Wizard
Contents
- 1 Description
- 2 Creation Guide
- 3 Spells
- 3.1 Level 1
- 3.2 Level 4
- 3.3 Level 8
- 3.4 Level 12
- 3.5 Level 16
- 3.6 Level 20
- 3.7 Level 24
- 3.8 Level 29
- 3.9 Level 34
- 3.10 Level 39
- 3.11 Level 44
- 3.12 Level 46
- 3.13 Level 49
- 3.14 Level 50
- 3.15 Level 51
- 3.16 Level 52
- 3.17 Level 53
- 3.18 Level 54
- 3.19 Level 55
- 3.20 Level 56
- 3.21 Level 57
- 3.22 Level 58
- 3.23 Level 59
- 3.24 Level 60
- 4 Skills
- 5 Wizard-Specific Quests
- 6 Gearing
- 7 FAQ
Description
Wizards dedicate their lives to learning the powers of fire, ice, and magic; channeling their knowledge into ever more destructive spells to unleash upon their enemies. Wizards are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.
Wizards are the most single-minded of spell casters, with the majority of their spells dedicated to delivering massive amounts of damage as rapidly as possible. To aid in their constant search for power, wizard have also perfected the art of teleportation - allowing them to instantly transport themselves and their allies to the most remote corners of Norrath and beyond.
Wizards are a tightly focused class, gaining the greatest ability to deal magical damage in exchange for limited variety in their spell selection. Wizards are capable adventurers solo once they are able to quad kite at level 29. Wizard generally get left out of groups among min maxers due to Wizards suffering mana issues with fast killing groups. Ironically the worse a group is the more a Wizard excels, since they are able to meditate more often and therefore contribute. Play Wizard if you value burst damage and prefer to solo and/or raid.
Class Titles
Level 1-50 | Level 51-54 | Level 55-59 | Level 60 |
---|---|---|---|
Wizard | Channeler | Evoker | Sorcerer |
Creation Guide
Statistics
Strength: Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. Wizards do not get any strength increasing spells, and generally do not get weight decreasing containers for some time either. It may be worth putting a few small bonus points into strength if you do not wish to visit vendors and banks on a regular basis to offload heavy items and coin.
Stamina: Stamina affects how many hit points you have, and how long you can hold your breath. It also affects how long you can swing weapons before tiring, and how often you can jump before becoming exhausted. Wizards do not benefit from stamina as much as melee or priest classes do, and points put into stamina will amount to only a small hitpoints boost at high levels (see Game_Mechanics#Hitpoints_Calculation_from_STA_and_Level).
Agility: Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. Wizards do not have many hitpoints, or a high AC. If they get hit it is usually for maximum damage. Agility may help in defraying this, but it is a secondary stat. Generally you want to avoid even the possibility of being hit, at which point Agility would have no use whatsoever. Unless you know what you are doing, do not put bonus points into Agility (an exception being the Erudite wizard, who may wish to put in 5 points to get agility to 75).
Dexterity: Dexterity affects how quickly you learn weapon skills, how often weapons will process their special effects. Since you won't rely on melee after your first few levels, you should not put points into this skill at creation.
Wisdom: Wisdom affects the amount of mana the priest classes have, also rangers and paladins. It also affects how quickly you can learn many skills if your wisdom is higher than your Intelligence. This skill has absolutely no relevance for the Wizard class and bonus points should not be put into it.
Intelligence: Intelligence directly affects how quickly you can learn most skills. It affects the amount of mana for bards and all pure casters, as well as shadow knights. It is the core statistic for Wizards and most of your bonus points should be allocated here. Whilst some people may say it is easy to reach the soft cap of 200 intelligence through the many bonus items in the game, this is one stat which you can never have enough of. Once you reach 200 intelligence you can then free up slots for other stat enhancers such as for hitpoints, direct mana, AC, or charisma.
Charisma: This affects the amount you will be charged for goods by NPC merchants, and how much they will pay you. It also affects the saving throw on certain Bard and Enchanter spells (charms in particular). This will impact upon the costs incurred when purchasing expensive travelling or shielding components , but often you can get a Charisma buff from a friend to help with this. It is not advised to put points in this statistic at creation.
Picking the Right Race
The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like.
