From Cities

(Redirected from Wizard Lounge)
Jump to: navigation, search


Welcome to the Wizard's Lounge

I thought I'd make a page for wizards and aspiring wizards to share information and ask questions. Please edit and reformat as necessary.

A Word On Our Illustrious Class

Destiny is not a sword
Nor bound by spell and spoken word.
It isn't pride, though pride it give,
but more it is of how you live.
We wizard folk to no man bow!
We've thrown our rank and shingle down
And though we serve with loyalty,
Still better men we know we be!

S. Mackie 08:58, 5 February 2008 (GMT)


Mana is the magical energy needed to cast spells. Mages gain it naturally over time:

  • Apprentices gain one every 8 hours
  • Shamans gain one every 3 hours
  • Wizards gain one per hour.

Unlike AP, there is no known cap in the mana you can have.

It's less known than it ought to be, but the Wizard's Hat(s) give increased mana regen (x3?) and extra spells at midnight to wizards, in addition to its usual benefits. They are clearly Mage property by rights, and perhaps we should be fighting the Mundanes to gain and keep these.

Hat and Pentacle would rock, if only we could operate a Pentacle in secret somewhere and cooperate on hat sharing...
Can pentacles be made in the Astral Plane? They're only really useful to wizards anyway, and it might make a reasonable place to safeguard the hat for multiple people. As long as we can cooperate, anyway. S. Mackie 20:02, 17 June 2007 (BST)

Some excellent notes on mana accumulation here: Redsnare/Mana accumulation

this link seems to lead to the main page of the wiki?--LimeHan 04:26, 20 June 2008 (BST)
Updated the link. --Liquid 07:46, 20 June 2008 (BST)

Artificial Mana

There are five artificial ways to generate mana.

Mana from Monsters

  • Manatees drop a Magic-good. It provides 12 mana for 12 AP when used. They have 20,000 HP: this means some cost in cannon balls, and probably some damage multipler spells, or a vorpal.
  • Nodules are visible only to apprentices and drop 1-2 Mana.
  • Nodes are visible only to shamans and drop 3-8 Mana.
  • Nexus are visible only to Wizards and drop 9-26 Mana.
  • Imps often drop mana (1-5?), but cost at least 1 mana to harm, and kick like a mule.

Eldritch Machine

The Eldritch machine is a reward from the Cthulhu's Garden Quest. It allows you to grind up magical items for 50 AP to get the magic out of them. The mana extracted from the follow:

  • Talismans (any non-unique type) - Water, Dojo, Barbelith talisman gave 1 mana
  • Aligned Stones - Earth, Air - 1 Mana
  • Sun Stone - 1 mana
  • Summon Stone (cracked) - 1 mana
  • Magic Emerald, Opal, Ruby - 1 mana
  • Wands (any type) - Wands of Illusion, Anger gave 1 mana
  • Bling (any type except Bling Bling?) - Watch Bling gave 1 mana
  • Pair of Magic Boots - 1 mana
  • Pouch of Magic Herb - 1 mana
  • Magic Map - 1 mana
  • Dose of Magic Powder - 2 mana
  • Summon Stone - 3 Mana
  • Magic Carpet
  • Dragon Stone - reportedly 5 mana.

From Bling

When you complete the Goodyear Pimp Quest you can extract the magic from bling more efficiently than by grinding it up with the Eldritch Machine. AP cost = Mana returned

  • Gold Bling - 40 mana
  • The One Bling - 20 mana
  • Iron Bling - 10 mana
  • Misral Bling - 10 mana
  • Major Healing Bling - 10 mana
  • Healing Bling - 8 mana
  • Diamond Bling - 6 mana
  • Opal Bling - 6 mana
  • Feathered Bling - 4 mana
  • Ghastly Bling - 4 mana
  • Emerald Bling - 4 mana
  • Mercuary Bling - 2 mana
  • Horizontal Bling - 2 mana
  • Bling of Ice - 2 mana
  • Vertical Bling - 2 mana
  • Sunstone Bling - 2 mana
  • Bling of Fire - 2 mana
  • Watch Bling - 2 mana
  • Moonstone Bling - 2 mana
  • Ruby Bling - 2 mana


