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Submitted by System on 09/03/2006, 09:50. Print file.
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much lv20 free for all games so forget about Wail of the Banshee and Weird... Mostly you'll play games while your level is fomewhat from lv8 to lv14 so at most you'll be able to use one lv7 spell. Have many low level damage spells and high level disabling/protection ones.

In case you are playing a massive Free for All or specially Team Arenas (yep, there are some being played) try to be elemental protected at all costs... and place yourself in one side of your team field. When fireballs start being thrown from both sides, the center of the battleground is the worst place to be.

14-. In Team Arena cases think of Mass Haste and circles. If friends can take advantage from the spells you cast, some of them will be more likely to protect you so you'll be able to continue helping them - disabling enemies. Also, be aware from instant death spells
... can be a very big problem.

15-. The main attack patterns of the Wizard are:

* LOW LEVEL (1-5): Let your henchman/minion/familiar take care of the physical damage; play a support role sniping with your X-bow and cast spells only when necesary. Have no more than a 25% of your spells as direct damage ones and focus A LOT on disabling spells; at these levels enemies won't have high saving throw bonuses so your spells are more likely to connect and disable maybe half monsters in the spell effect area. Try to make the first move (cast that sleep - charm - color spray) and then retreat past your minions so they even get Opportunity Attacks while those stupid enemies try to get you and cross their menacing area. Try to hold your spells for big packs of enemies; when enemies are coming at a rate of 1-2 then better don't waste spells and snipe them. Start casting when handling 4-5 enemy packs. Leave your direct-damage spells for BOSSES.

* MID LEVEL (6-14): Enemies will start having some saving throws bonuses, so low level disable spells are starting to become obsolete (unless you spell focused on disabling oriented magic schools). So change your low level spells to direct damage (Magic Missile,
Melf's...) and enhancing spells (Fox Cunning, Bull's Strenght...) Then look for high level disabling and some protection spells. If you got a magical X-bow, It'll still be useful for some time (up to lv 9-10, when you'll have too low attack bonus to hit consistently). When that happens, search for a weapon that gives special bonuses just for wielding it (+ stats, + spells, +AC, any spell effect X times/day...).

* HIGH LEVEL (15+): Combats are starting to get pretty difficult. Focus on low level damage and enhancing spells (a lv 15 fireball will still do 10-60 damage for just a lv3 spell, and Bull' Str/Fox Cunning/Owl's... will nearly last a whole day). Have some mid-level support spells always on (Stoneskins, lesser mantles - even cast them on your allies -) and leave high level spells for disable (Prismatic Spray and Mass Charm come to mind...) and one or two One-hit killer spells (Banshee's, Weird...). Have always one big counterspell learned. Mages get so damn dangerous at these levels that a single spell can kill all of you... and U don't wanna that happen, isn't it?

16-. You shouldn't rest a lot while playing; while most games don't mind if you take 4 or
40 days to complete a quest, this is not real. Try to advance as much as you can without resting, so you'll start knowing when to start casting spells and where. If someone makes a timed game ever, a wizard that does not rely on resting has a big advantage. If can play and finish some levels without needing to rest, then you're in a good way to play as a wizard even in real D&D RPG. Just search for a DM and play a mage in modules you must finish in less than 3 days. Enjoy. Sorcs rely too much on direct damage spells so they must rest often to obtain more bang for their buck; that's not the way.

17-. And finally, a well known rule of all RPG's: SAVE OFTEN!!!. Quicksave is your friend.

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