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Wizard Faction Topic


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AuthorWizard Faction Topic
[i]That might be the reason why you was saving desperately, because wooden sword is more expensive than the steel one per one fight. :-)[i]

Good point. Has 1 AP more and costs 0.5 G less per fight.
can just remove leather armor and save much more
Please I need an advice:

You are a wizard faction level 4, with mini arts +3 Att. You decide to change it to +4att. Do you have to dismantle the old miniart or you can just change it? Can created miniart be changed or it has to be destroyed and created once again from new resources?
To Omega22,
Unfortunately you have to destroy it. Mini-arts cannot be "improved" after they are created.
Hi fellow wizards. :)
I would like some advice on triple mini-arts. I just reached Combat level 9 and now need to consider minis for magi and genies.

Was thinking for genies either atk/def/luck OR atk/def/morale

For Magi HP/morale/init or HP/def/init or def/init/morale

Thoughts? Advice?

Cheers
WtW
Hi,

i had an issue with a friend, and we were arguing about if MH ring of dexterity would be a good option for wiz...

I thought that, bcuz one of the big cons og magic is the lack of ini of hero compared to creatures, with the help of sorcery and some magic talents, it would be a great boost.

Well, im not a wiz anyway (my friend doesnt too :P), so, i may ask the question to some magicians around there... anyone has tested it??

cheers
So should we add spell power points and knowledge or att and def? Also, is there a ratio? And how do you learn extra spells from basic chaos/holy/nature magic etc?
86: MH ring of dexterity is good option before combat level 10. After penumbral ring availability it cannot compete , sorcery talent is better and you can get more spellpower from items instead of investing in erudition. I would say though that compared to prophet ring it should be of equal value if not better. The problem is cost of using is relatively high and wizards striving to gather gold for mini arts cannot really afford such luxuries usually.

87: All points until combat level 9-10 should go on spellpower and knowledge. By that time you should have enough experience to intuitevely switch around to melee if you feel like, and all depends on what you want to do. Extra spells can be learned by building magic guild buildings, there is no other way to do it at the moment.
I just turned lvl 8 and I was wondering about what talents I should use for hunts and group battles ?

MOrgash
Hi Morgash.

Really at this level you need to change ur talents according to the creature in hunts. For plodders (eg: zombies, swordsman, demons) you need intellect. For faster creatures sorcery is more important.
In PvP I would also go for sorcery. Really doing magic damage more quickly will benefit you especially if you dont have mini-arts.

Cheers

WtW
Thanks alot for the help :)

MOrgash
hi all
i want to ask about hp mini arts:
1 faction point add 1 hp? and if i separate stack with that art it keeps the efect?
i hope u understand what i mean
92
Check this site: http://darkclanhwm.ucoz.com/index/0-5
You can separate stacks, it will keep the effect. You need 1 mini art per unit, with a maximum of 30 per type of unit.
for chakkal2001: I think what a wizard has to do is to kill as often as possible with the hero .. :) and ofc .. the Dexterity is a good choice .. :)
Enchanting Thief amulet?

Will this help a wizard in thieving?

What r the best enchantments for a wizard?

Cheers

WtW
for Warwick-the-wiz: Yeahh ofc if the enchanments is maximum, YES .. do not hesitate .. enchant MAXIMUM everything u can enchant .. then u will be undefeated .. :)

I suggest FIRE and AIR .. :)
96: lvl 13 players seems to have a lot of trouble w/ caravan even with the maximum enchantment..

I suggest FIRE and AIR ..


This is wrong it is better to enchant water + fire!!Because water negates fire shield and fire chrystals are the cheapest on the market if you didnt notice so MOST SMART people will have a fire enchant on their armor which you negate with water and deal even more with your fire enhantments :D!
97: Well all sorts of PvM activities in the game have a limit. Some of those limits will be reached easily , others will take more time. Same happens with caravans. Some people do caravans with low AP. After some time of good victory percentage they get to a point they lose a lot. 2 choices branch after that:

Either you lose for awhile to make caravans easier again and keep playing with low AP , which gives you a fluctuating winning percentage or you start using better enchants until you reach limit again. Then you can add enchants to keep winning until sometime you get limit again. The limits are reached faster when you gain combat levels because the caravans become usually stronger in a percentage bigger than your own strength boost.

At least with TG you got the option of losing to keep going :P while that cannot be done on HG.
He has just reached level 9 he doesn't have any fire spells so its a WASTE to have fire enchantments. Go single air or air+earth if you feel confident on your money flow.
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