Mining in the South-East tunnel Mines you can occasionally find Mana veins. ford_prefect 18:31, 14 August 2007 (BST)


Drinking certain cocktails can give you mana, although they tend to have unpleasant side effects. A Cockroach gives you four mana as well as a 15% shop discount and halved damage while the buzz lasts, while a Vodka Martini will you you three mana but inhibits both combat and movement while the buzz lasts. Mowg 03:40, 1 April 2009 (BST)

The Sixth Method: Not Artifice at All

Familiars. Ever the traditional friend to sorcerer, witch and serial murderer, the familiar is a boozy bugger. As a familiar is invested with time and the essence of other creatures, it grows stronger and can produce more mana to assist its master, whatever that master may be. In return, it asks you feed its voracious appetite and vices.
It is possible that all familiars are demons, and that its vice is sin. Even so, the undeniable draw of power and strength which consorting with a familiar brings means one must always consider keeping a familiar.
Selecting a familiar is a matter of convenience and of personality. If one does not get along with one's familiar; if one does not stock a booze that familiar demands, and if a familiar is therefore difficult to please, that familiar is not worth the trouble to keep. Conversely, if one regularly stocks a particular booze or can easily make a run for that booze, one may find a given familiar very rewarding. Most sorcerers prefer to keep a familiar of simple tastes.
S. Mackie's familiar, however, shares his fondness for a vodka martini.


Spells are divided into levels. Apprentices can only cast the most basic spells. The function of many spells is known and recorded here: Spells

Spells are typically one use, but they can be transcribed into a spell book. It costs 30 times the Mana cost of the spell in AP and 5 times the Mana cost of the spell in Mana to transcribe and one copy of the spell is used up in the process. Even so, casting spells from a book costs more AP than casting the spell directly. This is not only costly in AP, but if you are trying to use two spells at once (for example a spell to improve your damage modifier and your accuracy), using more AP to cast the second spell means the first spell will be useful for fewer AP.

Spells of the same type override each other. For example, damage multiplying spells aren't cumulative. This means that if you cast Bashing Stuff and Fleeting Strength together you get the higher effect of Fleeting Strength while it lasts, and then the lower one of Bashing Stuff. Note also that the AP counter for Bashing Stuff is running out while inactive.

Some spells are based on AP, and so it pays to be very careful to maximize their effect. Other spells are based on clock time, and so it pays to move as quickly as possible. It's becoming clear (for at least one aspect) of what is meant when it was said that wizards will be powerful, but mistakes will be more costly.

Nightly Spells

Every night at midnight, a mage will recieve one new spell (three if you're standing in a Pentacle or four if you're wearing a Wizards Hat). These spells are random with some occurring more often than others.


Very useful for keeping available your most common spells, a spellbook displaces the cost of regularly refreshing your spells scrolls in favor of costing considerable AP to use. There's even an additional mana cost, in the sense that opening a spellbook for use requires a small expenditure of mana. Don't worry, it'll stay active through multiple spells and for a reasonable duration, but the cost is there, and the time is finite (24 hours).
One spellbook is not quite like another. They can be traded about, lost in battle, and all that, but a spellbook created by a shaman differs from one created by an apprentice. Opening a Lev. 1 tome, the sort which can only hold level 1 spells and is enchanted only by an Apprentice, requires but 1 AP and 1 Mana to "activate." A Lev. 2 spellbook, capable of holding Level 1 through Level 2 spells and craftable only by a Shaman, requires 3 AP and 3 Mana to "activate." A Lev. 3 spellbook, capable of holding Level 1 through Level 3 spells and craftable only by a Wizard, requires 10 AP and 10 Mana to "activate."
Nevertheless, as a shaman can only craft Level 2 spellbooks, any shamans who did not take the time to enchant a "lesser" spellbook will find themselves paying 3 mana to cast first level spells, as well as taking up level 2 spell slots with these "lesser" but crucial tools. Thankfully, as stated, spellbooks can be traded; deprived shamans, or those who have lost their books, can trade with apprentices to get a level 1 spellbook.

