LOGIN


TOOLS
Character Builder
Character Building Guide
INFO
Guides
Maps
AMAZON.COM
Software
 • Shadowbane
Brady Guides
 • Shadowbane Guide
COMMUNITY
Links
General Forums
 • Main Forum
 • Builder Forum
 • Guide Forum
 • Guild Forum
 • RP Forum
 • Rant Room
 • News Archives
Off Topic Forums
 • MMOG Forum
 • Off Topic Forum
IRC Chat:
irc.sorcery.net
#catacombs
SITE STUFF
Home Page
Site Staff
Privacy Policy
Register
Submit Information
SB Catacombs Character Builder - Guides - MaddBomber83's Wizard Guide

Wizard Guide.

By maddbomber83

Introduction

Shadowbane's character creation system is very detailed.  You can create almost any type of character you want.  While this allows you to create the perfect character to fit your play style, it also offers a lot of frustration and wasted time trying things out.  This guide is intended to help you create your first Wizard.  If you follow this guide you will create a character that is both powerful and easy to play.  It will allow you to learn the unique abilities of the Wizard, and learn how to create a character.  Once you reach Rank 3 or 4, you should have enough experience to create your own Wizard.  When you do this, check out the online boards and web sites for information, and use the Catacombs Character Builder to help guide you.  Not all the information on it is correct, but after leveling this toon, and reading the boards you will be able to work around that.  Now on to the guide.

A Wizard is a very solid class to play.  They get the following things.

  • A good pet, possibly the best pet in the game.

  • A good DD spell, one of the best.

  • 2 good stackable DoTs, one of which includes a DEX/Str Debuf

  • Mana Regen (CRACK!!!!)

  • A pet buff and a pet heal.

  • Some Defense spells

  • Teleportation

  • Counterspell

  • Lots of different types of crowd control.  Mez, Root, Snare, Stun, PBAE spells.

Hot Spots in this Guide:

(Back to Top)

Creation

Make an Elf Mage.  Here is a break down of what each stat does for you. (you can create other races if you want and follow everything the same, although some of them you will need to raise SPI up to at least 45/50)

STR – For you, determines how much you can carry.  For others, affects Min/Max DMG and attack rating depending on their weapon.  SUBTRACT 5 points from this.

DEX – For you, defense, and to a very small margin, maybe, your spell ATR.  For others, their defense, and the min/max DMG and attack rating, depending on the weapon. SUBTRACT 5 points.

CON – For everyone, your life and endurance.  You will SUBTRACT 5 points from it now, but later you will max it.

INT – This is very important to you.  It determines your DMG for your spells, your max skill level, and raises ALL your skills.  Everyone needs INT.  Fighter types need at least 60, you need to max yours.  At creation, place ALL your points, including the ones you took from other stats into INT.

SPI – This determines your mana pool and regen rate.  Leave it as it is for now.

DO NOT PICK ANY STARTING RUNES.  Later on, when you have a better understanding of the game, you may want one or two.  I still don’t choose any for my chars.

Now pick a starting City.  Since each server should be different, I can’t really tell you what one to pick, other than it doesn’t matter for the most part, just some towns are closer to good hunting spots than others.  You can always join a new town.

(Back to Top)

Attribute Points

As you level you gain attribute points.  These increase your stats, and can be used to add runes.  From R0 –R2 you gain 5 a level, R2-3 gets 4, R3-4 gets 3, R4-5 Gets 2, R5-6 gets 1.

Place all your new points into INT.  When you max your INT, place all your points into SPI.  When you max SPI, put them all into CON.  When you max CON, save them to add runes, or whatever you want. 

(Back to Top)

Skill Points.

You should keep your spells at your level, then use left over points to raise focus powers.  When I say at level, I mean this.  Shielding will cost you 50gp to level up.  After leveling it up once or twice, or more depending on how long its been since you have trained, it will suddenly cost like, 500gp, or 5000gp.  That means it is at your level.  You can raise it farther if you want, but for a lot of gold.  When you level again, the cost should be back to 50gp.

Every spell has 2 requirements to meet.  A minimum Level to get it, and a minimum focus skill to get it.  One thing to note though, once you meet the level requirement to train a spell, it will appear in your training list and let you know what focus skill you need.

Training a spell will increase its min/max DMG, or duration, and its mana cost.  Some spells have to be brought up to a certain level before you can get another spell. 

