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class-wiki: reorganize Wizard to branch-first (Hunter) layout
class-wiki: remove Inherited skills section
 
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On Vortex Legends the Wizard is built around a '''three-branch specialization system''', one for each of its damage elements:
On Vortex Legends the Wizard is built around a '''three-branch specialization system''', one for each of its damage elements:


* '''Tempest (Wind)''' — lightning and storm magic that deals more damage the lower the target's health, growing stronger the longer a fight lasts.
* '''Tempest (Wind)''' lightning and storm magic that deals more damage the lower the target's health, growing stronger the longer a fight lasts.
* '''Frost (Water)''' — water and ice magic that locks enemies down with freezing and frozen while keeping the fragile caster alive.
* '''Frost (Water)''' water and ice magic that locks enemies down with freezing and frozen while keeping the fragile caster alive.
* '''Fire''' — explosive Fire magic built around heavy burst and area denial.
* '''Fire''' explosive Fire magic built around heavy burst and area denial.


The branches are a matter of priority rather than a cage: points can be spent freely, so classic multi-element builds remain fully playable. Wizards advance into the [[High Wizard]] after rebirth.
The branches are a matter of priority rather than a cage: points can be spent freely, so classic multi-element builds remain fully playable. Wizards advance into the [[High Wizard]] after rebirth.
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</table>
Hurls a spinning ball of Wind energy that strikes a single enemy several times and pushes it back.
Hurls a spinning ball of Wind energy that strikes a single enemy several times and pushes it back.
→ '''[[Jupitel Thunder]]'''
'''[[Jupitel Thunder]]'''
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</table>
Summons a roaring electrical storm over a wide area that strikes every enemy inside it many times and can leave them blinded.
Summons a roaring electrical storm over a wide area that strikes every enemy inside it many times and can leave them blinded.
→ '''[[Lord of Vermilion]]'''
'''[[Lord of Vermilion]]'''
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Plants a writhing field of wind that lashes everything inside it once per second and can blind them, letting the Wizard keep steady pressure on a spot or a tough target.
Plants a writhing field of wind that lashes everything inside it once per second and can blind them, letting the Wizard keep steady pressure on a spot or a tough target.
→ '''[[Wind Ivy]]'''
'''[[Wind Ivy]]'''
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</table>
Whips up a wide blizzard that repeatedly batters enemies with Water damage and freezes those who linger inside it.
Whips up a wide blizzard that repeatedly batters enemies with Water damage and freezes those who linger inside it.
→ '''[[Storm Gust]]'''
'''[[Storm Gust]]'''
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Gathers the water around the caster into a volley of Water orbs that all slam into a single enemy, growing stronger on watery terrain.
Gathers the water around the caster into a volley of Water orbs that all slam into a single enemy, growing stronger on watery terrain.
→ '''[[Water Ball]]'''
'''[[Water Ball]]'''
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Raises a line of solid ice on the ground that blocks movement and shapes the battlefield, dealing no damage.
Raises a line of solid ice on the ground that blocks movement and shapes the battlefield, dealing no damage.
→ '''[[Ice Wall]]'''
'''[[Ice Wall]]'''
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A passive that gives the Wizard's single-target Water spells a chance to leave the victim Freezing, weaving soft crowd control into ordinary damage.
A passive that gives the Wizard's single-target Water spells a chance to leave the victim Freezing, weaving soft crowd control into ordinary damage.
→ '''[[Frostbite]]'''
'''[[Frostbite]]'''
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Bursts a ring of frost around the caster that freezes nearby enemies in place, a crowd-control and escape tool that buys space and time to reposition.
Bursts a ring of frost around the caster that freezes nearby enemies in place, a crowd-control and escape tool that buys space and time to reposition.
→ '''[[Frost Nova]]'''
'''[[Frost Nova]]'''
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Calls down a barrage of meteors that pummel a large area with Fire damage over several seconds and can leave struck enemies stunned.
Calls down a barrage of meteors that pummel a large area with Fire damage over several seconds and can leave struck enemies stunned.
→ '''[[Meteor Storm]]'''
'''[[Meteor Storm]]'''
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Detonates the Wizard's active Sight orbs in a wide Fire blast that damages and knocks back every enemy around the caster.
Detonates the Wizard's active Sight orbs in a wide Fire blast that damages and knocks back every enemy around the caster.
→ '''[[Sightrasher]]'''
'''[[Sightrasher]]'''
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Plants a hidden Fire-element trap that erupts into a column of flame when an enemy steps onto it, striking repeatedly and briefly holding the victim in place while ignoring its defense.
Plants a hidden Fire-element trap that erupts into a column of flame when an enemy steps onto it, striking repeatedly and briefly holding the victim in place while ignoring its defense.
→ '''[[Fire Pillar]]'''
'''[[Fire Pillar]]'''
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Raises Earth-element spikes across a small area, striking every enemy on the targeted ground.
Raises Earth-element spikes across a small area, striking every enemy on the targeted ground.
→ '''[[Heaven's Drive]]'''
'''[[Heaven's Drive]]'''
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Turns a patch of ground into clinging mire that slows enemies and saps their Agility and Dexterity.
Turns a patch of ground into clinging mire that slows enemies and saps their Agility and Dexterity.
→ '''[[Quagmire]]'''
'''[[Quagmire]]'''
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Inspects a monster to reveal a detailed readout of its statistics and elemental resistances.
Inspects a monster to reveal a detailed readout of its statistics and elemental resistances.
→ '''[[Sense]]'''
'''[[Sense]]'''
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Strikes a single enemy with Shadow magic and restores part of the damage dealt to the caster as health. Granted automatically on becoming a Wizard.
Strikes a single enemy with Shadow magic and restores part of the damage dealt to the caster as health. Granted automatically on becoming a Wizard.
→ '''[[Drain Life]]'''
'''[[Drain Life]]'''
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== Inherited skills ==
The Wizard also keeps all [[Mage]] skills, which feed every elemental branch.


