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Wizard Faction Topic


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AuthorWizard Faction Topic
In this topic, members of the faction are asked to discuss everything, that concerns THIS faction: skills, stats, tactics etc.

Other similiar topics will be closed.

Link to previous topic:
https://www.lordswm.com/forum_messages.php?tid=1843951


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Is there any page that tells u how much dmg u do with yr spells at hunts? For examble spell power 8 using magic arrow = 361 ,spell power 12 using lighting = $%& ?
It depends on your faction level... Every faction level you get adds 50% of the base spell damage. So if you are faction skill X and the spell you want to calculate with given spellpower does Y damage ( Y can be seen every time you open spellbook ), the total damage you do is Y*( 1 + 0.5*X ). You are faction level 7 so in your case it will be Y*4.5 damage.
The formula for the spells you get at this page:
https://www.lordswm.com/help.php?section=31

Then based on your faction level you use the formula which you can get on this page:
https://www.lordswm.com/help.php?section=38

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The Wizard characters also have an increase to the damage they deal with spells to neutral creatures at hunt and on Mercenaries' Guild errands:

in case of direct damaging spells
[final damage]=[normal damage]*(2+[faction skill level])/2;

in case of re of effect damaging spells
[final damage]=[normal damage]*([spell area]+[faction skill level])/[spell area].
What enchants would be best for a wizard of my level? (7) . I want to do more damage to my opponents.
Question on talents: Does anyone besides myself regularly use the sorcery talent tree and find them useful? I think they are excellent, and possibly are better than the erudition ones.
4.
If you are talking about hunting and merc quests, the damage you do is mostly with spells rather than units. If you are talking about pvp or ambushing, I would recommend sticking to +att/def for your gargs and golems. Magi +init/hp (good for pvp, otherwise replace hp with morale). Gremlins I guess you can stick +att/hp.

5.
Well, there are few situations where I'll use basic sorcery and mana recovery, but the majority of the time i use basic erudition and intellect. I just find that the extra points I get from erudition and adding 50% more mana is far better than the mana recovery skill.
+6:

5.
you will probably not needing them for another few levels, they are used for etremely high hp hunts or quests mainly. And Recovery wouldn't be efficient enough until you get lores.
Is there a way to equip two different stacks with the same kind of mini art?
No. They must be different.
7.
Why would lorekeepers make mana recovery more efficient?

I'm finding the increased speed of the hero useful, and I'm finding that the recovery helps with caravans of demons that steal my mana.
10

You can cast spells with 25% less mana with lores. This way it would only take lightning 4 turns to regenerate. This setup should only be used in loooong battles. I'm not sure about caravans, take the best you feel.
+10% damage with basic erudition is approx the same as +10% speed, and the +50% mana would normally give you enough for the whole combat.
for Ryric:

Sorcery is very good talent for wizard, the initiative of the hero is really all that matters after a point. The problem is at lower levels you need to boost first your spellpower and mana. Intellect talent is crucial for that ( and it needs basic erudition ). After level 8 the rest can safely go to sorcery tree.

Comparison of intellect vs mana recovery is easy. Intellect gives you 50% more mana. If you expect fight to last enough for mana recovery to give you more than that, then take it. Otherwise ( which is 90% of the time at your level ) intellect is simply better.
[Player banned by moderator Shebali until 2009-07-10 16:06:08 // BOW]
Thanks for the viewpoints. I think I might try to see if a sorcery emphasis is workable, even though there are good arguments for erudition. Perhaps at next level I'll add basic erudition...

Just trying to do something different. :-)
I have been having a lot of trouble ambushing caravans , these are the battles, if possible could I get a thief wizard to give me some tips, via Private mail??

https://www.lordswm.com/warlog.php?warid=477980826
https://www.lordswm.com/warlog.php?warid=477976879
https://www.lordswm.com/warlog.php?warid=477975370

I feel that some of these are perhaps a little easy for those at my level and yet I am failing them, some advice would be much appreciated. Thanks.
for Dizbe:

1st fight: In this type of caravan you do NOT want to kill any minos on 1st turn. they block enemy rogues from moving giving you a free turn to cast. Use gargs to attack outer rogues and magi do punch on middle rogues same as hero. Don't use spikes , minos are slow and will die from retaliations anyway, you must kill the fast rogues first at all costs. It's better to kill 1 rogue than 2 minos :)

2nd fight: More or less same as previous one. All spells, punches and attacks MUST go on shrews as soon as possible. The rest will die from retaliations sooner or later. Stacks of 1 rogue won't kill you :P

3rd fight: This was a lot harder than it seemed at first place :P Still you should focus damage on mistresses mostly and avoid attacking the 1-2 creature stacks. However you should expect demon caravans to be the hardest ( along with barbarian ofc ) because of their speed and gating, they usually will overwhelm you.

You should in general not try to cover your magi. Put gargoyle and golem in same corner , and magi on the other side ( this will pull some enemies to magi , and golem/gargoyle can cooperate better ). I would suggest you remove the gremlins so you can split magi in 5 stacks. 1 magi doing a punch for 20 is very good in killing enemy archers :)

Other than that nothing else you can really do :) just be patient - thieving as wizard is really hard , boring and sometimes simply impossible :)
maybe it will be easier for lv8 wizards than lv7?

new upgrade,new unit,new spell,new equipment...
caravans increase 20%,but I think wizards gets more than 20% power while lv7>lv8.
17:

First of all, if you want to just get to TG2 it does not matter how you will play or which faction you will be. It's rather easy to get there ( especially if you don't get a combat level during 0->120 points ). Even if you lose 10 or 20 caravans before you do 120 wins the delay will be a couple of days. If, however, you want to reach TG4, i would say that with current TG mechanisms it will be a huge pain to do it as a wizard.

Now regarding the might build, i believe level 8 is a bit early to go full might because you still got very few genies. After level 9 you get a lot more genies and it is a lot better to go the melee way. At 8 maybe you could go for some hybrid build but that would require of course a somewhat full art set which could be rather expensive.
Ok, thanks for help.

Would a full art be required to reach TG2 quickly?

Well, you know, this is just in order to give it back rather quicly because of renting :)
You can avoid the rings, the benefit of 1 spellpower for their huge cost/battle is not worth it.
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