300Gold to upgrade
800Gold in all
76-140Damage
200Range
Abilities are bought in battle with gold, one level at a time; the price of each level is on its line. The Upgrades room upgrades below apply in every battle, except that the Heroic and Iron Challenges of stages 1 to 10 use each tree only up to a set level.
Tower facts
Tower type
Role
Damage type
Targets
Cost
Gold in all
All ability levels
Campaign from
Selling
Levels
Arcane Wizard
Upgrade 300 goldCampaign from stage 676-140 magic damage · every 2 s (Very slow) · range 200 (Great) · ground and flying
Abilities
Death Ray I
350 goldEvery 20 seconds kills the enemy furthest along the path within 200 outright, flying ones included, never a boss. An enemy killed this way spawns nothing when it dies.
Death Ray II
200 goldEvery 18 seconds.
Death Ray III
200 goldEvery 16 seconds.
Teleport I
300 goldEvery 10 seconds sends up to 4 enemies within 32.5 of its target a random distance back along the path. Never bosses; an enemy is teleported 3 times at most.
Teleport II
100 goldUp to 5 enemies, sent farther back than at the level before.
Teleport III
100 goldUp to 6 enemies, sent farther back than at the level before.
Upgrades room
Spell Reach
1 starAttack range x1.1: 200 -> 220.
Arcane Shatter
1 starEach ray lowers the enemy's armor by 3 percentage points for good.
Hermetic Study
2 starsPrice in gold x0.9: 300 -> 270.
Empowered Magic
2 starsDamage x1.15: 76-140 -> 88-161.
Slow Curse
3 starsEach hit halves the enemy's speed for 0.5 seconds; it does not work on an enemy that is already slowed or enraged, and Cerberus is never slowed.
- Upgrades room
All six upgrade trees, bought with stars between stages.
Related towers
- Mage Tower
Levels I-III; built from Wizard Tower
- Sorcerer Mage
The other specialist of Wizard Tower