Links to Individual Users' Spellbooks

Some hints and tips on how to build your spellbooks (or rather how other players have built theirs). Some mages have posted how their spellbooks are organized. If you are a mage with a spellbook you would like to share, please add your link to the list.

Special Features

Forcing Spells

The Ability to cast without reagents allows you to "Force" a spell. You only get this button if you don't have the proper co-casting item, but you can hide it in a bag to be able to force your spell, or use the URL below. The cost of casting takes 5x the AP and 2x mana (warning: the mana increase is not shown when you cast the spell). You can force a spell from a spellbook, but the 5x AP stacks with the AP increase for casting from a spellbook. So a 4 mana spell like killing blow costs 12 AP cast normally from a book and 60 AP forced from a book. To the extent you use this, you probably want to force from scrolls and cast from spellbooks. Incen, a goodly citiezen, has unearthed the URL for this command.

<Incen>: http://cities.totl.net/cgi-bin/game?act_item_force_SpellName=1

Once again, this command, if used as a web address, allows one to cast the spell without consuming reagents, an important ability if the reagents involved are more valuable than the extra AP and mana consumed in the process. If, for example, you did not wish to lose your tarot cards, nor did you wish to spend the 100 total AP to decompile and recompile your tarot deck, you might cast Rend Fabric of Space by finding the item name (SpellPortal) and inputing the URL which follows:


It is also possible to force spells which you have the reagents for by using the new-style interface; instead of holding the spell you can click the 'force' button next to the name of the spell to force it --naath 11:39, 4 November 2009 (GMT)

Loss of combat ability

Apprentices have a damage multiplier of 1, which makes conventional combat rather tricky. There are several spells available to even the lowest Apprentice that will increase damage multiplier, but for limited duration.

Other suggestions for coping:

  • Fighting monsters with gimicky ways to kill them (i.e. rock trolls, vampires). Most of these don't drop anything particularly worth while.
  • Bashing Stuff: 1 mana and a pointy stick for 100 AP of double damage. You accumulate mana faster than you can spend it with this spell and the casting cost is almost free. If you are going to kill more than a monster or two, you ought to have cast at least this spell.
  • Weapons that do set damage. Lances do 100 damage to dragons, Harpoons do 1000 damage to whales. Golf Clubs against Vorder Men (although golf clubs can be hard to come by).
  • Instant Kill weapons: Midas wand and Vorpal blades.
  • Caravel Cannon and Fleeting Strength. Killing blow + Glass Sword. Fighting huge sea monsters requires wandering around looking for them followed by a burst of fighting so it's not too taxing on your Mana to use the better damage spells, and if you kill manatees, it's not taxing on your Mana at all.
  • Elemental attack spells (i.e. fireball). These are pretty reasonable to use at 2 mana and 250 GP per use.
  • Transformation spells (wombat/wyrm) give you a good attack at the cost of everything else.
  • Temporary attack spells (kick/slap/T.G) are pretty good for 1 to 2 monsters.
  • Get a spell book. Even if you just have Bashing Stuff and the appropriate elemental ball in a book, you'll find it a LOT easier to kill things, since there's no danger of running out of spells.
  • Buy spell components in bulk when you can.


While a wizard is far from helpless, hir basic combat ability is considerably reduced, and sometimes you just want to smash a few things. My suggestion is pets. Pets provide constantly available damage in trade for a constant AP investment. While the player loses the ability to step away from the game for weeks at a time, already regular players are rewarded with a high-to-middlin' form damage which costs no mana.

