Guide For Student Wizards
This is a living guide, if there are any mistakes or updates or new information you want to add, please feel free to!
- Get a talker:
- You are usually given a voucher when you leave Pumpkin Town and can trade it in at any shop that sells talkers.
- You can type
help talkerto find out which shops sell talkers.
- When you get a talker, type
talker wizardsand you can chat with other wizards, we're a friendly bunch so send us a greeting!
- Get some stuff from the wizard's newbie chest, be careful there is a limit and age requirement for how much stuff you can get from the chest, so choose wisely
- You can review the Guide for young warriors for general useful information and to get familiar with combat
- You can review the below links for more info on magic or use them as reference for some spells, they are outdated but still contain relevant information:
- A Study of Wizardry by Sekiri
- Dionysus' Handbook for Wizard Tutors
- Wizards & Artificers
- The Structure of Magic
- Winswand's Grimoire
- Jogloran's Portal of Informative Travel on Wizardry
- Note that the current guide for student wizards will contain more up-to-date, generalized and easily digestable info for new wizards
- For some beginner spells:
- Some good offensive spells to remember early on are:
- Do all the newbie quests (quests that can be done without language requirements for fast experience and with no combat requirements), check out Unofficial Quest Solutions
- Check out doing missions for some experience and money too. Note that some missions might give less experience if you do them repeatedly within the same hour.
- Apply for the Wibble fund to gain $250 dollars for free, type
refer facultyor check out Club/Faculty#The_Wibble_Fund
- Once you have done most of the newbie quests and have advanced some melee skills and have both a magic shield spell like TPA and the KOF spell, you can kill NPCs for experience and money in Newbie areas. Avoid killing NPC shopkeepers.
- You should get a wizard's hat
- Get a small leather shield for casting magic shield spells
- For casting certain spells:
- For some added protection in case your magic shields break:
- Some containers and scabbards to hold your things:
- Large backpack or black backpack to hold your items
- If you can get a hunter's pack, get that instead of the backpack to also hold your staff and items
- A staff harness to hold your staff if you do not have a hunter's pack
- An optional scabbard like a witchy garter to hold your knife for cutting up things.
- For healing yourself:
- Get some healing tea from a local player shop, some of them sell newbie healing teas for cheaper prices
- For the free option, you can get a bottle yourself and fill it up with some blue water
- Healing tea will gradually heal you over time until the effects run out while blue water is an instant healing effect
- Remember to type
drink 1/100 bottleor whatever container is holding the water/tea as that should be enough to heal you
- You can also look into bandages but it needs 25 levels of crafts.medicine.firstaid and another player to teach it to you
- For melee combat weapons, check out:
Skills & Training
- It is the skill bonus that is used in skillchecks or spellchecks to determine the success of a skill or spell
- Your stats will affect your bonus, it can increase or decrease the bonus
- For basic wizardly spells, it is recommended to invest in these below skills:
- Invest in skills needed for Transcendent Pneumatic Alleviator or TPA to shield yourself
- Invest in skills for Jogloran's Portal of Cheaper Travel or JPCT for teleportation and travel.
- Investing in Endorphin's Floating Friend or EFF will be very useful too.
- Other skills you should advance early on:
- Advance adventuring.health to level 25
- Advance a melee weapon skill to level 50-100
- Advance a melee defence skill like fighting.defence.parrying or fighting.defence.dodging to level 50
- Advance magic.spells.defensive skill to at least level 50
- Advance fighting.points skill to level 20
- Advance fighting.special.tactics skill to level 20
- Good melee weapon skills to focus on are:
- Guide_for_young_warriors#Useful_skills/Training and Guide_for_young_warriors#Combat will be useful references.
- For combat, figure out if you want to be a melee wizard or a caster wizard:
- Melee wizards focus on using CCC, TPA and a melee weapon skill and on one fighting.defence skill when killing.
- Caster wizards focus on using EFF, CCC, TPA and PFGs when killing.
- Both should also need to invest in fighting.special.tactics and fighting.points.
