Wizard 2
Appears in Dungeon Keeper, Dungeon Keeper 2
Faction Heroes
Attracted By -- (DK1),
Library - 9 tiles FX
Library (DK2)
Sacrifice Recipe A Warlock and Inferno Spell (DK2)
Job Class Thinker (DK2)
Fighter Class Ranged (DK1), Support (DK2)
Base Wage 125 (DK1)
750 (DK2)
Base Health 350
Spells Level 1 - Hand to Hand

Level 1 - Missile
Level 3 - Fireball
Level 5 - Rebound
Level 5 - Heal
Level 6 - Freeze
Level 7 - Hail Storm
Level 8 - Drain
Level 9 - Slow
Level 10 - Meteor (DK1)

Lv.1 - Fireball
Lv.4 - Firebomb
Lv.8 - Firebomb (DK2)

Possession Skills N/A
Immune to Gas (DK1)
Likes Research
Hates Warlocks (DK2)
Enemy Counterpart Warlock

The Wizard is a Hero unit encountered in Dungeon Keeper and Dungeon Keeper 2.

General Information (Dungeon Keeper)Edit

"An excellent magical fighter with a huge range of spells. Wizards are very vain and hate other Wizards. They are to be feared when stalking your Dungeon’s floor."
Dungeon Keeper Manual

Wizards are thought to be the hero equivalent of Warlocks and have similar attribute scores, but in practice they are significantly more dangerous. Wizards have a wider, better, and faster-firing selection of magical attacks, are immune to poison gas, and their acquired spells like Rebound and Freeze make them strong duelists. The game designers have a tendency to include wizards in groups that really mean business.

Capturing wizards is an excellent idea wherever possible, because in addition to their combat potential they are the best researchers in the game. A Level 10 Wizard is a fine choice for Transfer Creature.

Combat statistics Edit

Base Health: 350
Base Strength: 20
Defence: 15
Base Skill: 30
Base Dexterity: 100
Luck: 5

See Query for information on Health, Strength, Defence, Skill, Dexterity and Luck.

Tasks and Management Edit

Dk1 wizard huge
Research Skill 5
Manufacturing Skill none
Training Skill 2
Training Cost 30
Scavenging Skill 4
Scavenging Cost 25
Praying Anger -50 ∕ t
Sleeping Anger -1 ∕ t
Heal Icon Small in Lair +4 ∕ t
Hunger 2Chicken icon tiny ∕ 5000t

Notes Edit

  • Immune to gas.
  • Very slow walking speed of 32, same as Warlock, Dragon, Giant, Monk, and Tentacle.
  • Despite what the documentation says, wizards do not have trouble living and working with other wizards or spellcasters.
  • Wizards attack any creatures in the library that don´t have research as their primary job. Lacking a ranged spell at Level 1, warlocks do not exhibit this behavior until Level 2, whereas wizards do it right from the start.
  • Wizards will not manufacture. Dropping them in the workshop will annoy them slightly.

Description (Dungeon Keeper 2)Edit

The Wizard is better at research than the Warlock, but they don’t get on well with them. It is a good idea to convert them to your cause if you don't have any Warlocks. If you do have Warlocks around, it's best to not recruit a Wizard as they rile each other up very quickly and you may have a rebellion on your hands.

With all your research done they might be better suited to become skeletons or vampires in the long run.

Wizards are 1/3 times stronger in health than your warlocks, and have stronger types of fire balls at higher levels, but they cannot heal. They will work fine with Warlocks if you keep them in separate lairs. They are good to convert later in the game, as your portal food count can be used for stronger creatures than warlocks (converts do not count towards food count); that is, if you can afford their high wages.

The Mentor's ThoughtsEdit

"A Wizard has been persuaded to join your side. Like the Warlock, they are good support creatures, and can also research in the Library."
The Mentor, Pet Dungeon Mode (DK2)

Dungeon Keeper FX:Edit

When researching, Wizards attack your Imps and any other creature/hero with spells. After researching is complete Imps/creatures/heros and Wizards coincide harmoniously.

Dungeon Keeper 2 Edit

The Wizard, while powerful in its spells, he can be taken down fairly easily with 3 or more goblins. He is a good candidate for converting, but they hate Warlocks so they must be kept separate to avoid rebellions.


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