Total Space: vs. 12 Damage Hours to Max AP Feeding Leveling Speed*
Baby Dung Beetle 5 100 12 Cheap/Free Molasses
  Dung Beetle 7 200 12 Cheap/Free Molasses
  Giant Dung Beetle 11 500 12 Cheap/Free Molasses
Dogbot 4 100 48 Expensive Slow
Electric Sheep 1 5 48 Expensive Average
Ferret 4 20 48 Middlin'/Cheap Average
Goldfish 1 1 15 AP alone Bit slow
Goose 2? 1 48 Spendy Average
Kittin 3 10 30 Cheap Average or near
  Kat 5 50 30 Cheap Average or near
  Big Kat 8 100 30 Cheap Average or near
Mayfly 1 1 Birth N/A - Can't N/A
Peeve 1 100 48 Spendyish? Slow
  Hate 1 200 48 Spendyish? Slow
  Obsession 1 400 48 Spendyish? Slow
Pwny 4 10 30 Cheapish/AP alone Average or near
  Most Horsies 8 20 30 Middlin'/AP alone Average or near
  War Horsies 8 50 30 Middlin'/AP alone Average or near
Quantum Sheep 1 10 48 Cheap/AP alone Average
Rock 1 0 48 Cheapish Slower than Average
  Baby Troll 6 500 48 Cheapish Slower than Average
  Troll 10 2000 48 Cheapish Slower than Average
White Elephant
? 500 6 Expensive Molasses

A few of these pets are utilitarian, providing materials such as eggs or fleece instead of damage. Most Horsies save the player oodles in travel AP and winged boots, but provide little damage. Some, such as the Dung Beetle, Dogbot, and Rock Troll, may provide decent damage but will level to higher hit-rates slowly due to an inability to recover from a missed shot, whereas anything with a Max AP lower than 30 will prove a tax upon even a regular player's sanity during its above average levelling period. And, of course, some are just useless.
For more details, see the Pets page.
It should be noted that some of these pets become useless once they've died; a 1% chance per attack of being instantly killed by your Rock Troll makes for a remarkably frustrating pet.
* This takes into account frequency of applicable targets (usually 100%), difficulty of AP optimization (hereafter The Partier's Problem), and how many times per day the pet can attack. When/if your pet hits elite, you really won't care about this; however, the pets which level at an Average rate will reach that stage far sooner than others.

Covering Expenses

Wizard skills are not, at this time, in high demand. Besides, you want to use your mana for combat, right? As an Apprentice or Shaman, there might not be enough mana left over after a few Frankenwiener spells.
So what to do? Components are expensive.
First off, you can trade on your other skills to back up your wizarding. I personally refuse to go into detail on this, as most of us have been playing for quite a while and know how to make do with learned skills. However, one should consider keeping tribbles. Not only will it make those TG guns useful, and rather significant, but Rock Troll pets are quite compatible as their food sources aren't food!

Right. Here's the true secret of Wizardish Combat - level one spells are the most useful.

To become an UTTER COMBAT MONSTER MORE POWERFUL THAN ANY DUKE you need five things which aren't that hard to get hold of -

1) Spell book.
2) Alignment attack spell (Sod, in my case)
3) Fleeting Strength (nothing higher, it's far simple to get hold of, say... 40 knives than even one Hoe Ov Destruction).
4) Air Wand (or whatever your opposite aligned wand is).
  • No, really, that's all you need. Doing things this way is far more devastating than any aligned bow or catanna ever could be. The downside is that you have to keep a good supply of spell sundries, but the level one items are fairly easy to get, so it's better to stick with a few simple spells in a book than go chasing after the uber-spells which require exotic ingredients.
eh, I would like to point out that this combination does only as much damage as a hundred damage weapon in the hands of a Sgt. Duke. (ok, I'll get back out of your lounge now)Skold 17:24, 9 January 2008 (GMT)
And I'd like to point out that it's still "far simple[r] to get hold of, say... 40 knives than even one Hoe Ov Destruction hundred damage weapon." :-) Snare 18:12, 12 January 2008 (GMT)
Skold has no intention of competing with a properly wielded aligned weapon of 100 damage, but he is currently experimenting with neutrally aligned 100 damage weaponry. I'm still curious what a 200 damage weapon, which would replicate the effect nicely under most circumstances, would run. S. Mackie 08:58, 5 February 2008 (GMT)
Right, I'm saying, Keep It Simple (stupid), a SGT DUKE deals the same 1600 damage with much less work by wielding one of my bandyclefs. The SGT DUKE has a x8 damage multiple vs. the x4 damage multiple of Fleeting Strength. And I do admit that there are more costly mage spells that increase the damage multiple to higher than the Sgt. Dukes, but those spells were put down by the true secret to wizardly combat (which put down the Sgt. Dukes' damage multiple). I'm just suggesting that being a mage is hard work. Sure, you may break more natural laws before breakfast than Thog is aware of, but... THOG SMASH THINGS NOW! And a bandyclef is a good way to get 'er done. (and if there are no bandyclefs in stock, may I suggest your friendly Hammered Anvil Society? They work as fast as you pay them to!)Skold 14:19, 5 February 2008 (GMT)
I'll point out that while I condone smashing things now, I also condone breaking the laws of physics in new and exciting ways to smash things later :-) -- Thog 15:45, 5 February 2008 (GMT)
I prefer Killing Blow myself. I simple 1800~ GP (or heck, just do want I do and force it), with a Fire Ball to an earth foe. 4000 damage. A Sgt. Duke does only 1600 with your Mini Bandyclef. With it's chance to wear out, he can get about (I believe, correct me if I'm wrong) 50 attacks with it, for a pricey 90k. A casting of 50 Killing Blows is the same price if all the swords are purchased for 1800 GP, but the mage can do 200k damage in all that, a Sgt. Duke, only 90k damage. And if he forces the spells, he did it for nothing. I'm eschewing the cost of 50 fire balls here, because they cost to little to matter. If you must know, at 250 each, an extra 12.5k GP. If you buy them with a pirate hat, 6250 GP. - Cameron 04:02, 19 February 2008 (GMT)

