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Posted on Wednesday, December 05, 2007 at 22:33 (GMT -5)

============================----------------------============================
CONTENTS
============================----------------------============================
01. Introduction
02. Spells
03. Choosing Playing Style
04. Skills
05. Race Differences
06. Birth Month Considerations
07. The Talent System
08. Wizard Crowning Gifts
09. Equipment
10. Pesky Monsters
11. Wishing
12. Wizard Orientation
13. Limited Walk-through
============================----------------------===========================
01. INTRODUCTION
============================----------------------===========================
A wizard's guide for adom 1.1.1

I had some questions about writing a guide for wizards. I think the only
players that would benefit from a guide, are the very new or unspoiled
players. In my opinion, these are the exact players that should *not* play
as wizards, but instead try maybe a trollish or drakish healer. At the very
least play a character that has a high toughness stat, you will live much
longer that way.

So why am I typing this guide? Because lot of new players *want* to play as
wizard's! If you download a game with dragons, elves, dwarves, quests, and
magic, of course you are going to want to go blasting your way through
Ancardia with reckless abandon! It's just that, this particular game has a
way of killing you, if you do that. Then players get frustrated because they
keep croaking so fast, and having to do the same stuff over and over again,
without getting any farther in the game.

I will focus on using magic effectively, and what kind of tactics to use, to
keep your wizard alive longer. I will also mention good places to get books,
as they are the main things that will make you powerful as a wizard. I will
cover only that which is necessary to win a game. That means I will leave a
lot out, I know, but some must be left to the player.
If you want to get really spoiled, then read the official guidebook.

I was on hydrocodone (a pain killer that can make you a bit loopy) when
writing some of this. So if I missed editing out some of the crazy things I
had in here, just post a message and I'll fix it. Thanks.
============================----------------------===========================
02. SPELLS
============================----------------------===========================
Before anything else, you must be aware of what spells are available to you,
and what is their usefulness to you. Yes, even before race/class
considerations, you must know what your arsenal will be. I will write a brief
list of the most useful ones. Only the ones that will have a big impact on
your survival chances, because a full list (of all the uses of all available
spells) would be waaay to long.

[Offensive]
You will start every game with at least one of these, so know them well.
I wanted to include approximate PP cost for each spell, and even for each
race, but PP cost fluctuates so much, (based on cycle of the moon along
with many other factors) that I have given approximations for all races
in general.

Acid Bolt
This is very powerful, and therefore, quite expensive in terms of PP used
per casting. It does not cause 'special damage' to any monster, but few
monsters are resistant to it.

Lightning Bolt
This is powerful, and therefore, a bit expensive in terms of PP used per
casting. It does cause 'special damage' to a few monsters, and few monsters
are resistant to it. This spell has the ability to bounce off of walls, this
means you can attack your enemies in creative ways, even around corners. It
also means, you can accidentally kill yourself with it :)

Frost Bolt
This is somewhat powerful and is therefore reasonable in terms of power
points. This spell does cause 'special damage' to fire monsters, this is
balanced by the fact that more monsters have resistance to it. Frost bolt,
when used over a water square, will create an ice bridge, capable of holding
2000 stones of weight.

Fire Bolt
This is also powerful, but not usually expensive in terms of power points.
This spell does cause 'special damage' to ice and water monsters, this is
balanced by the fact that more monsters have resistance to it. Fire bolt,
when used over a corpse has a chance to cook the corpse.

Magic Missile
All by it's self. It is least powerful of all the bolt spells, also not
expensive, usually about 8-10 PP to start out. This spell does not cause
'special damage' to any monsters. This is balanced by two things. First, no
items laying on the ground will ever be destroyed by a passing magic missile.
All other bolt spells will destroy items on the ground, though I think frost
bolt only destroys books and scrolls. Second, *NO* monster in the game is
resistant to magic missile. This means that magic missile will be your only
damaging bolt spell against a few monsters, so train it. This spell also has
the ability to bounce off of walls, this means you can attack your enemies
in creative ways (even around corners). It also means, you can accidentally
kill yourself with it :)

Ball spells
These are also acid/lightning/fire/ice, and so follow the same damage and
cost patterns of their bolt spell equivalents. They have three main
advantages over bolt spells. First, if you're surrounded, they can attack
all of the monsters surrounding you, bolt spells only attack in a straight
line. Second, NO monsters can shrug them off, ever. Third, bolt spells can't
go through doors or walls, ball spells can. You have to have a high Willpower
stat to increase the radius of your ball spells to take advantage of that
though.

Burning Hands
Like ball spells, nothing shrugs it off. It's fire though, so many creatures
are resistant to it. You can consider it as a wizard's substitute for melee
against most monsters . It will help you save your bolt spells, so it is nice
to have it.

[Advantage Spells]
We're skinny little wizards, we need all the advantages we can get! These
spells tend to even the playing field for wizards, when it comes to combat.

Darkness
One of the best, and most under-used spells in the wizard's arsenal. It gives
%100 protection from some of the nastiest monsters in the early (and middle,
and late) game. These monsters can not fight in the dark and will stupidly
stand in one spot, and happily take punishment from you, until they die, or
panic and run away. Here is a partial list, (I know I will leave some out)
of some monsters it can save your life from. Early game: Vortexes, mimics,
ogres(lords, magus) and spiders. Middle game: animated trees, Snake from
Beyond, berserkers (kings, emperors), Late game: doppleganger kings, titans
(greater). For the most part humanoids, giants, and animals won't fight back
in the dark.

Invisibility
Most of the monsters that can or can't see in the dark, behave the same with
regard to invisibility, A notable exception is undead monsters (vampires,
ghuls, etc...). Unlike darkness, you can not engage your enemy in melee with
impunity, by using invisibility. They will hit you back if you melee, cast
ball spells or burning hands. However you can use bolt spells or attack them
with missiles without causing them to see you. Plus, you can shoot missiles
while invisible, but not in the darkness.

Farsight
Normally monsters will see you before you see them. This is unfortunate
because some monsters are very fast, strike from a distance or summon other
monsters. With a limited field of vision these monsters can hit you or even
have you surrounded, and darkness might not always be able to save you.
Farsight allows you to see enemies before they see you. It can save your life,
by lowering the chance that some monster (especially black wizards) will sneak
up on you and start summoning monsters that can surround you. It's not
necessary but nice to have.

Web
Your enemies get stuck in webs for a few turns, unless they are very powerful.
Enemies can't attack you or use special powers, like summoning, when they are
stuck in webs. It is a very useful spell against even some of the toughest
monsters in the game.

Stun Ray
It inflicts no damage on enemies and so is not an offensive spell. It will
most likely be shrugged off by most of the monsters you would LIKE to use
it on. Other spells (and other means) usually work better to achieve the same
end. So why am I listing it? You might find it early! If this is the first
advantage spell you get, use it. It will affect most low level monsters, and
so help protect your hit points. Stun ray is effective against some higher
level monsters later in the game (most notably minotaur mages), but you can
use a wand of stunning to the same end and save your PP's for offense.

Bless
Another under-used spell. Casting the bless spell, upon yourself, gives you
the 'Blessed' status. This is the same status you get after being 'crowned'
as the champion of your deity. Therefore this status is usually available to
spellcasters much sooner than non-spellcasters. Specifically, it means that
you have some extra luck, and lower food consumption, both very nice effects.
After finding this book, your PC should not walk around unblessed in any
dungeon afterward, the rewards are just too nice to miss. The more you cast
it, the longer each casting will last. The castings also 'stack', like if one
casting yields 100 gameturns of blessing, then two castings will yield 200,
and three = 300 and so on. This is a good way of training your Mana stat, at
least in the early and middle game. The 'blessed' status can be taken away
(pretty rare though), if you enter a room that is "particularly unholy".
These rooms are generated randomly, and it is a one-time effect, so all you
have to do is re-cast the spell. If you are running out of castings though,
save them for an important time in the game. Bless can also be used as an
offensive spell to inflict damage on undead monsters. Once trained to high
effectivity, it can inflict a lot of damage.

[Utility spells]
They are incredibly useful, and there are no real substitutes for them.

Strength of atlas
Does nothing more than increase your carrying capacity. But it does increase
it! Probably more than 10000 st worth of capacity you'll get. This means you
can carry a very large inventory of useful items, and make use of a few very
heavy items. Non-spellcasters simply can't do the same. If you don't have the
SoA spell, carrying a large inventory means having the 'burdened', or
'strained' status. These reduce your DV, 'to hit', and increase your food
consumption rate, all bad. Strength of Atlas spells also 'stack', even more
so than the Bless spell, because there are no room effects that will take it
away from you. Once it is cast, it is cast.

Teleport
Maybe the most useful spell in the game. Even if you don't have TP control,
gained by eating a blink dog corpse (it allows you to TP to whatever square
you want to), it will allow you to escape dangerous situations that could kill
you. Some levels, like boss levels, do not allow TP because it is so powerful.
If a level allows TP, the only way a monster can kill you is if it can do so
with one hit. You can use TP to create distance between yourself and your
enemy, and continually use bolt spells to kill them. Creative use of TP will
allow you to gain access to otherwise inaccessible places, and also some
early access to some very good equipment.

[Healing Spells]
Self-explaining.

Cure Light Wounds
The most useful healing spell you will get. It's not the most powerful, but
it will most probably be available much sooner than the others. It is cheap
on PP's and therefore easily trained. Once trained it can yield 20-30 HP's per
2-3 PP's for casting.

Cure Serious/Critical wounds and Heal
If you train them, they can be useful, but potions will probably serve better.
They are more costly in terms of PP's and you would be lucky to find them
early.
============================----------------------===========================
03. CHOOSING A PLAYING STYLE
============================----------------------===========================
Now that we understand a bit about our spells we need to think about gameplay.
The most important thing about choosing a wizard is this, how many spell
castings do you get from reading a book. This is primarily determined by your
Learning stat. A troll wizard that starts with a book of fire bolt, may wind
up with a castings score as low as 100 (note: this does not mean 100 castings.
With each casting, your casting score decrements by more than 1.) A grey
elven wizard may start with that same book and obtain over 1000. This means
you have to decide.