(Back to Top)

Spell List

Here is a list of spells and what they do.  There is a lot of them.  To the left of each spell is what I recommend you do with it.  GM means place 40pts into it. Auto means you get it w/o training points into it.

GM

Shielding (Personal Armor Buff)

GM

Blood Boil (Single Target Magic Damage Over Time)

No Points

Mage Bolt (Single Target Magic Damage) *you start with this, put 0 points in it

Auto

Lore of the Ancients (Item Identification)

GM

Conjure Familiar (Summon Pet) 1=Gargoyle 15=Fiend 30=Demon   

GM

Mystic Bolt (Single Target Magic Damage)

1 Point

Translocation (Teleportation)   

1 Point

Sign of Veshteroth (Single Target Fear)     

1 Point

Spectral Bonds (Single Target Root)

Auto

Astral Tether (Personal Recall)   

Auto

Greater Astral Tether (Group Recall)   

No Points

Greater Translocation (Group Teleportation)   

GM

Charm of Insight (Single Target mana Recovery Buff)   

GM

Charm of Illumination (Single Target Intelligence and Spirit Buff)   

GM

Incantation of Augmentation ( Pet Only STR, DEX, Con Buff)   

1 Point

Incantation of Rejuvenation (Pet Only Heal)   

GM

Sign of Sorthoth (Single Target Magic DoT and STR and DEX Debuff)     

20 Points

Charm of Protection (Single Target Damage Absorber)

GM or None

Counterspell (Single Target Dispel Effect)   

The rest of these spells, do not put any points into.

Chant of Confusion (Area of Effect Mesmerize)   

Chant of Insight (Group mana Recovery Buff)   

Charm of Amnesia (Single Target Amnesia)   

Charm of Befuddlement (Single Target Agro Reducer)   

Charm of Binding (Single Target Snare)   

Charm of Confusion (Single Target Mesmerize)     

Charm of Haste (Single Target Haste Buff)   

Charm of Peace (Single Target Lull)   

Circle of Warding (Group Target Magic Resistance Buff

Cloak of Obscurity (Personal Invisibility)   

Consume the Will (Single Target mana Drain Over Time)   

Disruption (Single Target Dispel Effect)   

Enfeeblement (Single Target DEX Debuff

Hexagram Ritual (Single Target Magic Resistance Debuff)     

Incantation of Disorientation (Area of Effect Amnesia)   

Incantation of Illumination (Area of Effect Intelligence and Spirit Buff)    

Incantation of Pacification (Area of Effect Lull)   

Leech the Will ( Single Target mana Drain Over Time)   

Mystic Backlash (Single Target mana Damage)   

Mystic Shield (Single Target Damage Absorber)

Mystic Ward (Single Target Magic Resistance Buff)

Reflection (Single Target Magic Damage Shield)

Sign of Glauror (Area of Effect Magic Resistance Debuff)   

Sign of H'gaan ( Single Target Strength/Dexterity Debuff)   

Stun (Single Target Paralyze)

Weakening (Single Target Strength Debuff)

Word of Power (Area of Effect Paralyze (0 range))

I did not choose any of the group spells because, mana regen keeps you pretty much full of mana, so I don't mind casting them over and over again.  I'm not a fan of debuffing and crowd control, so I stuck with the basic root and fear.

(Back to Top)

Focus

Raise your focus skills as follows.

Warding, only high enough to get Charm of Protection (63%)

Wizardry/Sorcery,  Bring both of these up to about 120%, raise them both about the same as you level.

Increasing Focus skill will increase the DMG or effect of the spells under it and decrease mana cost.  It also increases the Attack rating of your spells.

You will also have Sword/Dagger/Staff skills.  For this build do not raise any of them.  When you create your very own Wizard you may want to increase Staff just enough to use some nice staff/wand items the game has.

(Back to Top)

Tactics

From Level 1-5
Just hit HOME, then kill the target with your mage bolt.  Hunt the areas near your town, if you see other people hunting, ask to join them.  You should ALWAYS be in a group if you can

From level 5-10
Each server will be different, but for the most part you want to kill Grobolds.  Type /info Where do I go to kill Grobolds.  And someone should help you out.  In beta all servers were the same, so when this goes live they may be different.  Just ask with the /info  and someone will point you the right way.  YOU WANT TO GROUP, try to find a group hunting what you are.  If you can't find a group, this is what you do.  Find a yellow/orange con mob, cast blood boil on them and run.  Blood boil should be able to kill most things by itself.  If not try adding in a mage bolt or two.  You can probably even do Red cons, although you may have to reapply your DoT.
**Note about Lore of the Ancients***
This identifies magic items.  ALWAYS identify items for people if they ask.  The scrolls in beta cost them 500gp each, so if you don't know them and need money, charge.  If they are in your group, always ID for free.  AND GIVE BACK THE ITEMS.  If your inventory is full, you can have the person put it on the ground next to you, then target it off the ground and cast the spell.

