Guide to Creating A Faction Oriented Wizard

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[edit] The Guide To Creating A Faction-Oriented Wizard

[edit] Introduction

This guide is designed for people dedicated to their faction above their own personal advancement. This is not a guide for people seeking to earn faction-wide notice or to be in the Newspapers- being a support character is a thankless, but rewarding job.

Wizards, a Tier-3 Sorcerer exit, are the among the best choices for characters designed to support their Faction for several reasons:

  • Their Neutral class allows them to be in any faction
  • They can Enchant weapons, armors, AND items
  • Wizards can take many different paths for maximum benefit

[edit] Careers

What is a career? A career is the role you play inside the game. Due to the way the game is structured, you tend to specialize in one of the careers, and as you max out the career, you take on other careers and side-jobs.

  • Medic: The job of a Medic is simple: finding FAKS, Surgeon's Kits, and healing their factionmates, allies, and, if it comes down to it, grey names in need of healing.
  • Scout: Scouts are there to provide information in any way possible: checking possible enemies in the area, reporting power outages, seeing what faction is infusing over your land, reporting raids, and anything else that may be of interest to people who can do something about it when you cannot.
  • Scavenger: A Scavenger spends his cycles away from the faction stronghold, looking around for alchemy ingredients, first aid kits, and anything else that he can share with the faction.
  • Smith: A Smith focuses on repairing items, creating new items, and, most importantly, crafting ammunition for anybody in need of it.
  • Predator: A Mortal predator is the Nexus equivalent of a hyena or vulture: circling around to pick off the wounded, sick, and weak people.
  • Raider: A Mortal Raider is an amalgamation of all classes, built to do the most benefit to all of the people in any raid you go on.

[edit] Medic (240 CP)

Pros: Constant stream of XP, low CP cost allows you to multiclass Cons: No combat skills whatsoever

[edit] Mortal Skills (80 CP)

  • Dodge: Hospitals are dangerous places. Demons or people of evil morality patrol around to pick off weak characters, and you heal people. This paints a target on you, so reducing the likeliness of death reduces the FAK's used on you or destroyed.
  • Sense Magic: This skill, when added to First Aid, lets you see who is suffering from magical maladies such as Poison, Agony Curse, etc. It also lets you see who's wearing magical items, and see their magic points, making it very useful for scouts and combatants.
  • Search: Gaining an additional 10% chance to find items when you search is a useful skill for scouts, scavengers, medics, smiths, and combatants alike.
  • First Aid: With an additional 5 HP per FAK, as well as the ability to see exact HP values of anybody, this skill is useful to see who needs what sort of healing.
    • Medicine: This allows you to heal up to 15 HP on anybody in need of healing, as well as letting you cure disease, poison, and spend 7 AP to create a new FAK.
      • Surgery: This skill allows you to heal massive amounts of damage with your FAK's, as well as letting you use a Surgeon's Kit, which can heal 15 HP at a cost of only 5 Action Points over and over. Further, Surgery reduces the amount of AP needed to craft a FAK in a hospital to 5.

[edit] Sorcerer Skills and Spells (70 CP)

  • Alchemy: A Medic with Alchemy can spend his time alternating between healing and brewing potions to hand out to those who are in need of combat buffs, need immunities, or who are unable to receive outside healing.
  • Infuse: Infusing the Stronghold and surrounding squares when you move around to search for allies or factionmates to heal will generally not be noticed; however, it will at least keep your low-level faction at the same level to keep that ward and bonuses up.


Spells:

  • Aspect Shift: For great LOL's and to keep the CP cost equal.
  • Ice Dart: As Medics don't have many active combat skills, Ice Dart is your chance to return-fire at anybody who interrupts your searching for FAKs or kills a patient you're working on. While Fire Dart is also a 100% chance to hit, Fire is the most easily soaked damage in the game.
  • Reveal: Instead of spending your time outside the faction looking for people to heal, spend your Magic Points instead.
  • Visual Prestidigitation: You're an even bigger target than you were as a Mortal; having a spell to make it harder to hit you will help keep you alive if you happen to find someone who'd rather kill than heal.
  • Turtle Shell: Put it on every time you go outside, and you'll have a lot less to worry about when you see a Demon or Angel around you.