What kind of style do you want to play in? There are two choices, a pure
wizard, and a fighting wizard. A pure wizard would start with high Learning,
Willpower and Mana stats and so rely on magic to kill nearly every monster
in the game, only using melee and missiles as a fallback. Fighting wizards
would prefer better physical stats to start and thus rely on non-magical
means of combat, only using magic in tight spots, or when it's advantageous.

Reasons to play a pure wizard style:
High Mana means lots of PP, so you can depend on your spells heavily, and
train spells quickly. High Learning stat means lots of castings available,
this is VERY important, as you do NOT want to run out. Also you will be
capable of learning very powerful spells right away. If you can find a way to
increase your stats in the game, especially Strength, Toughness, and
Dexterity, you will become a respectable fighter. Also finding (or smithing)
good equipment will make you a very respectable fighter, regardless of class.

Reasons not to play a pure wizard style:
A low starting Toughness stat means you can die at any time in the early game,
if you are unlucky enough to step on a stone block trap. There is not much to
be done about it unfortunately. After you get a few levels up, it won't be
such a problem. But at the beginning, every step could be your last! There are
also a few monsters that are difficult to kill with magic, they are either
resistant to elemental magic, or just really good at 'shrugging off' your
bolts. For this reason you should train missile skills and also some melee.

Reasons to play a fighting wizard style:
You will likely have enough toughness to survive most trap accidents, though
this is not guaranteed. You will still have ACCESS to spells, which other
classes would not. Limited castings aren't a big problem if you're careful with
them. Getting few castings per book isn't such a big deal if you have lots of
books, and you will find many in the game. If you can find a way to increase
your stats in the game, especially Learning, Willpower, and Mana, you can
become a powerful wizard later.

Reasons not to play a fighting wizard style:
The Learning stat is one of the more difficult stats to train, if you start
with a low one, you will be stuck with it for a while. The Mana stat is
easier to train, just cast lots of spells, this will cause your PP's to
constantly regenerate and thus train Mana. The problem with this is that if
your Learning stat is low you won't have many spellcastings to work with.
Also as far as fighting characters go, wizards are pretty lousy. The wizard
class yields low HP, low healing rate, and a miserable fighting skillset.

============================----------------------===========================
04. SKILLS
============================----------------------===========================
Starting skillsets for all wizards consists of these skills.

Alchemy = Allows you get recipes to mix magical potions. Most are useful for
all races, but longevity potion is very useful for short-lived races.
Concentration = Helps regenerate PP more quickly. Get this to 100 as soon as
possible. This is the most important skill you have.
Healing = Helps regenerate HP more quickly. A high priority definitely.
Herbalism = Without it you only pick cursed herbs. A high score helps you pick
more (and more blessed) herbs from each bush. Another high priority.
Literacy = Usually starts at 100 for wizards.
Stealth = Enemies won't always notice you as soon as your in their line of
sight. Also at 100 helps you get the weird tome from the ghost librarian. Nice.
Ventriloquism = Maybe confuse your enemy for a turn or two.

Also all PC's get:
Climbing - At 100 you can enter the Rift.
Haggling - Worthless.
First Aid - Sometimes useful to fight poison in the very beginning of the game.

Skills that can be acquired in-game.

From Bart:
Backstabbing = Not as useful for wizards as other classes. Combine it with
invisibility if you want to use it.
Tactics = Better modifiers from the tactics setting is good for dodging. This
is a high priority once you get it.
Two Weapon Combat = Useless, as a wizard you need a shield.

From Yergius (he teaches and trains):
Climbing = His training in this is convenient.
Detect Traps = Press the 's' command to search for traps. Most players love it,
but if you are familiar with the heavily trapped areas of the game you can
do without it. You can use wands to the same end.
Disarm Traps = You have a spellbook to do this for you, if you can find one,
and the spell works a lot better.
Pick Locks = Useless. Keys and the Knock spell work better.
Pick Pockets = Generates more items, so it's nice. Successfully using it about
20 times allows entry into the thieves guild.
Stealth = At 100 helps you get the weird tome from the ghost librarian.

From Guth'Alak
Herbalism = You already have this.
Gardening = You don't need this.

From Tywat Pare
Law = Worthless

From Yrrigs
Bridge Building = Frost bolt works better.

From the Old Barbarian
Courage = Helps out if your surrounded. Verdict...don't get surrounded and you
won't need it.

From Glod
Smithing, it can be useful if you get the equipment: Hammer, anvil, and ore.
To get the anvil you probably have to kill Glod or Kherab, and you have to
dig the ore from walls using a pickaxe. If Glod is alive he will fix your
broken pickaxes for a price. To use Glod's forge you should lead him off the
level first by means of (':s') swapping places with him and leading him down
the stairs. If Dwarftown is on D:11 use a couple scrolls of blessed scrolls of
peace if you have them, it will eliminate background corruption.
Some players love smithing but I never use it. Digging, plus repairing
pickaxes, plus creating ingots from ore, plus the actual smithing process, is
boooring. It takes a lot of real life time, a lot of game time, and a lot of
game turns. Of these, the game turn length is the most important game effect.
More game turns = lower score (which you probably shouldn't care about yet),
and also corruption, if you don't have scrolls of peace. If you want the extra
DV and PV and are willing to tough out the boredom, smithing can really give
your PC an edge.

From Blup
Swimming, not too useful. Wizards usually have other ways of dealing with
water.
============================----------------------===========================
05. RACE DIFFERENCES
============================----------------------===========================
Starting equipment for all wizards consists of these items unless otherwise
noted. Armor = robe [+0, +1], sandals [+0, +0].
Weapon = dagger (1d4) or quarterstaff (1d10).
Some torches, two rings, about 3 potions, about 2 scrolls, about 2 books, an
offensive wand, about 150 gp, and an iron ration

Yes that's one, count it ONE point of PV for an average non-troll wizard.
Trolls get more because of inherent Strength and Toughness, usually 3 or 4.
If you get more than two points of starting PV, the RNG (random number
generator) was good to you. Watch out, it can make up for that later :)

So what does each race bring to the table.
-----------------------------------------------------------------------------
Humans have standard equipment, except leather boots [+0, +0] instead of
sandals
Their stats are:
I actually won't bother listing average stats.
For humans all stats are average, so I won't list any for humans.

They bring the following noteworthy skills:
Food Preservation = More monster corpses generated. Very nice.
Swimming = Not much. (Spellcasters usually have other ways of dealing with
water.)

Pros = Humans are capable of playing either style, magic or fighting
dependent. If you start with high Learning, the RNG was good to you, you can
really take advantage of magic. Food Preservation is one of the nicer skills.

Cons = If you start out as dumb as a brick, you will run out of spells
quickly and have to use melee or missiles. Trying to find some missiles and a
decent melee weapons will be imperative. There is not really much about humans
to make them stand out. Their lifespan is a bit short.

Summary = Just an average wizard with Food Preservation. If you like having a
luck of the draw factor, choose humans.
-----------------------------------------------------------------------------
Trolls have standard equipment, except leather boots [+0, +0] instead of
sandals.

Trollish stats are:
Strength very high
Learning very low
Willpower low
Dexterity low
Toughness very high
Mana very low
Perception low

They bring the following noteworthy skills:
Athletics = Help your physical stats increase a bit.
Food Preservation = More monster corpses generated. Very nice.
Gemology = More gems/crystals generated. Gemology could help you find crystals
of Learning that, when blessed and 'u'sed, raise your Learning stat. Nice.
Mining = Mines faster, and pick axes break less often.

Pros = Trolls make good fighting wizards. They are the easiest race to keep
alive in the beginning. If you are willing to wait a long time to enjoy full
use of your magic, you will have a strong character. Trolls level slowly,
this can be a good thing. There are places in the game that have experience
level restrictions, like perhaps a level 16 PC can enter a place, but a
level 17 couldn't. This is good for trolls because they will be stronger at
a given level than other classes would be, by comparison. Their skillset is
really nice. Trolls heal very quickly.

Cons = Their Learning stat is abysmal. You won't get many castings from
reading your books at the beginning of the game. You might consider book
casting from them or storing them to read later. They have a very short life
span, and should protect themselves from ghost bats/kings by all means.
Switching tactics to coward and casting spells on them will help you destroy
them without being aged. Trolls level up slowly, this can be a bad thing too.
You will need ridiculous amounts of experience points to get your level up
after a while. Trolls regenerate PP's slowly.

Summary = Trolls give you a good fighter that has ACCESS to lots of spells.
Wizards and necromancers as classes, find waaay more spellbooks than any other
classes. This means that even if you are a miserable wizard, you will still
have many spells at your disposal, that can definitely save your life.
-----------------------------------------------------------------------------
High Elves have standard equipment.
High Elven stats are:
Learning high
Dexterity very high
Toughness low
Mana very high
Perception very high

They bring the following noteworthy skills:
Dodge = Enemies miss you more often. Very nice.

Pros = High Elves are great pure wizards. They have the ability to learn some
of the most powerful spells in the game from the very beginning. They have a
very long life span, you won't worry about ever being aged to death by
anything. They get an extra bit of Dexterity that helps them be effective
with missiles. Their dodging skill is very nice. High Elves regenerate PP's
quickly.

Cons = Low Toughness on the other hand means that you have to be very careful
with their HP. You must find ammunition for missile attacks, because wizards
don't start out with any. High Elves heal very slowly.

Summary = A slight advantage in Dexterity and Toughness means they might be a
bit easier to keep alive than grey elves. You might consider trying a high elf
if your grey elves keep dying.
-----------------------------------------------------------------------------
Grey Elves have standard equipment, except a loaf of elven bread, which is
very nourishing, and so nice to have.
Grey Elves stats are:
Learning very high
Dexterity high
Toughness very low
Mana very high
Perception very high

They bring the following skills:
Dodge = Very nice.

Pros = In my opinion, they are the most powerful wizards in the game. They
will rarely encounter a book they cannot read successfully, even right from
the start. They have the longest lifespan of any race in the game. Some
talent with missiles, and good dodging abilities helps protect your HP.
Grey Elves regenerate PP's very quickly.

Cons = Very low Toughness. Low HP means possible death around every corner,
and therefore new players might have a hard time keeping them alive. Grey
Elves heal very slowly.