- For groups, melee can be faster in killing than spells so some advancement in a melee weapon skill is advised for a caster wizard for grouping purposes.
- Certain NPCs will grant magic commands:
- The Lecturer in Recent Runes in Unseen University will grant commands
- Headmaster Cutwell in Academy of Artificers will grant commands
- The Grand High Exalted Master in Bes Pelargic L-space Bubble will grant commands
- If you meet the skill requirements, the NPC will automatically teach you the commands
- Beyond what the guild can teach you, you can check the best teachers that are online on discworldskills.com:
- Click on the skill you want, and then on ETB, and the green squares indicate those who are online right now
- Some prefer to simply learn from Lanfear for fighting and adventuring and Geryon for magic, but others say giving a chance to other players is more fulfilling.
- To check if someone is online, you can type
finger geryon, or
refer teacherto see who in that club is online.
- See Teachers for more info.
- Check out which spells you want: Spells/Wizard and where to find them: Spellbooks
- Wizard spells have nicknames that the wizard and general player community uses, check them out here: Wizard spell nicknames
- Theres a limit to how many spells can be remembered in your mindspace, you will have to forget spells if you find that you can't remember new ones
- Note that spells need to pass each stage which goes through a skillcheck for each skill that the spell needs.
- You can use the spellcheck command or check out the specific spell's page on the wiki, there will usually be a coloured Spellcheck table showing the chances of success for each skill needed in each stage of the spell.
- If you suddenly receive a lot of damage from like another spell or a special attack or just a normal attack, it can disrupt the casting of your spell.
For common spell components
Components chapter in Elanor's Guide to the Disc is also a good but bit outdated resource
- For Memories of a Vicious Chicken:
- You can buy a pet chicken and pluck feathers from the chicken.
- You can usually find chickens to kill wandering Lancre Town or in Ephebe or chickens at the Muckloe Farm in the Ramtops or at the farm in Dinky, although those chickens in Dinky will be needed for a quest.
- If you can, you can also kill wizard npcs as they usually carry chicken feathers in their satchels, this is however not recommended as wizard npcs can be dangerous to kill and also the wizards in Ankh-Morpork might explode when they die and the wizards in other locations tend to run when dying so you have to pursue them.
- For KOF:
- You can buy carrots from a local grocery store or gather it.
- You can
gatherfor free at AoA gardens, Scrogden, Temple of Small Gods garden near Florette and the Temple of Listening Monks
- You can check out more by clicking Carrot or https://quow.co.uk/cow.php?s=carrot&a=itm&i=carrot
- For TPA:
- Look at the ash page
- You can usually get ashes by sweeping ashes from a local smithy.
- You will also need a broom for sweeping, I recommend getting a push broom (https://quow.co.uk/cow.php?t=Items&s=push+broom) which can be easily bought or an small ornamental broom if you can find one.
- Make sure you type
take handful of ashwhen casting TPAs so you don't end up using up all your ash in one go.
- Some more complicated or more dangerous way to get ashes and not recommended unless you have to:
- Some stoves can make ash from burning wood and paper can be burned into ash
- For lightable torches:
- You can usually get lightable torches for free by typing
take torchin each room of the Ankh-Morpork Thieves Guild if there are torches that have not burn out
- Otherwise they can be bought or obtained from a lot of places: https://quow.co.uk/cow.php?s=lightable+torch&a=itm&i=lightable+torch
- You can usually get lightable torches for free by typing
- For PFG:
- For CCC:
- Check out the Ball of congealed sap page for instructions on how to obtain the sap for free. In short you can:
squeezefrom trees in Bes Pelargic (Azure Promenade, Green Street)
lance tree with knifein Ephebe on cedar trees
- Otherwise can be bought from Institute of Illusory Learning component shop, AoA component shop, or up to 20 from Tarnach's at the Magic Emporium in AM
- Usually player shops will also sell CCC components together so you can check out those but it will be more pricey.
