So You Want to be a Wizard


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Wizard
trainer location

Well who doesn't? It's one of the coolest jobs in Free Realms and
sports the fanciest duds on the block. You'd be crazy not to want to be
one. But be forewarned! The path of a wizard is not for the faint of
heart. You'll be tested at every turn by horrors unimaginable with only
your wits and reflexes to depend on. The road is long, but for those
that walk the path of mystic knowledge, the rewards are greater than
you can imagine. Fortunately for you, I've been tasked with guiding you
through the process. Can't have too many corpses littering the
landscape, now can we?



Before you can think about becoming a wizard, you have to have at least
one level in any combat job. If you went through the tutorial in the
beginning of the game, you're already set, as you should be a level one
or two brawler. If you skipped it, you'll need to find a trainer for
the brawler, warrior, archer, or ninja and perform whatever steps are
necessary to become one. Once that's completed, it's time to go see a
goblin about some spell slinging.



In between the towns of Snowhill and Lakeshore, you'll find a rundown
Robgoblin camp off the side of the road. Hiding in that camp and
grumbling aboutthe world in general is your first teacher,
Fizzlesticks. He may be cranky, he may be paranoid, and he may very
well be senile too, but this is where your journey begins, so I'd
suggest doing what he says. When you get to be as ancient as him, then
maybe you can argue, but until then, just listen up and deal with his
eccentricities if you want to become a wizard.



The wizard is one of the few jobs in the game that requires you to
complete a few quests before you even unlock the class, so let's get
right to it. It turns out the good people of Free Realms aren't the
only ones having problems with Robgoblin groups. Fizzlestick had his
spell book stolen and it's up to you to go get it back! What makes it
your job you say? If Fizzlestick doesn't get the book back, he can't
remember any spells to teach you from it, that's what!



It took a few minutes to figure out what was going on in this battle.
As soon as you get in there, the Robgoblin Adept starts chucking
spells at you faster than a stone giant hopped up on a three
pound box of sugar-coated Sugar Bombs. Whack at him all you want (like
I did), but be ready to chase him as he likes to teleport all over the
place. Keep this up though, and he'll go down.


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Be careful,
or Fizzlestick will turn you into a frog.

Upon returning to Fizzlestick, you're immediately branded as a thief.
Quite loudly, as a matter of fact. Did I forget to mention he's a
little eccentric? And crazy? In any case, he remembers that he sent you
to get the book for him. By the lack of reaction from the other
Robgoblins in the camp, I quickly began coming to the conclusion that
this certainly isn't the fist time they've had to deal with (or ignore)
his wild outbursts. Knowing this, dealing with the old coot became
easier as time goes on.



After getting the book back, Fizzlestick needs to you find his glasses.
As exciting as this sounds, it only takes a few seconds as they are on
a rock in the camp. It may not be thrilling to search for glasses, but
if he can't read, you're not going to learn anything, so this will have
all been a big waste of time. I don't like wasting my time. How about
you?



Despite your valiant efforts so far, Fizzlestick still isn't happy. He
thinks the book is sticky and wants you to have his friend (I use the
term loosely), Nurgle, clean it for him. Cheerfully, you grab the book
back and bring to Nurgle. Upon being handed the book, poor Nurgle
looked as though he were mere moments from spewing his lunch as he
asked if the book had been rubbed with booger bars. While the image of
that dances in your head (booger bars... seriously? Eww!), Nurgle gets
the book clean and tells you to go back to Fizzlestick.



When you return, Fizzlestick wants you to read a chapter to him. He
mumbles something about eye strain, and to me, it appeared as though
the cantankerous fellow had lost his glasses again. Resigned to my fate
(as you soon will be too), I began reading the prescribed pages.
Shortly after beginning, he cut me off while babbling about wands and
lightning. Suddenly, he threw a "silly outfit" at me and told me to
leave him alone. Congratulations, you're now a level 1 wizard! Yay!


Killing More Than Time - Levels 1 to 5



After that sudden rush of endorphins from the exciting news leaves your
body, you quickly realize one thing. Fizzlestick was right... it is a
silly outfit. Nothing takes your mind off a silly outfit faster than
learning you're finally going to put your first spell to use! As a
quick (not to mention simplistic) first task, Fizzlestick wants you to
use your new Zap spell on some Robgoblin Initiates that have been
giving the camp some trouble. As noted about, the task is beyond
simple. Follow the quest path to your local group of Initiates, enter
combat, and blast them to smithereens with your Zap spell. Or... you
can learn from someone that actually wants you to have a snowball's
chance to complete the task without getting knocked out at all.


