PT Guides: Rogue Wizards 10121 Jun 2017 0
Rogue Wizards is a fantastic new turn-based tactical RPG for iOS. It is on my shortlist for the 2017 game-of-the-year and you can read my five-star review to learn why. If you're already sold and playing, or ready to dive in, I’ve put together some tips and tricks based on my one-hundred plus levels of playing the game. Rogue Wizards is a deep game with a lot going on so this is by no means an exhaustive list, please feel free to share what you've learned in the comments below.
Use the dungeon teleporter. You'll reveal waypoints and other key landmarks as you play and can open the map and teleport right to them. This saves time in clearing floors of a dungeon.
The "Skip Turn" button—grey button with the >> in the lower left—is very useful when trying to get a monster to come to you or get a pet or companion to catch up. Stalling is often the best move.
As you'll quickly realize, it costs a turn to switch weapons or ready a non-instant spell. Plan your moves ahead so you aren't caught holding a bow with a bunch of monsters up in your face.
To that end, you can tap on an adjacent companion or pet to switch places with them. You can let them tank for you for a bit when needed. They're no more resilient but will eventually respawn when defeated. The NPCs have pithy comments when they die as well, so there's that.
You can drink a potion from your bag, no need to take up a quick slot.
You can change weapons and spells in the quick slots with no turn cost.
You earn bonus XP for defeating all of the monsters, opening all treasure chests, and disarming all traps on each level of a dungeon. The XP is significant and worth doing even if you’re not a completionist in these types of games. There are checkmarks for the three objectives on the upper right side of the screen and you get an in-game alert when you complete each to help track.
HEALTH AND LIFE
Health is naturally a critical game resource. You are allowed to carry up to five health potions—called Elixir of Life—into a fight and should definitely go in with the max. They only cost 250 gold which is very cheap in the game.
When you use a health potion it'll also heal companion NPCs and pets. Sometimes it is worth using one to keep them in the fight, even if your health is fine—right before a boss fight for example.
Each dungeon has a traveling merchant from whom you can buy up to three health potions. You can consume them under the assumption you'll be able to get more from the vendor.
When you gain a level you'll be restored to full health. It is well worth tracking your XP versus health bar as you progress to conserve potions.
Dying isn't that big of a deal in the Rogue Wizards story mode. You keep all of your loot and can take another crack at the dungeon. There are revive potions—which bring you back to life where you fell—but they cost 3 gems and automatically activate if in your inventory. I only carried them on story-arc dungeons where I wanted to make sure I beat the dungeon.
Weapons and equipment have a loot rating, much like Diablo 3 and MMOs. The Rogue Wizards progression is Common, Rare (blue), Legendary (purple), Fabled (green), and Divine (yellow). The higher the rating the more properties it'll start out with and the higher its level cap. Damage is also tied to this rating, though as you use a weapon it'll level up and improve such that a well-used rare can out damage an unused legendary.
Tactics will call for the use of ranged and melee weapons in any dungeon and you'll want to have one of each ready for use.
The base melee weapon is a sword which allows for the use of a shield. A hammer does less damage than a sword, but can hit up to three foes adjacent and in front of you. The spear also has lower damage but allows you to move before you attack, which is helpful against foes that have a knockback effect. The staff is also very good damage and allows the use of a shield.
The chakram is a great early ranged weapon and hits a number of targets. It becomes less useful in later dungeons and is not very good against bosses and other elite monsters. The bow does more damage but against a single target. Throwable items like daggers do the most ranged damage, quite a lot actually, but are limited in quantity. I tended to save these for use against stronger minions and bosses and would buy more at any opportunity.
As you level you'll outgrow weapons and equipment. You can prepare good replacements by using the shrines found in some missions (for gems) and later in your town (for gold) to add new properties to promising loot you find.
There are a large number of item properties. Here are some to look for:
- Boots that grant an extra turn every so many turns, usually 10 to 15. Also boots that provide "immunity to ground hazards" are fantastic. There are a lot of ground hazards and you'll be particularly happy to have them with the spreading acid and slippery ice is about.
- Helms with a chance to produce a shield effect. The percentage is often pretty low but the opportunities for the ability to fire off are plentiful, so you end up with a shield often enough to make it worth prioritizing that property.
- Weapons with a higher chance for a critical hit and higher critical damage. A big damage spike at the right time makes a load of difference. I also prioritize properties that provide a chance to trigger spells like burn on hit, explosion on hit, boulders on hit, silence on hit, and so on. The percentage is low for any single effect but if you manage to get three or four on the weapon it pays off.
- Bows with a high knockback chance. This gives you another shot at whatever is closing and might help avoid the turn spent switching to a melee weapon.
- Counter-attack ability on a shield. When attacked it dishes out some damage back. This can often be enhanced through slotted gems.
- Wands with the renew property gain additional charges over time. Careful consumption of these means long-term access to a very high damage attack.
Turn on damage numbers in the Settings > Gameplay menu. It is game changing in that you can tell exactly how much damage everything is doing—weapons, magic, pets, companions, enemies…everything.
Your inventory is limited to fifty spots for gear, which, realistically, is a lot. It fills up quick, however. The Traveling Merchant offers a great opportunity to clear out your limited space and will buy anything you want to sell. You should sell him more common items first and keep your pricier equipment to special vendors—blacksmith, armory, jeweler—back at town. Doing so reduces the cost of upgrading these vendors and stacks well beyond one upgrade. Upgrading vendors means they will carry higher level loot for purchase.
The vault back in town provides extra storage space and can be upgraded with gems to hold more.
In gauntlet mode there is a chest that appears in each dungeon where you can store items that will show up in any future gauntlet. This is a good place to stash health potions, items specifically useful against certain enemy types, and overflow items if your personal storage fills up with things you want to bring back to town.
