Suggested Wizard Skill Set | Wizard Eador: MotBW Guide
Last update: 11 May 2016
There are many builds for heroes, but only a handful of them are optimal. The chart below demonstrates the ideal types, such that give the most desirable benefits in combat and while moving on the map. The Wizard is the only class that doesn't have any ability related to increasing income - which can be a pain since armies have to be kept somehow and spells cost a lot of crystals. I would therefore strongly recommend buying some financial skills (which may become particularly important to Necromancers given that having an undead army involves numerous crystals expenses).
Skills are arranged according to their relevance (the sooner a skill is on the list, the more important it is in the game). Unfortunately, each level up gives the hero only 3 skills to choose from, so the outlined order may be disrupted. Don't mind it, though - just raise your hero the only way you can. On a side note, if you wish to play a Wizard, make sure to invest some points in Initiative - it's the only way to ensure that you'll be the one to begin a battle.
In general, there are two types of Wizards: supporting (which cast time-limited spells, buff spells, debuff spells and damage dealing spells) and summoners. The chart below takes that into consideration.
Name | Icon | Suggested skills | Commentary |
Mage | For a summoner: Necromancy, Wisdom, Summoning, Magic Power, Wand Master, Concentration For a supporting wizard: Wisdom, Necromancy, Magic Power, Concentration, Thaumaturgy, Wand Master | The first type should focus on summoning skills, summoning spells and necromancy, the second should increase the effectiveness of casting all types of spells. | |
Battlemage | For a summoner: Necromancy, Wisdom, Summoning, Magic Power, Athletics, Armor Master, Constitution, Wand Master, Thaumaturgy, Concentration For a supporting wizard: Wisdom, Necromancy, Magic Power, Concentration, Athletics, Wand Master, Armor Master, Constitution, Thaumaturgy, Summoning | Depends on preferred spells - if you like summoning creatures, the first build is for you. Those who despise summoning should chose the latter. | |
Necromancer | For a summoner: Necromancy, Wisdom, Summoning, Magic Power, Reaction, Scouting, Wand Master, Thaumaturgy, Concentration + any of the remaining ones For a supporting wizard: not worth it with this specialization! | Necromancers should focus solely on Summoning and Necromancy and reinforce them with Scouting to be able to poison enemies. Initiative increasing skills, Wand Master and Reaction also come in handy. | |
Enchanter | For a summoner: not worth it with this specialization! For a supporting wizard: Wisdom, Magic Power, Concentration, Thaumaturgy, Wand Master, Maneuvering, Offensive Tactics, Defensive Tactics, Discipline, Leadership (if you have a lot of archers in your army, you can switch Discipline for Ranged Tactics). | All skills of the Enchanter should focus on reinforcing spells, that is boosting their durations and effectiveness. Spend some points on Commander Skills as well, they will give some bonuses to your army. |