Guía y consejos para principiantes de Wizards

This will be especially helpful for new players, but I’m gonna update it as I notice anything interesting that won’t be obvious in the game. Spell usage tips, what to do early on, and how to effectively kill other wizards. I’ll also provide detailed information on individual spells as I figure it out.
Currently incomplete, but I’m gonna add to it over time until it covers a lot more, including every category’s spells.

Comenzando el juego

First thing to know is how you actually get into certain game modes. When pushing matchmaking, technically it defaults to searching for random other players in the same mode, but given it’s brief search time and it being a small game, you’ll almost always end up with NPC teams against only you. They’ll seem very strong at first, but winning is very much possible once you improve enough, and with the right spells and tactics, you can even farm this mode for essence.

To play with other players more reliably, the best way is to get friends on Steam, ideally using something like Discord for easier communication than the in-game text chat, and open a custom lobby for yourself and friends. You’ll control turn time, map type, and whether teams exist or it’s free-for-all. You won’t currently be able to change these settings without everyone leaving the lobby to start a new one, once you start the game, so I recommend choosing a map that’s less likely to be repetitive.

Grassy is a simple island, very open. Desert is very close to Grassy. Spooky is a taller, more narrow island. Canyon tends to have tall columns of terrain with thin bridges between them, and some flatter ground on the bottom. Finalmente, Winter is gonna have different heights of terrain, some floating above others, and often provides the most balanced option, especially for large groups. Winter and Canyon are also where movement spells are most valuable since Spooky provides very little ground to stand on, and Grassy or Desert are very open and simple, meaning movement is often easy or outright unneeded.

Unlocking Spells

This is easily the most important part of the game as far as improving your effectiveness, since they completely dictate how you have to fight. To earn essence, simply play the game and you’ll generally get some. You tend to get more for longer fights so you won’t need to worry as much about speed running to farm.

You also earn some spells after a lot of matches, but only spells the cost 50 essence. DO NOT waste your essence buying those, because you’ll get them naturally for a lot less effort, and they’re the only spells you’ll outright earn for playing. The spells that cost 100 o 250 can only be bought for essence, so that’s where you really want to spend it. It will take longer to save for those than to buy a spell for 50, but it’s the most efficient way to unlock more of them.

Arcane Spells

Arcane Glyphs: This casts in a short-range, self-centered area. Other wizards or minions touching the glyphs take damage, and their ability to soak up projectiles is decent enough to delay you dying, but only if the projectiles are from the arcane spell selection. Every bomb spell should get deflected, resulting in it bouncing off and ending up somewhere nearby instead of exploding in your face. Not a great spell overall, is it reads as a lot better than it performs.

Arcane Blast: A medium range attack that’s fairly destructive to terrain, but won’t hurt much to get hit by. If used carefully, the knockback can lead to enemies falling into weaker positions or the water.

Arcane Tower: 25 HP is pretty weak and will often break quickly, but if your enemies can’t get to you, this tower is a decent healing method. Use it when already hurt and behind good terrain, then hit yourself with other arcane spells that damage, and you’ll recover equal to that damage instead of self-harm.

Arcane Arrows. This is four projectiles, each doing minor damage, including to terrain. Click a target, then aim into open space, usually with the sky being easiest. The arrows launch from you, then home in on the selected target. Not always accurate, but usable when more direct attacks can’t get past terrain, enabling an attack from cover.

Arcane Gate: Simple, but one of the most useful spells in the whole game. Simply click a location and be teleported to it. Be careful not to choose too exposed a target or put yourself next to hazards like napalm or anywhere with risk of falling in the water. This is often the best way to escape a bad position, and is sometimes viable in chasing down players who you can’t reach without it, depending on what attack spells you have.

Glyph Ball: It’s like Arcane Glyphs, but spawned by a projectile. If you want glyphs to limit someone moving, this can help, and it also does some damage when you blow it up with another projectile or contact with a minion.

Escudo Arcano: It creates a bubble around you, deflecting projectiles for the first 4 seconds after an attack is used for each turn of the caster. This means once you cast, for it’s duration, and once an enemy has launched their projectile, the shield will remain effective up to 4 seconds after the projectile is launched. This is often enough to protect you, but spells like Deluge the often last longer will sometimes get through. Non-projectile attacks also bypass the shield, and if an enemy gets close enough, they can simply walk inside to hurt you, at some risk to their own safety. You only get to cast Arcane Shield once per match, so use it carefully. The three turns of protection from many attacks can make a huge difference.

Arcane Imps: To be written later.

Arcane Bomb: Launches a bomb which explodes for small decent damage, después 3 projectiles exactly like Arcane Arrows are launched from the explosion’s location, to a target chosen prior to launching the bomb. You can get creative in using this one. Attack a minion, then it’s summoner, vice versa, or simply use it as a more accurate version of Arcane Arrows in situations where the regular spell won’t do the job.

