I some how hooked up with a group doing a Lvl9 run and picked up three awesome weapons (can't remember them right now) and a +1 int ring (may be belt) for Sarge.
Ok, so in game when I try to prepare a spell in one of the taverns, it says that I don't have enough intelligence to do so. However, looking at the ddowiki today it discusses having a base wisdom of 10 + the spell level to perform a spell. My wisdom is 10, so it seems like maybe I need to increase my wisdom and not intelligence.
That is correct Sarge. Rangers use Cleric spells and Clerics need Wisdom for spells. Wizards/Sorcerers use Intelligence for their spells.
I'll keep and eye out for WIZ boosters.
As a side note, I logeed on to the other server I'm on and played my Lvl6 Cleric..... it was like I was running in mud. Slow, one attack per round, low hit points.
As a side note the Cleric spell that boosts or recovers 1d4 hp per second for 30 seconds can be a real life saver for the front line fighters. And I did the doom series of maps that Sarge ran last Friday (House Deneth) the four levels but ran it on elite.....good lord - remember we had the "Earth elemental should be harder to kill...... and the Ogres and trolls are powder puffs......?"
It's much different on Elite. Also have a new map or two for us this Friday and we CAN do them from normal to Elite for points, not long but many traps.
I bought a Helm of Wisdom last night which gave me a +1 to that category and I can do my spells now. I also have a wand of owls wisdom with a few charges in it that boosts my wisdom by 4 and doubling my spell points for a few minutes.
Camouflage - +10 hide Jump - +10 on jump checks Longstrider - +15% on base run speed Merfolk's Blessing - +10 swim checks Ram's Might - +2 size increase in strength and damage Resist Energy - additional resistance to energy spells (-10 on damage) Summon Nature's Ally I - a grey wolf helps me for 1 minute. Tumble - +10 tumbling enhancement
at higher levels, I can group cast camo and I get some other potentially useful spells.