Summary = If you think you can rely on magic to carry the day for you. This
is the choice.
-----------------------------------------------------------------------------
Dark Elves have standard equipment except, leather boots [+0, +0] instead of
sandals, spider bread instead of an iron ration and no torches at all.
Dark Elves stats are:
Willpower high
Dexterity very high
Mana very high
Perception high

They bring the following noteworthy skills:
Alertness = Helps you to evade traps and offensive magic. Very nice.
Find Weakness = Helps you to get critical hits on your enemies. Very nice.

Pros = The dark elven skillset makes them good at scoring damage on enemies
in melee. A very high Dexterity stat gives them decent missile abilities, and
nice Willpower and Mana stats make them effective in the (somewhat limited)
magic castings they do get from reading books. Once they get some PV from
decent armor they are quite powerful. They have very long life spans. Dark
Elves regenerate PP's quickly.

Cons = Not really a lot of drawbacks here. I hate to count an average Learning
stat against a race, but when it comes to wizards it really is that important.
They will suffer from limited spellcastings scores. They suffer racial
prejudice from dwarves, and thus get bad prices in the most important shop in
the game, Waldenbrooks. Dark elves heal slowly.

Summary = If you don't want to put up with the drawbacks of The other
races, and don't mind bad shop prices, dark elves are a good choice.
-----------------------------------------------------------------------------
Dwarves have standard equipment.
Dwarven noteworthy stats are:
Strength high
Toughness high

They bring the following noteworthy skills:
Detect Traps = It allows you to discover traps by using the 's' command. Nice.
Smithing = Nice if you have the equipment, but you can get this skill in game.
Mining = Pretty nice.

Pros = You have a good chance of staying alive do to good Toughness, and
Strength. The Detect Traps skill is very nice in the beginning, before you
find other means of detecting traps, and disarming them. This skill can save
your life at the start. They have long life spans. Dwarves heal fast.

Cons = Their Learning stat is average , which can be time consuming to increase
to high levels. That means limited castings and the most powerful spells will
be off limits to you at the beginning. The skillset is nice, because of Detect
Traps, but I'd rather have Food Preservation.

Summary = You get high Strength, Toughness, and heal fast. In exchange you
don't have to give up much. If your a player that doesn't mind spending some
time to beef your character up, and really dislike restarting, dwarves are a
good choice.
-----------------------------------------------------------------------------
Gnomes have standard equipment, except gnomish boots(+1, +0) [+2, +0] instead
of sandals.
Gnomish noteworthy stats are:
Dexterity high
Mana very high

They bring the following noteworthy skills:
Gemology = More gems/crystals generated. Very nice.
Mining = Nice.
Ventriloquism = A skill I have seldom used. Nice if it is successful though.

Pros = Gnomes lean more toward pure wizards. They have quite long life spans.
Gemology is nice, if you know how to exploit it. They level up a bit faster
than other races. Gnomes regenerate PP's quickly.

Cons = They don't really stand out, elves are more magical. If you don't use the
Gemology to help your Learning stat, the skillset isn't that great.

Summary = The main reason for a beginner to play as a gnome is if their elven
PC's keep dying, or if they really want to exploit Gemology.
-----------------------------------------------------------------------------
Hurthlings have standard equipment, except no shoes and a cursed ring.
Hurthlings noteworthy stats are:
Strength very low
Dexterity very high
Toughness high
Mana low

Hurthlings bring the following noteworthy skills:
Archery = Gives a bonus to all your missile shooting endeavors. Nice.
Cooking = Almost useless to a wizard, the fire bolt spell will cook any corpse.
Food Preservation = More corpses. Very nice.

Pros = High Dexterity plus the archery skill will help you stay alive. Your
archery skill actually trains faster than weapon skills. So you will have
something quite powerful in addition to your magic. They have longer life
spans than humans, but not by much. The Food Preservation is always nice.

Cons = They make lousy fighters until they find a good weapon, and increase
their very low Strength stat. Training the Strength stat isn't too hard, just
time consuming. You have to walk around at 'burdened' or ''strained' status,
which reduces DV a bit. You have to find your missiles, wizards don't start
with them.

Summary = Training Strength isn't fun, but if you have a healthy respect for
archery they do have enough Toughness to make them a worthwhile choice. The
cursed ring usually isn't too much of a problem.
-----------------------------------------------------------------------------
Orcs have standard equipment except leather boots [+0, +0] instead of sandals.
Orcish noteworthy stats are:
Strength very high
Learning low
Toughness high
Mana very low
Perception low

Orcs bring the following noteworthy skills:
Backstabbing = I don't backstab often, but it might be nice if you like it.
Find Weakness = Very nice.
Mining = Faster digging. Kind of nice.

Pros = Good physical stats and Find Weakness means better melee results.
They're ok if you play them as fighting wizards, relying on magic only
in tight spots. They have a lot of the advantages of trolls, but without
the leveling difficulties. Orcs heal fast.

Cons = They have short life spans, beware ghosts. Low Learning and Mana stats
hinder wizards, and orcs don't have the Gemology skill to help out.

Summary = You would consider them as an alternative to trolls. If troll
leveling issues bother you choose 'troll lite'. And they do seem to regenerate
PP much faster than trolls.
-----------------------------------------------------------------------------
Drakelings have standard equipment.
Drakelings noteworthy stats are:
Strength high
Willpower high
Toughness high

Drakelings bring the following noteworthy skills:
Swimming = Not too useful to wizards.
Alertness = Dodging spells and traps. Very nice.
Food Preservation = Yummy, more dead bodies.
Music = Use an instrument and tame those cats. Nice.

Pros = Both Alertness and Food Preservation. They make this a great skillset
for wizards. They don't suffer from any major drawback in stats. All
drakelings have acid breath, which can damage enemies. Acid breath also
reduces your satiation level, and so allows you to eat as many corpses as you
want, without becoming bloated for a long period of time. (This is nice
because many corpses have stat increasing effects). They also enjoy increased
speed if they become heated by way of environment or attack. Drakelings heal
fast.

Cons = They suffer decreased speed if they become cold. They have lifespans
about as short as humans. They suffer fire damage in the Tower of Eternal
Flames, (after a certain amount of turns) no matter how fire resistant you
are. Again, average Learning means average wizard, at least in the beginning.
You'll need lots of books, missiles and luck in finding a good weapon.

Summary = Pretty good skills and stats. The drawbacks aren't bad if your
careful. I'd say chose drakelings if you think the stats you gain from corpse
munching will offset your rather average magic abilities.
============================----------------------===========================
06. BIRTH-MONTH CONSIDERATIONS
============================----------------------===========================
Raven - notable effects for wizards:
+10 to speed makes it powerful. The rune covered trident being available
earlier is nice, but it is a two handed weapon. That means if you use it you
have no shield, which is bad for wizards. +2 Perception is nice.

Book - notable effects:
Not as powerful as you might think considering it gives "Increased chance to
learn spells". That's basically all it gives. Still nice though.

Wand - notable effects for wizards:
This month is all about neutrality, 10% more PP and +2 Mana if you start out
neutral. That means Humans, Grey Elves, Gnomes, and Drakelings can give it a
look, but not the rest.

Unicorn - notable effects for wizards:
I love it for the +2 Appearance. Seriously, less corruption is worth thinking
about. I would prefer other months though.

Salamander - notable effects for wizards:
Very powerful for wizards. If you are born in this month you are almost
guaranteed of starting with a spellbook of firebolt. That makes the "20%
cheaper PP cost for all fire magic" effect very nice! Once you find a fireball
spellbook this effect is even nicer.
The +3 Mana helps a little, but the '20% more PP always' effect is very
desirable.

Dragon - notable effects for wizards:
I might be differing with popular opinion here, but I think this one is yet
another excellent sign for wizards. This sign drains the Willpower stat and
puts it into Strength and Toughness. This may seem like a very bad thing for
wizards at first, but the Willpower stat doesn't have to be high to have
powerful magic. Training your spells will net a much better increase in the
power of your magic than 3 points of Willpower. The Willpower stat can be
trained later, to make up what was lost, and you'll never know the difference.
But the extra Strength and Toughness means your more likely to live.
More dramatic tactics modifiers is good, if you don't want more extreme
tactics then just don't bother switching them. It really just means better
dodging as far as cowardly wizards are concerned.
And combat magic is 10% cheaper in PP's. Nice.

Sword - notable effects for wizards:
+1 Learning, tempting but other signs are nicer.
The tactics and melee skill marks bonuses are nice, but wizards aren't likely
to achieve grand mastery in weapons regardless.

Falcon - notable effects for wizards:
Survival skill shmurvival skill. +2 Willpower, blah.
The free talent...put it into 'strong legs'.
Worthless.

Cup - notable effects for wizards:
Faster leveling = good. More spellcastings per book = good.
More skill advances = good. +2 Learning = really good.
Cup = One of the best star signs for wizards.

Candle - notable effects for wizards:
Faster healing is not that good for wizards for these reasons:
Wizards start with the healing skill, this give adequate healing.
Once a wizard finds a healing spellbook, it renders Candle obsolete.
Faster intrinsic healing can lead a wizard to carelessness with their HP's.
More prayers might be nice for some.
1 free talent, could be used for +1 Learning, or whatever. Nice.
This sign could be a help until you find your first healing spellbook, after
that it's worthless.

Wolf - notable effects for wizards:
+3 Willpower, nice but not a difference maker.
+3 Perception, see +3 Willpower.
Food is more nutritious. Nice...I guess.
There are better months.

Tree - notable effects for wizards:
+5 Willpower, reminds me of Wolf but with less variety.
If Willpower is important to you, then consider it. Otherwise no.

Summary:
Cup and Salamander appear to be the best for wizards. Book is worth a look too.
Normally I don't care what star sign I get, I'll even take falcon if I roll
it. A funny thing about that is, that I have more game winning wizards born
in the month of the raven, than any other birthmonth. So I'm ranking Raven
near the top too.
============================----------------------===========================
07. THE TALENT SYSTEM
============================----------------------===========================
I'm not going to go into a lot of detail here. The strategy for what to invest
in is entirely dependent on what playstyle you want. In general a pure wizard
would invest in quickness early, then magic, then defense. A fighting wizard
though, would value the missile talents, and maybe even melee, over magic.
The talents are self-explanatory. I think that if the talent complements the
way you want to play then it's worth getting.

