Shining Soul
Wizard's Guide v1.02, 03/19/04
By AGD-Brian

** 0. Table of Contents **

0) Table of Contents
1) Faq history
2) Wizard description
3) Pro's and Con's of Wizards
4) Starting and Maximum Status
5) Stats description
6) Skills
7) Buildup Advice
8) Legal
9) Contact
10) Thanks

** 1. Faq history **

(11/02/03) v1.00: Faq written
(03/19/04) v1.01: Minor changes to pros/cons, inferno comment.

** 2. Wizard description **

Wizards are the only class in Shining Soul that can use magic.  Wizards 
wield the power of the elements and can devastate enemies with 
fireballs, lightning bolts, and more.  Wizards have focused their 
energy on a mastery of magic and are unable to use most armor and 
weapons.  Wizards do not equip conventional weapons but instead wield 
spell books.  Actually, they're spell scrolls...but the sprite looks 
like a book, so that's what I call them.


** 3. Pros and cons of Wizards **

Although needing SP in order to damage puts wizards at a disadvantage, 
wizard attacks tend to be better than the attacks of other classes.  
Wizard attacks do medium to high damage, have long range, and are 
easily able to attack many enemies at once.  Although wizards are 
unable to wear the best armor, they rarely get close enough to their 
enemies to take damage.  The elemental nature of wizard attacks can be 
both a blessing and a curse.  Many enemies do not take much damage from 
certain elements.  However, some enemies take extra damage from certain 
elements.

Because wizards do not use high quality weapons and armor, they have even
less monetary needs than the other three classes.  You can freely spend
as much money as you wish on items and armor once you complete a couple
dungeons or so.


** 4. Starting and maximum Status**

Initial Status and equipment:
STR: 5    
VIT: 10
INT: 20
DEX: 10
HP: 22
SP: 40
1 Blaze Scroll
1 Freeze Scroll
1 Robe
1 Goddess Tear
1 Herb
1 Angel Wing

Maximum Status
STR: 50
VIT: 100
INT: 305
DEX: 150

** 5. Stats description **

STR: Strength is of little use to a wizard.  It has no impact on attack 
strength.  However, strength is necessary in order to equip stronger 
armor.  Even a high level wizard generally will only need 10-15 
strength in order to equip acceptable armor.  

VIT: Vitality directly affects the maximum HP of the wizard.  Each 
point of vitality increases maximum HP by 2.  Also, each increase in 
level increases maximum HP by 2.  Thus, a wizard's maximum HP= 2 * ( 
Level + VIT ).

INT: Intelligence affects spell damage and maximum SP.  Each point of 
INT increases max SP by 1.  Thus, a wizard's maximum SP= 2 * INT.  It 
might also affect how quickly your SP recharges.

DEX: In theory dexterity improves attack rate and evasion rate.  
However, wizard spells never miss (I.e. hit the enemy but do no 
damage).  Do not put any stat points into DEX if you are a wizard.


** 6. Skills **

Wizards have 8 different skills which they can increase.  Every skill 
relates to a different spell.

Chart of skill level ups
Level       Number of skill points        Total skill points
0           0                             0
1           1                             1
2           2                             3
3           3                             6
4           4                             10
5           5                             15


Skills:
Each level up of any skill increases the maximum charge of the spell.  
Spells are generally almost useless if you don't charge them up.  
Charging a spell up farther does not affect the SP cost of the spell.

BLAZE:  14 power, costs 3 SP
This spell shoots balls of fire.  Each increase in charge increases 
damage, range, and size of fireball.  When charged, this spell pierces 
enemies, allowing it to hit multiple enemies in one shot.

FREEZE: 13 power, costs 4 SP 
This spell shoots balls of ice.  Sometimes, enemies will be temporarily 
frozen by this spell.  Each increase in charge increases damage, range, 
and size of iceball.

SPARK: 17 power, costs 5 SP
This spell causes lightning bolts to strike enemies. Each increase in 
charge increases damage and range. Unlike other spells, spark targets 
enemies independently.  As a result, it is possible to hit many enemies 
within sight at once, even if they are not close together.  
Illustration:
P: Player
E: Enemy
-,/,\: Direction of shot

   E
  /
 /
P
 \
  \
   E

Projectile spells can still hit multiple enemies if there was a setup 
like this:

P----EE-E

This is slightly less of a problem when spells are charged up since 
they become larger.

