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.
Wizard Races
Dark Elf, Drakkin, Erudite, Froglok, Gnome, High Elf, Human
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.
Tips
- Most of a Wizard's abilities are dependant on intelligence, in the early days make raising this statistic a priority.
- When fighting in a group be careful what and how often you cast, many of a Wizard's spells are extremely powerful for your level and can quickly grab the kind of attention you don't want.
- 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.
Screenshots
With thanks to Lelith (Dark Elf), Niamienka (Erudite), Attesawz (High Elf), Mont (High Elf) and Conalan (Human) of The Rathe (Karana) server for being the Wizard screenshot models!
Sites
Casters Realm
http://eq.crgaming.com/menu/wizard.aspThe Casters Realm menu on Wizards, including information on their abilities, epic quest, skills and more.
Graffe's Wizard Compilation
http://www.graffe.comA website and forum for Wizards. Includes a massive 'library' with many useful guides on pretty much everything a Wizard might require.





