Pillars Of Eternity 2: Wizard Class Pillars Of Eternity 2 Guide and Walkthrough
Last update: 20 November 2022
The following page breaks down the Wizard class in Pillars of Eternity 2 Deadfire. You shall also find here the basic information concerning the class, a description of sub-classes along with rewards and penalties, the results of combining multiple classes, as well as a few helpful tips and tricks.
Wizards in Pillars of Eternity 2 are masters of ancient knowledge who tamed the elements and mastered different spells. They are incredibly intelligent, often establish a guild, and pass their knowledge onto other adepts of magic. A powerful wizard can singlehandedly destroy nearly any enemy.
Main role: Crowd Control
Secondary role: Striker
Power Source: Arcane
Subclasses
Conjurer - they specialize in conjuring weapons and physical objects, although, they are unable to master the Evocation and Illusion spells.
Bonus:
- Gain an additional Power Level with Conjuration Spells.
- Gain Conjure Familiar spell which provides passive bonuses to a Wizard.
Penalty:
- Lose access to spells from Evocation and Illusion schools.
- An extended Recovery Time for spells that aren't from Conjuration school.
Enchanter - in combat, they charm and disorientate the enemies. They are unable to master the Illusion and Transmutation spells.
Bonus:
- Gain an additional Power Level with Enchanting Spells.
- Gain "Free Action" passive skill. Once per encounter, when a Wizard is affected by a Dexterity Affliction, they will clear that effect and become temporarily immune to Dexterity Afflictions.
Penalty:
- Lose access to spells from Transmutation and Illusion schools.
- An extended Recovery Time for spells that aren't from Enchanting school.
Evoker - they put all their effort into learning destructive spells. Unable to learn Transmutation and Conjuration spells.
Bonus:
- Gain an additional Power Level with Evocation Spells.
- Evocation spells have a chance to be casted twice.
Penalty:
- Lose access to spells from Transmutation and Conjuration schools.
- An extended Recovery Time for spells that aren't from Evocation school.
Illusionist - they are focused on illusion and tricks that deceive their opponents. They are unable to learn Conjuration and Enchanting spells.
Bonus:
- Gain an additional Power Level with Illusion Spells.
- Gain "Reflexive Mirror" passive skill: Once per battle, when first attacked, automatically gain the effects of the spell "Mirrored Images".
Penalty:
- Lose access to spells from Enchanting and Conjuration schools.
- An extended Recovery Time for spells that aren't from Illusion school.
Transmuter - they can transform themselves and their enemies into different shapes. Transmuters are unable to master Enchantment and Evocation spells.
Bonus:
- Gain an additional Power Level with Transmutation Spells.
- Gain "Form of the Fearsome Brute" which turns a Wizard into an Ogre - you lose ability to cast spells but your physical attributes are increased.
Penalty:
- Lose access to spells from Evocation and Conjuration schools.
- An extended Recovery Time for spells that aren't from Transmutation school.
Starting abilities
Depending on the School of Magic you choose, you can learn one of the following spells:
Icon | Name | Effect |
Ghost Blades | Enemies within the AoE receive 8-11 piercing damage. Additionally, they receive Hobbled status for 12 seconds. | |
Concelhaut's Parasitic Staff | Conjures a weapon: Concelhaut's Parasitic Quarterstaff for 45 seconds. This weapon deals 18-24 damage. | |
Kalakoth's Sunless Grasp | The targeted unit received 14-20 frost damage. Additionally, his or her Accuracy ratio drops by -10 for 15 seconds. | |
Fleet Feet | The effect for the casting unit: Nimble status and +20 defense when leaving a battle for 30 seconds. | |
Spirit Shield | The effect for the casting unit: +3 Armor Rating, Concentration for 45 seconds. | |
Eldritch Aim | The effect for the casting unit: Aware status for 10 seconds. | |
Fan of Flames | Enemies within the AoE receive 24-33 fire damage. | |
Minoletta's Minor Missiles | Summons multiple projectiles that deal 4-6 explosive or water damage. | |
Thrust of Tattered Veils | The targeted unit receives 10- 18 piercing damage. | |
Arkemyr's Dazzling Lights | Enemies within the AoE receive status Dazed for 9 seconds and -10 Will for 9 seconds. | |
Wizzard's Double | ||
Jolting Touch | ||
Slicken | Knocks down every one within its range. |
Multiple classes
By combining the Wizard with other classes, you can get the following results:
- Wizard + Barbarian = Warlock
- Wizard + Chanter = Loremaster
- Wizard + Cipher = Hierophant
- Wizard + Druid = Sorcerer
- Wizard + Fighter = Battlemage
- Wizard + Monk = Sage
- Wizard + Paladin = Arcane Knight
- Wizard + Priest = Thaumaturge
- Wizard + Ranger = Geomancer
- Wizard + Rogue = Spellblade
Tips and hints
- Remember that choosing a subclass offers extra bonuses, but it also blocks many spells. If you want to have access to all the abilities, it's better not to select any subclass.
- Use robes. Wizard should focus on dealing damage - if you don't have armor, you'll be very vulnerable, but you'll be able to cast spells more often. Keep yourself at the back and, in case of danger, work with your tank and other characters.
- Wizard can use a unique type of items - the grimoires. These are books scattered all over the world that allow casting spells without unlocking them in the skilltree.
- The key Wizard's attributes are Might and Intellect - they will yield the best damage. You can also use Dexterity and Perception.