- Check out the Ball of congealed sap page for instructions on how to obtain the sap for free. In short you can:
- For beeswax candles:
- You can make them by checking out the candle making page but it takes up time. You can try candle making if you have remembered JPCT and have blorples to the locations needed.
- You can also kill chandlers and candle delivery men in Sto Lat and other NPCs listed here: https://quow.co.uk/cow.php?s=beeswax+candle&a=itm&i=beeswax+candle
- Otherwise you can buy them from these locations: https://quow.co.uk/cow.php?s=beeswax+candle&a=itm&i=beeswax+candle and https://quow.co.uk/cow.php?s=beeswax+candle&a=itm&i=bag+of+beeswax+candles
- For sulfur blocks:
- Sulfur blocks can be made from sulfur powder
- You can mine for sulfur powder in the Copperhead mines using a pickaxe but this can be dangerous so recommended for more mature players
- The blocks can be made using the sugar press in Millie Hopgood's cottage in Slice (west side of town), the steps are:
put 10 handfuls of powder in press
push lever on press
get all from press
- 10 handfuls of sulfur powder makes 8 blocks
Tips & Tricks for Spells
- Make sure to use the kill alias so you do not accidentally attack your own light
- If you do attack your light, type
shoo lightsto get rid of it (plural because there might be other lights in the room).
- When you attacked someone else's light or fireflies you can leave the room and
stop fightto stop the fight or just
stop(stops other things too). You might have to move more than one room, because if the player enters the room you are in with their summons the npc might still attack you on sight. For your own light they follow you so shoo is usually preferred, since stop does not usually stop npcs from continuing to attack you.
- Jewellery used as blorples can degrade as you use it for JPCTs
- You can fix the jewellery at certain smithies shown on the Smithy page.
- Make sure to advance some skills in Crafts.smithing for fixing jewellery
- You can ask on the igame or one talker channels if someone can teach you the fix command.
- You can also buy blorples at some player shops if you have some money and don't want to go around blorpling.
- If you starting to find you are carrying lots of blorples and taking up space in your main container/bag, you can have a specific container or smaller satchel you put in your main bag to hold the blorps to make it easier to find and sort them, you can identify this as blorp_pouch like so:
identify satchel as blorp_pouch
- Misports (where you don't get teleported to where you want) and burning or rumbling doors are normal when using JPCTs.
- Before you open the door, type
look portalto check if its not burning, you might also want to wait a bit to see if the door rumbles or wobbles on its own.
- Then type
look enter portalbefore you enter the door to see if it is the location you want, sometimes you might misport to a dangerous area so this is always a good practice.
- If you are using aliases to create portals to a destination, you could set a category like so:
alias set category <portal alias> portalso that you can find all your portal-related aliases in one place by typing
alias category portalif you do not remember them
- PFG and other area attack spells:
- PFGs won't affect lights summoned using MWLC, other group mates and pets
- Certain NPCs run away from spells like Pragi's Fiery Gaze before the spell is done casting so be careful, you can invest in skills for Myrandil's Vicious Seizure so you can hold them down.
- A method for wizards to kill large amounts of enemies is to attack certain NPCs who pursue you and don't run away from PFGs or similar spells and then gather them into one room and then cast an area attack spell like PFG. This is only recommended to try when you are confident that you can cast PFGs without failure and also can deal enough damage using PFGs. Also this is best done in a group where you are leading the group and other group members assist you.
- PFGs and other area attacks don't tend to do as much damage earlier on and its quite common to fail before you have meet all the skill requirements so it's recommended to rely on melee or KOF when you're young.
- Be careful using PFGs in areas where you are lower level than the NPCs as you can quickly get overwhelmed
- Make sure you avoid using it in Djelibeybi where you might end up killing a cat or priest(ess).
- Try to shield up with TPAs, EFFs and also CCC when possible while casting.
- TPA and other magical protection spells:
- You can type
shieldsto see if you are protected by TPAs, EFFs and CCCs etc.
group statuswill show similar results for you and your groupmates if you are in a group.