The heir gift for a wizard is a wand of fire with 30 charges. Not worth it
because you will have spells instead.

Treasure hunter. It's probably the best talent. You need Alert and Miser to
get it, so pick Alert as your first talent. It's good to get it early but
consider choosing a quickness talent before Miser.

Quickness talents = These mean being able to outrun most difficult monsters
early on. Consider getting the Quick talent early. If you want more than one
that's fine, but one should be enough. I consider Quick to edge out Long
stride only because Quick opens up the quick shot missile talents.

DV talents = Good for every wizard early or late game. They won't make a big
difference though, as the tactics setting, along with a lot of other means,
will give you decent DV. Choose these if you just want every defense edge you
can get.

PV talents = Nice for the beginning. Not so great for the later game, compared
with the talents you could chose. Wizards should invest most of their talents
elsewhere.

Magic talents = Potent, Strong, and Mighty Aura aren't so impressive, but they
open up the rest. I highly recommend all the magic talents, especially Charged
and Strong Magic. I don't recommend the Bookcasting talents though, they are
just not that useful to wizards. That leaves ten worthwhile magic talents all
together, that eats up 30 levels of increases if you get them all!

Missiles talents = If you plan to depend on missiles give them a look. The
quickshot talents are really nice, but it takes a lot to get to Missile Weapons
Master. Alert + Good Shot + Keen Shot + and 3 missile weapon affinities.

Melee talents = Most are useless to wizards, but the Basher talents yield
impressive results, needing no pre-requisites. There are two weapons in the
game that wizards can take great advantage of, if they have the Strength of
Atlas spell. Big Punch = 800 stones and is a one-handed weapon, meaning you
get great melee damage without losing much DV. Also The Axe of the Minotaur
Emperor = 1200 stones, it's a two-hander but fantastic in damage and critical
hits. Basher+Powerful Strike+Mighty Strike=(+6, +6) on any +100 stone weapon.
They are worth considering after you get Big Punch.
============================----------------------===========================
08. WIZARD CROWNING GIFTS
============================----------------------===========================
Listed in no particular order.

Brannalbin's Cloak of Defense [+3, +3] Weight: 30 stones
It grants resistance to fire.
It grants resistance to cold.
It grants resistance to acid.
It grants invisibility.
It grants resistance to shock attacks.
A nice gift to get because using it doesn't take up a valuable item slot.

Ring of Immunity [+5, +5] Weight: 1 stone
It grants immunity to fire.
It grants immunity to acid.
It grants immunity to cold attacks.
It grants immunity to shock attacks.
Very nice gift because it is one of the nicest rings in the game.

Robes of Resistance (-4, -4) [+3, +12] {To+5} Weight: 60 stones
It grants resistance to fire.
It grants resistance to acid.
It grants resistance to shock attacks.
For those of us that don't care for smithing, this is great armor.

Staff of the Archmagi (+5, 5d2+2) [+9, +0] {Ma+10} Weight: 40 stones
It modifies your mana attribute by +10.
It grants resistance to acid.
It grants resistance to sleep attacks.
It grants resistance to confusion attacks.
Resistance to sleep attacks! Woo-hoo! When you reach exp. level 50, and enter
the Small Cave and start hunting Jackelwares, make sure you have this equipped!

Staff of the Wanderer (+2, 3d8+2) [+6,+3] {To+6} Weight: 40 stones
It modifies your toughness attribute by +6.
It grants immunity to shock attacks.
It grants resistance to fire.
It grants resistance to sleep attacks.
Some features are nice, but it's a two-handed weapon. Not good.
============================----------------------===========================
09. EQUIPMENT
============================----------------------===========================
I think, for a wizard's early game, you should set your sights for good
uncursed equipment, rather than trying on every thing that comes your way,
in hopes of getting an extra PV point.

Head- In the early game do 'equip-identify' a helmet, a +1 metal helmet works
fine. Later you will exchange this for a higher metal cap.

Neck- Marble amulet probably, if not try 'equip-identifying' amulets.
Willpower +3 work nice. Later you will exchange this for an amulet of rapid
healing, free action, or the ahnk.

Body- Find some leather armor and probably stick with that for a while,
unless it gets damaged. The studded variety is nice, but weighs 100 stones
more. The heavier armors are only worth it if they offer really nice PV. Later
you will exchange this for higher metal armor or the Ancient Mummy Wrapping.

Girdle- You should be careful about 'equip-identifying' these. A cursed
girdle prevents changing armor. Later you will exchange this for a girdle
of carrying or a higher metal girdle.

Cloak- A [+1, +0] cloak is realistic, but 'equip-identifying' cloaks isn't
so bad. Cloaks get destroyed pretty easily. Later you will exchange this for
cloaks of protection/defense.

Right Hand- An orcish spear is easy to find, just tease one out of an orc
scorcher/chieftain or hill orc. Keep running away from them while they're
next to you, or maybe one step away from you, they'll throw eventually. Later
you will exchange this for a higher metal weapon or an artifact.

Left Hand- I find wooden shields preferable to medium shields due to rust.
Later you will exchange this for a higher metal shield.

Right ring- Don't 'equip-identify' in this slot, as the effects for the ring
you wear will be magnified on the right hand. Rings of damage if available.
Later you will exchange this for a ring of slaying.

Left ring- Do it here instead. Rings of cold and fire resistance are nice,
unless you find an uncursed ring of damage. Any good ring should be a righty.

Bracers- Do 'equip-identify' any bracers you find until your happy. Later
you'll be doing the same.

Gauntlets- Do not 'equip-identify' these because you can't change rings or
weapons if they are cursed. Later you will exchange this for the Elemental
Gauntlets, or thick gauntlets if you have poison hands.

Boots- It's unlikely to find good leather or light boots. If you find iron,
heavy, or spiked boots, give them a try. Later you will exchange this for
blessed seven league boots, protect these at all cost.

Missile weapon- I say 'equip-identify' one. If it's not cursed, stick with
it until it's destroyed. Later you will exchange this for a bow of accuracy.

Missile- Cursed missiles aren't a bother.

Tool- Torches are useful for extending your field of vision. Use torches
before moments like entering the Big Room in the caverns of chaos. Later you
will exchange this for the Elemental Orb of Water/Fire.

============================----------------------===========================
10. PESKY MONSTERS
============================----------------------===========================
I know I won't get them all. I list mostly the ones that are pesky considering
the experience level you will be at when you are likely to meet them.

Stone Golems-Resistant to acid and frost bolt and they see in the dark.
Greater Daemon-Sees in the dark, fire resistant, shoots fire bolts, drains
your stats and to top it all off, he teleports. Geez!
Karmic baby (or not baby) dragons-Resists fire/ice/lightning/acid and you
can't melee them without getting cursed or worse.
Ogre Magus-Shoots ice bolts, they can be deadly if you don't have darkness.
Mage Bane/Doom eyes-They drain your PP's. Only really bad in a group.
Mimics-If they get that first paralyzing hit on you it could be over.
Revenant-They regenerate, and are good at shrugging off bolts. Very pesky
if you meet one early.
============================----------------------===========================
11. WISHING
============================----------------------===========================
Amulet of life saving, if Khelevaster is not saved yet. Maybe red dragon
scale mail if desperate for fire resistance in the Tower of Eternal Flames.
Possibly rings of ice for the tower. Seven league boots are a great choice.
If there is a skill you like, Find Weakness, Food Preservation, or any other
except Alertness.
One more possibility is wishing for a chaos wizard. Chaos wizards summon
writhing masses of primal chaos, and chaos warriors, that, when killed, give
large amounts of experience points, allowing you to gain possibly several
levels. The writhing masses and especially the chaos warriors drop really great
items (eternium plate mails, boots, helmets, long swords, shields, and so on)
thus ensuring some nice prefixes or suffixes on some of them. Unfortunately,
they also summon chaos servants and greater chaos servants. If you kill too
many of these they become super powerful. This is bad because you have to kill
many of these later in the temple levels. If you try this, do so in a dungeon
level that you won't need to visit again, later in the game. That way if the
wizard summons servants, you can just lead him to a higher dungeon level, and
leave the others behind. Some of the Tomb of the High KIngs levels work nice.
============================----------------------===========================
12. WIZARD ORIENTATION
============================----------------------===========================
Wizards are powerful enough to defeat some very powerful monsters early in
the game because of their strong magic attacks. Gaining experience levels is
a very good thing for wizards because:
Spellcasting gets cheaper by 10% at level 6, 20% at level 12 and 40% 18.
At exp. level 32 they can recharge wands (once per wand). At level 40 they
get a useless uncursing talent. And at level 50, they get knowledge in all
known spells (except wish).

Sometime in the game you will run out of PP's, it happens. Then you decide if
you want to cast out of your HP's. If you do this your Mana stat will probably
be drained by a point. Only do this if there is no reasonable alternative.
At some point you'll have to cast spells from your HP's. When your HP's get
low you can heal yourself by casting healing spells from your HP's. I know
this sounds too good to be true, but it's true. Cure Light Wounds costs
little and gives lots.

Economy with your spells is important. Don't fire a bolt at every monster
that comes your way, this is a waste, and will cause you to run out of
castings. Before bolting monsters you should first run from them. If you are
lucky, they will stop chasing you, allowing you to progress in the game, and
use your spells on more powerful (and therefore experience point rich)
monsters. If those pesky monsters don't give up, you will have to bolt them.
But at least try to get the monsters chasing you to line up in a row, (just
run away from them in a straight line) that way you can blast several monsters
with one shot.

If your HP's ever drop below 1/3, movement energy points decrease, but only if
you're tactics are set to coward. This is very useful for outrunning monsters.
Sometimes you will want to run away from some hard hitting monsters. If your
speed isn't good enough by it's self, try using a 'monster shield' tactic.
Run from a powerful monster until you find a weak one, now run from both,
towards a narrow tunnel. Only one monster can follow right next to you,
there is a chance that it will be the weak one. If it is you can safely
heal or find the stairs.