BLAST: 5 power, costs 4 SP
This spell shoots a tornado which follows enemies around.  Each 
increase in charge increases damage, duration, and size of tornado.  
Blast is the only Wizard ability which can hit an individual enemy more 
than once in one shot.  However, it doesn't do very much damage.  This 
spell might be good when it's charged to level 5.

INFERNO: 20 power, costs 7 SP
This spell hits all enemies that are near the wizard, even if the 
wizard is not facing them.  Each increase in charge increase damage and 
range.

RES: n/a power, costs 5 SP
This spell temporarily increases the player's resistance against magic 
(i.e. Fire, ice, and lightning resist).  Please be aware that RES has 
no affect unless you use a scroll of resist.  The in-game skill 
description is a bit misleading.  Each increase in charge increases the 
amount resistance is increases.  Note that casting this spell after it 
has already been cast will negate the previous casting of it (i.e.
if you charge it and then recast, your RES will go down).

HEAL: "1-1" power, costs 10 SP
This spell heals the player.  Each increase in charge increases the 
amount the spell will heal.

SLOW: n/a power, costs 12 SP 
This spell causes all monsters to slow down, but it doesn't always 
work.  Each increase in charge increases the chance of this spell 
working.  I think it also increases how much the spell slows down 
enemies and maybe increases it's range.  

** 7. Buildup Advice **

Stats:
Ignore DEX.  Your VIT should probably be about half as high as your 
INT.  If you're skilled, making your VIT a bit lower will speed up the 
game.  It is quite possible to get away with never upgrading your VIT 
at all, but I wouldn't advise it.  STR should be increased only if you 
need it to wear new armor.  It will probably never exceed 15, unless 
you come across something really nice. 

Skills:
Don't use RES, HEAL, or SLOW.  Wizards are designed for ranged combat 
and generally won't be able to take full advantage of support and 
healing skills.  Also, healing using items is much easier than using a 
healing spell and you'll generally be able to afford as many healing 
supplies as you want after the first few dungeons.  I suggest picking 
two skills and sticking with them.  You need two skills because some 
monsters won't take very much damage from some skills.  I suggest FLAME 
(because you start with a book for it) and SPARK.  Both do reasonable 
damage.  SPARK does use up SP a little bit fast early on in the game, 
but later this stopped being a serious issue.  Besides, SP-restoring
items are cheap and wizards are rich.  SPARK is very effective on some
of the later bosses because it hits instantly and thus cannot be dodged
by bosses that disappear or hide or float or whatever.  This is also
true of Inferno.

Branden (dtrmnd2wn@yahoo.com) writes that he prefers inferno for its
higher range and damage.  He states that he did not run into any SP
problems with this spell.  If you plan to use inferno, it might be
a good idea to try to avoid spending more than a couple skill points
early on; You generally won't be able to pick up inferno at the
beginning of the game.

Secret Books:
If you give ORE to the smith in the lower right corner of town, he 
might make you a special scroll.  Scrolls made of ore are much better 
than their parchment counterparts.  In addition to a stat bonus, secret 
scrolls can cast spells with a lower SP cost.

Special Scroll Types      Forged With   Bonus Effects
Secret Scroll             Mithril       INT+10, Used SP-1
Holy Scroll               Orihalcon     DEF+10, INT+10, Used SP-1
Sorcery Scroll            Dark Matter   INT+10, Used SP-2, Cursed


** 8. Legal **

All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

This FAQ is public domain.  You may use it however you wish, even if
you're making money off of it and don't give me credit.  I'd like to
know if you publish my FAQ elsewhere, but it is public domain so
you aren't actually required to tell me. Receiving credit for this
FAQ, while appreciated, is unnecessary.

** 9. Contact **

Feel free to e-mail me any flames, praise, spelling corrections, 
suggestions, etc at PXNDOABRJOKO@spammotel.com.  And yes, the word spam 
IS part of the address.  If you send mail to me at motel.com, I won't 
get it.  This is my first FAQ so I haven't been jaded yet:).

-	AGD-Brian

** 10. Thanks **
Thanks go to gamefaqs for offering excellent faqs and for hosting this, 
and to the various people offering their faqs to gamefaqs.  Thanks also 
to ATLUS for producing Shining Soul, even though it isn't that great of 
a game.

Thanks go to Cryptoniyte for providing the maximum stats and a list of
special scroll types.