The online collectible card game Card Hunter has three playable character classes: the warrior, the wizard, and the priest. Each class wields a different assortment of cards which provide different powers and benefits. The wizard class is designed to attack from range and to apply negative status effects to enemies. With the right cards, this class is particularly good at forcing enemies to discard cards, which is critical for some missions on the campaign. This guide to the wizard class in Card Hunter will help you choose the best cards for crippling your enemies.
Equipment Slots – The wizard begins with three item slots and eventually has a total of ten slots at level eight. These slots are: two staffs, four arcane items, one robe, one boots, one arcane skill, and one racial skill. You don’t get your single defensive slot, the robes until level 4, but you get your racial slot earlier than the other classes. This means you can play to your racial strengths earlier than warriors and priests can, but that you will always be rather flimsy. The four arcane items slots allow you to either diversify more than any other class or to focus better than any other class and let potentially include a lot of non-standard attack cards in your deck.
Dwarf Wizard – The dwarf wizard has exactly the same hit point progression as an elf warrior. This means that you health of a front line fighter, though, even with very careful equipment selection, you will never have the same effectiveness of defensive cards. While a slow wizard may not seem like a bad thing, many wizard cards only have a range of 3 or 4 squares, so you are actually slower than you want to be. There are enough long range cards to counter that problem, but this limits the types of attacks available to you. As such, a dwarf wizard should be your top priority for speed improving boots and it is particularly helpful if you have a human in the group that can move this character around a little. On the other hand, if an enemy does get into the face of this wizard, it can take a few hits and still hit back hard, while other wizards usually have to run away.
Human Wizard – The human wizard has the same health as an elf priest of equal level. What is nerve wracking for a priest, who can heal and has better armor, is terrifying for a wizard. Despite this, the speed of a human is very helpful in mitigating this problem. A human wizard is fast enough to not only move away from danger, but to actually get into a more advantageous position. That speed also pays of when moving into position to use spells. If you focus a little bit extra on defense or spells that lock up an opponent, you can potentially create a human wizard with extraordinary flexibility, but you will usually be unable to take advantage of most of the blast spells that wizards have.
Elf Wizard – The elf wizard has half the hit points of an equal level dwarf warrior. This makes this character incredibly delicate. But the fast speed of the elf wizard also gives you almost infinite potential in terms of spell options. Only an elf wizard has the maneuverability to truly take advantage of blasts and zones. It is advisable to equip a bunch of pushing spells and always keep at least one in reserve, but you have enough spells that this is easy. Also, you should probably focus your boots more on defense than movement. Since the other characters probably don’t need this benefit, this shouldn’t be hard. If you have an elf wizard in your party, make sure your priest always has at least one good healing spell in reserve. If you do, you should be able to keep this character alive.
General Strategy – A wizard is practically defined by spell selection. Between two staffs and four arcane items, you will probably have about 25 attack spells. If you focus these spells towards a particular type of attack, like fire or electricity, and choose a matching arcane skill, you can really streamline your character to a single type of attack. Alternately, you can diversify. The greatest value of any wizard is the potential for a wizard to destroy or penetrate armor. No class does this better and this is critical in some missions. Generic builds tend to work for warriors and priests, but for a wizard you should try to research any mission and build specifically for the challenge in that mission.