Wizardry
By Frescalus McCload 
So you want to take up wizardry, eh; a finger-waggler as many people call us. The first thing to start with is rolling the right character. Then your training is important and is what makes your wizard powerful in the future. Then knowing what to hunt is what I think to be most beneficial in the early, learning stages, and as you grow older helps you fight against the bigger and meaner monsters of Elanthia. Then later I will be getting into the different types of spells to learn, a little bit on defense, and so forth.
Rolling the right character
Rolling the right wizard is important. It helps us at our young stages and makes us powerful when we become old. When rolling the "die", you want at least two numbers that are from 80-90, two numbers that are more than 70 and no more than 90, and the other six numbers ranging from 20-60. I ran across a few wizards that did not care what there physical AS was so as long as their magic AS was high. I found a small glitch in that and will go into that later. Aura and Intelligence gets a +10 bonus and they progress more rapidly than other stats do. You want to put your highest numbers in Dexterity, Discipline, Reflex, and Aura. Dexterity adds to our magical Attack Strength (which I will be covering how the AS works later) and Aura is what gives us our mana and adds to our Casting Strength (which will also be covered). YOU MUST have at least 90 in Aura (80 roll + the 10 bonus OR 70 roll + 10 bonus + 10 race bonus) so you can get 3 mana per level following this formula-assume that your aura is 100:[(100-40)/20= 3]. Discipline should have at least 80 because it helps us with our aiming skills as well as Reflex. After you have delt with those important stats, The next highest number should go into Strength, so you can drag annoying objects to a disposal area such as the tree stumps at hobland that tend to cause the game to LAG and so the your Round Time is not too high(my round time is 12 seconds. Then the next highest three numbers should go into Logic, Wisdom, and Intelligence so you can absorb and learn an average amount of experience. I learn an average of 600-1000 EXP everytime I rest. At early stages you will laern an average of 600 EXP but that will grow within time and patience. And last but not least, are Charisma and Constitution. Those two you put the lowest two numbers in and don't have to worry about them because they don't help. 
Training
I want to go into some training because new wizards tend to want to know only magic and not what will actually help them to survive when they can't use magic all the time. When training, train in Spell Research at least twice a level. I would suggest learning from the Wizard Spell Circle every level and the second spell to learn-trade off from the Major Elemental and Minor Elemental spell circles, but keep in mind that you also need defense to aid you in times like invasions. So if you are not worried about having your familiar at 20, learn the Wizard Circle to at least spell 914-Fire Storm. Also try to get to spell 411- Elemental Blade . Once you learn to the 20th level from all three circles, take a brake from research and concentrate on other "needy" places to train. Always train twice in Spell Aiming. Spell Aiming is another type of stat that helps us when casting spells on those nasty, annoying, little creatures like Giant Marmots(or as we call them - hamsters! If you ever go to hunt in the Abandon Inn, up in the Crawlspace-you will see why!!) with spells like 906-Minor Fire (my favorite). Training in Magic Item Use will help you wave those powerful wands. Be sure to train in that at least once a level if not twice. Your health is probably the most important thing to train in. Train in it once a level until you reach 100 or so Health Points, then concentrate on other useful things while switching to physical training every now and then. Mana Share is also important. It is great for when you want to cast massies; that way when people share more, you cast more, the longer your group is protected. And it is also important when a cleric or an empath is in immediate need of mana, you can help them raise the dead or heal people (and is a great suck up tool to the healers!) Try to train in Mana Share as much as possible. When you are out of mana and have no more wands, the only thing left to do is fight with your weapons. ALWAYS train in Shield Use and Edged Weapons once a level. Sometime or another, you are gonna have to use your weapons and believe me you, it is hard. Other things that you would want to look into and are important is perception, and scroll reading. Perception keeps those nasty thieves out of your pockets and Scroll Reading is good when you need a spell or two you like but don't have. I found a scroll once that had lifekeep(a cleric spell) on it. I have yet to find one with the resurrecting spell on it. But you will find useful and powerful scrolls. Only train in those when you have just enough points to do it. Another thing you are in need to train in is armor use. Save your left over points so you can train up four trainings worth and maybe more and the reason to train in that area is to do away with spell hinderance. 