- If your TPA is flickering yellow, it means it is about to break if it is hit again, be prepared to run 2 rooms somewhere else and then TPA yourself again if possible
- Sometimes TPAs break on their own without any combat so watch out!
- You can type
- Note that EFF swooping down to block consumes your AP and thus if you are facing multiple enemies, you will find that you won't even be able to do melee attacks because your action points is all consumed up.
- Spells however can be cast no matter the loss in action points, however casting spells will also lose action points.
- Special attacks can knock down your EFF shield, have an alias prepared for these scenarios like
alias ts take shieldand then run 2 rooms away and then cast EFF again as some NPCs will pursue
- You can enchant your EFF shield to add some durability and make sure to fix your shield if it is getting too damaged
- Certain NPCs also run away from KOF before it is done casting, especially some NPCs in Bes Pelargic
- KOF can be cast on multiple targets, you can do this by typing
cast Kamikaze Oryctolagus Flammula on target_1,target_2, note that it costs 100 extra GP per another target
- Certain NPCs also run away from NES before it is done casting such as some NPCs in Djelibeybi
Making some money
As a member of the wizard's guild, you might find yourself needing more and more money to buy components, advance skills and buy other useful items.
Here are several ways a wizard can earn money in the beginning:
- Collecting sacks and killing rats for tails in the Pepper Pot:
- It is quite easy to earn several dollars just collecting sacks in the maze
- You should have a knife on you if you want to collect and sell rat tails
- It is recommended to read up on Pepper Pot before entering
- Doing Missions and Jobs:
- Places like the AM Job Market, doing Takeaway jobs and certain restaurants like the McSweeney Restaurants offer delivery jobs, restaurant jobs and other missions which can be quite profitable
- Able to use JPCT and blorps are recommended to do this as you would be likely travelling around a lot
- There might be other skill requirements for the more complicated jobs
- Killing and Looting:
- You can travel to newbie areas like Ohulan Cutash which have plenty of NPCs to kill and loot
- Items can then be fenced or sold in general stores
- You should advance a melee skill and a defence skill and have learnt to use TPA.
- Considering the NPCs there should also generally show that most NPCs there are weaker before you start killing.
- Picking up trash:
- Sto Lat is a good area to pick up clothes, money and loot left on the ground from NPC vagrants/wizards killing off other NPCs
- You can sell to the general store or fence to Ragman
- This is a way to earn some quick cash but sometimes the area might have already been picked clean
- Bleak Prospect, etc. are also similar areas but much more dangerous and not recommended.
- Creating or gathering components to sell:
- You can always gather or make components (pickled eyes/carrots, Pfga amulets, lightable torches, beeswax candles, etc) and sell these to Tarnach's in Sator Square.
- Ring the bell at Tarnach's and someone might get around to helping you sell those items
- Ability to use JPCT and blorps are recommended to do this as you would be likely travelling around a lot
- Selling your scrolls to a player shop:
- If your magic.items.scroll skill reaches level 51, you can buy tiny or small packets from a shop in the Plaza of Broken Moons, as well as a few chapbooks and a quill, pen, or pencil.
- There's a free pen in the wastebasket at the Academy of Artificers secretary office. There is a free ink vial that can be found in the same room on the table for the pen
- You can look up who owns a player shop from the wiki link and offer your services if the owner is a non-wizard or does not have the time to scribe scrolls.
- Some pay better than others, some let you set your own price and sell the scroll packets for a 10% or other random markup, and some have fixed pricing for how much you can sell your 4-pack of scrolls for.
- On average, you should be making roughly $10 AM per 4-pack packet, at least for JPCT. It is recommended to sell JCPT scrolls.
- The rates are lower for other spells like CCC, EHA, FFM, FNP, GFR, TPA, and not all player shops carry these.