Teleportation is very good for wizards, spells are best. If you have no
spell you can make do with a wand. There is a gauranteed wand in the Very
Dusty Dungeon level. To get it, you need a scroll of magic mapping, or a
wand of item detection to let you know where to teleport to. You also need
teleport control. Just activate a teleport trap, teleport to the wand, pick
it up, teleport back by means of the stairs, and your done. Use booze to
recharge it as needed.

Corruption is a factor for every class, but not such a big factor for a
wizard. With a high spellcasting score on the teleport spell, you don't have
to worry about running out. When you are in deep (therefore highly
corrupting) dungeons, use teleportation heavily, to reduce the number of game
turns spent in them. If you run out of PP's in a highly corrupting area,
don't recover them there, find a less corrupting place to recover, then return.
A wizard can use magic to fight monsters that have a corrupting touch, this
means they can keep their tactics on coward the whole time, thus reducing
the number of corrupting hits they take.
Clearing tension rooms and vaults in deep dungeon levels can corrupt non-
spellcasters severely. Think about it, if you have hundreds of monsters, even
if you kill most of them with two or three hits, you'll still be spending a
lot of game turns on a highly corrupting level. Wizards on the other hand
can clear any room very quickly with spells, further reducing corruption.
It is possible for a wizard to win the game without ever generating a scroll
or potion of chaos resistance, and still leave the game with NO corruption.

When corruptions do kick in, use morgia and moss to help your stats.
Thick gauntlets are the work around for the 'poison hands' corruption.
If you find some means of chaos resistance, save it to undo the 'stiff
muscles' or 'mana battery' corruptions.
============================----------------------===========================
13. LIMITED WALK-THROUGH
============================----------------------===========================
I will go through a good option of how to start out, quite in depth. (Maybe a
little too in depth, after re-reading it). It's just one option (tried to
optimize for benefits vs. risk) but as a wizard all starting scenarios are
available to you.

Upon entering the Drakalor Chain you should enter Terinyo. Now read all
your spellbooks until they disappear.(I know some opinions differ, but this
is one workable option, and it's what I do). If your PC is an idiot, maybe
read them a couple times, and then stash or carry them for a while, you can
finish them off later. Drink all beneficial potions (except a potion of gain
attribute, which should be blessed before drinking for dramatically better
results), equip your rings (except ring of the fish, because it is auto-
cursing) and equip your weapon (surely you didn't think your wizard would
know how to hold a dagger, without being told, did you?).

While in Terinyo, buy some large rations from the shop. You can also talk to
the villagers to open some quests. The village elder's quest and the druid's
quest are mutually exclusive. As a wizard, you will most likely benefit more
from the druid's quest, which can yield a spellbook of frost bolt. This quest
is kind of hard, so you might want to leave it until later. Talking to the
tiny girl opens the puppy quest, again it's kind of hard, maybe leave it until
later too. Talking to the sheriff opens a quest to kill a Raider Lord in the
wilderness, with your bolt spells he's no problem, but it's sometimes a pain
to find him.

So what should you do now? Kill the crime boss in the neighboring town. This
is a safe way to get 1000's of gp, about five experience levels, and after
talking to the sheriff, an amulet of law.
But before killing him, you should make a few other kills in Lawenilothehl
first, and note your first kill specifically. If you run out of PP's at any
time, exit the town and recover PP's in the wilderness, then re-enter.
A smart player would lead a cloaked ratling named Skriek out of this unlawful
town before attacking the crime lord. If Skriek is in this town when you
attack Hotzenplotz, he becomes hostile. This is bad, because he sells keys,
that can save a wizards life from trapped doors. Lead Skriek to Terinyo, there
he will sell keys to you for the rest of the game, if you have the gold.

Killing the crime lord, and bodyguards is simple. Just repeat the process of:
bolt, exit town, re-enter, and bolt again until he dies. An important thing
to remember though, acid/fire/lightning bolts can destroy the gp's that he
and his body guards leave, so don't destroy your gold. While in the crime
town, talk with the master thief and consider becoming a member of the
thieves guild. Check out the black market, there might be a good book to buy.
Return to Terinyo, get your law amulet from the sheriff, get some food and
leave, your done here for now.
---------------------------------------------------------------------------
So what's next. Three words: The Infinite Dungeon
Hereafter referred to as 'the ID' cause it sounds cool.

The ID is such a powerful feature in the game that some think that using it
is like setting yourself up for an easy win. I think that as long as you
don't use it until your fingers start to bleed, it's a fine way to start out.

It might be controversial to recommend item scumming in the Id, but it is an
effective way of getting books. The process involves going up and down the ID
staircases, to generate an unlimited supply of new rooms, and therefore an
unlimited supply of items laying in those rooms. If you do this for a while
on say levels 1-2 to start out, then 3-4, and up to 8-9, you will have a good
supply of books and items. Note that you can still die in the ID, it's just a
bit safer than most other dungeons.

On levels 3 and deeper of the ID it is possible for Blink Dogs to appear.
Blink dog corpses, when eaten, give you teleport control, which is extremely
valuable. If a Blink Dog appears, make it hostile by attacking it as lightly
as you can, you don't want to kill it. In fact name it using the 'n' command,
this will help you keep up with it. Just run from him until he summons, kill
the spares and repeat, until you get your corpse.

You should consider staying in the ID long enough to get one or two bolt
spells, Darkness spell, and a few points of DV and PV. You don't HAVE to stay
until you get the Darkness spell, (The ID can get boooring) but I highly
recommend it. When you find equipment that looks like it might give some PV,
consider 'equip identifying' it. It might be cursed of coarse, making it
un-removable, so you don't want to try this with girdles or gauntlets, you
might get stuck with them for a while. In most cases cursed items aren't too
bothersome, even gauntlets of peace (auto cursing and (-15, -15) [+3, +3])
aren't too bad if you are relying on mainly magic. Potions of water appear
on ID level 6 and below, these can be dropped on a co-alligned alter later
for blessing (if your deity is 'very pleased' with you), this and scrolls
of uncursing solves cursed inventory problems.
----------------------------------------------------------------------------
Cavern of Chaos
I will not recommend visiting the BUGWIL first, because it requires careful
tactics. You can die from one hit there. However, a wizard is capable of
killing VERY powerful monsters there, thus gaining up to level 13. If you
want to try the Bug Temple before the Caverns of Chaos, you can read the
section on the Bug Temple and give it a try. But like I said, I recommend not.

Noteworthy dungeon levels:
Arena - I say fight many fights in the arena, to get lots of gold. Just don't
become champion just yet.

Big Room - HERBS! Yay! Have full HP's and PP's before entering. Walk along the
top first, running away from any enemies you see. Don't fight enemies right
away, it slows you down, and more will just take their place (believe me).
Remember where the stairs are, you can flee back down them if things get
rough, this will get you away from the high monster generation rate of the
Big Room. Your goal is to make 2x2 squares of herbs. Even if the 2x2 square
is missing one herb, that's ok, it will regenerate. The most important herbs
for wizards are morgia root (eating 2 trains Toughness and 4 trains Willpower
= 25) and moss of morrelian ('u'sing 2 uncursed or blessed trains Dexterity =
25). You have to double all herb amounts to train stats beyond their potential
maximums. Most other herbs are useful too, so try to stabilize as many 2x2
bush patterns as you can, but morgia and moss are the highest priority. You
will probably wind up picking well over 100 morgia, to use all through the
game. But you don't have to pick them all at once though. To find out what bush
has what herbs, either apply the herbalism skill or pick from the bush.

Dwarftowm
There will be an alter generated on this level, either neutral or lawful,
depending on your alignment upon entering the level. This is a very important
alter in the game, so if you want it lawful, don't enter until your law amulet
has done it's work. Upon entering the town first talk to Thrundarr about
'gate' and 'quest'. Your quests are as follows:

Kill a specific monster - Can be easy or very frustrating. Try to find it in
the Big Room, as this will help you gather herbs, while generating lots of
monsters. Make trips to Dwarftown to sell junk you may collect in big room.
Spend the money however you like, training, shop items, piety, whatever.

Cross the animated forest - Easy because trees can't see in the dark.

Kill some ogres - They also can't see in the dark.

Become champion in the arena - Did I mention that ogres can't see in darkness.

Kill a greater demon - To kill him is hard, to sacrifice him is easy.
----------------------------------------------------------------------------
Free the spirit of Griff Bloodaxe - You have to travel back east, find the
little grey plus sign in the lower right hand corner. Kill all the enemies,
on the outside with bolt spells being careful not to toast your items. Before
descending the staircase, you might want to drop your inventory on the stairs.
This will prevent item destruction due to the fact that the tomb is a heavily
trapped area. If you have the Detect Traps skill, then you don't have to drop
your items. First do an exploring trip through the dungeon, but don't try to
beat it. This exploring trip lets you discover all the traps without risking
your inventory. Now ascend the staircase, pick up your inventory, and re-equip
whatever you took off. Now return to beat the level, your chances of setting
off traps are greatly reduced because you've already discovered them. Utilize
invisibility (probably potions), not darkness once you get to Griff and the
necromancer. This will keep the ghuls and friends off of you, long enough for
you to 'u'se holy water on the grave. That destroys Griff. The necromancer
can't see in the dark, so use that to neutralize him, and invisibility to
neutralize the others. Dig the grave to get a good sword, kill a bone golem
to get good gauntlets.

Next job is to get the Ancient Mummy Wrapping from the pyramid. Enter before
you reach exp. level 17. The pyramid is heavily trapped also, so consider
using the 'stash your inventory' trick if you don't have the Detect Traps
skill. Rehetep isn't difficult for a wizard to beat. If there is a karmic
baby dragon, or some other annoying monster on Rehetep's level, try to avoid
it if possible. Remember, you don't have to beat every monster. Before leaving
the pyramid, search the first level and find a pickaxe and a climbing set.

