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Tap Wizard 2Guides › Beginner
Beginner

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.

→ See all 28 spells

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.

→ See all 46 runes · compose a build

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.

→ Mid-game guide: Memory Tree & Runes

Figures imported from the spell and rune tables (v7.6.1).

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1. Pick an element2. The Enchant/Reclaim loop3. First runes4. First Awakening