The Wizard's Strategy Guide

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The Wizard:It is considered by most as the best character.Powerful hard-hitting spells that do not cost much Mana is one of its many positive sides. Almost invincible,the Wizard is capable of teleporting just about anywhere on the map.Very dangerous in hands of expert.If you see one, you better say your prayers because you can't run........nor hide.


Spells
With a total of 42 Spells,no wonder the Wizard is almost invincible.I'll describe all of them (yes,for you,the readers)and tell you about some tactics recommended to use with some of those spells.

Anchor: disables teleportation spells.

Blink: the caster is teleported to a random place on the map.Very useful if you are very coward and wish to escape a fight.Beware when using this spell:it might teleport you in a worse situation.......

Channel Life: regenerates Mana.You must stand perfectly still.

Confuse: muddles the foes sense of direction,making it harder for them to walk.

Counterspell: destroys all of the spells at that given moment.It can even detect those hidden mages around you.

Death ray: so powerful you can't wait to use it.A single beam that destroys everything on its path. It has a downside:it takes a lot of time to reload and you must use it with extreme precision.Recommended to use on the Conjurer's minions when there are a lot.

Detonate seen Traps: very easy to understand.It detonates all traps around you.

Dispel Undead: dispels all undead around you.

Earthquake: makes wall come crashing down and all sorts of nasty things around you.It doesn't affect air targets and has an area of effect.

Energy bolt: devestate your enemies with a powerful bolt of sheer lightning.Should be casted in a stationnery position or else,it could burn up some excessive Mana.

Fear: strikes terror in it's victim.They are almost forced to run away.It works only on AI controlled creatures.

Fireball: a fire ball.Wow.

Force field: the mother of all protection fields.Surrounds the caster with an energy field and protects it from any attacks.

Fumble: when cast,the nearest creature or player will drop all equipment (not the clothes you got at the beginning.no porno) and items.This includes weapons,armor and potions.

Haste: this spell will increase the rate of fire,the speed of movement and lower the enemy's AC for a temporary moment.

Inversion: goody!The spell directed towards you will be redirected to the caster at full strength whenever you cast the Inversion spell.

Invisibility: makes the mage invisible.Can be seen with Special Vision but it is very useful for listening to enemy plans and sneaking up some places where you're not supposed to be.If you attack while invisible,you become visible again.

Invulnerability: makes the caster invulnerable for an amount of time.If you attack while invulnerable,you become vulnerable again.

Lesser Heal Spell: gives the caster a small amount of health.

Light: When cast, a small bonus to the characters light radius for a temporary amount of time is sustained to the casters target.It allows you to track better the monsters.

Lightning: a boosted up Energy Bolt.Can be used while in movement.

Locks: locks doors,chest...allowing only you,the caster,to open it or to pass through it.If you have had enough with a friend,lead him in a room with plenty of monsters you summoned and lock the door.Seriously,you can trap some monsters in a room while you're busy fighting outside.

Mark Location: magical marker spell.A good tactic is to place a trap and put a Mark Location on it and then teleport your enemy on the trap.Boom goes the player. Powerful.

Missiles of Magic: When cast, three semi-powerful homing effigies of energy fly out and strike anything within range of the Mage. This is one of the earliest spells in the game and fairly straight foreward to understand.

Moonglow: highlights you,the caster,and a certain radius allowing you to see around you in levels darker than usual where it isn't 100% clear.

Obliteration: ever heard of Kamikaze?Well,this spell, when cast,will blow everything in a certain distance from the Mage.Few people can survive it and it can even destroy the Mage himself!When you're going to die,this is a good moment to use it.

Protection from Electricity,Fire and Poison (three different spells): protects the caster from electric and lightning elements,fire and heat and poison.

Pull: will attract the casted foe into it's pray.You can also use it to attract foe's in traps,meaning sudden death for the enemy.

Push: will push away from the caster the foe,making it possible for the caster to then use long range attacks.

Reflective Shield: the caster is surrounded by a mirror-like protection,reflecting all attacks.The downside:you must stay put.

Ring of Fire: 360° flames,fire and everything around the caster.Note:if you keep running,you will burn in your own spell.Very powerful spell.

Run: makes the target run for a while.

Shock: When cast, this spell charges the caster with static electricity, turning him into a human lightning bolt. In Melee attacks, all attacks are both direct damage as well as lightning-based damage, inflicting, for a temporary amount of time, devestating amounts of damage to the opponent. Any opponent that also strikes the Mage with this spell activated will also likely be injured slightly from electric-based damage

Slow: when cast,the target keeps getting slower and slower and slower....A lot of combination to finish the almost crawling foe's life.

Swap Location: changes the caster's position with the nearest person.Very useful when someone is about to strike a spell on that space.

Tag: This esentially marks the target in-game and will show up like a homing device is planet upon them on your in-game mini-map.

Telekinesis: gives you the power to move objects from a distance.

Teleport: When cast, you or your target shall appear at a previously marked and defined location on the map/level. Used in conjunction with the "Mark Location" spell.

Teleport to Target: you click where you want to go and poof you're there.

Trigger Trap: will trigger the nearest trap,wether you see it or not.Can also trigger the Conjurer's bombers.

Wall: magical wall is summoned when the spell is casted.It is destroyable but impassible.


Attack Strategy

There are many strategy's to use with the Wizard. Here are some of the many ones:

Two Simple Rules:Always,but always be invisible and have force shields on.

When engaging,here are some tips:

1)Teleport to Target

2)Lightning Bolt

3)Reflective Shield(excellent when fighting with another Wizard)

4)Fireball or Magic Missile

5)Counterspell:very useful specially if the Wizard is in his dying moments in which he could use Obliteration.

When using Teleportation,use it twice then the third time,be sure you teleport to some Mana stones.If you are invisible, people will not be able to see you warp in, though they will be able to see it when you teleport out. A good trick (if you don't feel like fighting)with this is to teleport into a corner of the room when you're in a fight-- people will think you've left, when in fact you're still there waiting for them (you're invisible, remember?) Then after they come down from the frenzy of combat, you start up again and waste them.

Reflective Shield is the perfect defense for fireballs. When you see a fireball lobber, do the following: Lightning bolt, reflective shield, and teleport RIGHT next to the enemy wizard. Most likely, he will kill himself.Keep in mind that reflective shield only protects you from the front. If you see a wizard with reflective shield, cast lightning and teleport behind him. Do it again. Do it again. He will die. It is important to note here that teleport does not break lightning or reflective shield.

Against other Wizards or a Conjuer,the Fireballs work best.On Warriors,the Lightning Bolt is a spell of choice.

Against another Wizard,use this strategy that works quite often:teleport next to him, anchor him and confuse him, then cast reflective shield and drain Mana. You should be able to drain him dry. Alternatively, you can "draw" an attack by just teleporting RIGHT next to him and throwing up reflective shields.

-LCV