Wizards must choose one of five races, and a wizard's main stat is intelligence. Erudites have the highest base intelligence, but suffer from night-blindness (a minor consideration with the Titanium EQ client). Gnomes and Dark Elves are roughly tied for the second highest base intelligence. Dark Elves are often killed on sight, but benefit from ultravision and the ability to hide, which is the only unique skill among wizard races. High Elves have reasonably high intelligence and the highest base charisma which can help slightly with vendor pricing. Humans have the lowest intelligence and night-blindness, but have the most rounded stats and the highest strength, which can help you carry extra loot early in the game.
Ultimately, however, a wizard's effectiveness is determined by total mana (for maximum burst damage and useful for quadding) and mana regen rate (for long-term sustained dps). Because intelligence gear is easily obtained and because all races regenerate mana at the same rate, no one race is substantially superior to another. Choosing the race you enjoy the look of most should be your primary concern.
Race | Alignment | Starting City | Racial(s) | Size | Deity Choices |
---|---|---|---|---|---|
Dark Elves | Evil | Neriak | Hide, Ultravision | Medium, Small | Agnostic, Innoruuk, Solusek Ro |
Erudites | Neutral | Erudin, Paineel | -5 Disease Resist, +5 Magic Resist | Medium | Agnostic, Prexus, Quellious, Solusek Ro |
Gnomes | Neutral | Ak'Anon | Tinkering, Infravision | Small | Agnostic, Bertoxxulous, Brell Serilis, Solusek Ro |
High Elves | Good | Felwithe | Infravision | Medium, Small | Agnostic, Erollisi Marr, Karana, Mithaniel Marr, Solusek Ro, Tunare |
Humans | Neutral | Freeport, Qeynos | +5 Fire Resist | Medium | Agnostic, Bertoxxulous, Erollisi Marr, Innoruuk, Karana, Mithaniel Marr, Rodcet Nife, Solusek Ro |
Starting Statistics
Suggested Starting Statistics
It is very easy to assign yourself the wrong statistics and regret it for the rest of you characters career. Wizards are primarily about mana, and our suggested allocation of bonus points reflects this:
- For Dark Elves add 25 Intelligence and 5 Strength.
- For Erudites add 25 Intelligence and 5 Strength or 5 Agility.
- For Gnomes add 25 Intelligence and 5 Strength.
- For High Elves add 25 Intelligence and 5 Strength.
- For Humans add 25 Intelligence and 5 Strength.
Experience Statistics
Update: As of the January 2001 timeline patch, the -10% class Experience Mod was removed (September 21, 2015).
Religion
Generally speaking being agnostic is a fairly safe bet in Everquest. Religion serves only to get you into trouble in many situations. The disadvantage to doing this is that some items and some quests can only be done by followers of certain religions. Following a religion will at worst get you killed in some areas, but generally you can avoid these. Following Innoruuk is probably the most dangerous religion as they have the most places in the game where they are Kill on Sight. In the end it will not make an enormous difference to your character which Deity you choose.
Solusek Ro |
Bertoxxulous |
Innoruuk |
Tunare |
Spells
Level 1
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 4
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 8
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 12
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 16
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 20
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 24
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 29
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 34
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 39
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 44
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Level 46
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Level 49
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 50
Spell Name | Spell Description | Era | Class | Location | Mana |
Level 51
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Level 52
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Level 53
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Level 54
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Level 55
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Level 56
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Level 57
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Level 58
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Level 59
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Level 60
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Spell Name | Spell Description | Era | Class | Location | Mana |
Skills
Specialization
{{#lsth:Skill Specialization|Wizard}}
Casting Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | Abjuration | 235 | 235 |
1 | No | Alteration | 235 | 235 |
1 | No | Channelling | 200 | 200 |
1 | No | Conjuration | 235 | 235 |
1 | No | Divination | 235 | 235 |
1 | No | Evocation | 235 | 235 |
4 | Yes | Meditate | 235 | 252 |
16 | Yes | Research | 200 | 200 |
20 | Yes | Specialization | 200 | 200 |
Combat Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | 1 Hand Blunt | 110 | 110 |
1 | No | 2 Hand Blunt | 110 | 110 |
1 | No | Bind Wound | 100 | 100 |
1 | No | Defense | 145 | 145 |
1 | No | Hand to Hand | 75 | 75 |
1 | No | Offense | 140 | 140 |
1 | No | Piercing | 110 | 110 |
1 | No | Throwing | 75 | 75 |
22 | Yes | Dodge | 75 | 75 |
Miscellaneous Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | Alcohol Tolerance | 200 | 252 |
1 | No | Begging | 200 | 200 |
1 | No | Fishing | 200 | 200 |
1 | Yes | Sense Heading | 200 | 200 |
1 | Yes | Swimming | 75 | 200 |
Wizard-Specific Quests
{{#lsth:Class Race Quest List|Wizard}}
Gearing
Class specific gear suggestions are cross listed on the Gear Reference page.