Magic is a big part of the game and effective spell use is key to success. Magic comes in six different schools—fire, earth, lightning, nature, ice, and cosmic—each of which has three spells. You start out with one spell, Fireball, and can unlock additional spells by paying gems. Once you know a spell you can pay gems to rank up its effectiveness as you level.
Spells require components to cast and there is one component per school. Once you unlock a new school you'll start seeing the components drop as loot in dungeons and available for purchase from the Traveling Merchant and Supply Depot in town. Components only cost 10 gold and you should buy them whenever possible. You max out at 100 of any given component.
Instant spells are the most useful in the game because they do not require an action to ready and an action to switch back to a weapon or other spell. The instant spells are as follows: Ignite, Stalagmites, Sentinel, Swarm, Shield, Banish, and Anomaly.
Ignite does high burst damage around you and I used it primarily against ice creatures and anything else vulnerable to fire.
Stalagmites deals good damage to all monsters around you and creates an obstacle and distraction to enemies. It can keep them out of melee range while you take them out with a bow and they will spend turns attacking them. If you use a chakram, however, it will also target the individual stalagmites along with enemies.
Sentinel attacks multiple enemies in range with a chain of lightning and also serves as a nice distraction. Certain monsters, particularly earth-based ones, tend to attack it. It can help clear out groups very quickly and lasts quite a while.
Swarm is great to trigger when you expect to fight for a number of consecutive turns as it blasts a foe once per turn for 8 turns in addition to whatever other action you take on your turn. It doesn't seem like much compared to the big splash of spells like Ignite but it definitely adds up.
Shield is self-explanatory and ideal for boss fights and those times where you are out of potions and things are getting a bit scary. I also use it when I'm low on health but close to leveling and don't want to use a potion.
Banish is the best spell in the game, big area-of-attack and a high chance to just take out everything it hits. Keep it at max rank and it will serve you well, especially when you are surrounded or want to clear a room quickly. Its only weakness is when you are deep into a gauntlet-mode session and the monsters significantly out level you. In these scenarios damage dealers like Stalagmites and Sentinel scale much better.
Anomaly is a pet that has a chance to turn monsters into items or objects. I don't use this much because it costs 2.5 times as much, in terms of components, as Banish.
Early in the game I'd unlock Banish, Stalagmites, and Sentinel in that order. You can rank these up and wait to delve further into spellcasting until you have sufficient gems. If you're really strapped for gems Banish will get you through quite a lot all on its own. Limiting the schools of magic you open will also limit the spell components you come across, making it more likely you'll have what you need to Banish to your heart's content.
You can bring a pet with you into a dungeon to provide support. You start with one randomly assigned pet and must unlock others with gems. Pets require rest in real time once used so having more than one is helpful if you intend to play multiple dungeons in a row.
Pet names seem to change, but here’s a breakdown:
- The little purple-haired creature heals party members though it isn’t significant and scales poorly
- The purple dragon has a cosmic bolt attack that has a chance of activating Banish. More Banish is always good and this is a top-tier pet.
- The red dragon has a high damage double fireball attack with a chance to apply a burn effect and is a great pet against the ice wizard in story mode, and in general for increased damage.
- The red owl has a chance to apply an electrical fields attack, not a bad pet but not as good as the dragons.
- The brown owl silences enemies so they can't cast spells, which is a very good effect to have, especially against enemy types with magical attacks you find particularly difficult to plan against.
- The blue insect creature freezes nearby enemies providing some nice extra control.
I’d unlock and rotate between Tails, Boots, Babu, and Midi depending on the scenario and your general playstyle.
There are a number of different enemy types, each with their own powers and predictable attack methods. Most levels will have 2-3 different enemy types working together and you can plan your tactics based on them.
Elite monsters and bosses spawn minions. If you defeat them the minions fall as well. They’ll often summon their underlings and run so thrown weapons are essential for bosses and elites.
Thieflings taking your gear so try to take them down before they get into melee, or use a spell like Stalagmites to stop them. Even if they take your stuff you'll still eventually get it back once you find and kill them. It will only be gone for good if you die before recovering the item.
Rogue Wizards has a Diablo 3 style Treasure Goblin that drops gold on every hit, along with a good chunk of loot when defeated. It’s called a Greedling. Get him!
GEMS AND GOLD
Gems are the main currency of Rogue Wizards. They do a number of things including unlock and upgrade spells, buy revive potions, purchase additional pets, buy more vault storage, add item properties via shrines, upgrade divine treasury, open epic dungeon chests, and purchase particularly awesome items from vendors.
You gain gems when you level and as loot in dungeons. You can get three gems per day by watching optional ads and buy them in IAPs. There is a “gem doubler” IAP that doubles the randomly dropped dungeon gems.
Gems are shared across saved games. You can farm gems, so to speak, by playing a lower-level save and taking advantage of more frequent leveling bonuses.
I’d recommend using gems to first and foremost acquire and rank up the spells you want to use (see above). From there I’d open additional pets as desired. Epic chests are generally worthwhile if you need gold more than you need gems—because of the resale value of the loot you’ll get—and there is also a good chance you’ll pull some higher rarity items. The one-gem cost to add a property to an item is always worthwhile unless you are gem starved.
Gold is the second currency of the game and is used to buy gear, upgrade vendors, and enhance items via the in-town shrine, among other things.
You gain gold as loot in dungeons and by selling items to the Traveling Merchant and in-town vendors.
I’d prioritize using gold to add properties to gear. In some cases you’ll find better gear from a vendor than you pull in dungeons in which case it is worthwhile to grab it.
That's it for our Rogue Wizards 101 Guide. Got any questions for Nick? Want to share any tips of your own? Post below in the comments!