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The Official Children of Tunare’s
Wizard's Guide to Norrath
Volume 1
Written by: Baylanor Fyreweaver

Greetings fellow wizard,
In this guide, I will do my best to advise you on what choices to consider making as well as those to avoid. Keep in mind that the following suggestions are through my experience and my opinion, as well as some gathered from other's opinions and information. Ergo, if anyone tells you otherwise, or anyone feels differently about the following, it is you who must decide what is better for you to do. I have tried to put this guide in the best chronological order I could think of and hope it helps you.


Attributes

To begin with, the primary attribute of a wizard is Intelligence. I am assuming you have already chosen a race, if not, the race you choose will effect your starting Intelligence, even before you adjust it using your Allocation Points at Character Creation. I believe the race Erudite gets the highest starting Intelligence, but they are also not welcome in many places throughout Norrath (and alas, begin in a part of Norrath that I am unfamiliar with and have not traveled in). The higher your Intelligence is, the higher your mana (spell casting points) will be. Keep in mind that there are items in the game to add to your Intelligence and Mana that you may acquire. It is rumored that an Intelligence of over 200 does not increase mana, so having an Intelligence of over 200 serves no purpose other than a stat to brag about. Now, as a matter of personal preference, I would also suggest putting a few points into Strength, just to help keep the Encumbrance gremlin at bay. Anything else you may wish to adjust is up to you.


Skills

Unless you are new to EverQuest, you should train a few skills before venturing out. I suggest putting one point in the following, Piercing (since you start out with a dagger, and eventually will want 1H Blunt), Evocation (our Nuke Skill), Sense Heading (good way to keep from getting lost and not have to HotKey /loc), and Channeling. I hardly ever use my training points, since skills go up on their own as they are used. I use my points to train in new skills acquired at levels to come, i.e. Meditate, Research, Specialize, etc.

Also, see Specialize Section below.


Spells

As far as offensive spells go, the ones I never use and stopped buying are the "bolt" spells. The reasons are; 1) they can be blocked (I had a friend get killed by NPCs once because as his bolt left him to the target, a NPC walked in front of him and it got hit by the bolt. The NPC hammered my friend into the ground), 2) target needs to be in field of view, and 3) they take a bit longer to hit the target, unlike the instantaneous combustion of our other DD spells (although, to be honest I'm not sure if bolt spells and the DDs spells differ in cast time). Also, some of our AE spells aren't very good due to; mana/damage ratio, the aggro factor, and not wise to cast in a dungeon or in close quarters with NPCs in the vicinity. So use them wisely.

Only druids rival the travel opportunities of the wizard (as far as I know). We can self TP and Group TP all around Norrath. However, be careful on taking bad faction hits, I am KOS in some places from my treant slaughtering days. I cannot be TPed by a druid because of this. And if you haven't noticed, TPing is a wonderful way to make cash. We also get Group Evacuation spells, which TP the group in a faster cast time than the normal group TP spells. Make sure that it is safe for everyone to be TPed there in an emergency, i.e. no one is KOS there.

The "escape" spells we have (Fade, Shadow Step, Yonder) are ok. If you do not know about these, they are in-zone random TP spells that have a 1.0 cast time. The higher the level of spell, the further your random TP will be, i.e. Yonder will have a greater TP distance than Fade. I never used Fade, but Shadow Step and Yonder saved me arse a few times. NOTE: These spells recognize walls, trees, and creatures, so you can actually have your TP blocked by them. Hence, they do not work well in dungeons, but are great for the outdoors.

I will cover other spell information and tips in the following sections, so please keep reading.


Hunting Tips

I like to solo, but a wizard can't solo if the target can't stay rooted or is too tough to melee and nuke (our higher DD spells take much longer to cast than our lower ones, so it is very difficult to get them off while one is being interrupted by hits). Soloing is much easier early on, but gets much more difficult at higher levels. I usually start off with Root/Enstill, and then nuke like crazy, using the most powerful DD first, then swichtching to lower mana using DD as the target gets closer to death. When in a group, don't start nuking the target right away, or it will aggro on you. Wait for it to take some damage by the tanks, then start dropping bombs (<-- advice from Atme). When there are multiple targets, I walk right into the middle of them and let an AE loose (this may not be the best thing to do or good advice, but I have had no problems with doing it). If the monsters do not aggro on me, I do it again. When they finally notice me, or there is one left, I run behind a tank.


Research and Runes

Runes are used to research spells. This starts at level 16. The higher spells get more difficult to find as do the runes, so save runes. They are also useful to get your reasearch skill up, so keep doing spells you may already have and sell or give them to junior wizards. And if someone in a group loots one, politely ask if they need it (if they have a wiz), or if you may have it. To do research you will need a Lexicon, which can be bought at a wiz guild.


Specialize

Since our main purpose is nuking, train Specialize: Evocation first. When it maxes out at 50, it seems you have to go back to guild and put another point in it to get it to increase above 50 (my skill stopped increasing until I did this, now it naturally increases again). I have also used my saved points to train in all other specialization, with the exception of Conjuration, a skill we hardly ever use.


I sure hope that you find this information useful. I rather enjoyed writing this. As I learn more about our class as I gain levels, I will be sure to write another volume. Or perhaps I will be over-leveled and another wizard will write a volume.

If you are not a wizard, but read this, I hope you understand our class a little better and will perhaps give it a try.

See you in Norrath,

Baylanor Fyreweaver, 32 High Elf Wizard



Special thanks to Grasso Inc. for checking my spelling errors.




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