizards get shield block, having a charged shield is quite handy. Unlike mages, stormlords and sorcerers, wizards do not get dodge or parry, thus making a charged shield even more important.

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 third attack until Lord, 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, thus it will heal less HP than a healing class (like cleric) and the lag will be considerable as well.

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' (used to decrease spell costs in crowded rooms), 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 Psionicists, and Sorcerers will all out-damage and out-last a wizard.

Recently Wizards have acquired the ability to create a Signature Spell (at lord level 300). These can potentially do more damage than the usual single-target or area spells (Maelstrom and Meteor Swarm).

Unlike mages, wizards can not chaos channel their maelstroms, but they do have much larger mana pools to offset that.

Not having sneak can be annoying at Lord, but there are several good options for equipment to provide this (adding a demonic lapis lazuli to a silver chestplate for example). Also some races have the racial sneak ability.

Lord Wizards can learn some useful spells such as Wall Of Thorns and Barkskin (via the Dusty Tome Of Forgotten Lore).

Wizard Remort Options

Racial remort only. HiE, Tuataurs, DSD and Sprites are all solid choices, as they're excellent casters with above-average mana pools. Note that some of these races require you to be a wizard (using a creatable race) before remorting. Dragons are another good choice, but requires QP unless one remorts an existing Tuataur wizard. Note that due to low hp, sprites are a more difficult choice to play for Wizard.

Subcategories

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

Pages in category "Wizards"

This category contains only the following page.