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.
Prerequisite: Sorcerer level 3
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. |
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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.
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.