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Blasting
Robgoblins is always fun.

Zap is one of those tricky spells that while it sounds cool takes far
too long to cast. In the time you can cast (and recover from casting)
Zap once, you could have gotten off at least two shots with your wand.
It's more efficient and fires much faster, so against single targets,
just start blasting away with your wand and never look back. At least
until later on in the game.



When used as your opening volley against groups (followed immediately
by massive amounts of wand firing), it's an effective spell, but other
than that, not so much. Kill the Initiates any way you see fit. Ol'
Fizzlestick is so preoccupied with his own misfiring neurons that I
doubt he'll pay attention to how you took care of his problem. As long
as you did it as a wizard and not one of the other combat classes,
you'll be fine. If not, just tell him Xavier Snakeheart sent you! (Ok.
I wouldn't actually advise that since him and I *may* have had a wee
tiny incident that I'm not entirely convinced he's forgotten yet.)



Fizzlestick may be old, but he still has a few tricks up his sleeve.
The first rule of being a wizard, he tells you, is to always have a
backup plan. You never know when you're going to be too weak to cast
another spell. Alright, *you* will, thanks to your mana bar, but give
the old coot a break, huh? He can't see well enough to read a book. I
doubt he's going to be able to judge his mana bar any better.



In any case, it's actually very sound advice. Sometimes in the heat of
battle you're going to lose track of everything that's going on and
you're going to find yourself buried up to your eyeballs in uglies and
will need another way out. Especially in the beginning of your wizard
career when you have a *very* limited knowledge of magical spells.



It came as no surprise to me (as I imagine it won't to you) that your
wobbly teacher prefers grenades. Go figure. Of course, like everything
else today, he seems to have lost his stash and wants you to go get
them back from the local Pondblasters. There's nothing special about
this quest, it's just an excuse to kill some more bad guys, so get to
it and prove Fizzlestick hasn't misplaced his trust in you. Out of the
kindness of his heart (personally, I think he just ran out of room), he
gives you one of the grenades when you return as a reward for your
efforts.


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Snowhill

You can't help but eyeball some of Fizzlestick's potions while you're
standing there, waiting for him to finally teach you something new. He
may be older than dirt, but he's still sharp in that once a week kind
of way, so he catches your stares. He offers to make some more if
you'll go and gather the ingredients for him. Of course, you agree, as
any good student should, and make your way south to Lakeshore.



Even though you will never have to do this for your wizard again, it's
actually quite fun so rather than being looked at as a chore, you
should savor the moment. Trust me, as later on you will be begging for
anything besides having to run the same dungeon one more single time.
The harvesting game is not only fun, but can also be very relaxing. Its
gameplay is similar to that of Bejeweled. Since this is the only time
you'll use it for this job, I won't go into much detail here. For a
closer look at this part of the game, read Ralsu's Chef 1-20 Guide!



One you've collected all the goodies you needed to and handed them off
to Fizzlestick, he finally begins to realize just how much of a profit
your efforts have been making him and he wonders if he can find a way
to make some more. For that, he wants you to go check on a fellow
wizard with his own apprentice up in Snowhill. He says it's been some
time since he's heard from Yaren, so you should check with the Mayor of
Snowhill first.



The Mayor is more than happy to point you in the right direction. She
says that Yaren and his student, Morgulg, can most often be found at
the foot of the Crystal Barrier, just a short ways to the north. The
Crystal Barrier may not have the most impressive name, but it is
certainly a site to behold. As foretold, Morgulg is standing outside a
hut nearby. Unfortunately, he seems very upset.



It takes you a few minutes to calm the blubbering troll down enough to
figure out what happened. It turns out that Yaren, while teaching
Morgulg a new ice spell inside the Yeti Caverns, was accidentally
frozen by his dolt of a student. Hey, that's what you get for teaching
a troll magic, right? Anyway... you (and Yaren) are going to need some
help from Fizzlestick, so head back to him in a jiffy.



While howling laughter wasn't exactly the response I was expecting when
I broke the news to Yaren, Fizzlestick did manage to gain some
composure and give a solution. Fire, of course! There's just one teensy
little problem with that though. You don't know any fire spells, so
Fizzlestick tells you to come back when you hit level 5.