Next is the Tomb of the High Kings to get the Ring of the High Kings.
You need the frost bolt spell first (obtainable by way of the druid's quest).
You might find some herbs in this dungeon, that's good because you might
not have gotten all the bush types you needed in the Big Room. Eventually
you will come to a red lake. Drop your inventory (because ice bridges only
hold 2000 stones), make an ice bridge to the door, open the door and return
to pick up your inventory. The Skeletal King will try to confuse you, if he
does, DON'T keep trying to walk. You might fall into the lake and instantly
die. Just attempt spells instead, even when confused you have about a 30%-50%
chance of success. You can easily dispatch the Skeletal King with magic, but
make sure you have some way of healing. Don't forget this next step or you
will die, DROP your inventory again before crossing the ice bridge again to
collect the ring.
----------------------------------------------------------------------------
Caverns of Chaos Part 2
Get more herbs Finish whatever dwarf quests you wish, give bart the Golden
Gladius, and dive deep into the caverns. First we talk to Khelevaster, thus
killing him. Unless you have an amulet of life saving, or can wish for one.
If you do, give it to him. If not, collect the wand of digging and stuff,
and go on. If you wish very much to save Khelevaster, it might be worth it.
The rewards are VERY nice, including a book of teleport and scrolls of chaos
resistance. So if your PC is tough, or has the lightning ball spell, consider
clearing darkforge before letting Khelavaster die. There are pools in
darkforge that MIGHT yield a wish.

Next is the graveyard, kill the undead and eat the wight and wraith corpses.
This will draw your alignment toward chaotic though, so if you have high
piety try not to convert. Dig through the far wall into the center room and
descend.

The Water Temple
Ok now it's water temple time, this is ridiculously easy. No monsters in the
water temple can see in the darkness. Not the water snakes/grues/demons/ele-
mentals, chaos servants or even the Snake from Beyond. If the fancy strikes
you, you may take off your weapons and armor, and bash your way through the
water temple, bare-handed and naked. You can even step on the alter in the
darkness to collect the water orb, and not worry about being sacrificed. A
note though, in the darkness you will not receive the message "do you want
to enter the water?", you just enter it. So be careful and don't drown
yourself ok.

Go a bit deeper, all the while using morgia and moss to continually train your
stats. You will come to a staircase you can't pass, that means you need the
fire orb. So back to the surface again.
-----------------------------------------------------------------------------
Darkforge
Before tackling the tower clear darkforge. The steel golems are highly
vulnerable to lightning, but they shrug off a lot of bolts. If you have
the lightning ball spell, it's a breeze though, and you should consider
clearing darkforge earlier, as the rewards are nice. You can use Big Punch to
kill them in melee, just keep a VERY close eye on your HP's and don't take
chances. Don't wear any thing that isn't fireproof while fighting them, it
will get destroyed. Loot the weapons and armor room, and get the Steel Crown,
and consider selling all the junk in Dwarftown. You can drink from the pools
in darkforge if you wish, but you might get doomed. So if you drink, make
sure you have a way of getting excellent piety fast, for doom removal.

The Tower of Eternal Flames
Before entering the tower you need: A blessed fireproof blanket, some means
of fire resistance, a means of digging, food, some blessed potions of extra
healing, some other means of healing (spells or spensweed), the frost bolt
spell, some cursed potions of invisibility (curse them yourself with some
unholy water), potions of blindness and confusion work to if you have them,
some uncursed potions of invisibility (if you don't have the spell), some
wands of door creation, about 200 HP's and the teleport spell (you can do it
without teleport, but it's much safer with it).

It is imperative to limit your inventory! The more items you carry with you
the faster your blanket will fail. You may take some items that you like, but
do limit them. Wear only fireproof items, the rest will burn up. If you have
a ring of ice, that's nice, but you really need to wear two blessed rings of
ice to guarantee item safety. Kill the fire enemies with frost bolt, yes they
will shrug a lot off, but keep blasting and you'll get them. When you run
out of PP's exit the tower and recover in the wilderness, this is what the
food is for.
The Ancient Chaos Wyrm is one of the toughest enemies you will face,
considering your level, and equipment restrictions. Have Willpower, Dexterity,
and Toughness all at least 25 before fighting him. You can equip the water
orb and Sword of Nonnak for an additional 15 points of Willpower. First
tunnel in and frost bolt the demons, grues and elementals. The only monsters
that see invisible are the Ancient Chaos Wyrm and the chaos servants. The
only monsters that can see in the dark are the Ancient Chaos Wyrm and fire
demons.
Make sure that you 'wake up' the Ancient Chaos Wyrm before you run out of
PP's, you will know he is awake when you get the message 'you feel some force
attacking your mind', so you will exit the tower and recover PP's. When you
resume the fight, your goal is to lead the Ancient Chaos Wyrm to the stairs.
The temple level doesn't allow teleportation, but the level just below it
does. Utilize 'monster shields' (fire grues and such) to prevent getting hit
by the Wyrm's energy bolts on the way back to the stairs. Use your wands of
door creation (it's a good idea to have created these doors in strategic
locations before luring The Wyrm, and just close them as you pass) to keep
The Ancient Chaos Wyrm from getting you in his line of sight. This prevents
his confusion attack attempts. When your on the stairs, he won't immediately
come to stand next to you. So you will trade bolts with him for a while,
when you get hit, descend the stairs and heal. Ascend the stairs and repeat.
If he confuses you, don't stumble around, just use the stairs. He will
eventually stand next to you. Lead him down and teleport to get some distance.
Equip your potions of blindness in your missile slot and teleport back.
Blind him and unequip your potions (this keeps them from destruction). Use
your bolt spells, and if you have them, ball spells now. If he recovers his
vision and hits you, teleport away and heal, don't take chances. If he
confuses you attempt to teleport a few times, but drink a potion of extra
healing if you get hit. He'll panic soon and then you've got him.
----------------------------------------------------------------------------
Caverns of Chaos part 3
Remember that wall of unpassable flames...now pass it. Also pass the Eternal
Guardian by wearing the Ring of the High Kings.

The Casino
Upon entering the casino make a habit of equipping an amulet of free action.
This gives protection from the guaranteed master mimic in the gift shop.
If you have none then use darkness, but that means the mimic might get one
free hit on you (it could be the death of you). Try invisibility plus the
highest DV you can get. Gather all the items and identify them. Pick out what
you like and notice how much it costs all together. Gamble at the slot
machine that has a 24 gp price on it, get the gold you need, Also get an
extra amount to ensure enough piety for crowning. When you get stunned at
your winnings, don't stumble around, clean your 'E'ars instead. Get your
shopping done, and travel to a desired alter, probably Dwarftown. You'll
find the shortcut just a few levels down from the casino. Read all the
spellbooks that you got from the casino on a non corrupting level. Then
return.

Bunny Level
Message ="intense tension" = Dig Kill Leave

The Cat Lord
You will get a message "this level somehow seems to be removed from the rest
of the world" upon entering his dungeon level. If you have killed no cats you
talk to the Cat Lord and get a ring, otherwise you get a fight.
You need to: see invisible (Ancient Mummy Wrapping), have potions of
confusion or blindness (cursed potions of invisibility) equipped in your
missile slot, and wands of paralyzation and poison are nice too.
Lead off with the potions, they are 100% effective. Next utilize the wands
if you have them. Then use magic spells to finish. There is no teleporting
allowed on this level but you shouldn't need it.

The Air Temple
Another item restriction level. This time it's lightning that destroys items.
Whatever. No regular monsters can see in the dark here. Not vapor rats, air
grues/demons/elementals, or the chaos servants. In fact, only the chaos
servants can even see invisible. Yulgash the Master Summoner can see
invisible and in the dark. He is easily killed by standing outside of the
door to his room and shooting magic missile bouncing around inside the room.
Very easy.

The Earth Temple
This one is a bit harder. Most enemies here can see invisible and in the
dark. Ball spells are useful but expensive in PP's because you really don't
want to get surrounded by these guys (they hit hard!). Acid and lightning
bolts are effective against the grues, but the elementals are really good
at shrugging them off. You'll have to use acid or lightning ball spells like
crazy, to kill the elementals and the Ancient Stone Beast. It might be worth
considering, at this point, to sacrifice one or two points of Mana and cast
ball spells out of your HP's. If you don't like that idea that's ok too, but
it's a long way back to the surface, and your Mana points should regenerate
soon anyway.

The Mana Temple
You should have a few wands of trap detection by now, so the traps won't be
a problem. You should also have the Disarm Traps spell which is also useful.
Once you navigate to the mana temple big room, just cast darkness and stand
in the doorway shooting bolt spells into the room while in the dark. None of
the monsters in here see in the dark, not the chaos wizards/warriors/servants/
greater servants or the eyes. The wizards can summon writhing masses of primal
chaos however, and they do see in the dark. The Archmage himself sees in the
dark and in fact casts darkness himself. Every now and then cast light to
see where every one is. Try to target your bolt spells to take out the
wizards first to limit the summoning. The eyes will drain your PP's to 0. You
will have to cast out of your HP's, goodbye two or three Mana points. Soon
the Archmage will begin confusion attempts upon you. Now it's Archmage time.

The Archmage
If you have the acid ball spell: You need to have death ray resistance
(Ancient Mummy Wrapping or amulet), confusion resistance, and a wand of door
creation to battle the Archmage. Retreat into the corridor. When you kill all
the monsters between yourself and Nuurag-Vaarn you can utilize a created door
to keep his bolt spells from hitting you. Lock the door and use 'Willpower
boosted' acid ball spells to kill the Archmage, while he stands on the other
side of the door.

If you don't have acid ball: You need death ray resistance, human slaying
ammunition, confusion resistance and potions of confusion or blindness/cursed
potions of invisibility. Wands of poison and paralyzation are nice too.
Retreat into the corridor. When you kill all the monsters between yourself
and the Archmage you can utilize a potion to confuse or blind him, these are
100% effective. You can now exploit missiles or other weapons to dispatch
him. Acid bolt is effective and magic missile, but he shrugs off a lot. If
you use bolt spells just don't melt your humanoid slaying ammo if you can
help it.

The Ice Level
Use a potion of uselessness in the missile slot to make yourself slide a
space on the ice. This gets you a free artifact.

D:50
Goodbye to more Mana points, you won't have many PP's at this stage, and
hanging around such a corrupting area to regenerate them, is a bad idea.
Cast darkness and bolt most of the writhing masses of primal chaos to death
first, because they see in the dark. Now angle some bouncing bolts up and
downward to kill the chaos warriors. Cast light pick up any items you like
and finish off the remaining writhing masses. Search for the hidden openings
in the walls of the writhing masses room. Enter the tunnels and bolt the
monsters to death in the dark. Try to kill the wizards first to limit their
summoning. Do not handle the levers yet, and be careful to stay away from
the wall that is near the center room. There is another secret door near
the lever, that opens if you are near it, thus awakening the center room.
Clear both secret tunnels this way. Now it's time to 'h'andle the levers,
and stop the incursions of chaos into Ancardia.

