First waves & first Awakening
The goal of your first hours is not to push the furthest wave, but to set up a clean Awakening loop. Here is the concrete order.
1. Pick a single element
The 28 spells split into 4 elements (7 each). Early on, stick to one: your runes and keystones that boost that element will stack cleanly.
Fire is a solid first pick. Your spam spell is Fire Stream (cooldown 0.15s — a near-continuous volley on one target), backed by a wide spell like Fire Storm (cooldown 1.5s, 8 projectiles) to clear groups.
2. The Enchant → Reclaim loop
This is the early-game engine. Enemies drop Souls, converted to Power. You spend that Power to conduct an Enchantment (permanent passive bonus), then the Wizard "Reclaims" all spent Power over time — and during Reclaim, each Soul collected becomes Power immediately.
Simple rule: Enchant as soon as you have enough Power, then farm waves during Reclaim. Never let Power sit idle — an Enchantment in progress beats an unused stockpile.
3. Your first runes
You can slot up to 6 runes. Early on, two priorities: survive and speed up the economy.
- Vampirism — life-steal: keeps you alive without micro-management.
- Sense Gold — more gold per enemy: speeds up every upgrade.
- Power Surge — all-damage: pushes your best wave further.
4. Your first Awakening
When progress stalls (you no longer clear a wave without dying), it's time to Awaken at the Great Mirror. Awakening resets the run but fulfills your current Fate, grants Wave Points and raises your Awakening Rank — you come back stronger.
Don't delay Awakening out of attachment to your run. Regular Awakenings = a permanent power curve that keeps rising. That's the real loop of the game.
Figures imported from the spell and rune tables (v7.6.1).