Wizard

>    Wizards tend to keep to themselves and study without pause. They learn terrible secrets from their tomes of magic but the secrets hiding in the underground cave are too enticing to refrain from leaving the Arcane Laboratory. The more you invest in the Arcane Laboratory the more you can invest in the skills of the Wizard class.
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See the new player guide for strategy regarding use of heroes, and their gameplay style in the late game. The weapon and armor pages have equipment selection strategies for each hero.

Alongside the Necromancer, their key characteristic is Intelligence, granting them 50% more mana, 50% faster mana regeneration, 2x the defense of the other classes, for each point invested.

## Skills

#### Quick Attack

**Fireball** - A classic spell that explodes on contact damaging nearby targets.

* level 1 = +50% damage to animals, +5% damage
* level 12 = +50% damage to animals, +60% damage
* level 25 = +50% damage to animals, +125% damage

**Chain Lightning** - Lightning shocks the target and then hits the closest enemy.

* level 1 = +50% damage to mutants, +5% damage, 2 targets
* level 12 = +50% damage to mutants, +60% damage, 6 targets
* level 25 = +50% damage to mutants, +125% damage, 10 targets

**Beam of Light** - A beam of light from the Wizard's staff penetrates everything in a straight line.

* level 1 = +50% damage to undead, +5% damage
* level 12 = +50% damage to undead, +60% damage
* level 25 = +50% damage to undead, +125% damage

#### Power Attack

**Flame Breath** - The Wizard exhales fire, much like the dragons that were once the first magical beings.

* level 1 = +8% damage
* level 12 = +96% damage
* level 25 = +200% damage

**Inferno** - The Wizard concentrates in order to supercharge his staff with infernal power and then releases it in a devastating nova.

* level 1 = +5% attack area, +10% damage
* level 12 = +60% attack area, +120% damage
* level 25 = +125% attack area, +250% damage

**Heal** - The magician spends a significant amount of mana recovering a part of his own health.

* level 1 = 5 health points
* level 12 = 16 health points
* level 25 = 29 health points

#### Special Attack

**Magical Shield** - The magician wraps a protective shine, absorbing part of the damage. If the damage exceeds the mana capacity of the shield strength, the shield will collapse and block the attack - similar to the effect of a steel ring - a particularly useful skill for the endgame, where high level monsters may do enough damage to kill the hero in a single hit otherwise. The magical shield is formed OUTSIDE the steel shield and will collapse first, allowing the steel shield to act as a “second layer” of defense. Using the weapon enchantment “searing” allows the wizard to keep the magical shield active continuously, if deep enough in the dungeon that monsters heavily recharge mana upon death.

* level 1 = +25% damage absorption, -2% mana consumption
* level 12 = +125% damage absorption, -22% mana consumption
* level 25 = +265% damage absorption, -50% mana consumption

**Control** - The Wizard forces his will inside the mind of a single NORMAL (white colored name) enemy making him a temporary ally. The spell will not work against empowered (green) and elite (gold) monsters however, or bosses. Only one common monster may be controlled at a time, however the target monster may be changed by recasting the spell - releasing the first monster and controlling another one. Note that unused skill points count towards hero level for this calculation - so a level 273 (maxed) hero with 500 unused skill points will count as a level 773 hero for this calculation - making 100% control rate of even very high level (common) monsters in the endgame to be workable.

* level 1 = 2 difference in levels, +4% extra chance, 8 seconds
* level 12 = 24 difference in levels, +15% extra chance, 19 seconds
* level 25 = 50 difference in levels, +28% extra chance, 32 seconds.

**Poison** - The Wizard poisons the blood around him and turns it into a deadly poison.

* level 1 = +20% attack area
* level 12 = +240% attack area
* level 25 = +500% attack area

## Main-Hand Items

***Note:*** Numb. of Runs stands for the maximum amount of times you can start with a piece of equipment in the dungeons after you purchase it, before you must purchase it again. This is listed as (maximum number without upgrading Blacksmith on the Base Screen) / (maximum number with fully upgraded Blacksmith).

SORTING THE BELOW TABLES: The below tables are large - they can be organized by clicking the top of the column you are interested in, to organize alphabetically/numerically according to that column.

\*\*The staff of cold, aka the Candy Cane, has the effect “frost”. This bonus enchantment is non-replaceable, and does not take up an enchantment slot.

The Wizard can also use weapons from the Necromancer class. The weapons of these classes are of type Wand.