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The Yeti
Caves

The easiest way to do this (and you will repeat this type of pattern
often), is to do "appropriate level" dungeons. It's also the only way
to keep your sanity if you insist on getting to 20 as quickly as
possible. If not (and kudos to you for it!!!), just grab any combat
quest you find in your travels and periodically hit a local dungeon to
get your levels. You can also take Fizzlestick's suggestion to go find
Natali in Lakeshore for some quests. Until the latter part of your
career, I personally think the quests Natali gives out are too small to
keep you from going crazy through multiple repetitions of them. Feel
free to do things however you feel like though because the only thing
that matters is that you get to level five. Until then, you're going to
be cooling your jets in the "teach me more magic" department.


The Plot Thickens - Levels 5 to 10



Woot! You've finally hit level five and I can't think of any better
reward than heading back to Fizzlestick and being taught your new
spell, Fireball! Let’s face it. There's nothing like hitting
your enemies with a big ball of burning flames, right? With a fire
spell under your belt, it's time you high-tail it back to that poor
sobbing troll, Morgulg, up in Snowhill.



He hasn't moved from the spot you left him in and is disturbingly happy
to see you've gained some power. He begs you to travel to Hot Springs
Haven to free his teacher. You agree to do it if for no other reason
than to shut the poor guy up. Morgulg might call it Hot Springs Haven,
but to me, it's the Yeti Caves. Why? Because it's packed from topped to
bottom with... wait for it... yeti. Wow. Bet you didn't see that one
coming did you?



Chances are, you've already gone through this cave set multiple times
in your attempt to get to level 5, so this run should be a piece of
cake for you. Just remember to treat Fireball like you do Zap. It's
great for that initial attack on enemies (with the added bonus of doing
damage over time from setting them on fire), but it takes too long to
cast and recover for continued use. If you're fighting a single target,
start out with Fireball and then start using your wand. If you're
fighting a group, start out with Fireball, followed by Zap (since it's
also a group target spell), and then go hog wild with your wand. The
pattern may get somewhat repetitious, but it's astoundingly effective
and efficient.


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Merryvale

Shortly after making your way into the caves, you'll see poor Yaren
frozen solid in a block of ice. Just cast your Fireball spell on the
block and Yaren will be free in a heartbeat. Of course, the poor dude
was frozen solid, so rather than hang around and help you out with the
remaining yeti (including the Champion Penguinbowler or the yeti chief,
Umari), he decides to beat feet (or wings in his case) to the nearest
hot tub to get some warmth back. If you'd been frozen in a block of ice
for who knows how long, I bet you'd do the same thing, so let's avoid
the judging, shall we?



Once you're finished with the cave (more XP anyway, right?), head back
to where you talked to Morgulg and you'll find Yaren all warmed up and
ready to go. Amazingly, he's not mad at Morgulg at all and just says he
still has some learning to do. I wonder whether he spent too much time
cooling his heels in ice and has gone a little loopy or if he really is
that mellow. I'm guessing it's the later. To be a decent teacher, you'd
have to have some patience, wouldn't you?



Yaren tells you he's sending Morgulg to Merry Vale to speak with
Talespinner Yvelle so he can learn about the history of wizards. He
suggests you go along too since all wizards should know about the
Spellstruck Halls. You could certainly use some more knowledge and if
you get on his good side, who knows... maybe he'll teach you a new
spell. On the way to Merry Vale, feel free to stop and fight anything
you come across. You'll quickly discover you're going to need all the
combat experience you can get on the wizardly path and gaining all you
can by random encounters is far more enjoyable than grinding in areas.



Talespinner Yvelle is tiny, even for a pixie. It may take a few minutes
to locate her in Merry Vale, but on the plus side, she seems quite
friendly when you do finally happen upon her. If you like, you can sit
and listen to the tale she's telling the pixie children around her. If
not, just get her attention and she'll start to tell you about the
Spellstruck Halls. At least for a minute, anyway. Either she's been out
here talking for a *very* long time or she's got the metabolism of a
humming bird because she gets about 10 words out of her mouth before
requesting you go off and get some mushroom soup from Chef Jarvie.



Luckily, he's close by and is willing to make the soup for you if
you'll simply provide the mushrooms. I don't know about you, but I'm
not in the habit of running around with mushrooms in my pockets, so he
sends you off to get some. They're being guarded by some Robgoblins, so
take them out! When you reappear in the world, be sure to click on the
mushrooms that are at your feet, otherwise, you'll need to come back
and do it again. With mushrooms in hand, head back to Chef Jarvie for
the soup.


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Sanctuary

When presented with the soup, Yvelle scarfs it down in less time than
you can blink (I vote for hummingbird metabolism). She tells you how
the Spellstruck Halls were lost in the unbinding and all the magical
scrolls within, disappeared with it. As she says, if the school still
exists, it's hard to imagine the spells that must still be in there,
waiting to be discovered. One can hope anyway, right?



