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Wizard Guide - From a Level 10 Wizard

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Belrain Profile

Author: Belrain
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Wizard Guide - From a Level 10 Wizard

Just like to start out by saying Hi and that I have created this guide on my experiences with the game and to help any up coming Wizards. This is only a guide and these were my choices, it is up to you whether it will suit your type of gameplay.


Starting Stats

Race : Human
Class : Wizard



Attributes

Strength 8
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 8
Charisma 8


Feats
Combat Casting
Mental Toughness


Metafeat
Empower


Attributes

Strength is not required for a Wizard, by the time you reach level 10 you wont be hitting any of the mobs with your staff and very few times with your Light Crossbow.

Dexterity is a must for Wizards, with a 14 it will give a +2 to Armor Class which is needed due to Wizards having such a low Armor Class.

Constitution, many will say that 14 is too high for a Wizard and a wasted stat, but by the time the Wizard hits level 10 it will have an extra 20 hit points. Which could save your life. With my Constitution and Hit Points Buff, at level 10 I have 125 hit points. Constitution also increases you Concentration ability which is a must for the Wizards ability to cast while being hit.

Intelligence, many will say that 18 is too high for this as well. But at level 1 there are Runes in Dungeons that require a 18 in Intelligence to turn them on. Also Intelligence increase the amount of spell points you receive and how many skill points you receive. Most importantly, it affects the Wizards ability to hit the monsters with their spells.

Wisdom is not required for a Wizard because we already get a strong resistance to Will attacks.

Charisma is not required for a Wizard as well unless you want to buy things cheaper or sell things for more money.



Feats
I choose Combat Casting because it adds a +4 to Concentration which I had mentioned before that this is a very important skill for a Wizards ability to Cast a Spell while being hit.

Also I choose Mental Toughness because it adds 20 Spells Points at the beginning and 5 for each level after that. Which is very important because Wizards do not get as many spell points as a Sorcerer.


MetaFeat

I choose Empower the first time because I was new at this and was not sure on the abilities of the metafeats. Now looking back I would have chosen Empower or Maximize.


At Level 10


Attributes
Strength 8
Dexterity 15
Constitution 17
Intelligence 26
Wisdom 8
Charisma 8

Spell Points around 850

Wearing a +1 Dex item, need to find a +4. Wearing a +3 Constitution item, like to find a +4. Wearing a +2 Int item, dieing to find a +4.


Feats
Combat Casting
Mental Toughness
Improved Mental Toughness
Cast on the Run
Improved Cast on the Run


Metafeats
Empower
Maximize
Extend


Enhancements
Greater Combustion III (40% to 3rd level and lower fire spells)
Energy of the Scholar X (110 Spell points)
Human Intelligence I (adds 1 to Int)
Wizards Intelligence III (adds 3 to Int)


Spells

When it comes to spells, the most used ones will be :
Haste
Web
Fireball
Cone of Cold
Bears Endurance
False Life
Phantasmal Killer
Hold Monster
Repair Critical Damage(if Warforged in group)


When starting out at level 1 make sure to take Summon Monster. This pet is very tough at the beginning of the first few levels but as you progress you will have no use for them because they will be a CR 3 pet and the mobs will be CR 8+.


Remember, this is only a guide. I went into this game semi-blind but I came out doing very well with this build. With Maximize and Empower turned on I can one shot a few bosses in the game and can one shot many of the mobs when they get grouped together and I use Fireball or Cone of Cold.


Good Luck and have Fun playing a Wizard, they will be very weak at the beginning but in the end they can produce an amazing amount of damage in such a short burst.


Belrain

Level 10 Wizard (Argonessen)

 
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User Comments
  Stormmoon on 04/30/06 10:15
 
another spell for that list is PK, during the Threnal ruins that is one of the most used spells we had.

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