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Wizard
September 16, 2026 at 02:39 PM
Initial version (2026-09-16)
The Wizard is the roster's artillery: ranged magical damage with the highest single-target nukes and area spells in the game, and the fragility and mana appetite that go with them. The official archetype phrase is Arcane Artillery. It works primarily in the arcane, telekinetic and electric schools, though it keeps some signature elemental spells, and it is one of the seven true caster classes.
Field | Detail |
|---|---|
Archetype | Arcane Artillery |
Roles | Magic DPS |
Playable races | |
Rework status | Detailed rework published and shipped to the closed beta servers in update 0.25.0.0 on June 7 2026 |
Beyond damage, the Wizard carries a ranged interrupt, an arcane barrier, casting speed support for allied casters, and the widest transport toolkit of any class. The current class page lists reducing sword and staff mechanics among the directions for the class, so its melee weapon profile is in flux and is deliberately left unstated here rather than guessed at.
The published rework walked back three things the class page still describes. None of them should be treated as current:
Class page claim | What actually happened |
|---|---|
Can summon useful items and teleport allies | No new summoned items were added in this round. Wizards still summon a short-duration light source, and that is all for now. The ally teleports are real and are listed below. |
Receives a portion of mana spent when delivering a killing blow with a spell | Removed. The team decided to move away from the mechanic after feedback that it felt too random or difficult to get a killing blow, particularly in group situations. It was replaced by consuming Mark of Magic stacks. |
Out of combat, Wizards can research and customize spells | Wizards will get research, but not as a class exclusive, and spell customisation was dropped. After including a total of sixteen damage spell lines for the Wizard, the team was not sure there was much need to customize spells further. |
The Wizard is open to Deep Elf, Deep Gnome, Dwarf, Gnome, High Elf and Human.
That list covers the full designed race roster. The High Elf is designed but is not among the races playable at Early Access launch on October 1 2026, so the practical choice at launch is the remainder of the list.
The killing blow mechanic was replaced by a stack loop that runs off ordinary casting rather than off getting the last hit.
Spell | Effect |
|---|---|
Seal of Magic | Causes your Evocation spells to activate Mark of Magic, which increases all Spell Damage dealt to the target and stacks up to five times. |
Reclaim Magic | Converts each reclaimed Mark of Magic stack into Mana. |
Arcane Acceleration | Burns Marks to grant group-wide casting speed, with each burned stack converting into additional duration. It replaces the previous single-target spell haste buff. |
Arcane Acceleration being group-wide is the change that matters most for a party: the Wizard's haste now helps every caster in the group rather than one chosen ally.
Damage spells come in pairs, and secondary effects are systematic rather than per spell: ice spells snare the target briefly, lightning spells interrupt casting, and arcane spells decrease the target's casting speed. That makes the element you pick a tactical choice even when the damage is similar.
Pair | Role |
|---|---|
Flash of Ice, Flash of Lightning | The fastest direct damage, and the least mana efficient. |
Iceblast, Fireball | The highest damage, with a longer cast. |
Arcane Volley, Fire Volley | Channelled and multi-hit. The fastest way to stack Marks of Magic. |
Arcane Surge, Lightning Surge | The efficient workhorse single-target spells. |
Fire Spike, Ice Spike | Difficult to resist, which makes them the answer to high-resistance enemies. |
Arcane Nova, Lightning Nova | The fastest area effect, radiating from the caster. |
Burst of Lightning, Burst of Magic | Targeted area effect with longer cast times in exchange for the greater range. |
Firestorm, Icestorm | Targeted area damage over time, and a better choice if you are worried about pulling aggro. |
Spell | Effect |
|---|---|
Telekinetic Knockback | Knockback plus a stun. |
Arcane Bonds | An area Movement Speed decrease. |
Wall of Force | Immobilises targets attempting to pass through the area. |
Root | Retained. |
Dispel Magic | Removes one harmful effect. |
Abolish Magic | Removes two harmful effects. |
Purge | Removes one beneficial effect and one song, which makes it the counter to a Bard. |
Insidious Fire, Ice, Lightning and Magic | Decrease the corresponding resistance. |
Cold, Electric, Fire and Magic Protection | Resistance buffs. |
Spellshield | Self-buff granting maximum Health, Armor Class and Magic Resistance. |
Eldritch Ward | Armor Class plus damage absorption. |
Sorcerous Mind | Self-only. Mana Regeneration, Casting Speed, and seeing invisible entities and magical effects. An hour-long buff. |
Arcane Invocation | A channelled mana restore. |
The Wizard is the transport class. Its teleports are the main alternative to walking between zones connected by zone lines, and the group versions move a whole party.
Spell | Effect |
|---|---|
Zone portals and gates | Group and self versions to Shaded Dunes, Glass Flats, or Vale of Zintar. The group version teleports the group; the self version just the caster. See Travel. |
Evacuation | Relocates the group to a safe location in the current zone. |
Exodus | Relocates the caster to a safe location in the current zone. |
Translocate | Returns a target group member to their bind location. |
Blink | A short forward teleport that removes all stun and immobilize effects. |
Utility rounds it out: Sense Magic, Summon Mage Light, Bind Vision, and Shroud of the Magi, which puts invisibility on a target group member along with See Invisibility.
Incantations are a Wizard-exclusive system and the most elaborate mechanic published for any class. Every casting class has ten spell slots available. A Wizard using Incantations can access 36 different spells using just five of those slots: four glyphs and the catalyst that fires them. That gives access to all sixteen damage spell lines at any time, along with twenty other utility spells.
Glyph | Element |
|---|---|
Glyph: Mun | Arcane |
Glyph: Hil | Ice |
Glyph: Nas | Lightning |
Glyph: Dur | Fire |
Glyphs have no mana cost and do not trigger the global cooldown. Incantations are recipes you build by casting glyphs in sequence: the first glyph sets your foundation, and any glyphs cast after it are enhancements. You can add one enhancement up to two times before activating your incantation, and the Spell Catalyst fires the result at the highest rank you are capable of.
Unlock | Level |
|---|---|
First glyph | 8 |
Second glyph | 16 |
Third glyph | 24 |
Fourth glyph | 32 |
A damage spell is always a combination of two glyphs, which still leaves sixteen incantations to recall from memory. The team is explicit that this is optional: Incantations are an optional mastery system, every Wizard spell is also available as a traditional scroll you can scribe, memorize and cast from your bar the ordinary way, and you can play a Wizard at a high level without ever touching a glyph.
The glyph names come from a language the team is developing for an ancient civilization, which is one of the few places where a class mechanic reaches into the setting's history. See Eth-ur and Aethoril.
Class details below come from the ability rework that rolled onto the closed beta servers through 2026. The developers state plainly that there is a high probability some aspects will change before they reach the beta servers, so treat specific ability behaviour as a snapshot of the beta build rather than a settled launch state.
A Wizard brings the biggest damage, group casting speed, resistance debuffs, dispels, and the travel that saves a group an hour of walking. It pays for that with fragility and a mana bar that runs out, which is why Firestorm and Icestorm are described as the safer choice when pulling aggro is a concern. Cantrips apply, with the first granted at level 4, so a dead Wizard is not entirely helpless before it recovers its spellbook. See Death Penalty, Classes, Grouping and Experience and Leveling.