[edit] Wizard Skills (90 CP)

  • Wisp Form: In a Mist form, you're annoyingly hard to hit and don't have to worry about doors.
  • Enchant Item: Being able to create a ring of 10% dodge should have its obvious implications for not only you, but anybody else who likes the idea of living longer.
  • Nexus Affinity: It reduces the amount of Magic Points you spend on everything- you'll be able to enchant more per day or cast more spells should you need to.
  • Greater Infusion: Two Infusions for the price of one. What's not to like?

[edit] Scout (280 CP)

Pros: Low CP cost allows multiclassing Cons: Low combat skills, hard to gain XP


[edit] Mortal Skills (70 CP)

  • Search: Gaining an additional 10% chance to find items when you search is a useful skill for scouts, scavengers, medics, smiths, and combatants alike.
  • First Aid: In case you find a wounded factionmate or ally, or in case there's a Dark Oppressor playing around in the gun store, this'll let you know how much health they have.
  • Dodge: Every now and then, you're going to find someone who's going to take a swing at you, or start emptying clips at you. Obviously, you can't provide information about the building with a wounded Seraph if you're reduced to ashes.
  • Sense Magic: This skill, when added to First Aid, lets you see who is suffering from magical maladies such as Poison, Agony Curse, etc. It also lets you see who's wearing magical items, and see their magic points, making it very useful for scouts and combatants.
  • Sense Morality: There's bound to be a few people in your faction who wouldn't mind getting a big black circle or a snow-white circle by their name, or try to get that perfectly grey bubble of neutrality. This'll let you give out that important morality rating to aspiring Angels or Demons, or Nexus Champions seeking to return to the proper balance.
    • Psychometry: This skill will let you see who's using their Infuse skill, how much they were doing it, and where. Used properly, this can be used to weaken the ward of an enemy faction, or warn of an upcoming raid.
  • Engineering: Scouts need a way to gain experience as well, and Engineering provides that niche. It'll help out anybody who searches around by increasing their odds to find things, or reduce the odds of a straggler caught outside their faction hiding.


[edit] Sorcerer Skills and Spells (90 CP)

  • Infuse: You're not always going to find people on your adventures across your territory; it's best to work on infusing to make sure nobody comes around with a stronghold or takes away all of the infusing you've done. This is best if you're in a low-level faction.
  • Sorcerer's Might: With the variety of spells that you have, you're not always going to have the Magic Points you need to do all you plan.


Spells:

  • Aspect Shift: For great LOL's and to keep CP costs equal.
  • Ice Dart: Like the Medic, Scouts aren't combatants. Having a few Ice Darts ready to let fly at an opponent may discourage them- and you might even be able to take down that wounded Pariah hiding in the museum.
  • Reveal: Spending AP on finding targets is slightly risky if someone comes in and attacks you. Also, you're not guaranteed to find people if they're hiding. Reveal means you WILL find people if they're around.
  • Dispel Greater Ward: If there's a ward, there's a reason. It's best to make sure that the threat is either assessed or destroyed before it becomes a problem.
  • Turtle Shell: You truly don't need Turtle Shell. In the same sense, you truly don't need a seatbelt when you're driving or to wear a condom when having sex, either.
  • Destroy Door: It adds to your badge total, saves you the AP of smashing it down, and reduces the ability of strangers to be safe around your faction.


[edit] Wizard Skills (120 CP)

  • Wisp Form: You're an irritating target, and you're able to move around through such annoying things as water, void, and the like.
  • Greater Infusion: Two Infusions for the price of one. What's not to like?
  • Enchant Item: Being able to create a ring of 10% dodge should have its obvious implications for not only you, but anybody else who likes the idea of living longer.
  • Nexus Affinity: It reduces the amount of Magic Points you spend on everything- you'll be able to enchant more per day or cast more spells should you need to.

