
Overview

The Wizard is the Human mage and a ranged magic damage dealer. It has the most elements of any class: Fire, Water and Earth. It starts out fairly weak, but grows much stronger as it gains levels and skills, and the wiki counts it among the hardest hitters in the game. Each element has its own damage skills and a shield buff, and the Wizard also has a healing spell of its own.
| Element path | What it offers |
|---|---|
| Fire | Area damage, a knockback skill and the Wizard's only physical damage skill |
| Water | Buffs and three damage skills that slow the enemy |
| Earth | Debuffs and stuns; Stone Barrier doubles physical defence at skill level 10 |
Strengths and weaknesses
| Strengths | Weaknesses |
|---|---|
| Very high damage and strong area skills | Low HP and low physical defence |
| Very high magic defence | Long channel times and slow movement |
| Its own healing skill | Always needs Chi; hard to play at low levels |
| Levels up quickly | Expensive to play and needs patience |
Starting stats
| Stat | Value |
|---|---|
| HP | 50 |
| MP | 70 |
| MP regeneration | 2 per second |
| Magic attack | 6–7 |
| Accuracy / evasion | 25 / 10 |
| Movement speed | 4.8 m/s |
| HP per Vitality point / per level | 10 / 20 |
| MP per Magic point / per level | 14 / 28 |
Weapons and armour
A Wizard can cast with any of its four weapon types, and they ask for similar stats, so the choice is mostly taste. Weapons are usually socketed with sapphire (magic attack) shards.
| Weapon | Minimum damage | Maximum damage |
|---|---|---|
| Wand | Medium | Medium |
| Magic sword | Medium | High |
| Glaive | Medium | Higher |
| Pataka | Low | Highest (needs a bit more Strength) |
Wizards normally wear arcane armour with garnet (physical defence) or citrine (health) shards. Because their skills channel slowly, many build for faster channeling, while others aim for bigger single hits or for survival in light or heavy armour; the wiki calls the heavy-armour builds mostly outdated. At the top end, Attack Level or Defense Level shards are common (see Stats and Attributes and Equipment).
In PvE, PvP and Territory Wars
- PvE: Wizards level fast because their skills kill most monsters in three or four hits; only the Venomancer levels faster. They die more often without a pet to tank, and struggle with archer monsters and ones with Increased Magic Resistance. In squads they bring high damage and area skills.
- PvP: hard in the early game because of long channels, modest damage and weak defence; staying behind a melee ally helps. At high levels, with stronger skills and gear that cuts channel time, Wizards become very dangerous, especially to Strength classes like the Blademaster.
- Territory Wars: in big fights a Wizard stands out less, so it can cast from behind the melee line. Its main targets there are catapult carriers, Blademasters and Archers, and its area skills shine.
Sources
Game pictures: © Perfect World Entertainment / Arc Games · arcgames.com

