Very Important start Citytithing and never stop. You need those Citylevels!
1. Learn all Spiritual Karma. Also learn all NSU, MSU, SSU. Max those skills at each Portal - they are important!
2. Learn Sorcery Spell Use and an attack spell, maxing them out smoothly during 2-3 levels.
Only one attack spell should be chosen, and trained to reasonable - adequate *at most*. This is crucial, as it can save more than 50 bps in the long run. Young Wizards must be familiar with their spells - if they can hunt with apprentice Fireflames comfortably, then they do not need more. Most nonmentored wizards immediately proceed to overdo their spell training and gripe a lot about it later.
The choice of which attack spell to scribe is free - recommended is Fireflames, as the young mage could then stick to it all the way up to subguilds (in pass, graveyard). Ensnare should be learned to around adequate level.
3. Give Naturalism Spell Use a look, as preparation for Dragon Shards and a possibility to learn Heal.Also I would advice start to learn the Heal spell up to novice.
4. Give Physical Training (and Toughness) a glance at the Adventurers Guild. (More can be learned from those of higher rank).
5. Don't train anything at levels 9 or 10. Save the BPs for the SK and SSU in the next guild portal.
1. Learn all Spiritual Karma and Sorcery Spell Use (SSU).
Max again all Skills start with Spiritual Karma (SK), Sorcery Spell Use (SSU), Magic Spell Use (MSU) and Naturalism Spell Use (NSU).
2. Magical Spell Use will at this point have more use than just Unlock Spell. Learn Recall and Teleport at guild level 10, Invisibility at guild level 15.
3. Get NSU if you still haven't got it, and scribe Heal.
4. Spend the rest of your build points on the all-important skills, which include Dodging, Spell Resistance and Resilience.
Instead of learning blink, invisibility and spell resistance, (useless skills/spells at this level) It is recommended to get as much Physical Training (PT) as possible, even learning from fighters (if they will teach).
Some additional useful skills are:
Barter to increase your spoils selling price and cut-off item prices.
Riding only up to the level you actually NEED for your mount.
A few levels of Awareness to find some of the sneaky secret passages.
Barter will eventually be a very useful skill, as Wizards will probably be buying a lot of draughts in their future. Barter also helps with the dragon mounts' prices, with the exception of the Serenity and Covenhouse subguilds mounts.
1. Learn the single skill level of SK, SSU, NSU and MSU.
2. Learn Sloth (gives access to Haste and Time Stop).
3. Learn Light Shards, Demon Shards and Dragon Shards to novice, to be ready for guild level 26. These spells are required for your Magical Armor Spell!
4. Teleport saves many a headache if you haven’t already learned it.
5. Entrap is a good spell if monsters no longer respond to Ensnare.
6. Keep your Dodging, Spell Resistance and Resilience well trained.
1. SK and SSU, NSU and MSU.
2. Haste!
3. Second-level attack spells: Inferno, Ice Ball, Blazing Bolts
4. Magical Armor (uses MSU).
5. All-important skills Spell Resistance and Resilience are becoming more and more important all the time, so keep them somewhat well trained. (Reasonable sounds reasonable.)
6. Keep in mind this hasn't been a complete and perfect guide. Training should and will always flow through a little from areas that seem interesting to the student.
7. Also important more or less depends on everyone is Barter now, because it is expensive to mix most Armor especially Covenhouse and Serenity Armor. Only Labyrinth can buy their armor.
8. Learn Arcana to Proficient so you will be able to mix arcana items more easily and you will be able to save your money.
1. Max all skills SK, SSU, NSU and MSU.
2. Max your Magical Armor and Haste.
3. Start to prepare yourself for the Enchant Item spell.
Learn Telepathy, Earth light, Earth Sight and Lore up to Novice.
4. Keep your Dodging and Toughness in mind. Start to max them slowly.
5. Also prepare yourself for the Bless Weapon spell.
Eagle Eye, Tiger Eye, Magic Eye is required.
6. Learn Spell Resistance and Resilience.
Helpful, again, will be Barter. Always save a few levels of BP's for the Next Portal.
1. Max your usual skills.
2. Max Haste, Magical Armor and learn Enchant Item.
So far you are only able to enchant Simple Iron Rings with 3 charges,
but keep in mind as long as one spell is left on the ring you are able
to refill any ring.
3. Also available now is Bless weapon.
From now on you should Max some skills you really need for most hunting areas.
You need Dodging, Toughness, Barter, Spell Resistance and Resilience. A more than helpful spell to Max is also Heal. You will soon see how useful it is for you and those you are hunting with. The portals will give you all the same to learn until you Reach Portal 75, so work on your spells and skills and the rest of what spend your BP's on is up to you.
Do all the same and at this portal you are able to Enchant Gold Rings (15 Charges), Agate (20 Charges), Silver Wedding Bands (20 charges), and Aquamarine Rings (18 Charges).
Now you can enchant Ruby rings, Emerald rings, and rings of protection too... all hold 24 Charges.
1. Max like always all skills. MSU / NSU / SSU.
2. Max Haste, Magical Armor, Enchant Item, as before.
3. It is up to you if you wish to Max your Bless Weapon spell.
4. NEW is the Reveal spell !
5. Finally you can now enchant most every ring. The last one is the sapphire ring, which holds 30 charges.
Everything after this portal is the decision of each wizard to make.
Scribed by Wizard ArchGuide Minus Year 184
Amended and updated by Wizard Archguide Maichun Year 243
Sealed by Guildmistress Nectar Year 243
Alley back to the library foyer.
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