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Wizard

"A magic-user who casts spells to damage, weaken, and strengthen others. Low defense makes them poor in close-quarters combat."

Overview[]

The Wizard is the first mage class available across various species. Wizards start off weak but gain power toward the end of the game. They can offer useful utility spells and debilitate tougher units until you can deal with them, such as Dragons, while eventually becoming a formidable attacker in their own right. It is beneficial to select one primary element to utilize, while you level up the appropriate Augment Element skill throughout the unit's career, otherwise offensive potential will taper off in the late game. They are worth keeping in your party until another more powerful mage class is available. Their Meditate skill is an important skill to transfer to other magic classes.

Wizard Portrait
Enchantress Portrait

Can be Used by: Human, Winged, Lamia, Orc, Skeleton & Ghost.

How to Unlock: Classmarks are sold by general Shops from Chapter 1 onward.

Notable Characters

  • Bayin (Semi-Unique)
  • Chamos (Generic)

Equipment

Basic Ability

Move Jump RT Melee Ranged
3 Slow 1/2 25 Punch Cast Stones

Core Stats

Attribute Level 1 Growth Rate Level 50
HP 24 244
MP 166
STR 9 116
VIT 10 117
DEX 10 117
AGI 9 111
AVD 15 113
INT 21 123
MND 18 116
RES 28 135
ATK 3 7
DEF 3 7

Skills[]

Skill Lvl SP Cost TP Use Notes/Use
Elemental Magic 1 50 MP {Missile, Indirect & Utility}
Dark Magic 1 50 MP {Missile, Indirect & Utility}
Meditate 3 120 15 Grants 5-10 MP per rank
Coax 5 220 40 Attempt to recruit Lizard and Lamia units
Conserve RT 15 390 30 Reduce RT of next spell cast to 0
Engulf 25 560 50 Actually increases the RANGE of next spell cast by 3 (despite the in-game description)

Abilities[]

Skill Lvl SP Cost Notes/Use
Fortify I-II 8/18 120/370 Increase DEF stat by 10/20%
Spellcraft I-IV 7/20/32/45 120/370/560/740 Increase MAG stat by 10/20/30/40%
Resistance I-IV 8/20/32/44 200/440/650/830 Increase RES stat by 10/20/30/40%
Truestrike I-III 6/18/30 90/370/580 Increase melee accuracy by 10/20/30%
Trueflight I-III 9/19/31 120/390/600 Increase ranged accuracy by 10/20/30%
Spellstrike I-IV 5/16/27/38 90/350/550/720 Increase magic accuracy by 10/20/30/40%
Dodge I-III 9/19/31 120/390/600 Increase melee avoidance by 10/20/30%
Sidestep I-III 4/16/28 150/400/610 Increase ranged avoidance by 10/20/30%
Spell Ward I-IV 6/18/30/42 150/400/610/800 Increase magic avoidance by 10/20/30/40%
Constitution I-III 9/20/33 200/420/610 Increase HP stat by 10/20/30%
Insight I-IV 7/19/31/43 170/420/610/790 Increase MP stat by 10/20/30/40%
Expand Mind I-IV 10/20/30/40 220/420/600/760 Increase MP restoration by 10/20/30/40%
Channeling I-IV 8/19/30/41 200/420/610/790 Reduce MP costs by 5/10/15/20%
Swiftfoot I 23 460 Increase Move by 1
Jump I 23 500 Increase Jump by 1
Wade I 11 220 Allows movement through water at a cost of 2 Move while in water
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows the use of more powerful/effective items
Reflect Damage I-II 17/34 350/650 Reflects 10/20% of damage taken by physical attacks
Absorb MP I-II 19/36 390/660 Absorb 20/40% of MP spent by enemies on the unit

Transferable[]

Skill Notes/Use
Trajectory Highlights path of ranged attacks
Max TP I-IV Increase max TP by 25/50/75/100
Tactician I-II Increase TP accumulation by 20/40%
Treasure Hunt I-II Improves quality of found hidden items

[1]

References[]

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