After her tale, Yvelle suggests you return to Yaren. Once there, you
find out he sent Morgulg there in hopes of inspiring him a little.
That's great, but couldn't he have just told me that 10 second tale
himself? Ah well. What's done is done. Speaking of Morgulg, Yaren
hasn't seen him come back yet, and asks if you'd be so kind as to go
look for him. What else have you got to do?



Using the Snowhill warp stone, you teleport right beside Morgulg to
find him blubbering once again. I don't know about you, but I'm quickly
beginning to see a pattern forming here. It turns out the dumb (and
cowardly) oaf saw a snake as he was traveling through Floren Forest and
dropped his wand. *sigh* Words fail me at this point. Rather than
lecture him, I agreed to go into the forest to find his wand.



This will probably be the first time so far that you find a dungeon
area that is a solid challenge. The monsters are far tougher and more
grouped together than you've been used to. It's a hefty challenge, but
not only do I think you're up for it, it's good practice for the
future. Approximately half way through, you'll find a small offshoot
area with lots of snakes in it. Clear this out to find the chest
containing Morgulg's wand. Finish out the dungeon (if you can) for the
needed experience, and head back to Morgulg near the Crystal Barrier
near Yaren.



After returning the wand to Morgulg (and not strangling him for his
"Pew, Pew" noises as he pretends to shoot things), Yaren decides you've
improved enough to make your first wand. He's currently too busy trying
to deal with Morgulg, but fortunately knows the best wand maker in the
land, Osgood. He tells you to travel to Sanctuary to look for him and
learn how to make your first wand.



Traveling the streets and myriad shops of Sanctuary, you finally find
Osgood on the west end of town. Without a doubt, he's either the oddest
looking gnome I've seen in quite some time, or the shortest human. In
any case, he's quite friendly. Unfortunately for you, he tells you that
you're just not strong enough to make a wand yet. It's time to go out
and do some more hunting because you need to be level 10 before you
come back to him.


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Are you in
the mood for Crunchy Batwings?

Unlike before, Natali isn't a bad starting point this time. She's got a
couple of dungeons in Snowhill she wants you to gather some items from
and since you desperately need the experience, what have you got to
lose? She wants you to drive off the Elder Deep Bats and Swarming
Shriekers in the Bat Caves (no Robin in there) and kill of some
Robgoblin Wizards in the Deep Mines. Sounds like fun, eh?



The Bat Caves can certainly be frustrating, but it's important to do
this dungeon a couple of times. The bats (and ravens) in the game are
the hardest creatures to successfully target with your mouse since they
continually bob up and down a lot. This is the perfect dungeon to get
you used to using your tab key to cycle between targets quickly. It's
also great for perfecting your tactics when dealing with groups. Oh and
one more thing? There are a *lot* of wanderers down here, so use this
time to brush up on your pattern detection skills too. Just a few
seconds of waiting for a bat to move on can make the difference between
pulling 2 or 3 and pulling 12 or 15. Trust me; you do not want to pull
the latter.



There are some fun boss fights in the Bat Caves that are worth the trip
in there. Not only do you have a good chance at some decent loot (that
also looks better), but you'll also get to fight the goofiest giant bat
I've ever seen outside of a Looney Tunes cartoon.



After the excitement of the Bat Caves, it's time to delve into the Deep
Mines for some Robgoblin Wizard butt kicking. The boss battles aren't
as tough in this one, but you'll still need to keep an eye out for
wandering Robgoblins that might drag their friends to a battle. The
most important thing to practice in here is to choose your targets
carefully. If you're fighting a group, leading off with Fireball and
Zap, you can have very different results depending on which target you
chose to fire at.



Shoot the Initiate with them, and you may have taken him out, but
you're going to have a longer battle with the Wizard and his Brawler
friend. Target the Wizard directly though and not only will you take
out the Initiate in the initial attack, but that Wizard is going to go
down a lot faster leaving you more health to deal with the Brawler.
Play with different scenarios like this to see what works best for you.
The skills you learn here will be invaluable later on.



Feel free to rinse and repeat these dungeons until you reach level 10
(going back to Natali after getting the required pieces each time for
an experience boost). At level 10, you receive a new spell, Ice Nova,
which will quite literally become your lifeline. It has a reasonably
long cooldown timer, but it freezes all the enemies around you in a
small radius. This spell is absolutely priceless and will save your
hide more times than you can begin to imagine.





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Last Updated: Mar 13, 2016

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