Loss of Doctors ability

  • Just noticed that I cannot heal folk anymore.
You'll find you can't see who's in a crowd anymore either (unless it's a trading post). JohnnyRogers 09:17, 12 September 2006 (BST)
Equip a snowball or a pokey stick and you will get a drop-down box.TerrorRemedy
You can turn on hovering info, which will show who's in a crowd, via the preferences menu. - Isambard 11:49, 12 September 2006 (BST)
  • can you still use a clean bandage for 10 HP or are you back to 5 HP?--Solune 17:05, 3 October 2006 (BST)
As an armourer, I don't have the doctor's ability, but the bandages still heal for 10HP for me. Syagrius 17:20, 3 October 2006 (BST)
  • Note that there is now a class of spells (Nighting*) that will heal everyone in the same square.

Things you might want to do before becoming an apprentice

  • Collect spells. Oz monsters drop spells at the highest rate but even the weaker ones (like koalas and skippys) start with a lot of hit points. Without the damage multiplier, it will take a lot of AP (or require you to use up your damage boosting spells) to kill them. In addition, plan to work on things that don't require combat for a while after becoming a wizard (for example the totem quest). This will allow your mana and your nightly free spell to accumulate before you need them.
  • Complete the MD and waterskin quests because these quests are impossible for apprentices to complete because apprentices can't heal others. However you will retain the quest bonuses even after you become an apprentice (so far, anyway).
  • Complete any intensive monster killing quests. For example, it is still possible to do hard knocks levels as an apprentice, but a duke will have a much easier time.
  • Collect CDs. Some of the CDs in the list (everything after M, basically) are only found in Treasure Chests and on bigger monsters. You can get these as an apprentice if you'd like a challenge, but it's generally easier to kill the monsters as a Duke.

Wizard's retreat

One apprentice level spell is wizard's retreat which when cast teleports you to the wizard's retreat island. Your GPS doesn't work, so it's location is shrouded in mystery (unless you notice the coordinates written on the beaches). Foraging for wood in the jungles yields coconuts, pineapples, pomegranates, limes, lemons, and oranges. I was consistently getting 2 fruit everytime I gathered lots of wood (100 AP) although coconuts appeared to be less frequent than others (perhaps bad luck). Mining on the slopes of mount spooky may have yielded better than normal results (I got lots of copper), but probably not statistically significant.

Breaking an Elemental Talisman or Stone transports you to the corresponding city in Oz.


