Wizard

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Wizard
Tier 1 Class
Human Wizard Large.png
Class traits
Class trait: MAGIC SENSE MAGIC SENSE
Can see locations of all glyphs from level start, all glyphs are small items
Class trait: MAGIC AFFINITY MAGIC AFFINITY
Skills cost -1 mana, glyphs donate 10 points to other conversions
Class trait: MAGIC ATTUNEMENT MAGIC ATTUNEMENT
Starts with Glyph: BURNDAYRAZ BURNDAYRAZ, double burning stacks
Suggested Races
Class: Wizard Elf Wizard, Class: Wizard Gnome Wizard, Class: Wizard Orc Wizard
Class Challenges
Missing info
Unlocking
Building: Mage Tower Level 1 Wizard School

The enigmatic Wizards have dedicated their lives to the pursuit of arcane knowledge. Their detachment from the physical and mundane -- combined with their ability to continue adventuring well into old age -- means that they're not the most accomplished hand-to-hand combatants, but they can hurl great big fiery balls of death better than most people, so who really cares?

Strategy

The Wizard is the first class unlocked at the Building: Mage Tower Mage Tower and a very flexible and potent spellcaster. The most obvious strength of the Wizard is the reduced casting cost due to Class trait: MAGIC AFFINITY MAGIC AFFINITY trait, which is very noticeable with repeatable combat spells such as Glyph: BURNDAYRAZ BURNDAYRAZ, Glyph: APHEELSIK APHEELSIK, Glyph: PISORF PISORF, and Glyph: BYSSEPS BYSSEPS. A wizard can cast two fireballs out of the gate with no preparations, and quickly gains access to stronger combinations. Wizards also build stacks of Trait: Burning Burning at double the rate, meaning the damage picks up quite quickly when repeatedly fireballing enemies.

Class trait: MAGIC SENSE MAGIC SENSE allow wizards to find all the glyphs quickly and hold all of them at the same time. Wizards can accumulate significant conversion bonuses without the need to convert many glyphs due to Class trait: MAGIC AFFINITY MAGIC AFFINITY. More than any other class, a Wizard is likely to have the right glyph as a tool to deal with specific situations or enemies.

Wizards usually want to start by making a beeline to all the glyphs before converting anything. Once all the glyphs are collected, they can buy cheap items from dungeon shops if nothing better is available, and convert them for bonuses. Holding 6 glyphs, each item converted will also collect 60 CP from the glyphs without destroying them.

Deities

God: The Earthmother The Earthmother is a powerful deity for wizards, as God boon: Greenblood Greenblood bonus damage can be taken multiple times and is inflicted with every cast of Glyph: BURNDAYRAZ BURNDAYRAZ or Glyph: PISORF PISORF, and repeatable God boon: Clearance Clearance gives a wizard exactly two fireballs every time. Holding on to Glyph: IMAWAL IMAWAL until the late game to grab lots of bonus experience, together with utility spells to get around plants that spawn in bad locations without having to kill them, is also easy for Wizards to do.

God: Mystera Annur Mystera Annur may seem to be an obvious choice as the goddess of magic, although God boon: Mystic Balance Mystic Balance is usually harmful to a Wizard who already has discounted spell costs. Still, she offers God boon: Magic Magic: couple of mana points for very little cost, and is generous with her piety. If no better deity is available in the endgame, Wizards can recover a significant amount of mana by converting their stored glyphs with God boon: Refreshment Refreshment, and her God boon: Weakening Weakening can help with resists.

Although God: Binlor Ironshield Binlor Ironshield doesn't synergize that well with a dedicated fireball caster as his boons lean towards melee combat, he makes a good choice for Race: Orc Orc, being the only deity to guarantee two spells including the mighty Glyph: PISORF PISORF. God boon: Stone Fist Stone Fist also goes well with Orcs' enhanced based damage. God boon: Stone Heart Stone Heart power is also one of the most efficient ways to wear down enemy resistances if there are enough walls on the level.

The wizard is flexible enough that most deities can be made to work well, with the notable exception of God: Taurog Taurog.

Races

Class: Wizard Orc Wizards are one of the most versatile characters in the game, as they can easily stack up physical base damage while keeping hold most of their glyphs. As Glyph: PISORF PISORF works off base damage, and the wizard gets a 25% discount on its cost, an Class: Wizard Orc Wizard can make this spell a very powerful weapon. The Race: Orc Orc also gets a lot of use out of physical combat glyphs such as Glyph: BYSSEPS BYSSEPS (1 mana), Glyph: GETINDARE GETINDARE (2 mana) and Glyph: CYDSTEPP CYDSTEPP.

Class: Wizard Elf Wizards are strong because more mana = more fireballs = good. Class trait: MAGIC AFFINITY MAGIC AFFINITY allows to exploit Glyph: BURNDAYRAZ BURNDAYRAZ without requiring Mystera's Mystic Balance, and you can easily cast 4 or even 5 fireballs at once with an Class: Wizard Elf Wizard.

Class: Wizard Gnome Wizards are strong because mana is an important resource to wizards, so obviously more mana potions can mean a lot for the wizard, especially against bosses.

Items

Item: Elven Boots Elven Boots are available early on in the game and make an excellent prep item, allowing the Wizard to get to a 3-fireball mana pool easily. Especially if Extra Mana is also chosen. The Item: Crystal Ball Crystal Ball charges very quickly in the hands of a Wizard, especially combined with a deity that can help regenerate mana. Item: Dragon Soul Dragon Soul gives a lot of free spells over the course of the game, and is recommended when taken with a deity that lets you convert early mana into piety.