“ | While many Wizards are driven mad through study of the arcane, those who emerge stable under the weight of this power wield a force barely imaginable in awe and effect. | „ |
~ Official Description |
Wizard is a class available to the Archai, Dark Myr, Elf, Gnome and Human races. The Wizard's primary group role is damage, making it their priority to take down foes as swiftly as possible. To achieve this, the Wizard brings volleys of arcane energy, spears of ice and lances of fire to bear against their foes. But pure destruction isn't the only use the Wizard has for their magic. They can also tap into arcane gateways, enabling the Wizard to teleport between them.
Description[ | ]
There are none that exist who have so obsessively studied the enigmatic and destructive nature of the arcane. While many Wizards are driven mad with this knowledge, often destroying themselves through lack of control, those who emerge stable under the weight of such power wield a force barely imaginable in awe and effect.
Gameplay Information[ | ]
Note: As of 2/2022, Wizards were receiving adjustments to their mechanics[1]. This page will be updated as more information becomes available. If you want to read about the former mechanics of the Wizard, please see their section of the Outdated & Removed Mechanics page.
Group Role
The Wizard's primary role is Damage . Out of all the Damage-oriented classes, Wizards are the most focused on raw damage output. They have access to multiple direct-damage spells in three damage types: Arcane ( Arcane Burst), Cold ( Blast of Cold) and Fire ( Ember Shock), they can lower their enemy's resistances, and silence spell casting with Glint.
Weapons & Techniques
Wizards can equip Blunt, Edged and Piercing class weapons. Wizards can only use Edged weapons which are classified as “swords” and cannot use any other type of Edged. They can only equip one-handed piercing, but may use either one or two-handed blunt weapons.
Weapon Class | Available Types |
---|---|
Blunt | Club, Long Staff, Stave, Quarter Staff |
Edged | Sword |
Piercing | Dagger [2] |
Race
“ | The race you choose will provide different racial innate abilities that can and will be handy while adventuring. There will be times when the race you choose is to your, and your party’s, advantage; at other times neutral, and other times to your disadvantage. They will all be useful in any serious dungeon or other adventure area but one may be more advantageous in certain scenarios and situations. | „ |
~ Official Description (retrieved from archived FAQ) |
Wizard can choose between five different races: Archai, Dark Myr, Elf, Gnome and Human
FAQ / Q&A[ | ]
- Question [3]
- How will Druid and Wizard teleportation be handled?
- Chris
- When a Wizard approaches a Gateway for the first time, they will be able to “discover” it. Part of that process includes speaking with the NPC Gatewalker who oversees that portal. Whether through conversation or quest, the Wizard will gain access to that Gateway as part of their network. Every Gateway they discover in this manner will become part of their ever-increasing network of Gateways. Druids will encounter an identical process, utilizing Wandering Stones. Our plan is for the Wandering Stones and Gateways to become increasingly available to Druids and Wizards as part of a growing, interconnected network. Wizards/Druids will then be able to access all of their discovered portal locations through a UI window. At higher levels, Druids/Wizards will be able to teleport themselves to the primary Gateway or Wandering Stone in order to access the network more quickly. In addition, they’ll eventually be able to bring their group members with them through the Gateway/Wandering Stone network.
Player Guides[ | ]
- For an in-depth look at the Wizard, please see the guides available on the Wizard Guides page.
Gallery[ | ]
Archival
Resources[ | ]