Fann þetta á einhverri síðu þetta kemur með góða punkta með Sorcererinn svo ég ákvað að deila þessu með ykkur =) og þess má geta að þetta er copy-paste-að á ensku þannig að þeir sem kunna ekki ensku þá þýðir lítið að lesa þetta.

The Sorcerer vs the Mage
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At first glance, the sorcerer looks like a mage with some
restrictions. He cannot learn spells from scrolls (and thus gets
no experience from doing so), and he is limited to five spells
per spell level. To tell the truth, a first reaction to the
sorcerer class might well be “what a depressingly bad mage”.

However, when you start studying the sorcerer class in more
detail, you will discover lots and lots of other aspects.

The first thing to notice is the number of spells that a
sorcerer can cast per day. In general, a sorcerer can cast more
spells on every level early on in the game. A minor setback is
the fact that the mage progresses his spell level a bit quicker
early in the game but after level 10 this effect vanishes. In
the final stages of the game, the mage is limited to five spells
per day on each level (four level 9 spells), while the sorcerer
can cast six spells from each level (including level 9). This
also means that the sorcerer can cast one more spell than a
specialist mage. While this might not seem to be much, it might
well make all the difference in a tough fight. Also, the
sorcerer reaches the maximum number of spells per day at level
20 as opposed to the mage doing the same at level 28, a
difference of 3050000 exp - which is quite a lot.

The second thing to do is to check if the limited amount of
known spells really is such a setback. By now we will soon see
that the sorcerer is not a good class for beginners who do not
yet know their spell books. Obviously for a beginner there is
no really good way of picking spells for a sorcerer, sure you
can look through what spells other and more experienced players
suggest but this is not to be recommended as each player has his
or her own style of playing and each player needs to find this
style by himself/herself (even if some spells seems to be
included by most players). But when considering an experienced
player, this player knows exactly what spells that match his/her
style and this is very rarely more than five per level (and as
good as never more than six in which case there is most often a
surrogate for that spell on another level). If the player at some
instance really needs another spell he can cast it using a scroll
and this hardly occurs more than once or twice per spell (the
obvious example is the Find Familiar spell which only needs to be
cast once). Taking all this into account an experienced player
should well be able to get along with the number of spells
provided to the sorcerer. In addition - mages tend to always
memorize a certain “standard” setup (again it differs between
players), that is practically never changed and rarely contains
more than three spells of each level.

We are now starting to look a little more interested in the
sorcerer class but to tell the truth we have only just started
the argument. Next up is the adaptability of the sorcerer to any
kind of situation.

As the sorcerer does not have to memorize his spells, for each of
his spell castings he can pick any spell that he knows of
(provided he has spells left of the appropriate level). This is
in fact a huge advantage. For example, how many mages spend any
of their precious memory slots for spells like Knock and
Identify? After a small fight the sorcerer can often just waltz
on while the mage has to rest and rememorize some of his better
spells that might be needed later on knowing that he can easily
pick the spells that suits the situation that arises. Add to this
the fictious event of a greater battle coming to a closure where
the wizard has only one spell left. For the mage, the spell left
will most often be the one *least* suited for the occation as it
would otherwise aleready have been cast. The sorcerer will in
this situation be able to pick any spell he knows (of the
appropriate level), and of course he will pick the one that is
*best* suited. This also allows the sorcerer to respond to any
unexpected twist or turn that a fight might take.

Of course, one could continue to argue back and forth with
countless arguments pro and con but we will not do this here and
now. We will however take into account one other major advantage
of the sorcerer, the ability to learn any spell.

While the mage learns spells from scrolls - the sorcerer learns
spells when he progresses to another level and can then learn any
of the spells of the appropriate spell level. The experience a
mage can get from memorizing spells is in the magnitude of some
hundred thousand experience points - compared to the total amount
of experience available in the game this is actually not such a
great amount. You might argue that it is an excellent way to
make level ups on a character just dualed to mage (which it is),
but as you cannot dual to a sorcerer - well it is really not that
interesting. Let us again turn to the sorcerer way of learning
spells. One major advantage the sorcerer has in this case is the
fact that he does not need the scroll and thus can learn *any*
spell. As an example, we can take the Mordenkainen's Sword spell
which is one of our personal favourites. It may take quite a
while to locate a scroll with this spell (at least if you are not
searching every container in every area), and be able to memorize
it with the mage - and you may fail. The sorcerer easily picks
the spell at level up and does not need to bother at all with
finding the scroll - in addition to the fact that he is always
able to learn the picked spell.

og svo er það tactíkin
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One of the things that make sorcerers superior is the ability to
create an excellent tactic for playing the game thanks to the
adaptability of the class. We will only mention a few of the
tactics available to the sorcerer class.

Don't get hurt:
In common for most wizards is the fact that if you start getting
hurt - you're as good as dead. A major tactic is therefor to
avoid getting hurt at all. The most useful spells in this tactic
is Stoneskin, Protection from magical weapons, Mantle, etc. An
obvious advantage is that the game really does not improve
greatly in difficulty as you increase the difficulty level of
the game as the main effects is that monsters do more damage.
Well, anything multiplied by zero is still zero …

Kill before sight:
A tactic commonly used by the US Air Force amongst others. The
philosophy implies that if you kill your enemies before they see
you, they cannot hurt you. Unfortunatly, many implementations of
this tactic include what we usually call “non role playing
style”, using things that would not really work in “reality”
like getting a dragon to sit still while losing hit points to a
cloud kill.

Power overwhelming:
An impressive tactic for primary use with Throne of Bhaal
installed that is especially effective against dragons and other
powerful enemies. By using Time Stop and Improved Alacrity (the
use of the Amulet of Power and/or Robe of Vecna is also strongly
recommended), the sorcerer may release practically his entire
arsenal of spells in one instance (might need to use multiple
time stops), killing practically everything. One thing to note
is that by varying the distance to the target you can decide in
which order the spells will strike it. Personally, we like to
save one level 9 spell for a finishing Powerword: Kill if the
release of the spell arsenal is not enough - just remember that
some enemies are immune to this - like Abazigal as he talks
before his death.

Of course, many of the tactics available can be combined.

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og ef einhver ætlar að nöldra yfir að þetta sé ekki á íslensku þá er honum velkomið að þýða þetta allt á íslensku =)