Class Guide Wizard (Rev. 10)

One of the original classes, and always the first in a line of heroes. Simple yet very powerful in the right hands. The Wizard is frequently referred to as the “glass cannon” of the Realm. The Wizard and Warrior (there’s another class guide on that) are raw DPS put into pixels. However, as one of the only robe classes without any form of healing ability, Wizards are very prone to gruesome deaths. See his stat gains, caps, and averages here.

Wizard

Equipment and Stats


The Staff of Astral Knowledge/Staff of the Cosmic Whole should be the Wizard’s main weapons. With an excellent range combined with linear bullets and great damage allow the Wizard to attack enemies from afar without putting himself in great danger. These are the ideal weapons to farm gods for stat increasing potions, kill events and dungeon bosses, and of course fight Oryx.


The Staff of Extreme Prejudice is a more peculiar staff, and has its special uses. This staff has an incredibly high damage output, with 10 shots at high damage firing all around the user, at low range. The unfortunate problem that lies within the staff is its inability to land all shots to a single enemy without putting the user in danger. This means that in order to effectively use the staff, you have to practically sit on the enemy. Using this weapon to aim and attack stronger enemies or gods is out of the question, as its low range puts the Wizard in danger due to his low defense. However, some enemies such as the Pentaract Towers or the Mysterious Crystal are perfect targets for this staff. Moreover, this staff can be used when walking through the lower lands, or when navigating a dungeon with weaker enemies, to provide a pseudo-shield. Use this staff only on certain occasions. You don’t want to hug a Cube God with this staff.

The Wizard wears robes, which greatly limit his defensive capabilities, in order to round out his high offensive capabilities. As a robe class, it is not recommended to fight close range with the Wizard, and stay far away from enemies to damage them safely. The robe also provides a small attack, wisdom, and MP boost.
As a Wizard, it is quite easy to do heavy damage, do stupid things, and die. What he has in attack makes him frail in defense. The cost is low and his wisdom is high, allowing the Wizard to spam his spells to take out enemies easier. Despite his destructive powers, the Wizard is weak and can be killed in a matter of seconds if you do something stupid. Many Wizards have walked into a dungeon room only to be instantly killed by the enemies within.

Other ranged classes are jealous of Wizards for being excellent in 3 of the 8 Stats, consisting of ATT, DEX, and MP; Wizard is the only class in the game with a cap of 75 for ATT and DEX. Wizard’s 60 WIS cap allows him to spam spells with less time wasted to recover. However, with only 40 VIT, and no type of healing spell, Wizards are far from invincible. They also have less SPD than the other Robe-wearers with which to evade dangers. Despite the risks and price, many players have poured their resources into making a powerful Wizard. Many have also lost their investment.
A fresh Wizard is suitable for a new player looking to gather high level equipment and potions, as his stats are enough to take on gods and some higher level dungeons by himself. With some skill and good equipment, a fresh Wizard can take on many tough enemies and deal heavy damage. A capped Wizard can perform the same tasks a fresh one can, but much faster, and take on even tougher enemies, such as the event bosses. As with all classes, be sure to stock on HP and MP potions to restore when you really need it.

Ability

The Wizard’s ability is straight forward: 20 shots are fired from the tile closest to the mouse. Even the greatest Spell can be used quite a few times before emptying the MP gauge. Spells show their true power when you hit a target’s “sweet spot” usually above their “feet” (remember that when you see an enemy, no matter how abstract they look, their picture is always a square; learning to find the bottom and center of this square is crucial). By accomplishing this, all 20 shots will hit one opponent for massive damage! There is clearly little variety to a Wizard’s spells, but learn to anticipate an enemy’s movements and move your mouse quickly to become a force of destruction. Top Tier Spells are slightly ineffective against dense packs of foes, but Wizards also pack a lot of strength in their Staves.


Magic Nova Spell and Elemental Detonation Spell are the most powerful spells available, able to destroy gods with single uses.

Tablet of the King's Avatar
The Tablet of the King’s Avatar is Untiered and it is the only spell (that exists for now) that can pierce enemies. It is much better than the top tier spells when it comes to mob control, but otherwise, its downfalls are that it has less damage, less range that it can cover and it uses literally almost 2 times as much mana as your T5-T6 spell could use.

Group Role

A wizard is amazing in groups and especially solo with high damage and offensive abilities, it can sweep up the gods in seconds and aid groups in god killing if used properly.

Event and Dungeon Bosses

Of all the Event Bosses, Pentaracts give the Wizard the easiest time against them assuming he has a decent defense stat (20 or more should be sufficient). Pentaracts as a whole do not deal very much damage and you can fight one for a long time with proper dodging, which you will not need to do. A few spells aimed to the right point can take a tower out in seconds.

Against Skull Shrines, with a decent defense stat you can generally ignore the blue skulls (though kill them if you have no other targets to go for; the damage will add up and it’s hard to dodge blue skulls) and look for an opening to get close enough to target the red skulls and the Skull Shrine. Move in behind the classes with the most HP and defense, or move up whenever you get a Warrior or Paladin boost. Concentrate on the main skull spamming spells, and use cover against the main skull whenever available. Off-centering against Shrines is recommended since it is very important to be able to see shots early.

Against Cube Gods, spells are very effective. Unlike other classes, the Wizard can aim a spell right at the cube god without having to lead the other cubes away. Hide behind melees and stronger classes, and make sure you have a good pally/priest/necro around. Wizards are the fastest at killing a single target at most ranges so mow down the browns and yellows and keep yourself at a decent health. If a big group of blues charges at you, retreat while strafing to avoid most of the damage. When they retreat, carefully aim a spell at the Cube God. Generally, you only get a few seconds to damage the Cube God before all the other cubes come rushing to it’s aid, so back off and then repeat this pattern until the Cube God dies. Do your best to dodge the Cube God’s shots, because they will hurt a Wizard quickly, especially the thinner and longer shots. Again, off center against cubes to get the best vision against the polygons.

Summary

The best defense is a good offense. With their high damage outputs and devastating spells, Wizards can just about eliminate any obstacles in their way. Wizards are effective both alone and in a group, although players dislike the possibility of Soul-bound drop privileges being taken away from them.

Pets

I know what you’re thinking about this section, ‘Why don’t I just stick to my normal pet?” Well this is going to answer that. Think about it, lack of defense but excellent offense, so your pet should main in Mana Healing or Normal Healing and secondary the other, like any other pet, right? Well to draw fire away from your wizard friend, I recommend getting decoy as well, or electric for those hell hounds and Demon Brutes in the Manor of Immortals and in the Abyss of Demons, and a few other instances like the Minotaur Lesser God. Alright, now you know how to survive with your little sea slurp or baby at hand.