[edit] Scavenger (380 CP)

Pros: Not needing to care about death, plenty of ways to gain enchanted items Cons: No ward to keep you safe

[edit] Mortal Skills (90 CP)

  • Search: Gaining an additional 10% chance to find items when you search is a useful skill for scouts, scavengers, medics, smiths, and combatants alike.
  • Dodge: If you're going to be away from your nice shiny faction ward, you're at risk of getting killed. Since it's probably going to happen one way or another, you might as well annoy the killer by forcing him or her to spend more AP on you. You may even be lucky enough to wake up with 5 HP and the person who attacked you sitting beside you without any AP left.
  • Hide: Simply because you're going to die a lot doesn't mean you want to sleep out in the open. Getting Hide increases the odds that a person on patrol isn't going to find you instantly, decide that you're an easy target, and send you back to nowhere.
  • Planar Protection: A Mortal with Planar Protection and Search is a great asset to any factionmates with Alchemy. Low-level characters last longer in other planes, and are able to gather large amounts of ingredients with a low respawn cost.
  • Strength: If you're collecting a few Roses, some Gold Ingots, and maybe a nice Paradise Lily or two for your friendly local alchemist, the ability to carry twenty more pounds will let you carry more back home, or keep you armored in the process of searching.
  • Swim: As long as you're getting Strength, you may as well learn Swimming to ease transportation when somebody's barricaded the bridge and you want to get home. This also helps in badge-finding abilities.
  • Ranged Combat: Ranged Combat will allow you more efficiency with the later spells you're going to learn, and starts you on a combat tree.
    • Archery: Spending your days searching will give you plenty of Books and trade goods, but what about all of the wounded people? This will let you take care of them quite nicely with a easy-to-load weapon.
  • Sense Magic: This skill, when added to First Aid, lets you see who is suffering from magical maladies such as Poison, Agony Curse, etc. It also lets you see who's wearing magical items, and see their magic points, making it very useful for scouts and combatants.


[edit] Sorcerer Skills and Spells (130 CP)

  • Alchemy: As long as you're wandering about for potion ingredients, why not learn how to make the potions to hand out to others?
  • Spell Combat: You're going to be using magic to fight. Might as well learn how to use it effectively.
  • Infuse: If you're stuck in Purgatorio, it's best to start infusing everywhere, simply because there's a lot of free land laying around out there that's not likely to be counter-infused, assuming you're in a low-level faction
  • Heal Self: The odds of finding a healer are very slim for you. You're best off on your own, after all; why not reduce the need to carry around FAK's?

Spells:

  • Aspect Shift: For great LOLs and to keep CP cost even.
  • Visual Prestidigitation: It'll help you avoid getting killed, which is always useful.
  • Blood Boil: Fifteen points of damage will help you soften up targets with giant soak or easily kill people unlucky enough to not have them.
  • Ice Dart: It's guaranteed to hit and deal damage when you're just not feeling lucky or you're low on Magic Points to spend.
  • Turtle Shell: It makes you harder to die, which is always good for you and bad for everybody else.
  • Reveal: Find out if the Forgotten Factory you're going to hide in has anybody else with the same idea in mind.


[edit] Wizard Skills (160 CP)

  • Wisp Form: It makes such things as Voids a complete lack of a barrier to you if you're trying to move around Purgatorio and don't like the area you're in.
  • Cosmic Affinity: If you're planning on spending any decent amount of time in Wisp Form, being able to move at least 13 additional squares could make a serious difference to you.
  • Greater Infusion: Two Infusions for the price of one. What's not to like?
  • Enchant Item: Being able to create a ring of 10% dodge should have its obvious implications for not only you, but anybody else who likes the idea of living longer.
  • Nexus Empowerment: The ability to destroy more with each spell has clear and obvious benefits.

Spells:

  • Eagle Eye: Just in case you're meeting up with a particularly dodgy enemy, adding a bonus of 15% to your Ranged tree will negate their nifty little bonus.