Hunting
When you are a young wizard, you are going to have a tough time being able to fight. I suggest running messages more than hunting until age 4. Mostly because you are gonna be needing some wands and people will be selling. When you do decide to go hunting, hunt rats til age 5. You won't be able to do much else so make good practice of your magic and get the feel of your character and devleope a personality. I want to also stress to use your weapon while your spell is being prepared, that way it makes it easier to kill the creature. If you drop like a fly at your young age don't feel bad-I dropped more than anyone in Elanthia and I am still dropping! When you reach age 5, assuming you got a good bit of health, I suggest to head to the graave yard and take on some mummies under the crypt. This time you are hunting above your level(assuming you are age 5, mummies are 6), and you will need to be using your defensive spells. However if you think your are up to the challenge, head on over to the AI and take on some 15 year old wraiths. Not a smart way to hunt but if you want to be risky and desperatly want the exp, be my guest! When you reach about level 8, things start to turn around. You begin to attack much stronger and quicker. When you get to level 10, it is up to you on what you want to hunt, I do caution to hunt smart and not brave. If you want good exp, go to Tomb Wights(be sure your DS is at least 210- using your magic defense helping that) at age 14 and BE SURE you know spell 914-Fire Storm. 
Spells 
Now you can sit back and relax because all I am gonna do is go over a few of the neato spells you will learn as a wizard. I am also gonna go over the defensive spells which help you survive. Beginning with the offensive spells: I love 906-Minor Fire. It does the most unbelievable damage to a creature. It will not hit as much as 908-Major Fire as Major fire will hit everytime, but will not hit as hard as Minor Fire. The most shocking experience for any creature....is 910-Major shock! I casted Major Shock on a wraith one time and I did over 180 points of damage! Major Shock will hit everytime because the bolts arc toward the target and sometimes hit as hard as I did on the wraith, but mostly you get anywhere from 50-120 points. Another useful spell is 903-Minor Water. It is not as heavy as the some of the other spells but it does a reasonably amount of damage. The weakest offense spell in the book. ....901-Minor Shock. This is the spell that you will use to hunt with in your young years. And is good for practicing, but not good to use on the big bad nasties. Now the defense. 401-Elemental Defense 1 is very useful for you when you are young. Then when you grow a little older you will come across other defense spells such as 503-Blur, 406- Elemental Defense 2, 507-Elemental Deflection, and 508-Elemental Bias. The most powerful defense for wizards is 919-Wizard Shield. It grants a +50 to your physical DS. Other spells which can be done is a group is 911-Mass Blur and 419-Mass Elemental Defense. those are learned within time and patience. A few other neat spells is 925-Enchant Item, 420-Magic Item Creation, 411-Elemental Blade, and the one of the best spells, 450-Minor Elemental. Later I will have a list of spells for all three circles made up. 
Other things to know
A few things a wizard should know is how to come up with with their Casting Strength(CS) This is done by multiplying their level X 3 + their aura bonus + number of spells in circle X 1 + Other spells not in that circle X .5 (be sure to round this number to the nearest 1). EXAMPLE: 
•	level 16 X 3 = 48 
•	11 spells in Major Elem. List X 1 = 11 
•	23 spells NOT in Maj. Elem. X .5 = 12 (11.5 rounded) 
•	Aura bonus = 14 
•	Total = 85 CS
to determine your Magical Attack Strength EXAMPLE: 
•	training points = 125 
•	Dexterety bonus = 25 
•	Total = 150 AS
your physical AS is simply replacing the Dexterety bonus with Strength bonus.
End Note
I hope some of you find this very useful to begin your journey as a wizard. In my years in the lands I have found the wizard profession to be the most beneficial and most powerful of all professions. You may find something you like or dislike. However, in this profession I do hope you are very patient, as this profession is also the most challenging, and do choose wisley as to what spell or spells you wish to use and when to use them. I do wish all of you the best of luck and happy journeys. 
**If you wish to make comments, express opinions, or tell me what I may have missed or overlooked, Email me at Lord_Frescalus@prodigy.net 
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