Now if you have some wands of destruction you can handle a lever, destroy
the lever with your wand, teleport, handle the other level, destroy it,
teleport to the staircase and leave. You win. Some find this a bit cheap
though. So if you don't have the wand, or if you just want some extra
satisfaction, finish the game the thorough way. It is not dangerous, to kill
all the monsters on the level, it just takes a bit of time.

Just 'h'andle the levers to stop the chaos. Some balors here won't like that
so they will teleport to the levers and open them. Kill the balors by bolting
them to death. Do the same for the greater balor. If they get close to you,
just teleport away and resume bolting them. Yes this takes a while, but so
what. If you have ball spells, and don't mind healing yourself more often,
you can use those for possibly quicker results. Finally all the balors will
be dead and you can tackle the center room.

The only monsters left that can see in the dark are the ghosts and some
writhing masses that may be summoned by the chaos wizards. So you should
once again employ some darkness usage. Awaken the center room by finding the
hidden opening near one of the levers. This gives you a good bolt spell shot
at most of the chaos wizards all at once, thus limiting summoned monsters.
If the ghosts surround you use ball spells. Eventually you will prevail.

The White Unicorn Quest
Before leaving the Drakalor Chain, talk to the druid in Terinyo once more.
This opens the unicorn quest. Near the Old Barbarian's glade, you will find
him. Talk to him then go kill the greater black unicorn. Return and get all
corruptions healed. Now leave the Drakalor Chain.
------------------------------------------------------------------------
Bug Temple
This is in no way necessary to win the game. So I will cover it only briefly,
and partially. I use it for quick experience levels in the early game. So
that is what I will describe, the rest I will leave up to you.
You might try this with some newly generated characters before trying it
with a character that is important to you

No claw bugs can shrug off bolt spells, not greater or killer. Two bolt
spells (acid/lightning/fire/frost) always kills greater bugs, and 3 bolt
spells will kill killer bugs. Both types of bugs can sometimes travel 2
spaces in 1 turn, if your speed is about 100. Or they can travel 1 space and
then hit you. For this reason, you don't want to bolt a bug that is just one
space away from you. He might survive one bolt, move one space, and then hit
you, thus killing a low level PC. If a greater claw bug is two spaces from
you, and in line with a bolt spell, you can always kill it. It takes three to
kill Killer claw bugs though. The Killer claw bug must be at LEAST 3 spaces
away to safely bolt it once, and then leave the BUGWIL. Or five spaces away
to bolt it to death. If more than one claw bug awakens on you at one time,
simply leave and re-enter. Carefully make your way back to where you left,
and you will see them again, only this time you will approach them one at a
time.

Before entering the BUGWIL, light a torch. This extends your field of vision
by a couple of squares. Now enter the BUGWIL, move down one space, now shoot
a bolt spell north-westward, this should hit a greater claw bug. One more
kills it. Move all the way to the top of the screen along the right hand side
of the level, no bugs should awaken on you. Now move left until you get to
the tree, and bolt a bug. Probably you will have to exit. When you re-enter
just carefully move upward till you see it, if it doesn't line up with a bolt
spell just exit and re-enter 1 more time, then it will.

The rest is pretty much the same, just carefully move left along the top of
the map, exiting when you need to. When you start awakening the killer claw
bugs, you might consider leaving. But if you decide to try the killer bugs
you might get a couple more experience levels.

End







Put me in the 'fool filter', where I belong!
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Soirana
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4148 days, 5 hours, 58 minutes and 50 seconds ago.
Posted on Thursday, December 06, 2007 at 00:04 (GMT -5)

ice damages at least potions.

burning hands can be evaded. Message is something like monster shruggs off your burning touch. Monster needs insane DV to get away (Filk for example).

SoA 1000xMana

i will skip my personal opinion on some parts of this writing.
A root is a flower that disdains fame.
Kahlil Gibran(1883-1931)
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gut
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4896 days, 2 hours, 58 minutes and 55 seconds ago.
Posted on Thursday, December 06, 2007 at 06:48 (GMT -5)

Thanks for the corrections.
I will wait untill I get some more and
make them all at once.

All personal opinions are invited. I'm not
dedicated to the guide staying as it is.

I mainly just typed out some of the things
I normally do. But if some others think that
ID scumming should go, or smithing should not
be downplayed. Or whatever I'm more than
willing to make changes. If possible though,
I don't want to write sections on things that
aren't essential for winning the game.

Put me in the 'fool filter', where I belong!
Silfir
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Writer of Overly Long Guides


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4067 days, 1 hour, 24 minutes and 9 seconds ago.
Posted on Thursday, December 06, 2007 at 07:20 (GMT -5)

Cursed gauntlets still let you change your weapons. It is cursed weapons that make you unable to change your gauntlets! :)

Anyway, a very informative guide. Good to know Darkness can be so useful.
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!
Darren Grey
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4238 days, 41 minutes and 59 seconds ago.
Posted on Thursday, December 06, 2007 at 08:21 (GMT -5)

It should maybe be noted in the races section that hurthlings and gnomes get an extra talent. This is handy for making sure you get Long Stride and Alert early on (I find LS to be invaluable for wizards).

I'm tempted to make a very in-depth spell guide now...
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."

[Edited 1 time, last edit on 12/6/2007 at 08:21 (GMT -5) by Darren Grey]
Silfir
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Writer of Overly Long Guides


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4067 days, 1 hour, 24 minutes and 9 seconds ago.
Posted on Thursday, December 06, 2007 at 08:27 (GMT -5)

Well, then give into the temptation. YIELD! YIEEELD! ;)
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!
Darren Grey
Registered user

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4238 days, 41 minutes and 59 seconds ago.
Posted on Thursday, December 06, 2007 at 12:59 (GMT -5)

I will, but not until next weekend - far too much uni stuff on right now. It's going to end up incredibly long and detailed. I may write it in HTML so that different sections can be hyperlinked.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
Silfir
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Writer of Overly Long Guides


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4067 days, 1 hour, 24 minutes and 9 seconds ago.
Posted on Friday, December 07, 2007 at 05:47 (GMT -5)

It's probably a good idea, on a side note, to scrap the whole blog thing and make a proper website.

Problem is: I certainly don't have the skills to do that.
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!
Molach
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Lord of DurisMud


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5140 days, 6 hours, 36 minutes and 22 seconds ago.
Posted on Friday, December 07, 2007 at 06:39 (GMT -5)

I'm pretty sure Ice also drenches scrolls, mabye even books. I just cleared a ice dragon vault, so I really am pretty sure. Unless I was hallucinating

Sword - "The wizard isn't likely to acheive grand mastery anyway" - true. However I see this is an argument FOR the sign. They use less melee, therefore sign is good, because wizards can get the nice polearm-DV bonus faster.

Cup - Mabye point out that high-Le-race wizards will have pretty little use for this, enough castings anyway. But this is in my experience, and I am a known "hunter-for-books-in-low-ID"-er.

Terinyo quest - Druid quest gives artifact, corrupted corpse (PoCC), wand of cold and book of frost bolt/gardening skill. Carpenter gives Oil of rust removal, hatchet, bridge building skill and potentially unlimited potions of ultra healing. All you need for potions is a healing spell, add a wand of trap creation (alarm trap) and create monster spell and you're set. Healing spell and create monster can even be book-cast so as to really last forever. Let monsters hit alarm trap, and get hurt by each other, heal them and talk to healer. +1-3 HP per go quaff, useful for building enough HP to be able to cast a wish (guaranteed book in library). This is a feasible way to save Khelavaster in lieu of other means.

Much good stuff all round in there.
J.
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You'll never get rid of me


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5662 days, 19 hours, 36 minutes and 19 seconds ago.
Posted on Friday, December 07, 2007 at 09:30 (GMT -5)

Soirana: I think that the monsters shrugging off Burning Hands is in fact due to PV, and not DV. Burning Hands starts off quite weak and might not hurt a monster with high PV.

I don't play wizards much though, could be wrong :)

gut: You might want to point out that it is possible to kill yourself with SoA, letting it run out. Yes, it might be obvious, but it's just such a stupid way to die that it should probably read in BIG BOLD LETTERS: DON'T LET STRENGTH OF ATLAS RUN OUT ON YOU WHEN WEARING A MOLOCH ARMOUR AND HAVING AN EXTRA ONE IN YOUR INVENTORY. I bet we've all had a wizard or two die because of this.
If you're feeling happy, don't worry, it'll go away.

Originally posted by noob: "I'm everytime amazed how you people know to exploit every single little bug (or not-bug) for elaborated scumming tatics even if the feature seems completely useless or bad."
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gut
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4896 days, 2 hours, 58 minutes and 55 seconds ago.
Posted on Friday, December 07, 2007 at 09:43 (GMT -5)

All of these are excellent corrections.
Keep them coming, even if they are just
opinions. I want to fix it as much as
possible before sending in the final.

I also forgot to mention that darkness
doesn't work for you if your enemy is
standing in a doorway. Even though you
get messages like 'it's too dark to read
anything here' while standing in that
same doorway. Monsters can just see in
the dark if they happen to be standing
in a doorway. Maybe it's a bug.



Put me in the 'fool filter', where I belong!
Darren Grey
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4238 days, 41 minutes and 59 seconds ago.
Posted on Friday, December 07, 2007 at 09:56 (GMT -5)

From what I remember the exact message for Burning Hands failing is something like "You ttack doesn't penetrate the defences of foo". Hoever I tend to get these against high powered magical monsters like liches rather than specifically high PV monsters. I'm pretty sure BH ignores PV anyway. I imagine it's some sort of saving throw monsters get, and possibly related to the way powerful undead can sometimes resist the Dispel Undead spell.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
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Soirana
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Chaos Freak


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4148 days, 5 hours, 58 minutes and 50 seconds ago.
Posted on Friday, December 07, 2007 at 10:02 (GMT -5)

no way - "doesn't penetrate" means you fail to pass PV, evading is another one - i've seen that may be twice in my games.
A root is a flower that disdains fame.
Kahlil Gibran(1883-1931)
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gut
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4896 days, 2 hours, 58 minutes and 55 seconds ago.
Posted on Friday, December 07, 2007 at 10:18 (GMT -5)

You really get close enough to Lichs
to use burning hands on them, Wow!
Your braver than me!