From level 10-15
At level 10 you can promote to a Wizard.  You also get your pet and Mystic Bolt and your Wizardry Focus skill opens up.  Go to one of the Big Cities to promote.  Use the /info channel to get help on locating your trainer.  While hunting at these levels you should head to the Bandits.  Again, use the /info channel to find them.  TRY TO GET INTO A GROUP.  In a group all you do is send in pet to whatever they are fighting.  Once your pet or someone else damages the target, cast your Mystic Bolt on it.  If it is a higher level monster, cast blood boil on it.  If you are going to solo, send pet in, let it damage the target, then either blood boil or mystic bolt.  You'll learn which to use.

From level 15-20
Go to do Nailers and Rats in the Bog.  You'll use the same tactics as before, only this time you'll have a pet heal.  Try not to heal during combat because it draws agro.  Your heal spell is good enough with 1 train in it.  Have your pet sit when not in combat, and then heal.  It heals for more.
**Note about mana Regen**
After training this a few levels, you should basically NEVER have to sit down.  It will regen your mana fast enough.  So unless you have to, DON'T sit down, you take more damage if you do.

From level 20-35
I stayed in Khar, there are a lot of groups in the area and plenty R2-3 mobs to fight.  The best thing is to get into a group and learn the land.  You now will have a mana Regen spell, offer to cast it on any class in your group that needs it, and refresh it often.  You'll also get a charm of protection spell.  It increases physical resistance.  Offer to keep this up on your fighter types.  Your tactics are still the same as before.  Keep in mind that your pet is a tank machine.  At 15 trains it becomes a fiend, at 30 its a Demon.  If you are close to either of those two land marks, go ahead and spike your skill to get them.  Keep your pet buffed.

Level 35+
From playing with people, you should have found a guild by now, if not, find one.  This is as far as I will take you in a guide.  You should have learned enough about the game to continue your character the way you want it, or, create a new one.
(Back to Top)

Disciplines

I'm not including much about these in my guides.  For an Elf Wizard there are not many that stand out, except maybe traveler.  Read the boards more to find out your options and how to get them.
(Back to Top)

Translocation

This is a very important spell.  Just click on some place on your mini map, then cast.  Your there.  Great to escape, or when those scouts in your group are bragging about how much farther ahead of the formation they are than everyone else, just teleport in front of them and laugh.  Note, pet does not come with.
(Back to Top)

Counter Spell

Some people put points into this, some do not.  It basically removes negative effects from you, like magic based DoTs.  In this build I recommend not putting points into it until you determine whether or not you need it.  If you do decide to use this spell, GM it.  If someone wants to use a dot on you, chances are it is a GM dot, or else they would be casting their GM spell.
(Back to Top)

Conclusion

Remember, there is no best character.  Some will do better than others in certain situations.  You need to look at what you like to do, and create a character that fits your play style.  I'm lazy, that's why I need a pet and mana Regen.  There is a lot of things you can do.  Look at the list of 46 spells you have available to you, I only used 19 of them.  When you add a discipline, you get even more.  I believe you should max your Int/Spi/Con on your Wizard.  Most people will then get +Max Int runes to bring that even higher.  I'm thinking a +MAX Con rune would help me more.  Others will put more into DEX to increase defense, or into STR to increase how much loot they can carry.  Elf is not the only race you can play as a wizard.  Pretty much all the races that can be wizards are good choices if they fit your play style.  ALWAYS GROUP, if you have a question use /info and ask.  Once you hit R2 or 3 and you have more specific questions, try going esc/info/who and do a search of all level 40-60 characters.  Then find a wizard and send him/her a message and ask.  I've found almost everyone in this game is very nice.  Don't spread yourself to thin.  A build I'm working on now doesn't have some of the spells I said you should have.

Good Luck
(Back to Top)

maddbomber83