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Old 11-26-2018, 05:55 PM   #11
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: I New - help me understand wizards

Some good advice here. Also bear in mind that in a mixed party of beginning characters, the Wizard is there more as support for the Heroes and needs to be protected carefully; he's is a useful tool for the party and can accomplish things the others cannot.

As has been said, DX is the most important attribute because a missed spellcast is a wasted turn and also wasted ST, so you want that to be high; at least 12, but better yet 13 or 14. ST 8 is fine, as he'all only be expected to cast one or two cheap spells in an encounter at this level. IQ can also be fairly low (IQ 10 is fine) as there are some good, cheap spells at the low levels. Some of my favourites:

IQ 8:
BLUR. (1+1) Boosts a Hero; makes them very hard to hit. Cast on the loincloth armoured barbarian with the big Axe who then goes on a killing spree!
IMAGE. (1) Incredibly useful as a distraction, etc.

IQ 9:
FIRE. (1) A multitude of uses; blocks passages, scares animals, burns things!

IQ 10:
SHOCK SHIELD (2+1). THE vermin killer! Plus puts off anything thinking of grappling you.

DAZZLE. (3) Wizard goes into room. Blinds all the foes. Heroes go in and clean up!
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Old 11-26-2018, 07:15 PM   #12
amenditman
 
Join Date: Nov 2018
Location: Florida Peninsula, Earth, Sol Sytem
Default Re: I New - help me understand wizards

Welcome to TFT XRay.

I start my wizards at ST 10, Dx 12, IQ 10
If they are not wearing anything to lower their adjDX, that 12 = ~75% success on his rolls to succeed/hit.
10 ST is way more than needed to be very effective.
10 IQ gives access to a bunch of spells that can make your allies/self tougher to hit and spells that make your opponents clumsy, slow, easy to hit, knock them down, broken weapon, etc. Don't forget an Illusion to use for a blocker to escape direct engagements.

A wizard at this level played as a buff/debuff specialist can be really mean.
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Old 11-26-2018, 07:33 PM   #13
hcobb
 
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Default Re: I New - help me understand wizards

ST 8, DX 13, IQ 11
Illusion

Wait until after the fighter acts then summon a gargoyle illusion.

The illusion takes off, flies four hexes and drop into their hex for HTH.

There is no disbelieve option in HTH.
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Old 11-26-2018, 08:42 PM   #14
Shostak
 
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Default Re: I New - help me understand wizards

Wizard is a somewhat more complicated game than Melee, and it will take a little playing through to get familiar with what it offers--almost certainly more time than it takes to become confident with Melee. Give yourself plenty of time to play around with the possibilities; there are just way more spells than combat options open to Melee fighters. Simple one-to-one wizard matches present a perfect way to learn Wizard. But, once you graduate to duels between teams of wizards of different levels and including fighter bodyguards, you will see how dynamically Melee and Wizard interact, and how wizards need to respect every single danger on the board while demanding their own respect in return.
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Old 11-27-2018, 12:07 AM   #15
hcobb
 
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Default Re: I New - help me understand wizards

Another very efficient combo

ST 8, DX 11, IQ 13
Staff I-III, Staff to Snake

1 fatigue buys you 12 attacks of 1d each that ignore armor.

Bring a backup club to defend with in the meantime.

If you create an illusion double of your snake does its attacks also ignore armor?
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Old 11-27-2018, 01:00 AM   #16
amenditman
 
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Default Re: I New - help me understand wizards

Illusion behaves in all ways as the real thing.
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Old 11-27-2018, 09:15 AM   #17
larsdangly
 
Join Date: Dec 2017
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Quote:
Originally Posted by hcobb View Post
Another very efficient combo

ST 8, DX 11, IQ 13
Staff I-III, Staff to Snake

1 fatigue buys you 12 attacks of 1d each that ignore armor.

Bring a backup club to defend with in the meantime.

If you create an illusion double of your snake does its attacks also ignore armor?
I hadn't noticed that 'staff to snake' would give you armor-ignoring attacks.
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Old 11-27-2018, 09:21 AM   #18
hcobb
 
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Quote:
Originally Posted by larsdangly View Post
I hadn't noticed that 'staff to snake' would give you armor-ignoring attacks.
There are vast differences between Wizard wizards and ITL wizards.
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Old 11-27-2018, 01:56 PM   #19
RobW
 
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Default Re: I New - help me understand wizards

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Originally Posted by Shostak View Post
Wizard is a somewhat more complicated game than Melee, and it will take a little playing through to get familiar with what it offers--almost certainly more time than it takes to become confident with Melee. Give yourself plenty of time to play around with the possibilities; there are just way more spells than combat options open to Melee fighters. Simple one-to-one wizard matches present a perfect way to learn Wizard. But, once you graduate to duels between teams of wizards of different levels and including fighter bodyguards, you will see how dynamically Melee and Wizard interact, and how wizards need to respect every single danger on the board while demanding their own respect in return.
Agree 100%! Wizard is a really a genius system IMO, you can have very complex and free-flowing magical battles, and yet without the need for a judge or GM.
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Old 11-28-2018, 09:17 AM   #20
larsdangly
 
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Default Re: I New - help me understand wizards

If your staff is broken, do you have to expend a fresh 200 XP per point to re-enchant the new one to regain its ST storage capacity, or does that simply transfer directly to a new staff that you make?
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