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* Wizards

Click here to read the Wizard noticeboard.

General Information:
High above the training fields and battlegrounds of Nanvaent, behind the protection of magical gates and portals, the wizards' guild trains. The wizards' guild is a life for those who see the stupidity of brute force, and wish instead to live by their intellect and mastery of the very forces of magic.

To be a wizard you need to be descended from a naturally high-born race, such as an elf. A complete list can be found in the guild room above the village of Nanvaent. A wizard also needs certain attributes such as intelligence and dexterity to enhance their skill. Physical qualities like strength and constitution are less important.

As a wizard, you will learn progressively greater control of the etherical forces of nature, and as you do new types of magic will be within your grasp. As a novice, all you are capable of is minor destructive force, but later you will learn high magic. Spells include:
  • Defensive spells which later can block all but the mightiest blow.
  • Spells of deception to hide from your opponents.
  • Spells of control so that your enemies bend to your will.
  • Offensive capability! Channel the forces of fire, ice and lightning to smite foes.
Wizards are people who prefer to utilise personal control and power to secure victory. In this way we differ from the Elementalists who use powers they can barely contain (i.e. they are mad), and the Necromancers, our fallen brethren who channel their life force into the corpses of the unfortunate.

Skills you would do well to advance include:
  • magic.spells.offensive
  • magic.spells.defensive
  • magic.items.scrolls
  • magic.items.potions
  • magic.points
Races available to a Wizard:

Cast Memorise
Forget Spells
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