Arcane Portal: It’s mostly as it reads, very easy to understand. The portal works in both directions, not just from your end. It not only allows shooting a single projectile through, but wizards and minions can use it as well. This means using it carefully can be very effective, but if you cast it in the wrong place, an enemy wizard might use it to get from their current position to you, and that can be dangerous. The portal will work once per caster’s turn, and shows as blue when ready for use or red when inactive. Potentially very powerful, but capable of backfiring VERY literally if someone shoots a Fireball through at you. Use some creativity and be careful with this one, and it becomes very dangerous to the enemy more than yourself.

Arcane Vortex: To be written later.

Arcane Vision. You only get this once per match, but it’s often one of the most brutal attacks in the game. You’ll choose traits from some other randomly chosen spells and combine them to make something more unusual, but you never know exactly what it can be. It’s typically very destructive and damaging, but hard to describe in detail due to it’s trait selections including a very wide range of other spellscomponents. Unpredictable even for the caster, but generally quite effective.

Fire Spells

Flame Imps: You launch these 3 minions similar to shooting a projectile, but it’s the summon instead of being exactly an attack. You can cast them directly into an enemy to get them exploding immediately, but it isn’t very strong that way. These are best used when you don’t expect interference, summoning the imps, then casting Napalm at them to feed them until they become large and strong. They’ll grow, gain HP, and become more damaging when touching another minion or wizard. If fed well, they can be devastating to both wizards and terrain, but be careful not to get too close when detonating them, or it will sometimes burn you to death in a big explosion.

Rocket Jump: The direction you cast in is the opposite of the direction it causes you to move. The launching force is very high, resulting in you being able to use this to shooting way up into the air, or across a long distance if aimed well. When going up, this means simply a Jedi-esque jump sending you into the sky, making it’s name rather fitting. You really will move a bit like a rocket sometimes. I prefer Arcane Gate or Angelic Transformation, but being a quick cast spell does give this one it’s own benefits when paired with some of the other spells.

Fire Arrow: Choose a target, then launch the arrow and it will home in as it says. It usually does something from 50-60 daño, but on large maps across a longer distance this might be far stronger. It makes a big hole in terrain, and the damage is always good, plus the ease of use making it a very good spell. It’s also able to often hit from behind terrain and reach places that spells like Fireball can’t, letting you attack from a better angle. Only four uses per match, but that’s enough to give you a lot of damage capability. This is one of my favorites, particularly for new players since you’ll earn it naturally by playing and it’s so easy to hit with.

Napalm: A short range spray of napalm. good damage if it hits, and it lingers if not. Good for feeding Flame Imps.

bola de fuego: A decent range projectile that explodes and does good damage to both wizards and terrain, and produces napalm.

Invigorate Flame Imps: It doubles current HP of Flame Imps, and they leave behind one napalm when dead, exactly like it reads.

Firework: This projectile does very little damage at all by default, but when shot up into the air like a proper firework, it explodes over a large area and makes it rain fire, que es bastante agradable. The napalm all over limits enemy movement, and it sometimes does some damage immediately from the stuff falling. Pretty good if used with skill.

Rain Of Fire: Rains three rows like it says, with enough delay not to hit at the same time. Damage is usually decent, it destroys terrain a lot, and it’s easy to hit with in most situations.

Napalm Bomb: The bomb itself doesn’t seem to hurt, but it’s a good way to get napalm over a longer distance than Napalm does.

Firebomb: The fireballs act like Fireball, just weaker. More damaging then Napalm Bomb, and sometimes good for digging a hole.

Phoenix: It only has 30 HP, but it can fly, and cast Fireball and it’s unique spell Flame Breath. Flame Breath sucks napalm across the map, dragging it through terrain into the Phoenix for a few seconds before launching all of it similar to casting Napalm. It’s ten by default, but if using other fire spells as you must in order to use Phoenix, the amount of napalm breathed can be massive, recycling it repeatedly to unleash brutal short-range attacks. It’s a fragile minion, but the revive helps with that, especially considering you only get one.

Volcano: It spawns at water level, and launches both fireballs and napalm up into the air, which start at lower damage, but are devastating to terrain even immediately. It often destroys way too much of the map, so if you rely on terrain, it’s bad for you. The design of the spell is good, but lasting five turns which increasing power makes it so strong it frequently hurts the caster, and ruins some matches. Given a duration nerf, I’d say it was very good, but at five turns, not so much.

esta guía sobre magos fue escrito por Fish Gaming. Puedes visitar la publicación original desde este Enlace. Si tiene alguna duda sobre esta guía, por favor no dude en comunicarse con nosotros aquí.

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