- Doing Puzzles for the AM Daily
- Usually royals (equivalent to 100 AM dollars) are given out as prizes for participating and winning puzzles/games for the AM daily which come out each month
- You should send a mudmail to Jeanie if you have an answer to win a prize
- Check out Making money for more ideas
- See Alias if you're not sure what an alias is
- Create an idle alias, you you can use to TM skills while idling, see: Idlechasing aliases, Idlechasing for new characters and Idlechasing for wizards
- There are some good general aliases in General aliases
- Use the recommended kill alias and check out Combat aliases
- Useful aliases from other players:
- You can type
alias mdt map door textand then type
mdtto quickly check the NPCs around you depending on your perception
- For teleporting,
alias port cast Jogloran's Portal of Cheaper Travel on $*$
- For TPA,
alias tpa take shield from component_pouch; take handful of ash from component_pouch; cast Transcendent Pneumatic Alleviator on $*$; put shield in component_pouch
- For KOF,
alias kof take carrot,torch from component_pouch; cast Kamikaze Oryctolagus Flammula on $*$;put torch in component_pouch
- For other wizard aliases, you can check out Guild_aliases#Wizards
Choosing an Order
Review Wizards' Guild#Orders before reading this section
When it comes to the time to choose an order, here is a brief overview of the orders, the hedge orders are similar:
- Lodgers are a good generalist order, very popular specifically because of its very good and diverse primaries.
- Unbroken Circle focuses upon elemental skills first and foremost and is favoured strongly by people who want to focus on offensive casting, especially spells like Pragi's Fiery Gaze or Nargl'frob's Empyrean Spear (lightning bolt!).
- Hoodwinkers focuses upon illusions and trickery, but has a good generalist bent to it, especially having a good spread for some niche but useful spells. They're the best at Eha.
- Silver Star is for if you really like crafts, but they suffer at everything else because they get barely any methods.
- Seers is great if you are interested in scrying and also have some useful general primaries for spells as well.
- Shadow focuses on demonology and is the order to go for if you want to cast Doctor Kelleflump's Deadly Demon.
- Midnight are necromancers, can speedrun to Grg if you care for having your own skeleton minion.
- Last Order may as well be a second Lodgers but with methods focusing more on reaching offensive spells.
Usually when it comes down to choosing an order, it is more about your play-style (roleplaying or fighting style, etc.) and also which spells you want to be able to master early on as the primaries each order offers will make it easy to master certain spells.
Your Order's Senior Wizard will usually welcome you into the order when you join, if you have any questions or need further help with the Order, you can ask your Senior Wizard.
Once you join your order, there is usually a club made for the Order that you can join and there may be a newbie chest in the room of your order.
Once you are able to choose an order, you will see that you have become a First Level Wizard (usually). There are eight levels altogether.
From the First Level to the Fourth Level, you will be given a rank dependant on the mastery of your primaries.
From the Fifth Level to the Eighth Level, these ranks are dependant on the size of your order and usually if someone who is ranked above you dies, you will move up in level.
If you are inactive or do not play for a while, your rank usually drops from between Fifth to Eighth to the Fourth Level or a level that more reflects your primaries.
The Senior Wizard is an elected position and does not abide by these ranks.
It is recommended that wizards take their time before rearranging and try out spells and different playstyles (melee-focused, casting or more casual) before trying to rearrange. Usually the basic stats (all 13) are good enough for quite some time.
- Intelligence is the most important stat for a wizard, as it affects all of the magic skills, especially the magic.methods.mental method skills that use only int.
- Strength is needed if you end up carrying a lot of magic components and is good for offensive magic.
- Dexterity is also a good skill if you are also a more melee-focused wizard.
- Constitution is heavily used for the magic.methods.elemental skills and affects hp which can make life much easier for a wizard.
- Wisdom is heavily used for the spiritual method skills, moderately in the magic.items skills, moderately in magic.points used for gp (used for gp regen i.e. how much gp you gain per heartbeat), heavily in magic.spells.special used to calculate mindspace and a bit for the other magic.spells skills.
More traditional wizards usually go for a lot of Intelligence at the expense of stats like Wisdom. The upper limits for Intelligence appears to be around 23.
