|Element(s):||Earth, Fire, Water|
|Weapon(s):||Glaive, Magic Sword, Pataka, Wand|
Wizards are the ranged magical damage dealer class. Wizards enter the game relatively weak compared to other classes, and as they gain levels and skills, their performance improves dramatically. Wizards control three types of magic, of which they have damage and shields for. The fire path is the AoE (Area of Effect) path that also has a knockback skill and the only physical damage skill wizards have. The water path has buffs and three damage skills that can slow the enemy down. And last there's the earth path which has debuff and stun skills.
- Highest damage in the game
- Great AoE skills
- Very high magic defense
- The least popular class
- Have their own heal skill
- Level up fast
- Low HP
- Long channel time on skills
- Low physical defense
- Slow movement speed
- Always needs chi
- Require a lot of patience
- Difficult to play at low levels
- Expensive to play
- Low priority addition to most squads
Statistics[edit | edit source]
Equipment[edit | edit source]
Weapons[edit | edit source]
For a wizard who wants to have a standard and reliable damage output could choose the wand.
Wizards who want to rely on strong critical hits can choose between Magic Sword, Pataka and Glaive. The Pataka will have the biggest gap between low-end magic attack and high-end magic attack. The most popular choice seems to be the Magic Swords.
Armor[edit | edit source]
Wizards commonly use Arcane Armor, but some people add more stats to Dexterity and Strength in order to use Light Armor, until they reach the high levels. Wizards typically use either physical or HP gems depending on which armor they use. Wizards go after '-% channeling' stats in armor, as they need all the help they can get, to shorten their channeling time for skills.
Wizards in PvP[edit | edit source]
This is where wizards struggle for most of the game. It's a combination of long channel skills, weak damage, and not enough defense that makes them so bad PvPers early on. The best thing to do is to stand behind a melee class a hit the enemy, or simply sneak up on the enemy. But it's really at the high levels that wizards step into PvP territory and become a force to be reckoned with. This is because their skills are higher level, and because high level armor have much higher '-% channeling' bonuses. It's even possible for wizards to one shot some classes. Unlike archers, the wizard will be killing all the Strength-based classes like barbarians, blademasters, and seekers.
Wizards in PvE[edit | edit source]
Wizards level up quickly because their skills hit hard and leave mobs dead after just three or four hits. In fact only venomancers can say they level up faster then wizards. This is because wizards tend to die a lot more from not having a pet to tank for them, and they have a very hard time killing archer and increased magical resistance mobs. A wizard can be good to have in a squad because they have high damage output and AoE skills.
Wizards in Territory Wars[edit | edit source]
Wizards are a lot more dangerous in Territory Wars than in normal PvP, because the amount of people makes the wizards stand out less. That means the wizard can stand behind the melee classes and fire away without really worrying that they are exposing themselves. The wizard's primary role in Territory Wars is to kill catapult carriers, blademasters, and archers. It's also in Territory Wars that the wizard's AoE skills really show their value. Team the wizard with a Heavy Armor venomancer and you've got a dangerous killing machine.
Other Articles[edit | edit source]
Basics[edit | edit source]
Equipment[edit | edit source]
Mechanics[edit | edit source]
|Human||Blademaster • Wizard|
|Untamed||Barbarian • Venomancer|
|Winged Elf||Archer • Cleric|
|Tideborn||Assassin • Psychic|
|Earthguard||Seeker • Mystic|
|Nightshade||Duskblade • Stormbringer|