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Wizard

A master of obscure magics, the wizard specializes in the direct manipulation of the ether, learning to drain and restore mana, banish opponents, and focus magical energies into deadly forces.

In addition to their offensive spells, Wizards have a variety of spells for restoring mana to themselves and allies.  Wizards function particularly well in groups with a lot of dedicated casters.

 

Advancement

Prerequisite:  Sorcerer level 3

 

Wizard Stats

  Strength Agility Intelligence
Base Attributes: 10 8 32
Level Bonus: +1 +1 +4
       
Range: 500    
Attack: Magic    
Armor: Light    

 

Wizard Active Skill Set: Wizardry
Mystic Bolt
Damages and stuns one enemy.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 2 sec. 5 sec. 180 800 Unit Enemy, Non-hero 300 damage 100 100
2 2 sec. 5 sec. 180 800 Unit Enemy, Non-hero 400 damage 165 265
3 2 sec. 5 sec. 180 800 Unit Enemy, Non-hero 500 damage 230 495
4 2 sec. 5 sec. 180 800 Unit Enemy, Non-hero 600 damage 395 890
5 2 sec. 5 sec. 180 800 Unit Enemy, Non-hero 700 damage 460 1350

Mystic Bolt Information
Mystic Bolt inflicts considerable damage to a single target, and also buys you additional time by stunning him.  The stun can also be used to interrupt opponents who are channeling spells.

 

Corrosion
Deals damage over time to one enemy.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 25 sec. 1 sec. 100 600 Unit Enemy, Non-hero 20 damage/sec 100 100
2 25 sec. 1 sec. 100 600 Unit Enemy, Non-hero 35 damage/sec 285 385
3 25 sec. 1 sec. 100 600 Unit Enemy, Non-hero 50 damage/sec 470 855

Corrosion Information
It takes a long time for Corrosion to reach its full damage, but it doesn't cost much to cast, so this spell is usually best to cast on several enemies that you won't be focusing on for a while, giving this spell a chance to build up damage.

 

Static Charge
Envelops a friendly unit in magical energy which periodically strikes nearby foes.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 45 sec. 10 sec. 245 400 Unit Friend, Self 5 damage 6 times/sec 200 200
2 45 sec. 10 sec. 245 400 Unit Friend, Self 5 damage 8 times/sec 365 565
3 45 sec. 10 sec. 245 400 Unit Friend, Self 5 damage 10 times/sec 530 1095

Static Charge Information
This is a sort of damage-over-time spell.  It takes a long time to deal maximum damage, but a single enemy doesn't need to survive that long, because Static Charge centers on an ally and will damage any foes near that ally.  You can even have multiple Static Charge spells damaging the same target if you put Static Charge on multiple allies who all stand near that target.

 

Banish
Turns a unit ethereal, making it three times as susceptible to magic and spells but immune to physical damage.  Also reduces its movement speed by 80% and makes it unable to attack.  Ethereal units also receive triple healing from healing spells.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 5 sec. 20 sec. 300 800 Unit Enemy, Friend, Self -80% movement speed, cannot attack, ethereal 275 275
2 7 sec. 20 sec. 300 800 Unit Enemy, Friend, Self -80% movement speed, cannot attack, ethereal 375 650
3 9 sec. 20 sec. 300 800 Unit Enemy, Friend, Self -80% movement speed, cannot attack, ethereal 475 1125

Banish Information
Banish doesn't last very long, so timing and coordination are very important.  After Banishing an enemy, you'll want to hit it with the strongest magic you can as fast as you can, to take advantage of the triple damage.  Your allies will need to be aware of what you're doing so that they can also hit the same target with magic, or switch to a different target if they don't have any magic to use.

You can also Banish yourself or an ally to make enemies dealing physical damage retarget and briefly increase the strength of healing spells, but this must be done very carefully.

 

Spirit Skein
Drains mana from an enemy unit or transfers mana to a friendly unit.  Using this spell, the caster can absorb mana up to 50% above his normal maximum, but excess mana will decay at a rate of 5 mana/sec.  This spell must be maintained for full effect.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 6 sec. 6 sec. 10 500 (600) Unit Not Self Drains 30 mana/sec or transfers 60 mana/sec 135 135
2 6 sec. 6 sec. 10 500 (600) Unit Not Self Drains 45 mana/sec or transfers 90 mana/sec 240 375
3 6 sec. 6 sec. 10 500 (600) Unit Not Self Drains 60 mana/sec or transfers 120 mana/sec 345 710

Spirit Skein Information
Spirit Skein is a powerful mana-management spell that can be used both to limit monsters' casting ability and to restore mana to yourself and your allies.  You will find Spirit Skein to be most useful when you or an ally has at least one mana-intensive spell.

 

Epiphany
Increases the target's mana regeneration.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 90 sec. 15 sec. 400 250 Unit Friend, Self Restores 1200 mana (over spell duration) 150 150
2 90 sec. 15 sec. 400 250 Unit Friend, Self Restores 1600 mana (over spell duration) 310 460
3 90 sec. 15 sec. 400 250 Unit Friend, Self Restores 2000 mana (over spell duration) 470 930

Epiphany Information
Consistent use of Epiphany can greatly increase the amount of mana available to you and your allies; however, its large mana cost means that you can't cast it without thinking.  Consider casting Epiphany between waves, so that it will last into the beginning of the next wave, but you'll have a chance to recoup the mana cost.

Epiphany should not usually be your first spell, because the mana is only helpful if you can do something effective with it.

 

Wizard Support Skills

Mana Shield
Tactical Skill

Protects the caster with a magical barrier that absorbs 75% of damage, consuming mana for each point of damage absorbed.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 Toggleable 1 sec. 5 N/A N/A Self Absorbs 1 damage per mana 90 90
2 Toggleable 1 sec. 5 N/A N/A Self Absorbs 1.5 damage per mana 140 230
3 Toggleable 1 sec. 5 N/A N/A Self Absorbs 2 damage per mana 190 420

Mana Shield Information
Wizards don't have much health, but they have a lot of mana.  Mana Shield can help keep a Wizard alive if he finds himself unexpectedly the target of a focused attack; it's possible to last quite a long time when combining Mana Shield with mana-restoring skills like Spirit Skein or Epiphany.  However, the damage blocked by Mana Shield is not reduced by your armor, so this spell tends to be less useful for dedicated tanks.

 

Clarity
Mastery

Increases maximum mana.
Level Effect Skill Point Cost
1 Increases maximum mana by 500 315

Clarity Information
By increasing your mana, Clarity allows you to cast more spells.  Keep in mind that the fountain of mana restores a percentage of your maximum mana per second, so Clarity can also allow you to restore more mana between waves.

 

Brilliance
Aura

Increases the mana regeneration of friendly units.
Level Area of Effect Affected Targets Effect Skill Point Cost Cumulative Cost
1 500 Friend, Self +1.5 mana/sec 300 300
2 500 Friend, Self +3 mana/sec 600 900
3 500 Friend, Self +4.5 mana/sec 900 1800

Brilliance Information
Brilliance will give you and nearby allies additional mana regeneration, much like the Meditation Mastery from the Sorcerer job.  The regeneration from Brilliance stacks with all other forms of mana regeneration, including staves, Meditation , the fountain of mana, and your hero's natural regeneration from Intelligence.  However, Brilliance auras from multiple heroes will not stack, so it's only necessary for one hero in your party to purchase Brilliance.