Disciplined resourceful, and possessing a commanding knowledge of the arcane, The Wizards of the Seven Realms wield great power over the natural elements of the world. Armed with a dangerously magical staff, wizards can unleash the ravaging forces of fire and ice upon their enemies, while offering their friends rejuvenating energies and spells. For guidance in unlocking the obscurer secrets of so mystical a land, wizards look to their elder, the alluring Calypso, the matron of wizardry and an ancient mistress of magic.
Wizard talents are grouped into the Fire, Arcane and Ice specializations. All the below numbers assume rank 1 of the talent - see the Talent Builder for accurate values per level! When a talent is upgraded completely, it unlocks an Ultimate ability - these abilities can be both active and passive, and grant powerful advantages.
With a scorching blaze capable of massive damage, Fire boosts powerfully explosive spells, designed to annihilate all.
Your fire spells cause enemies to deal 2% less damage for 10 seconds.
Fireball now costs 0 Mana.
Your damaging fire spells now set your enemy Ablaz, dealing 20% standard level fire damage over 15 seconds. Ablaze's damage is boosted by your Fire Power.
Burning energies flow through you for 5 seonds, boosting your run speed by 90%(+1,1%) and your mounted speed by 70%(+0,9%). Can be cast while mounted or invisible. Passive Bonus: While this Ultimate is unlocked, you gain 10% increased attack speed.
Casting a fire spell has a 21% chance to cauterize your wounds, healing for 20% standard level healing. Cauterize's healing is boosted by your Fire Power.
Brilliant and Bright
When you cast Mind Spark, all other spells will immediately finish refreshing.
After casting a fire spell you have a 4,2% chance to have your next Fireball within 15 seconds be upgraded to a Volcanic Blast.
Volcanic Blasts are doubled in size, deal 15% increased damage, and stunt he enemy for 0 seconds on impact.
Combustion now has a 50% chance to cause your target to Combust again, with subsequent Combusts being able to trigger this same effect. This can chain to a maximum of 5 total Combusts.
Increases your Fire Power by 1%.
Rain of Destruction
Every 5th critical strike, fire rains from the sky, dealing 150% standard level fire damage to all enemies caught within.
Enhancing the mighty powers of both fire and ice, Arcane is further made more dynamic by the potential for invisibility.
When you are dealt fatal damage, the damage is reduced by 1%, possibly causing it not to be fatal. This reduction is doubled if the damage is magic damage.
When you lose 10% or more of your maximum life in a single hit, the damage is reduced by 100% and both Fire Burst and Frost Nova immediately finish their cooldowns. This effect can occur once ever 60 seconds.
Your single target spells and attacks have a 15% chance to deal 10% bonus standard level damage. Frostfire’s damage will be the greater of ice or fire.
All of your area effect spells deal 20% increased damage.
Master of the Arcane
You gain 2% increased Savagery.
Cloaks an ally with invisibility for a limited duration. After the effect ends, or if case while in combat, you will gain the Blur effect for 15 seconds, causing all attacks against you to have a 50% chance to miss.
Your Vitality and base Maximum Health are increased by 1%.
You gain 5% increased Armor and Magic Resist for every 20% of your Maximum Mana you have unspent.
Your Maximum Mana is increased by 65 and your Mana Regeneration is increased by 0,5per second.
Every 9 to 18 seconds you restore 4% of your Maximum Mana.
The chillig potency of Ice is vast, it can savagely attack foes as well offer its users powerful protections.
Your single target ice spells cause your target to take a 4% reduction to their Armor and Magic Resist for 10 seconds.
Ice Shield now additionally grants an absorb shield proportional to Ice Shields's power.
Casting an ice spell grants you a charge of Ice Bloom, boosting your Ice Mastery by 0,5% for 10 seconds. Ice Bloom can stack up to 3 times , each stack multiplying the effect and refreshing duration.
An explosion of ice erupts around you, causing all nearby enemies to take ice damage and be stunned for 7 seconds.
1% of your Ice Mastery is added to your Armor.
Thermal Shell now equally effects Magic Resist as much as it does Armor.
When you critically strike with an ice spell, there is a 6,5% chance that the enemy is stunned for 7 seconds and you regain 1,3% of your missing Mana.
If either Glacial Spike or Hoarfrost fail to critically strike, then they successfully critically strike instead. This effect can occur once every 60 seconds.
Increases your Ice Power by 1%.
Ice Javelin's base damage is increased by 150%.
In Villagers & Heroes, both active and passive abilities are granted through Runes, which are found on items. To see a list of all Runes and Abilities available to the Wizard class, check out the full article below!
Staffs: Despite their appearance, these are ranged weapons in the hands of a Wizard. Capable of unleashing the ravaging forces of fire and ice, the real power of wizard staff lie in the runed abilities they contain.
Spellbooks: Unique to the Wizard class, spellbooks hold unique runes and can provide powerful bonuses. (Minimum level 45)
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