The Wisdom of a Young Erudite
by Belrosian Kenshed
Ambassador Seer of the Champions of the Light

1. A wizard's first job is to always have enough mana in an emergency.

2. A wizard's second job is to equal the damage output of his tank.

3. You don't have to personally turn the tide of every battle to be useful to the group.

4. Never cast your area spells too early in the battle.

5. Ah, the wonderful exhilaration of casting my first Gate.

6. I get the impression that most sixth level warriors think they're invincible.

7. Qualities to look for in a puller: good vision, knows the zone well, talks fast and runs faster.

8. Having another wizard in the group is great for my personal mana supply.

9. The zone you start in makes a bigger difference than your starting stats. My hat is off to any Erudite wizard who can make it alone through the first few levels in the hellish Toxxulia Forest.

10. Take the high ground. The best place a wizard can be is behind the tanks and above the battle.

11. As an Erudite, your red robes will stand out in an ocean of blue.

12. I have yet to die from lack of mana.

13. Always mark your departure with some stylish wizardry.

14. With a decent row of meatshields in front of me, I don't have to run around during a battle getting my robes dirty.

15. Root everything that is about to kill your friend. Root everything that is about to kill you. Root everything that tries to escape. Root everything that tries to go for help. Heck, just root everything.

16. I love the smell of mana in the morning.

17. Wizards who follow the Burning Prince believe its better to burn out than fade away. Those who seek the Divine Truth from Quellios the Tranquil preach the twin wisdoms of patience and awareness. Followers of Karana will simply tell you to stay out of storms.

18. Wizards have a shorter list of spells than other pure casters.

19. The bad roleplaying epidemic has spread from North America. Now we've infected France as well.

20. Never let a halfling borrow your spellbook. Not even for just a minute.

21. If you ever find yourself thinking you should probably run, then it's already too late.

22. Be familiar with all the creatures in the zone.

23. The leading cause of death among wizards is probably coming up behind you.

24. Don't let your bard sing chords on the Snake Ledge.

25. Never go into Black Burrow without two tanks in your group.

26. Famous last words: "I'll just pull a small one."

27. Most problems can be solved by the judicious application of a little mana.

28. The Sentinels of Erudin are not the most energetic guards in all Norrath. That honor goes to Guard Cheslin, in the Qeynos Hills.

29. Always have a bodyguard.

30. Your gate will never go unstable and collapse as long as you're just going back to town to buy food.

31. A warrior's only means of escape from a bad is situation is by running.

32. Every profession can play a useful role in my group as long as they can keep a monster's attention.

33. A wizard can solo well- as long as root holds.

34. It's easier to wash a robe than to knock dents out of armor.

35. You don't always want the tanks standing between you and the enemy, but you do always want the tanks closer to the mob than you are.

36. Hit points are almost useless to a wizard.

37. An enchanter's spells are much more taunting than a wizard's.

38. When the group is resting, always post a guard for wandering monsters.

39. A good group is not a democracy. The group leader must be ready to lead, and the group members must be ready to obey. Leadership is essential in any unfamiliar or dangerous area, yet it is an intangible factor that has nothing to do with profession, group composition or class balance.

40. A wizard's spells are useless against a foe that is 6 levels higher.

41. As a proud descendent of Erud, you should never beg for money.

42. You can judge a player by how he reacts to his own character's death.

43. Always be aware if your mana level gets into your evac reserves.

44. Nowhere does it state that the more difficult classes will eventually become the most powerful.

45. New spells take a few levels to get broken in. Don't throw out your old spells just because you got a new one.

46. A wizard is like a backpack full of fireworks that follows you around and procs automatically.

47. Make it a point never to gate back when your tank has to walk.

48. Even the mightiest river overflows its bank at times.

49. A true newbie values information over items and coins.

50. Playing a wizard well means learning to manage both mana and aggro.

51. A good wizard in a group is virtually maintenance-free. He needs few, if any, buffs or heals- just a clarity if possible.