Wizard Skills | Wizard Eador: MotBW Guide
Last update: 11 May 2016
Wizard Skills focus on enhancing their spells - be it by extending their duration, their basic power of the power of summoned creatures. Wizards may not be destined to fire wands (they're much more effective with casting "regular" spells), but don't underestimate the Wand Master skill - not with its ability to increase the Initiative of the whole army, thus giving you a chance to start the battle. If the wizard is the first to act, they will have a strategic advantage over the enemy - mainly because they will be able to eliminate the enemy hero before the enemy hero kills them.
Name | Icon | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
Magic Power | Spell Power +1 | Spell Power +1 | Spell Power +1 | Spell Power +1 | Spell Power +2 | |
Concentration | Spell Duration +1 Recovery +1 | Spell Duration +1 Recovery +1 | Spell Duration +1 First Aid +1 | Spell Duration +1 Recovery +2 | Spell Duration +1 First Aid +2 | |
Summoning | Summoned Crearoundses Power +2 Summoning Range +1 | Summoned Crearoundses Power +2 Summoning Range +1 | Summoned Crearoundses Power +2 Summoning Range +1 | Summoned Crearoundses Power +2 Summoning Range +1 | Summoned Crearoundses Power +2 Summoning Range +1 | |
Thaumaroundsgy | Hero Resistance +1 Enemy Resistance -1 | Hero Resistance +1 Enemy Resistance -1 | Hero Resistance +1 Enemy Resistance -1 | Hero Resistance +1 Enemy Resistance -1 | Hero Resistance +1 Enemy Resistance -1 | |
Wisdom | XP Gained +10% Bonus I level spell | XP Gained +10% Bonus I level spell | XP Gained +10% Bonus II level spell | XP Gained +10% Bonus III level spell | XP Gained +10% Bonus IV level spell | |
Wand Master | Initiative +1 Wand Shot +1 | Initiative +1 Wand Shot +1 | Initiative +1 Wand Shot +1 | Initiative +1 Wand Shot +2 Ammo +2 | Initiative +1 Wand Shot +2 Range +1 | |
Necromancy | Summoned Undead Power +1 Undead Regeneration Outside Battle +10% Allows Keeping Summoned Skeletons | Summoned Undead Power +1 Undead Regeneration Outside Battle +10% Allows Keeping Summoned Zombie | Summoned Undead Power +1 Undead Regeneration Outside Battle +10% Allows Keeping Summoned Ghouls | Summoned Undead Power +1 Undead Regeneration Outside Battle +10% Allows Keeping Summoned Ghosts | Summoned Undead Power +3 Undead Regeneration Outside Battle +10% Allows Keeping Summoned Vampires |
The choice of abilities rests on the preferred type of schools of magic and the chosen specialization (described in previous chapters, and in the chapter devoted to magic). Generally speaking, summoning enthusiasts should pay special attention to Necromancy and Summoning, while the remaining Wizards should take an interest in Concentration, Magic Power and Thaumaturgy. Wisdom, which increases the number of spells, is useful to all magic users.