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Wizard icon
The wizard, naturally, is a toast in melee, but best at spellcasting. He, too, is hampered early on by the puny selection of spells available at the start. We believe a novice player should only run a wizard if he fancies a career in necromancy and plans to raise zombies and skeletons by the dozens. Another issue to consider is that a wizard needs gems to fuel his enchantments. Every spell costs some magic gems, and when you run out of these crystals, that’s no more magic for you. This also can greatly reduce the gold upkeep of your army, at the cost of the gem upkeep for undead soldiers.

Wizards can use the following types of items: Common, Wand.

Wizards can learn wizard perks up to Mastery Level 3.

The primary stats of a level 0 Wizard are: 0 Health; 1 Magic; 0 Command.

The primary stats of a level 10 wizard are: 2 Health; 6 Magic; 2 Command.

Perks Edit

ConcentrationEdit

Concentration icon

Concentration increases the duration of the spells cast by the Hero, and helps him restore more stamina while resting.

  • Level 1: Spell Duration +1, Recuperation +1
  • Level 2: Spell Duration +1, Recuperation +1
  • Level 3: Spell Duration +1, First Aid +1
  • Level 4: Spell Duration +1, Recuperation +2
  • Level 5: Spell Duration +1, First Aid +2

Magic Power Edit

Magic Power icon

Magic Power increases the spellpower of the Hero.

  • Level 1: Spellpower +1
  • Level 2: Spellpower +1
  • Level 3: Spellpower +1
  • Level 4: Spellpower +1
  • Level 5: Spellpower +2

Necromancy Edit

Necromancy icon

Necromancy allows the undead raised in battle to stay with the hero's army, their strength is increased as well. Speeds up the hit points restoration for the undead on the hero's service.

  • Level 1: Allows to subdue a Skeleton, Strength of Undead +1, +10% hit points per turn.
  • Level 2: Allows to subdue a Zombie, Strength of Undead +1, +10% hit points per turn.
  • Level 3: Allows to subdue a Ghoul, Strength of Undead +1, +10% hit points per turn.
  • Level 4: Allows to subdue a Ghost, Strength of Undead +1, +10% hit points per turn.
  • Level 5: Allows to subdue a Vampire, Strength of Undead +3, +10% hit points per turn.

SummoningEdit

Summoning icon

Summoning increases power of the summoned creatures and the maximum range of summoning spells.

Note that undead are considered to be summoned, and will retain the extra levels even when you keep them with Necromancy.

  • Level 1: Strength of Summoned Creatures: +2, Summoning Range +1
  • Level 2: Strength of Summoned Creatures: +2, Summoning Range +1
  • Level 3: Strength of Summoned Creatures: +2, Summoning Range +1
  • Level 4: Strength of Summoned Creatures: +2, Summoning Range +1
  • Level 5: Strength of Summoned Creatures: +2, Summoning Range +1

Thaumaturgy Edit

Thaumaturgy icon

Thaumaturgy increases the Hero's magic resistance and his ability to overpower the resistance of the enemy.

  • Level 1: Hero Resistance +1, Target Resistance: -1
  • Level 2: Hero Resistance +1, Target Resistance: -1
  • Level 3: Hero Resistance +1, Target Resistance: -1
  • Level 4: Hero Resistance +1, Target Resistance: -1
  • Level 5: Hero Resistance +1, Target Resistance: -1

Wand Mastery Edit

Wand mastery

Wand Mastery not only improves the efficiency of using wands but also increases the Hero's initiative.

  • Level 1: Initiative +1, Wand Firing +1
  • Level 2: Initiative +1, Wand Firing +1
  • Level 3: Initiative +1, Wand Firing +1
  • Level 4: Initiative +1, Wand Firing +2, Ammo +2
  • Level 5: Initiative +1, Wand Firing +2, Range +1

Wisdom Edit

Wisdom icon

Wisdom Increases the experience earned by the Hero and allows him to learn additional spells.

  • Level 1: Experience Gained +10%, 1st circle spell
  • Level 2: Experience Gained +10%, 1st circle spell
  • Level 3: Experience Gained +10%, 2nd circle spell
  • Level 4: Experience Gained +10%, 3rd circle spell
  • Level 5: Experience Gained +10%, 4th circle spell

SubclassesEdit

At Level 10, the Wizard gains a subclass. All subclasses will reach (by level 20) a 10 in their Magic primary stat.

Mage (pure Wizard)Edit

Mage icon

Having completed the path of the Wizard, the hero becomes a Mage and gains an increase to the power of his spells.

  • Mages can use the following types of items: Common, Wand
  • Spellpower is increased by +2
  • Can learn Wizard perks up to Mastery Level 5.
  • Maximum Stats: 4 Health, 10 Magic, 6 Command

ArchmageEdit

At level 20, the Mage becomes an Archmage.
Archmage Icon
  • Spellpower is increased by +2
  • May cast 2 spells in one turn.

Battlemage (Wizard/Warrior)Edit

Battlemage icon

A Wizard who has mastered the art of fighting becomes a Battlemage, gaining higher resistance to hostile magic and the ability to overcome enemy resistance more efficiently.

  • Battlemages can use the following types of items: Common, Melee Weapons, Heavy Weapons, Wand, Light Armor, Medium Armor, Heavy Armor, Shield.
  • Resistance is increased by +2
  • Resistance Negation is increased by +2
  • Can learn Wizard and Warrior perks up to Mastery Level 3.
  • Maximum Stats: 8 Health, 10 Magic, 2 Command

Master BattlemageEdit

At level 20, the Battlemage becomes a Master Battlemage.

  • Resistance is increased by +4
  • Resistance Negation is increased by +4

Necromancer (Wizard/Scout) Edit

Necromancer icon

A Wizard who has mastered the secrets of scouting becomes a Necromancer and gains the ability to summon more powerful creatures and spend fewer gems while casting spells. The Necromancer can retain stronger undead in his army than the skill normally allows.

Note that despite these perks, a single-class Archmage with five points in both Necromancy and Summoning is better at Necromancy than even a Master Necromancer; together, the two extra points a mage can get in those skills gives +8 levels (and can be learned sooner, and grant other advantages like increased health regen to undead and stronger summons via other spells), while the Master Necromancer gets only +4 levels, and only at level 20. Only become a Necromancer if you also want the gem cost reduction and scout capabilities.

  • Necromancers can use the following types of items: Common, Melee Weapon, Ranged Weapon, Wand, Light Armor.
  • Summoning Power is increased by +2
  • Spells consume 25% fewer gems.
  • Can make undead 1 rank stronger than the skill normally allows remain in his party.
  • Can learn Wizard and Scout perks up to Mastery Level 3.
  • Maximum Stats: 3 Health, 10 Magic, 7 Command

Master NecromancerEdit

At level 20, the Necromancer becomes a Master Necromancer.
Master Necromancer Icon
  • Summoning Power is increased by +4
  • Spells consume 50% fewer gems.
  • Can make undead 2 rank stronger than the skill normally allows remain in his party.

Enchanter (Wizard/Commander)Edit

Enchanter icon

A Wizard who has mastered the basics of command becomes an Enchanter and gains the ability to extend the effects of his spells.

  • Enchanters can use the following types of items: Common, Melee Weapons, Wand, Banner, Light Armor, Medium Armor, Shield
  • Spell duration is increased by +3
  • Can learn Wizard and Commander perks up to Mastery Level 3.
  • Maximum Stats: 2 Health, 10 Magic, 8 Command

Master EnchanterEdit

At level 20, the Enchanter becomes a Master Enchanter.
Master Enchanter Icon
  • Spell duration is increased by +6

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