Where do you get an XXXX from? and I'm kinda confused as to what it actually is. thanks. --Liktai 04:04, 1 October 2006 (BST)

X's are monster drops. I've gotten most of mine from Koalas, but they drop from other Oz monsters too. (I've also put some on the market, although they seem to go quickly). You can combine two X's to make an XX. You can combine two XX's to make an XXXX. As for what it is, Xs and XXs show up under "Junk"--I don't know if they're meant to have a physical meaning. XXXX shows up under "booze" and is a brand of Australian beer. I haven't tried drinking one yet--it seems rather wasteful--although the option is there; I imagine that it's HP-for-to-hit like other booze. --Dragon 04:16, 1 October 2006 (BST)
While XXs show up under "Junk", Xs (at least now) show up under "Letter" (right before "Meta"). --BlaisedeC 20:00, 6 July 2007 (BST)

Will a Dissolution spell on an appropriate item result in an X? S. Mackie 19:22, 25 July 2007 (BST)

Yes, although, as I'm sure by now you're well aware, it's a bit excessive. alanda
'less you force it. - Cameron 04:04, 19 February 2008 (GMT)
Well, yeah, using the reagent is definitely excessive, although, I was actually referring to the general availability of X's from Oz monster drops. alanda 13:57, 19 February 2008 (GMT)

CD Exchange

Those of us collecting CDs might want to trade our spares for ones we don't have.

To Wiz Or Not To Wiz?

OK. I have my XXXX. I have a huge, long list of spells obtained from bashing skippys and koalas and finger mice. My question to you fledgling magicos out there is: was it worth it? Do you enjoy your new career? I haven't done hard knocks, but other than that, I've achieved many of the goals associated with dukedom and being a man-at-arms. I'm thinking about a change, but am concerned about what I'd be giving up; any opinions from those who've gone before? Duke Leoth 14:53, 3 October 2006 (BST)

What's your current MaxHP? As a wizard you're going to get hit a lot to kill anything. Also, I'd suggest getting as many of the CDs that are available before changing careers. Whislt Wizarding is different, being a level 1 wizard is kind of unfulfilling, since there's not much you can do, with the low damage multiplier, and high mana costs for anything other than very very basic spells, you'll struggle to do much. MrFoo 15:54, 3 October 2006 (BST)

Thanks, MrFoo. My max AP is 138 (I have an unfortunate history of substance abuse). Not to sound as ignorant as I am, but, um... Why does one collect CDs? And how? Duke Leoth 17:10, 3 October 2006 (BST)

Armourer chiming in - MrFoo was asking max HP, not AP. The CD's are (presumably) to become a level 2 wizard - you need all of them to finish the Help Dorothy quest. They are obtained as random monster drops. Syagrius 17:19, 3 October 2006 (BST)

Thanks, Syagrius. I meant HP, not AP. My bad. My max HP is 138. Leoth 17:24, 3 October 2006 (BST)

Certainly you will progress your character much faster and are able to kill more monsters as a Duke. If that's what you enjoy, you will find becoming an apprentice frustrating. If your main enjoyment is from crafting, trading or exploring, you may not mind as much. Hendsch 22:50, 3 October 2006 (BST)

What they say. It's like starting over but keeping your stuff. I find casting spells to be pretty fun, and if you like playing with new things you might enjoy it. You can't kill as much, so expect to trade a lot. Plus, if you don't like it you can always switch back as some have done. It just takes another two days. JohnnyRogers 02:47, 4 October 2006 (BST)

To counter, a Wizard simply must pick his/her battles. When searching for croc scales, he must consider going to the NW tunnels and finding gigantic, mutated crocodiles, or duck-billed varieties; a wizard is at his best when attacking very large enemies with large drops, and at his worst when clearing a field of small, noisome critters. This is because wizard spells cost mana and equipment, but increase firepower (albeit briefly) to a truly remarkable extent. Therefore, forays for stuff take more planning and consideration, rather than trusting to the luck of the draw.
To wiz is to doff title and certification, relying on no man or god for your power; it is to learn to depend only on oneself and to discover inner power. That said, it's a pain in the padded ass if you're a casual player, but enables some fairly grandiose accomplishments if you take a little time at it. And some wonderful mediocre accomplishments if you don't!
Besides, it gives you something to do with all those spells you've got laying around. S. Mackie 15:23, 18 October 2007 (BST)