Guild points and their regeneration rates will be helpful for wizards focused on casting spells, this would also mean Both Wisdom and Intelligence should be prioritized with Strength to a lesser degree. Wizards should also play around with this tool: http://www.bonuses.irreducible.org/regen.php
To go beyond these stats for certain spells, wizards should also look towards items such as the bronze helm. This gives the wearer a combination of +3 intelligence, +2 wisdom and -3 constitution while it is worn. Along similar lines is the flat cap, which provides +3 wisdom, +2 intelligence and -3 strength while worn. Both of these items however cannot be worn indefinitely, and will begin to hurt the wearer after a short period, leading to death eventually. Both these items can be purchased from the t-shop. Usually wizards have an alias for taking out these items, wearing them, casting the spell and then taking them off again.
The bonus computer is a great tool to help plan stats and bonuses: http://bonuses.irreducible.org/bonus.php
Below are some practical examples with explanations provided copied from https://artificersanonomyous.webs.com/rearrange.htm which is a more in-depth read on rearranging.
Poncho Con 8, Dex 8, Int 21, Str 8, Wis 20 Q. What would you say is the primary reason for your chosen rearrange? A. Mine is an unusual rearrange for most everybody. Mostly it emphasis magic, most importantly ma.po and the ma.sp.* tree, as well as giving me amazing mindspace and things like perception. However I really wanted to be a teacher and thanks to this rearrange that makes it easier to do. Thoughts Con 13, Dex 9, Int 20, Str 14, Wis 9 Q. What would you say is the primary reason for your chosen rearrange? A. I like the concept of being a wizard that actually plays like a wizard. As opposed to a wizard which is basically a warrior with portal... Q. So what is it about your rearrange that you feel makes it 'Wizardy' A. Well it fits my Order near perfectly. Provides good over-all stability for nearly all spells, and excels in the areas such as Elementals, whilst providing quite nice bonuses in Offensive and Defensive. Badgerhair Con 8, Dex 13, Int 21, Str 12, Wis 11 Q. What is the primary reason for that chosen rearrange? A. It's a heavy magic rearrange. Huge Int gives good bonuses in all the magic disciplines. I'm reducing con because I can replace ot.he with xp, and I tm elementals nicely - I've already tm'd fire past 300 twice. Getting the dex up will help with the crafts and stealing I like doing as well as magic. A. I ought to add that my stats have evolved over time. I could not have sustained this rearrange as a younger wizard, but increasing powers mean that I have strategies (and very high levels in certain skills) which compensate for the highly unbalanced stats I now have. Q. Do you recall your original rearrange? A. C13 D11 I20 S11 W10, I think. A. So what I've done is gradually reduce con and redistribute it over the rest. And in the process given up all hope of ever casting JHSD. It's the torches, you know ;) Tay Con 8, Dex 12, Int 18, Str 15, Wis 12 Q. What would you say is the primary reason for your chosen rearrange? A. Because it worked decently for stealing, as well as giving me a nice boost in EHA (Effermhor's Hypersonic Assault) and TIG (Torqvald's Illusion Generatrix) A. Also, it gave me a fairly decent sword bonus. Q. So Illusions were something that grabbed your interested from the start then? A. I was an assassin. Then I learned about TIG, and refreshed. Ptorquemada Con 12, Dex 12, Int 17, Str 14, Wis 10 Q. What would you say is the primary reason for your chosen rearrange? A. Really, it came from disgust with how weak NES (Nargl'frob's Empyrean Spear) seemed to be, and realizing that a rearrange for JHSD (Journey of the Heavenly Storm Dragon) was just stupid. Stupid for someone at my level who wasn't a circle, I mean. Once I arrived at that conclusion, gimping wis was a pretty easy decision to make. Str went up for good Offensive, and because I tend to carry a lot of stuff. Q. So your chosen rearrange was based purely on a factor of offensive capabilities then? A. Offense was the biggest factor. And I do like being able to carry a lot and stay in the 