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Home/Classes/Wizard |
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Description
The Wizard is at the highest
echelons of Arcane study and still they thirst for more knowledge, though not
only of the Arcane. Through intense study and practice they have become experts
at controlling the power of Cold and Fire, evoking its mighty force to cause
physical harm and heavy destruction. No other profession has the same power in a
single blast as the Wizard and none can rival their ability to extend their
spell effects to a wide area over multiple targets. In some situations one
single spell from a Wizard can take down multiple opponents equal or (though
more rarely) even above their level of power.
In their quest to expand their
knowledge and research the Arcane Wizards often travel great distances, they
will usually accompany an expedition heading to new lands and dangerous areas,
sometimes even crossing the barriers between the mystical planes. Wizards
exclusively possess the ability to teleport onto the planes (with one restricted
exception) and the capability to teleport others without being caught up in the
resulting 'warp'. Druids have a similar expertise but they lack the precision of
a highly focused mind and have no choice but to travel with their teleports
targets. Wizards have one more exclusive spell for teleportation, in the
translocation of a target to the point their (targets) soul is bound.
For all their strengths Wizards
don't advance in power easily, they take a long time to be truly effective
combatants and are forced to rely on others for protection in many situations.
In physical combat a Wizard is a weak opponent, they have sacrificed physical
strength for mental clarity. They are the only dedicated Arcane profession that
have no pets capable of fighting their corner in combat; and for a considerable
amount of time lack any reliable abilities to slow an enemies movement (other
than freezing them to the ground) or to speed up their own. Despite these
disadvantages a Wizard can still become a powerful entity when alone but
compared to many professions require a great deal of determination to reach such
a point.
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Wizard Races
Dark Elf, Erudite, Froglok, Gnome,
High Elf, Human |
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Stats
In the early days of an apprentices
training the Wizard suffers from their lack of physical strength and many choose
to boost their strength and stamina for this first stage of
advancement; though the main requirement beyond any physical attributes is that
the Wizard is intelligent. Arcane research requires a focused and
determined mind with their intelligence only increasing a Wizards capacity for
knowledge and spell casting.
When a Wizard takes physical
damage their stamina largely determines how long before they fall, agility can
boost their chance to avoid and deflect any damage but helps little when the
blow makes actual contact. Many Wizards choose protective robes and learn to
cast spells to form barriers and defensive shields, these are commonly more
effective than physical armour or melee skills and become a consideration for
adventurous Wizards. |
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Tips
1. Most of a Wizards abilities are
dependant on intelligence, increase this statistic whenever you can.
2. A high stamina will
give you plenty of hit points but your defensive spells will help you greatly,
don't forget to work on the skill that they are based on: abjuration.
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Screenshots

With thanks to Lelith (Dark Elf),
Niamienka (Erudite), Attesawz (High Elf), Mont (High Elf) and Conalan (Human) of the Karana server
for being the Wizard screenshot models! |
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Sites
Casters Realm -
http://eq.crgaming.com/menu/wizard.asp
The Casters Realm menu on Wizards,
including information on their abilities, epic quest, skills and more.
Graffe's Wizard Compilation -
http://www.graffe.com
A site for Wizards. Includes a
massive 'library' with many useful guides on pretty much everything a Wizard
needs to worry about and super active forums.
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