Bunny Slaying Strategies

Here are some calculations to help you on your wizarding path:

  • Each Plot Bunny can be killed using a Plot Weapon and a Killing Blow Spell. To save on the stronger Plot Weapons a Wand of Alignment can be useful. If the spell is cast from a spell book, one attack will cost 4 Mana and 4 AP (5 AP including alignment). Assuming a to-hit of 93% to kill 25 Plot Bunnies estimate 108 Mana and 108 AP (to align 2/3 of all Bunnies with a to-hit of 90% add another 18 AP).
  • On Bunny Island (probably the same for the other islands) every 7th Time Warp a Rabbit, Killer Rabbit or Plot Bunny spawns. Assuming one Plot Bunny and one Useless Bunny each time estimate another 25 AP to remove the Useless Bunnies and 175 Time Warps. It's entirely possible that the probability of a Plot Bunny spawning is higher than 50%, but there's not enough data to confirm this.
  • Plot Weapons are subjected to the effects of Blue Pills (fortunately). If the data on BB is accurate Blue Pills reduce Plot Weapon breakage to 33%. A Blue Pill will keep you 'well hard' for 20 AP (roughly 4-5 attacks). So assume you'll need 6 Blue Pills and 9 Plot Weapons (that last number is accurate only if break rate on blue pills really is 33%).
  • Killing a Huge Reptile yields a Plot Weapon and costs about 25 to 50 letters. Assuming an estimated value of 37.5 letters for those 9 reptiles you'll need to bring 340 letters.
  • I'm guessing an average word length of 20 letters (probably more when you're careful) and that an even distribution of letters and words from the dictionary. So those 340 letters can be obtained by dissolving 17 items.
  • With each Universal Solvent for 12 Mana, this will cost another 204 Mana and 36 AP.
  • Creating 175 Time Warps costs 700 Mana and 425 AP.

Summing up the total costs of the quest: 1012 Mana, roughly 970 AP, 6 Blue Pills, 17 Items with Long Names.

This is a rough estimate and I'm not entirely sure the numbers are accurate. Please help extending and correcting this whole thing. Flt 16:34, 6 November 2007 (GMT)

You don't always have to use Killing Blow. I was able to take out multiple Plot Bunnies with one Fleeting Strength spell. Random4518 17:43, 6 November 2007 (GMT)
You don't have to use Killing Blow, however, it considerably reduces the number of Plot Weapons required.
time warps
A well equiped duke could probably collect Time Warps for no mana and about 20 AP each, so 3500 AP for 175 (6 AP to kill a rocky horror, 14 to find the next)--Solune 17:27, 6 November 2007 (GMT)
bunny reproduction
while huge reptiles were very hard to find when the quest was opened they are now more common, could we expect the bunny reproduction rate to increase (probably not - too small a territory)--Solune 17:29, 6 November 2007 (GMT)

Letter Sharing

At least one guild has established, to my understanding, a letter repository in their vault. This is a sensible idea, in that letters are presumably more useful to a shaman than a wizard; leftover letters may save you that extra 12 mana, and would certainly help distribute the load. It might also serve the general interests of wizardry to set up a more public repository, based on Wiki correspondence. At this time, I present the simple method of offering and asking for help. As we seldom know what the next word will be, it is helpful to use this as a preventative measure, collecting a variety of letters, rather than to go in search of specific letters for specific words.
Requesting Letters

Shaman macksting
Sorry, i've taken all the letters in our vault, I'll put them back with additions when I'm done. Before you start you might want to stock up on lumps of cactus and copies of doors into summer (O,U and T are the hardest to find until now)--Solune 20:27, 6 November 2007 (GMT)

Offering Letters

To Re-Wizard

Has anyone who was a wizard returned to a Duke, and seen if there is something like the registry, or if they need to redo all the quests again?

Hendsch has transitioned back and forth once; it appears that you simply sign back on at the registry, and all rank and title are yours again. S. Mackie 22:39, 8 June 2007 (BST)
Personal tools