20-30 burden range. Q. Do you use melee as well? A. Not very much. If I pragi someone to very bad, I might use the stilettos to finish up with. Paradine Con 13, Dex 14, Int 16, Str 10, Wis 12 Q. What would you say is the primary reason for your chosen rearrange? A. I was intending to maximize my bonus in magic, specifically in the most used skills (at higher levels, nobody cares what you need for FTF etc.) Saaur Con 8, Dex 14, Int 19, Str 14, Wis 10 Q. What would you say is the primary reason for your chosen rearrange? A. I have high str and dex to carry heavier loads. I have a ‘ok’ wisdom so that I can cast dkdd (Doctor Kelleflump's Deadly Demon). Con I keep low because I can subsidise the skills that use it with xp e.g. elementals and HP. Obviously Str and Dex affect other things like how much you can hold, carry etc that xp can't solve. I wouldn’t go over 19 int seeing as since the change it wont give the same benefit that it used to. Alatar Con 18, Dex 9, Int 20, Str 8, Wis 10 Q. What would you say is the primary reason for your chosen rearrange? A. The sole reason for my rearrange is to cast JHSD Comments: Alatar's high int/con gave him brilliant elementals bonuses at low levels, which mean he can gain a high mastery of them. Meanwhile the con/int/wis all go into brilliant ma.sp.de. His ma.sp.of bonus is really terrible however, taking a hit to max damage. However I'm inclined to think he's less likely to kill himself with a backfire at that stage which is an upside, as well as the fact that he only has the one skill to pump xp into (ma.sp.of) to 'fix' the bonus. Horror Str 20, Int 19, Wis 10, Con 8, Dex 8 Q. What would you say is the primary reason for your chosen rearrange? A: I wanted high ma.sp.of, to be able to wear armour, and carry a crap load of components. Mayian (PK) Con 11, Dex 13, Int 16, Str 17, Wis 8 Q. What would you say is the primary reason for your chosen rearrange? A. Id say I try to have a balance between my magic skills, and fighting. With my 16 Int I have decent enough bonus's in the spells that I cast, and the rest of my rearrange is geared towards not-great but workable fighting bonuses. Cripsi (PK) Con 10, Dex 12, Int 15, Str 13, Wis 15 Q. What would you say is the primary reason for your chosen rearrange? A. good methods, good tactics/perception, with strength gauntlets i can hold a fair amount of components, and I don't have the best melee in the world but it's enough to get 300 bonuses in melee+defense without needing 600 levels for the 300 bonus. Q. And how does that end out working for you in the wide world of PK? A. It worked alright at a surviving level, but as magic is sometimes to slow to fight more experienced PK's it's not the greatest rearrange in the world. i imagine it would be a lot better with more skills, but relying on just one skill tree in PK isn't a good thing, combat is needed to for a wizard (as we don't get faith). Kripsi (PK) Con 8, Dex 20, Int 14, Str 15, Wis 8 Q. What would you say is the primary reason for your chosen rearrange? A. After almost 50 days with Cripsi's rearrange, I could see that relying heavily on magic wasn't working. This rearrange is for combat, so i become a warrior that can remember spells. This is mostly because with magic, i found it gets to good at 300-400 bonuses, in 5 or 6 skills per spell. it doesn't get amazing until 500-600 bonuses, which is a lot more expensive than doing sword/dodge to 500/600 bonuses. so i guess the main reason is that I'll be completely able to fight in PK, and on top of that I'll have magic in my head so no scrolls blowing up on me and more spells than the average PK can really carry around.
- You can group with other players to kill NPCs as described in Numberchasing, however it is recommended that you have a >= 200 bonus in magic.spells.defensive for casting TPAs and around 2000 hp and can use JPCTs and CCCs. Make sure you have enough ash for casting TPAs on you and your groupmates.
- Join the Club/Faculty club once you reach 10 days of age, there are also usually clubs for the order in which you have decided to join
- Contribute back to the wiki or this guide if you find discrepancies or other things that will be useful! See: Special:UserLogin to register