[edit] Smith (360 CP)

Pros: Constant stream of EXP, a method of trading Cons: Low combat abilites

[edit] Mortal Skills (120 CP)

  • Search: Gaining an additional 10% chance to find items when you search is a useful skill for scouts, scavengers, medics, smiths, and combatants alike.
  • Sense Magic: This skill, when added to First Aid, lets you see who is suffering from magical maladies such as Poison, Agony Curse, etc. It also lets you see who's wearing magical items, and see their magic points, making it very useful for scouts and combatants.
  • Repair Item: The ability to craft ammunition for ranged weapons is useful to anybody else who uses Ranged Weapons, as well as being useful for yourself to gain experience off of your own broken items.
    • Armorsmithing: Keeping your armor and the armor of others in good condition can help you survive an attack, or, at the very least, make it harder for an enemy to take any allies you have down.
      • Advanced Armorsmithing: Being able to craft a pristine suit of armor or keep armor in pristine condition will keep you alive longer in live combat, as well as giving you a constant source of XP from the safe.

In addition, a Smith should take at least one of the following trees to specialize in.


[edit] Sorcerer Skills and Spells (90 CP)

  • Infuse: You'll have very few uses for magic points; it may as well go towards your faction if it's a low level.
  • Tap Ley Line: You'll be using this skill a lot when you hit Wizard. Just wait, you'll see.
  • Alchemy: You're bound to be holding a few Chunks of Steel; you might as well whip up a Potion of Combat Clarity.

Spells:

  • Aspect Shift: For great LOLs and to keep CP costs even.
  • Visual Prestidigitation: As long as you're trying not to get killed, you may as well increase your Dodge.
  • Ice Dart: In case of raids, people who don't like you on searches, or if you just want to kill things.
  • Turtle Shell: Just in case your armor isn't quite enough to save you.
  • Reveal: Why waste Action Points on finding people instead of alchemy ingredients or smithing components?


[edit] Wizard Skills (150 CP)

  • Nexus Affinity: Reduces the price of enchantments. You'll be able to get an improvised weapon a day done at the very least.
  • Greater Infusion: This skill is quite possibly the greatest thing ever for a Smith- infinite magic points. Spend a few turns infusing, and then Tap away. In the end, you'll be making a profit on magic points, and you'll have more than your maximum to spend. Useful if you want to rapidly enchant anything.
  • Enchant Armor: Everybody could use a decent set of armor- maybe a Paladin with Divine Armor could use a extra bonus to his Unholy soak.
  • Enchant Item: Being able to create a ring of 10% dodge should have its obvious implications for not only you, but anybody else who likes the idea of living longer.
  • Enchant Weapon: You'll be very hard-pressed to find someone in the faction who won't like an enchanted weapon.


[edit] Predator (390-400 CP)

Pros: Abundance of XP Cons: High CP cost

[edit] Mortal Skills (100-110 CP)

  • Search: Gaining an additional 10% chance to find items when you search is a useful skill for scouts, scavengers, medics, smiths, and combatants alike.
  • First Aid: With an additional 5 HP per FAK, as well as the ability to see exact HP values of anybody, this skill is useful for scouts, medics, and combatants alike.
  • Dodge: Most of your kills are going to be sleeping, but if you meet a live combatant, Dodge will come in handy.
  • Repair Item: The ability to craft ammunition for ranged weapons is useful to anybody else who uses Ranged Weapons, as well as being useful for yourself to gain experience off of your own broken items.
  • Ranged Combat: Ranged Combat will serve both to give you a working combat tree with a Pristine weapon, as well as helping out your later Area of Effect spells.
  • Sense Magic: This skill, when added to First Aid, lets you see who is suffering from magical maladies such as Poison, Agony Curse, etc. It also lets you see who's wearing magical items, and see their magic points, making it very useful for scouts and combatants.

A Predator should also maximize a single tree of combat and save the CP for the next tier. I prefer the Melee Tree (without Expert Blade Combat, but if you don't like the idea of possibly losing a level of weapon condition in combat, buy it, by all means. It didn't seem worth it to me) because your weapons can be enchanted higher than guns; however, Small Arms, Long Arms, or even Archery are perfectly acceptable options as well. The Hand to Hand tree does not deal as much damage per AP, and you're depriving factionmates and/or yourself of the chance to gain XP from fixing your broken weapons.

[edit] Sorcerer Skills and Spells (150 CP)

  • Transcribe Spell: Your spells are expensive. If you have a good stack of them ready, it saves you MP later when you find that sleeping megasoaker Angel.
  • Sorcerer's Might: Sometimes, you're going to need a few more points available to you.
  • Spell Combat: If you're going to be learning high-damage spells, you may as well be accurate with them.
    • Battle Magic: A final buff to your magical attack chances to make you a very efficient and highly dedicated killer.