For better or worse, wizards just don't benefit from gear as much as melee dps classes. While melee toons can easily boost their dps by equipping an improved ratio weapon or a worn haste item, wizards cannot boost their spell damage. The best we can usually hope for is improving total mana (for total burst damage), total hitpoints (for raw survivability) and total resists (for resisting aoes in raid situations and nukes/debuffs while leveling). There are a few exceptions to this rule, however, in the form of mana-free nuke clickies and items that improve mana regen.
Mana-free nuke clickies will make the single largest difference in a wizard's effectiveness. These items come in three tiers:
Tier 1 includes Solist's Robe of Invocation, Vermilion Robe of Torrefaction and Shissar Elementalist's Staff. These are high-end raid drops that can dramatically improve a wizard's long-term sustained dps.
Tier 2 includes Velious armor quest robes (such as Sage's Robe) and the Vermilion Orb of Torrefaction. While these are less useful than the Tier 1 clickies, they are still useful for finishing off fleeing mobs. The Sage's Robe has a very long cast time, but is very hard to resist. It can also be clicked as early as level 1 and makes for a very strong power-leveling item.
Tier 3 includes Solist's Icy Wand. This item is particularly useful before level 20 and can be used to conserve mana on fleeing mobs for many levels afterward. However, this item will not see much usage at higher levels.
Mana Free Nuke Clickies
Item | Damage/Cast Time | DPS |
---|---|---|
Solist's Robe of Invocation | 784dmg/14s | 56 DPS |
Vermilion Robe of Torrefaction | 625dmg/15s | 41.5 DPS |
Shissar Elementalist's Staff | 400dmg/13.5s | 30 DPS |
Vermilion Orb of Torrefaction | 250dmg/10s | 25 DPS |
Sage's Robe | 360dmg/28s | 12.9 DPS |
Solist's Icy Wand | 38dmg/5s | 7.6 DPS |
Mana regen improvement items include items with a worn Flowing Thought (FT) effect that increases passive mana regen (such as White Dragonscale Boots) and hitpoint to mana conversion clickies.
Generally, FT items come from cutting-edge raid encounters and will be among a wizard's final best-in-slot upgrades. Because FT items of the same tier do not stack on P99, the best a wizard can obtain is +8 mana regen from a combination of Essence of Nature (+5), White Dragonscale Boots (+2), and one of the several +1 FT items currently available.
Hitpoint to mana conversion items (specifically the Manastone and Manna Robe) can provide 20 mana in exchange for 60 hps. Because wizards cannot heal themselves and generally don't have many hps, the mana conversion effect isn't very useful on its own. However, because mana conversion will eat away at a rune before damaging hps, these items pair very well with the 800 hp rune from the wizard epic Staff of the Four. As long as the epic rune is intact, a wizard can gain "free" mana from these items.
The Manastone is instant-cast, but can only be used in classic zones. Because it no longer drops, it is also very rare and very expensive to buy from another player. The Manna Robe can be used anywhere, but has a 3-second cast time. It still drops rarely from Trakanon, and is a very useful item for a wizard who doesn't mind lots of clicking.
It is worth noting that the Staff of the Four clicky effect also provides +3 mana regen that stacks with enchanter and druid mana regen spells.
Pre-Planar
{{#lsth:Players:Pre Planar Gear|Wizard}}
Planar
{{#lsth:Players:Planar Gear|Wizard}}
Kunark
{{#lsth:Players:Kunark Gear|Wizard}}
Velious Pre-Raid/Group
{{#lsth:Players:Velious Pre-Raid Gear|Wizard}}
Velious Raiding
{{#lsth:Players:Velious Raiding Gear|Wizard}}