Wizard

AVAILABLE RACES

Archai
Dark Myr
Elf
Human
Gnome

Wizard


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.

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.

Group Role: Damage
Combat Resource: Mana, Focus
Available Armor: Cloth, Arcane Shields
Available Weapons: Dagger, Sword, Club, Stave, Quarter Staff, Long Staff

FEATURED ABILITIES Fire Focus

Each Fire spell you use in succession will increase your charges of Fire Focus by 1, up to a maximum of 5. With each charge, your Fire spells will gain a bonus to damage, spell haste and critical chance. Additionally, the Mana cost of your Fire spells will increase with each charge. (Casting a spell from a different school will cause you to lose all charges of Fire Focus)

Cold Focus

Each Cold spell you use in succession will increase your charges of Cold Focus by 1, up to a maximum of 5. With each charge, your Cold spells will gain a bonus to damage, spell haste and critical chance. Additionally, the Mana cost of your Cold spells will increase with each charge. (Casting a spell from a different school will cause you to lose all charges of Cold Focus)

Arcane Focus

Each use of Prism Volley in succession will increase your charges of Arcane Focus by 1, up to a maximum of 5. With each charge, your Prism Volley spell will return an increasing amount of Mana to you when it lands. Additionally, the Mana cost of Prism Volley will decrease with each charge. (Casting a spell from a different school will cause you to lose all charges of Arcane Focus)

Glint

Release a burst of searing ice at an enemy, dealing Cold damage and putting them into a chilled state.

Veyrule’s Icy Blade

Launch a blade of icy mana at an enemy, dealing increasing Cold damage to all enemies in its path on the way to the target. The more enemies this ability damages on the way, the greater its chance to critically hit will be on final impact.

Frozen Fortress/Detonate Ice

Encase yourself in solid ice, putting you in a frozen state and protecting you from incoming damage and detrimental effects. This shield will last until the effect wears off or enough damage is absorbed to break through. While Frozen Fortress is active, you may use the Detonate Ice ability, dealing Cold damage to nearby enemies and putting them into a frozen state.

Evoke Fire

Release a sudden blast of fiery mana at an enemy, dealing Fire damage. This ability will critically hit if the enemy is in a burning state.

Inferno Lance

Charge up your Mana into a dense inferno before releasing it into an enemy, dealing Fire damage and putting the enemy into a burning state. The longer you charge Inferno Lance before releasing, the more damage it will deal on impact.

Prism Volley

Weave your Mana into a prismatic volley, striking your enemy with Magic damage and returning greater amounts of Mana to you with each use.

Flash

Disappear in a flash of mysterious energy and instantly reappear several meters ahead of your current location.

Summon Fire Familiar

Manifest a Fire Familiar. While present, it will allow you to retain your Fire Focus charges while casting other schools of magic.

Sight of Sages

A spell that clouds your natural vision, but allows you to see invisible beings within the mist.

Order of the Gatewalkers

Wizards are able to join the Order of the Gatewalkers, consisting of magic users who have mastered the ability to travel through the arcane Gateways that exist on Terminus. This prestigious order of Wizards has maintained a steady watch over these Gateways for ages – worthy Wizards who join this Order are expected to do the same.

*Not a complete ability list