Difference between revisions of "Wizard"
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== Strategy == | == Strategy == | ||
− | The Wizard is the first class unlocked at the Mage Tower and a very flexible and potent spellcaster. The most obvious strength of the Wizard is the | + | The Wizard is the first class unlocked at the Mage Tower and a very flexible and potent spellcaster. The most obvious strength of the Wizard is the reduced casting cost due to {{a|MAGIC AFFINITY}} trait, which is very noticeable with repeatable combat spells such as {{s|BURNDAYRAZ}}, {{s|APHEELSIK}}, {{s|PISORF}}, and {{s|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 {{t|Burning}} at double the rate, meaning the damage picks up quite quickly when repeatedly fireballing enemies. |
− | + | {{a|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 {{a|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. | 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. | ||
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== Deities == | == Deities == | ||
− | Earthmother is a powerful deity for wizards, as her Greenblood bonus damage can be taken multiple times and is inflicted with every cast of BURNDAYRAZ or PISORF, and her repeatable Clearance boon gives a wizard exactly two fireballs every time. Holding on to 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. | + | {{g|The Earthmother}} is a powerful deity for wizards, as her Greenblood bonus damage can be taken multiple times and is inflicted with every cast of {{s|BURNDAYRAZ}} or {{s|PISORF}}, and her repeatable Clearance boon gives a wizard exactly two fireballs every time. Holding on to {{s|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. |
− | Mystera may seem to be an obvious choice as the goddess of magic, although Mystic Balance is usually harmful to a Wizard who already has discounted spell costs. Still, she offers a 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 Refreshment, and her Weakness boon can help with resists. | + | {{g|Mystera Annur}} may seem to be an obvious choice as the goddess of magic, although Mystic Balance is usually harmful to a Wizard who already has discounted spell costs. Still, she offers a 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 Refreshment, and her Weakness boon can help with resists. |
− | Although Binlor doesn't synergize that well with a dedicated fireball caster as his boons lean towards melee combat, he makes a good choice for Orcs, being the only deity to guarantee two spells including the mighty PISORF. His knockback boon also goes well with Orcs' enhanced based damage. His Stone Heart power is also one of the most efficient ways to wear down enemy resistances if there are enough walls on the level. | + | Although {{g|Binlor}} doesn't synergize that well with a dedicated fireball caster as his boons lean towards melee combat, he makes a good choice for Orcs, being the only deity to guarantee two spells including the mighty PISORF. His knockback boon also goes well with Orcs' enhanced based damage. His 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 Taurog. | + | The wizard is flexible enough that most deities can be made to work well, with the notable exception of {{g|Taurog}}. |
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== Items == | == Items == | ||
− | 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 Crystal Ball charges very quickly in the hands of a Wizard, especially combined with a deity that can help regenerate mana. 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. | + | {{i|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 {{i|Crystal Ball}} charges very quickly in the hands of a Wizard, especially combined with a deity that can help regenerate mana. {{i|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. |
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{{MainNav}} | {{MainNav}} |
Revision as of 11:56, 27 April 2016
Wizard | |
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Tier 1 Class | |
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Class traits | |
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Suggested Races | |
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Class Challenges | |
No challenges | |
Unlocking | |
Level 1 Mage Tower |
This article is in need of content, please consider adding to it. |
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?
Contents
Strategy
The Wizard is the first class unlocked at the Mage Tower and a very flexible and potent spellcaster. The most obvious strength of the Wizard is the reduced casting cost due to MAGIC AFFINITY trait, which is very noticeable with repeatable combat spells such as
BURNDAYRAZ,
APHEELSIK,
PISORF, and
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
Burning at double the rate, meaning the damage picks up quite quickly when repeatedly fireballing enemies.
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
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
The Earthmother is a powerful deity for wizards, as her Greenblood bonus damage can be taken multiple times and is inflicted with every cast of
BURNDAYRAZ or
PISORF, and her repeatable Clearance boon gives a wizard exactly two fireballs every time. Holding on to
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.
Mystera Annur may seem to be an obvious choice as the goddess of magic, although Mystic Balance is usually harmful to a Wizard who already has discounted spell costs. Still, she offers a 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 Refreshment, and her Weakness boon can help with resists.
Although Binlor doesn't synergize that well with a dedicated fireball caster as his boons lean towards melee combat, he makes a good choice for Orcs, being the only deity to guarantee two spells including the mighty PISORF. His knockback boon also goes well with Orcs' enhanced based damage. His 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 Taurog.
Races
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
PISORF works off base damage, and the wizard gets a 25% discount on its cost, an Orc Wizard can make this spell a very powerful weapon. The Orc also gets a lot of use out of physical combat glyphs such as
BYSSEPS (1 mana),
GETINDARE (2 mana) and
CYDSTEPP.
Elf Wizards are strong because more mana = more fireballs = good. The Wizard's Magic Affinity allows to exploit
BURNDAYRAZ without requiring Mystera's Mystic Balance, and you can easily cast 4 or even 5 fireballs at once with an elf 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
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
Crystal Ball charges very quickly in the hands of a Wizard, especially combined with a deity that can help regenerate mana.
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.