WIZARD GUIDE
| Basic Pre-Master Information |
| Wizards are the most controversial path in Temuair. Most people would argue that Wizards are extremely weak, and the worst path unless mixed with part priest, other who take the time to max their spells and work hard on their char to get hunts would say wizards can be very powerful against elemental monsters. Wizards most powerful spell however is 'Mor Strioch Pian Gar' (MSPG) which deals damage based on your MP and the element is based on your necklace worn. When hunting a wizard, most people get 'Mor Fas Nadur' and hunt using just this spell, when you cast it on a monster and the basher uses a dark necklace or the correct element they will do much more damage, and if you cast it on an aisling wearing a dark belt they will take much less damage. If you spend the time to work on your elemental spells, they can help in hunts, but not as much as a monk or warrior bashing the monsters. There are four element that you will focus on if you decide to gain elemental spells, Ô Srad (Fire), Ô Sal (Water), Ô Athar (Wind) and Ô Creag (Earth). The most popular elements to follow are Ô sal and Ô creag, Ô Sal spells focus on wisdom, so you will gain much more MP than other wizards, Ô Creag focuses on Con, which gives you much higher HP. Ô Srad focuses on Str, and Ô Athar focuses on Dex. Mor Fas Nadur is the spell that you will always use most often as a wizard, and it is what will get you many hunts. |
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| Headgear | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Elemental Information | ||||||||||
In Temuair there are 6 elements. First I will talk about the first basic 4
elements, which are the elements of the spell learned by wizards; Fire,
Water, Earth, Lightning or Srad, Sal, Creag and Athar. The way the elements
work is this. Srad > Athar > Creag > Sal > Srad. So when the
rogue or monk usually that you are with reads the element of the creatures
defense, you will have to use the opposite to deal the most damage.
There are also 2 other elements that creatures may have, the element of Light and Dark. The only element that will harm a dark defense is Light, and vise versa, only Dark will harm Light. |
| Gathering Fiors |
| Fiors are used with 'leisaich' spells to
refill some of a wizards MP. To refill your mana, you must have a Nadurra
Necklace and a 'Leisaich' Spell. If you had for instance 'Ard Leisaich
Srad' you would need to have a 'Fior Srad' in your inventory. Fiors can be
purchased at the Black Market, but can also be gathered by a wizard with a
leisaich spell. The locations to gather fiors are as follows: Gathering fiors will eventually give you the legend mark "Elementalist (1)" |
| Wizardry Research | ||||||||
Wizardry research takes place in Mileth,
at the Dark Wizard, Dar. To begin research, you need to walk between the
tables. It is highly recommended that you bring a partner with you. If you
have someone grouped with you that is standing next to you, facing you,
you will not die when you fail. Sometimes failing research can do up to
3000 damage. When you successfully complete research you may get a legend
mark saying you've done "Wizardry Research (X)". The following
are the types of wizardry research you can do. Wizardry Researching takes
labor.
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| Enchantments | |||||||||||||||||||||||||||
Wizards can also do advanced
enchantments, priests can consecrate items to a god, wizards add a
blessing to the item. Enchantments always need assistants, and it of
course takes labor. The following enchantments can be done, and their
requirements.
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| Necromancy | |||||||||||||||||||||||||||
| Necromancy is an optional
part of being a wizard and can be a very important decisions as it will
affect the types of religions that will accept you. To become a
necromancer, you must have at least 25 Int and 15 Wis. You will need to
have a piece of Zombie Flesh on you in order to become a necromancer. When
you become a Necromancer you will get a legend mark that says you walk the
path of Necromancy. As a necromancer you can learn the spell Spion Torradh
which will allow you to summon the undead. Necromancers cannot join the
religions of Cail, Glioca, Luathas or Gramail. When you have reached the required Insight and have the appropriate item in your inventory you can summon the following creatures.
Fake Skull = Kobold's Skull, Wolf's Skin, Branch (2) Fake Ear = Zombi's Flesh, Spider's Leg (2) |
| Wizard Master | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Once you have gotten to Insight 99, you
are required to make a choice to either sub and be a dual-path aisling or
master as a pure path. Everyone can master, but whatever the 2nd class you
choose is, will be your mastering class. For example a wizard who gets to 99
then masters would be a 'Pure Wizard,' a wizard the gets to 99 then subs to
Priest would be a 'Wizard/Priest' and would learn the priest master
skills once they are ready to master. If wizard if your ending class when
you are ready to master here are the skills, spells and armors you will be
able to acquire, as well as your mastering requirements. Wizard Master Requirements: 1) You must first meet the HP/MP Requirements to master. Wizards must have 3750HP and 5000MP 2) Next you must have the required skills or spells in order to master. Wizards must max the 2 'Ard' spells. Any spell begining with 'ard' can be chosen. If you are mastering a sub-path wizard, lets say a priest/wizard you may master using any of the priest 'ard' spells as well. 3)Next thing you must do in order to master is craft the 4) Lastly you must have 200000000 exp, and be ready to sacrifice it to master. Pure Master vs Sub Master: Subs simply get the skills/spells of 2 classes. Pure Wizards learn the spell 'Wings of Protection' which is a instant protection spell that has a lower fail rate than Dion and Mor Dion. Pure class masters also gain better Grand Master Armors and Weapons which you can see below. Also note that once you become a Summoner you lose your master and grand master gear. Pure Summoner get a spell called Lyliac Plant which will transfer the wizards MP directly to another aisling. Pure summoners are popular with Priests and Archers for this reason, and are often hassled for thier ability to help others max thier spells faster. ((Note: Clicking on Skill names will bring up more information about them)) Wizard Master Quests: Wizard Mastering Quest (guide in progress) Enchanting/Empowering Master Weapon (guide in progress) Soldier of the Goblin War (guide in progress) Lady Phoenix Creant Medusa Creant Shamensyth Creant (guide in progress) Tauren Creant (guide in progress) Unknown Depths Ore Quest (guide in progress) MASTER SPELLS:
MASTER WEAPONS:
MASTER ARMORS:
WIZARD MAX STATS: |
| Summoner |
| Wizards 2nd tier class is Summoner. To become a summoner you must have 250mil exp, 500hp and 500mp ready to be sacrificed. You must also have completed all 4 Creants. When you become a summoner you then have the option to hunt ability points (AP) to gain Abilities. At new abilities you can get new armors, skills and spells. When you become a summoner you also lose all of your master armors/weapons and grand master armors/weapons. If you are a Pure Summoner, you will get a spell called Lyliac Plant which will transfer the wizards MP directly to another aisling. Summoners have the ability to learn more powerful elemental spells called summons, some nice graphics also tag along to the wizard summons. When you go summoner however, you lost a lot of geared MP due to the loss of your Grand Master gear. |