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Crushbone

Classes

Wizard

The nuker — biggest single-target damage, plus ports.

Wizards are the specialist nuker. Their spell book is dominated by direct damage (DD), a handful of port spells, and a small crowd-control kit. They cast the largest single-spell damage numbers in the era and stop casting because they are out of mana. That's the Wizard identity: burst-down a target, sit to meditate, burst-down the next one.

Role

The Wizard is burst-DPS and transportation. In groups, the Wizard is an opener and closer — big nuke at pull, big nuke to finish the mob. In raid content, the Wizard is the DPS seat for ramp-in + burn phases. Outside combat, the Wizard ports the group.

Key abilities

  • Ice Comet / Lure of Ice / Sunstrike / Pillar of Lightning — the big nukes.
  • Evacuate line — group-teleport out of a zone on emergency. Saves raids.
  • Ports — Wizards port to every major city and PoP hub. Essential in late game.
  • Quad-kite — at 60+, Wizards round up four mobs and AE-nuke them in circles.
  • Mana Burn (AA) — suicide-tier burst in raid, all mana to a single hit.

Primary weapon paths

Wizards use one-hand magic staves and robes. Wizard Epic 1.0 is Staff of the Serpent. The class is not weapon-centric — the spell book and mana pool are the DPS.

Group fit

Every group welcomes a Wizard. The Wizard's mana pool management matters: Wizards who sustain 100% uptime are replaced by Wizards who burn-out-fast-then-med in classic EQ metas.

Solo

Moderate. Wizards solo with nuke-and-stand, or at 60+ with quad-kite. The Wizard cannot take a hit, so solo play is distance-based. Root-nuke is the safe standard.

Leveling path summary

  • 1–15: Starting city newbie zones, nuke greens.
  • 15–30: Blackburrow, Befallen, Oasis. Ice Comet becomes real.
  • 30–45: Lower Guk, Sol A, Permafrost, Mistmoore.
  • 45–60: Karnor's, Chardok, Seb. Quad-kite starts in Overthere around 55.
  • 60–65: PoP. Plane of Fire and Plane of Air are DPS races — Wizards lead most DPS parses.

Play note

Wizard is the most flexible arcane class but also the one most vulnerable to poor-group-pace. A Wizard in a slow group sits OOM for most of the camp; a Wizard in a fast group is top DPS. Choose group composition carefully.

Patron deity

See Class-Deity Alignment Map.

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