Put me in the 'fool filter', where I belong!
Darren Grey
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4238 days, 41 minutes and 59 seconds ago.
Posted on Friday, December 07, 2007 at 13:39 (GMT -5)

Well when grave-digging you sometimes don't have a choice. Besides BH usually takes them down in one.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
Silfir
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Writer of Overly Long Guides


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4067 days, 1 hour, 24 minutes and 9 seconds ago.
Posted on Saturday, December 08, 2007 at 14:53 (GMT -5)

This guide would be so totally on adomguides by now if my email program could read .txt attachments. It cheerfully ignores it!

I am terribly sorry, gut, but if it's not too much trouble, could you send it again as a .doc (I usually don't have any problem with these) or just copy the text into the email?

EDIT: I think it got angry at your email address (none@none.com? Is that right?) I got it to work by passing on the email to myself. It took some formatting, but now it's up and well :)
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!

[Edited 1 time, last edit on 12/9/2007 at 14:40 (GMT -5) by Silfir]
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gut
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4896 days, 2 hours, 58 minutes and 55 seconds ago.
Posted on Monday, December 10, 2007 at 21:04 (GMT -5)

Sorry for the formating madness, and my
emailing ineptitude.
Maybe next time it might go smoother.

Put me in the 'fool filter', where I belong!
F50
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5474 days, 16 hours, 7 minutes and 27 seconds ago.
Posted on Monday, December 10, 2007 at 22:25 (GMT -5)

Do watch your sarcasm, especially in starsigns and artifacts. It is somewhat annoying, and can be very confusing since tone does not make its way into text. I know (and everyone else who has won one game) it is sarcasm because appearance bonuses and sleep resistance are useless. Beginners won't know that.
"If the bread weights that much in the draklor chain, then it's no wonder so many die of starvation.
AND - what kind of IRON RATION weights as much as an iron shield?! A dinner for four, oven included? ;)"

-Maelstrom
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4896 days, 2 hours, 58 minutes and 55 seconds ago.
Posted on Tuesday, December 11, 2007 at 10:21 (GMT -5)

If you had posted that opinion about sarcasm
before I sent the guide to Silfir, I would have
removed it. I thought about removing it anyway,
but since no one mentioned disliking it, it
stayed. Editing it now isn't really an option
for me, but I give full permission to Silfer to
edit for any reason he sees fit.

Maybe the areas with the sarcasm, were the
areas that I was uninterested in. So maybe
I didn't give as much attention as I should
have. To be perfectly honest, if there was a
variable in the configuration file to disable
star signs all together, I would probably set
it. I think that all star signs give some nice
benefits. It doesn't really matter what star
sign your born in, winning the game is more
dependant on strategy and tactics than
astrology. If a new player chooses Unicorn,
or Falcon it won't hinder them too much, they
can still win.
Put me in the 'fool filter', where I belong!
Silfir
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4067 days, 1 hour, 24 minutes and 9 seconds ago.
Posted on Tuesday, December 11, 2007 at 13:57 (GMT -5)

The thought of messing around with other people's writing is something I severely dislike. I get homicidal myself if others change even the slightest thing in what I wrote. (I have corrected some spelling while reformatting, but that's about all I can do without wincing.)

Couldn't you just write new descriptions for the some of the stuff you think is inappropriate here? In the thread? (Especially the Falcon description is somewhat confusing. People could start thinking Strong Legs isn't shitty...)
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!
Portrait
gut
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4896 days, 2 hours, 58 minutes and 55 seconds ago.
Posted on Tuesday, December 11, 2007 at 15:46 (GMT -5)

Sorry for the late
corrections, I should
have left it up longer
before sending it.

>Unicorn - notable effects for wizards:
>I love it for the +2 Appearance. Seriously,
>less corruption is worth thinking
>about. I would prefer other months though.

Unicorn - notable effects for wizards:
The +2 Appearance is not very
helpful, perhaps it would slightly
help female characters. Shopkeepers
prices are influenced by a female's
Appearance stat, but the gain would
be minimal. Less corruption is worth
thinking about. I would prefer other
months though.

>Falcon - notable effects for wizards:
>Survival skill shmurvival skill. +2 Willpower,
>The free talent...put it into 'strong legs'.
>Worthless.

Falcon - notable effects for wizards:
The Survival skill is one of the
less useful skills. The +2 Willpower
will strengthen your spells a bit.
The free talent can be nice, some
useful places to put it would be
'Long Stride', 'Quick', or the
'Carful' talents. Still other star
signs offer more.

>Wolf - notable effects for wizards:
>+3 Willpower, nice but not a difference maker.
>+3 Perception, see +3 Willpower.
>Food is more nutritious. Nice...I guess.
>There are better months.

Wolf - notable effects for wizards:
+3 Willpower will strengthen
spells a bit. +3 Perception may
increase your visible radius by a
square, if it does it is a nice
advantage. Food is more
nutritious. Could save you some
money on buying large rations.
There are better months.

>Tree - notable effects for wizards:
>+5 Willpower, reminds me of Wolf but with less
>If Willpower is important to you, then consider

Tree - notable effects for wizards:
+5 Willpower can make your spells
more powerful, but there is a
simple way of training your
Willpower in the game. This benefit
may be nice for the early game, but
after finding morgia root,
it becomes obsolete .

>Staff of the Archmagi (+5, 5d2+2) [+9, +0]
>It modifies your mana attribute by +10.
>It grants resistance to acid.
>It grants resistance to sleep attacks.
>It grants resistance to confusion attacks.
>Resistance to sleep attacks! Woo-hoo! When
>you reach exp. level 50, and enter
>the Small Cave and start hunting Jackelwares,
>make sure you have this equipped!

Resistance to sleep attacks is not
very useful. Confusion resistance
is nicer, but there are other ways
of resisting confusion, such as a
high Willpower stat and rings/helmets
of mental stability. It's still a
two-handed weapon, using this means
no shield.

Put me in the 'fool filter', where I belong!
nOOb-mAsTeR
Registered user
Master of all things nOOby!!!


Last page view:

5762 days, 14 hours, 37 minutes and 17 seconds ago.
Posted on Sunday, December 16, 2007 at 18:38 (GMT -5)

Good guide, I personally just dont like wizards...assassins/barbarians and bards/necro are where it's at.
"You try to give Fang, the large dog the bone. Fang, the large dog says,"Do you know who I am, mortal?!?!"
My smartest dog ever:D
Portrait
gut
Registered user
Painted this one too.


Last page view:

4896 days, 2 hours, 58 minutes and 55 seconds ago.
Posted on Sunday, December 16, 2007 at 23:56 (GMT -5)

Thanks.

Wizards do have their uses though. If you are
playing to win the game, with the fewest possible
number of game turns, wizards are hard to beat.

Between recent power blackouts and Fistinarius
deciding to fight to death in a blind rage, I'm
recently batting about 0 for 4 with wizards
though. So I am currently playing a barbarian,
and indeed they are fun. I haven't tried an
assassin for a long time.
Put me in the 'fool filter', where I belong!
Silfir
Registered user
Writer of Overly Long Guides


Last page view:

4067 days, 1 hour, 24 minutes and 9 seconds ago.
Posted on Monday, January 21, 2008 at 19:41 (GMT -5)

I'm a little late to be mentioning this, but I just noticed... Isn't it a little strange that your recommended course of action to get the wand of teleportation in case you lack teleportation spells includes teleporting twice? I'd think if a character had means to teleport, the wouldn't need a wand...

It makes sense if you consider that you can recharge wands with ease, making that one measly wand an endless supply of teleport spells, and the two teleports can be provided by teleportitis or scrolls of teleportation, but by itself, that passage is a bit strange...
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!
Darren Grey
Registered user

Last page view:

4238 days, 41 minutes and 59 seconds ago.
Posted on Monday, January 21, 2008 at 19:52 (GMT -5)

Uh, I don't see what your problem is Silfir - he quite clearly specifies that the wand should be gotten by using the traps to teleport to it, and the stairs to teleport away.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
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PeanutGod
Registered user
Lord of Misery


Last page view:

5050 days, 21 hours, 25 minutes and 38 seconds ago.
Posted on Tuesday, January 22, 2008 at 01:37 (GMT -5)

I'm in the process of putting together a small archmage guide, which would accompany this quite nicely. I'll post it this weekend, so you can all feel free to tear into it :D


Ladies and Gentleman, take my advice. Pull down your pants, and slide on the ice.


Gozer
Unregistered user
Posted on Tuesday, January 22, 2008 at 01:42 (GMT -5)

mmmmmmmmmmmmm ... archmage ...
Portrait
gut
Registered user
Painted this one too.


Last page view:

4896 days, 2 hours, 58 minutes and 55 seconds ago.
Posted on Tuesday, January 22, 2008 at 04:28 (GMT -5)

Silfir:
You can see the EXACT process, by downloading
the 'darkforge raid' demo I posted. It's just
like 200K, and only takes about 5 minutes to
watch.
Put me in the 'fool filter', where I belong!
Silfir
Registered user
Writer of Overly Long Guides


Last page view:

4067 days, 1 hour, 24 minutes and 9 seconds ago.
Posted on Tuesday, January 22, 2008 at 05:15 (GMT -5)

The traps. Why didn't I think of the damn traps, the main feature of the level in question?

Apparently, I am an idiot. I am very sorry.
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!
Darren Grey
Registered user

Last page view:

4238 days, 41 minutes and 59 seconds ago.
Posted on Tuesday, January 22, 2008 at 11:26 (GMT -5)

PeanutGod: If you've not read it, I wrote a mini archmage guide in this thread. Feel free to use whatever info you like from it.

I still intend to write a full spell guide at some point, but it's going to require a lot of work and a lot of writing - probably far more than anyone would ever bother reading.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."

[Edited 1 time, last edit on 1/22/2008 at 11:30 (GMT -5) by Darren Grey]
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