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1)I read somewhere that wild mages (or was it mages in general) should stay away from daggers. Does anyone agree? If so, why?
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Up to you. Most people choose Quarterstaffs and Slings because they want these items, Staff of Magi and Sling of Everard. For my Necromancer though... I chose Daggers and Darts first.

This decision is up to the player.
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2)Obviously, I'll be getting a proficiency in staff. But by level 12, I'll have two other slots for weapons. I was thinking of taking the sling, and then for the next, I'm at a toss up between thrown dagger, melee dagger, and darts (for the RoF), any tips?
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Same answer as the first question, up to you. Personally, I will go with Daggers.
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3)My mage as 16 Con (I need all the hps that I can get), but I still worry that some mage will cast a Abi Wilt or something and take him out. Do people who play single class mages find they get hit a lot? If so, how do you protect yourself?
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To protect yourself from Abi-Dalzim's Horrid Wilting, cast Protection from Magical Energy. This handy spell lasts for one minute per caster level to a maximum of 20 minutes.
Globe of Invulnerability makes you immune to level 1-4 spells.
Spell Turning reflects back spells casted on you, for 12 spell levels.
Spell Trap absorbs spells, forgot for how any spell levels, but the Staff of Magi version absorbs 30 spell levels.
Spell Shield protects you from the first Pierce Magic/Pierce Shield/Spell Strike/etc... ...
Stoneskin absorbs melee attacks, 1 skin per 2 levels of caster, up till a maximum of 10 skins.
Make yourself invisible, then cast Misled, now both you and the illusion are invisible, you can now cast invisibly.
[This message has been edited by Dundee Slaytern (edited 10-07-2001).]