Wizard Squad III

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Strategy

Unlike the prior challenges, in Wizard Squad III you have only incantation and evocation spells. As such you can freely use the buy all button without worrying about extending the duration of summoning spells. Additionally it is safe to buy spellcraft if you so desire which suffered from the same issue (25 spellcraft extends summon durations).

As of v1.00.2 the class only advances once you have completed the casting goal of the current class. Additionally when class is changed it will now delete all your bought upgrades, but you keep your wizard levels, pet levels, and sources. The pet timer now counts class time and not overall runtime, so you might get stuck without a pet (or a bad pet) for a while as most classes take less than 5 minutes. The only exceptions being voidmancer and exorcist.

Minimum time to cast the necessary spells for each class (not including setup):

  • Druid 2 min
  • Demonologist 1 min 30 sec
  • Necromancer 3 min
  • Arcanist 3 min 20 sec
  • Prodigy 3 min 20 sec
  • Voidmancer 8 min 40 sec
  • Exorcist 10 min 25 sec
  • Chronomancer 3 min 20 sec, can be reduced to effectively nothing via a combination of spell focus, singularity beam, wormhole, and a decent wisdom score
  • Umbramancer 50 sec


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