Spells:

  • Aspect Shift: For great LOLs and to even CP costs.
  • Visual Prestidigitation: It increases Dodge. That is freakin' useful.
  • Reveal: People are bound to hide. You don't have the Myrmidon skill of Enhanced Senses, so you may as well have a magical version.
  • Turtle Shell: Ever taken a swing or shot at someone only to have them strike back? Soak 4 points of damage to soften the blow.
  • Blood Boil: 15 points of Magical damage a pop can kill or severely injure in just a few successful casts.
  • Ice Dart: It's a autohit for low damage- however, it's useful when you're low on points or trying to finish someone off who doesn't merit a Blood Boiling.


[edit] Wizard Skills and Spells (130 CP)

Spells:

  • Eagle Eye: Just in case you're meeting up with a particularly dodgy enemy, adding a bonus of 15% to your Ranged tree will negate their nifty little bonus.


[edit] Raider (485 CP)

Pros: You get to freakin' raid. Cons: Almost impossible to multiclass due to high CP cost.

[edit] Mortal Skills (120 CP)

  • Search: You want items, don't you?
  • Sense Magic: This skill, when added to First Aid, lets you see who is suffering from magical maladies such as Poison, Agony Curse, etc. It also lets you see who's wearing magical items, and see their magic points, making it very useful for scouts and combatants.
  • Planar Protection: Some raids will take you to Stygia or Paradise. It's best to not melt to death on the way to fight the enemy.
  • Dodge: Once you get inside the ward, you're at risk of being killed. You may as well be sure that more AP is spent on you.
  • First Aid: See damage and heal more.
    • Medicine: There are people inside who will be taking massive damage. Instead of trying to square off with an angry enemy, you can spend your time bringing an injured ally back up to full so he or she can deal more damage.
  • Ranged Combat: The base for Grenades and a good start on AOE spells later on.
    • Thrown Weapons: The only way you're going to be doing major AOE damage is with Grenades, and you'll always be able to find a rock or a good few throwing knives.
      • Advanced Thrown Weapons: Maximize the damage potential with your Grenades and increase the chances of taking down opponents with Thrown weapons.


[edit] Sorcerer Skills and Spells (185 CP)

  • Infuse: When you're not raiding or transcribing, you may as well spend your time helping the faction out in other ways if it's a low level.
  • Transcribe Spell: This doesn't need to be explained, does it? Build up a stack of Death Clouds, Reveals, and Dispels to use on raids.
  • Spell Combat: Increases the efficiency of Death Cloud. No more needs to be said.
    • Battle Magic: Increases the efficiency of Death Cloud. No more needs to be said.


Spells:

  • Aspect Shift: Pure flavor.
  • Turtle Shell: You're a definite target- you should give yourself time for another few Clouds before you die.
  • Death Cloud: Any faction worth its salt has Death Cloud for raids, and it's rare to find a serious raid without an AOE phrase.
  • Destroy Door: Sometimes, that door is going to be closed. Save time by blowing it open, and work on badges when you're not raiding.
  • Dispel Greater Ward: Counter the defense's wards to block off your faction from advancing by cracking it wide open.
  • Reveal: Yes, people do hide in Strongholds. It's better to reveal anybody who's waiting so you're not surprised later.


[edit] Wizard Skills and Spells (180 CP)

  • Nexus Affinity: Save your Magic Points when you're building up a stock of Death Cloud.
  • Cosmic Affinity: You'll run out of points before scrolls eventually. With this skill, that's no longer a concern.
    • Cosmic Mastery: Having 15 more Magic Points has clear and obvious uses.
  • Nexus Empowerment: Additional damage is always good when you're trying to mass-slaughter.
  • Wisp Form: Just imagine the frustration of the people trying to hit you in Mist Form. If that doesn't tell you why you should have this ability, you really shouldn't be going on raids.

Spells:

  • Eagle Eye: Increase the odds to hit people with 15 Death Clouds.

[edit] Notes

Any comments and help would be appreciated in this guide. Please leave your name and comments in the Discussion page.

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