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Micheal's Discworld Pages
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Wizard and Thief Rearranges

For this page, I will list some of the rearranges I have used in the past for thieves and wizards. Please note the following: I have never made a character I was not happy with, every single character on discworld will have its flaws, meaning that there is no wrong way to go about rearranging because no matter how absolutely perfect you try to make a character, the limits placed on you BY rearranging  have already spoiled it to some degree. With that off my chest, do not, for any reason, ask me to make a special rearrange for you, because you think I may be holding out or some other retarded reason, the following rearranges are well balanced in thier own way, and depends on YOU picking the best one and using it, to do this you should think about how you play and what you think would benefit you the most, if you are a newbie and are looking for a rearrange and don't know anything about rearranging or how you play the game I suggest in the very least picking the first one for both different guilds. If your looking for a rearrange for a different guild, leave because there aren't any. Lastly, all the rearranges are listed the same way you will see them while rearranging, con-dex-int-str-wis, example (10-18-9-18-10), where 10 is con, 18 is dex, 9 is int, 18 is str, and 10 is wis, in that order.

Wizards Guild

A few things to keep in mind while rearranging for a wizard, are you going to want to use melee alot? are you wanting magic to be your intire backbone? do you expect to go pk? The rearranges will now be listed with a brief description of the type of character it makes.

Non-PK Magic Wizard, these rearranges make a wizard that is completely dependant on magic for hunting npcs only, npcs are stupid and can easily be out thought, so trying to level different skills to out class an npc is retarded, this rearrange assumes, you will only be wearing a large pack, a robe, a wizard hat, some sort of foot wear, and have crap loads of spell components in your pack, also, all three of the following wizards have a 4 GP regen rate.

1st- 12-8-22-11-12, this makes a balanced wiz with good health (for backfires and when shields fail, and has very high level magic skills, the best weapon to use with this wiz is is polearm, I suggest not using melee for the reasons listed above, and for the fact this wizard sucks with melee)

2nd- 9-8-22-14-12, this makes an offensive wiz with more powerful spells, but sacrifices defence and health to take care of NPCs quicker (some spells will take more work to master, but will hit with about 15% more force, which turns 1200HP of damage into 1380HP of damage, the polearm is still the weapon of choice, but with the higher strength this wiz can also use heavy-sword or axe quite proficently but still no-where near as good as a normal melee user would)

3rd- 14-8-22-9-12, this makes a defensive wizard with high health, very powerful defensive magic, and most spells can be mastered rather quickly as all the magic skills are quite exceptional, the prefered weapon with this character is a single mace (note that the str this character has will only make him largely burdened when holding two weapons, but while the polearm is a better skill for this character its too cumbersome unless you would prefer using lighter polearms like staves)

PLEASE NOTE: I strongly suggest using FTP to hold your loot and heavier components with all three of these wizards, because burden makes casting more difficult, and if you absolutely must have more str with these wizards, you could take 1 point from con and 1 point from wis and add them to str, except no magic skill uses str except magic.points, so doing so will weaken the magical capabities of your wizard, since your going to be using EFF instead of dodge,parry, or block, wasting EXP on them just doesn't make since, I have rarely been caught blindsided by an NPC and not had enough health to escape)

Combat Wizards

The "combat" refers to a wizard who uses melee instead of magic for its main backbone structure (this is like a warrior who casts magic), now there are a few weapons that make this wizards much more powerful, and while I could list all the weapon rearranges, I will not do so, just the three most powerful ones. NOTE: Using EFF is a waste of time for this character since you will miss out on a lot of TMs from dodge, parry, or block, costing you possibly millions of EXP, also, using dodge with this wizards is pointless unless your going to use the FTP spell to hold components and loot, but if you choose not too, I suggest going for parry, you won't see any blocking rearranges because I personally believe block to be useless as all it seems to do is make you hold a heavy shield and parry an attack. I plan to add this Wizard soon, but ATM I have reached my limit for explaining and writing this page, so I am calling it a night.

PK Wizards

Along with the PK wizards (coming soon), I will also add covert wizards, to the same set.

Thieves

NON-PK Covert thieves

PK Covert thieves

NON-PK Combat Thieves

PK Combat Thieves

 

 

 

 

 




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