== Advancement ==
== Advancement ==
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== See also ==
== See also ==
[[Mage]] · [[Sage]] · [[High Wizard]] · [[Second Classes]] · [[Classes]]
[[Mage]] · [[Sage]] · [[High Wizard]] · [[Second Classes]] · [[Classes]]


[[Category:Second Classes]]
[[Category:Second Classes]]
[[Category:Classes]]
[[Category:Classes]]

Latest revision as of 21:20, 24 July 2026

Wizard

The Wizard is the second-class advancement of the Mage, and the offensive counterpart to the scholarly Sage. Where Sages bend magic toward utility and support, Wizards exist to deal damage: they command the elements at their most destructive, raining meteors, blizzards and lightning storms over the battlefield. They trade durability for raw power, relying on positioning, control spells and careful timing to survive while their long casts come down.

On Vortex Legends the Wizard is built around a three-branch specialization system, one for each of its damage elements:

  • Tempest (Wind) — lightning and storm magic that deals more damage the lower the target's health, growing stronger the longer a fight lasts.
  • Frost (Water) — water and ice magic that locks enemies down with freezing and frozen while keeping the fragile caster alive.
  • Fire — explosive Fire magic built around heavy burst and area denial.

The branches are a matter of priority rather than a cage: points can be spent freely, so classic multi-element builds remain fully playable. Wizards advance into the High Wizard after rebirth.


Specialization branches

Tempest (Wind)

The Wind branch deals more damage the lower the target's health, so it grows stronger the longer a fight drags on. It pairs the Wizard's lightning nukes with a sustained-pressure ground field, and comes into its own at High Wizard with Killing Wind.

Jupitel Thunder

Jupitel Thunder
JobWizard
TypeOffensive (Magic)
ElementWind
Max level10

Hurls a spinning ball of Wind energy that strikes a single enemy several times and pushes it back. → Jupitel Thunder

Lord of Vermilion

Lord of Vermilion
JobWizard
TypeOffensive (Magic)
ElementWind
Max level10

Summons a roaring electrical storm over a wide area that strikes every enemy inside it many times and can leave them blinded. → Lord of Vermilion

Wind Ivy

Wind Ivy
JobWizard
TypeOffensive (Magic, ground)
ElementWind
Max level5

Plants a writhing field of wind that lashes everything inside it once per second and can blind them, letting the Wizard keep steady pressure on a spot or a tough target. → Wind Ivy

Continues at High Wizard with the passive Killing Wind.

Frost (Water)

The Water branch trades raw burst for control and survival. It freezes, slows and locks down, letting the fragile caster dictate the pace of a fight. It pairs the Wizard's blizzard and water spells with a chill-on-hit passive and a mass-freeze burst, and culminates at High Wizard with Ice Block.

Storm Gust

Storm Gust
JobWizard
TypeOffensive (Magic)
ElementWater
Max level10

Whips up a wide blizzard that repeatedly batters enemies with Water damage and freezes those who linger inside it. → Storm Gust

Water Ball

Water Ball
JobWizard
TypeOffensive (Magic)
ElementWater
Max level5

Gathers the water around the caster into a volley of Water orbs that all slam into a single enemy, growing stronger on watery terrain. → Water Ball

Ice Wall

Ice Wall
JobWizard
TypeSupportive
ElementWater
Max level10

Raises a line of solid ice on the ground that blocks movement and shapes the battlefield, dealing no damage. → Ice Wall

Frostbite

Frostbite
JobWizard
TypePassive
Max level10

A passive that gives the Wizard's single-target Water spells a chance to leave the victim Freezing, weaving soft crowd control into ordinary damage. → Frostbite

Frost Nova

Frost Nova
JobWizard
TypeSupportive (control)
ElementWater
Max level5

Bursts a ring of frost around the caster that freezes nearby enemies in place, a crowd-control and escape tool that buys space and time to reposition. → Frost Nova

Continues at High Wizard with Ice Block.

Fire

The Fire branch is the Wizard's burst-and-area-denial element: meteors, detonations and lingering flame that punish clustered enemies.

Meteor Storm

Meteor Storm
JobWizard
TypeOffensive (Magic)
ElementFire
Max level10

Calls down a barrage of meteors that pummel a large area with Fire damage over several seconds and can leave struck enemies stunned. → Meteor Storm

Sightrasher

Sightrasher
JobWizard
TypeOffensive (Magic)
ElementFire
Max level5

Detonates the Wizard's active Sight orbs in a wide Fire blast that damages and knocks back every enemy around the caster. → Sightrasher

Fire Pillar

Fire Pillar
JobWizard
TypeOffensive (Magic)
ElementFire
Max level10

Plants a hidden Fire-element trap that erupts into a column of flame when an enemy steps onto it, striking repeatedly and briefly holding the victim in place while ignoring its defense. → Fire Pillar

⚠️ The Fire branch's signature rework skills are a work in progress. Class details may change before final release.

Other skills

Skills every Wizard can learn regardless of branch focus.

Heaven's Drive

Heaven's Drive
JobSage / Wizard
TypeOffensive (Magic)
ElementEarth
Max level5

Raises Earth-element spikes across a small area, striking every enemy on the targeted ground. → Heaven's Drive

Quagmire

Quagmire
JobWizard
TypeSupportive
ElementEarth
Max level5

Turns a patch of ground into clinging mire that slows enemies and saps their Agility and Dexterity. → Quagmire

Sense

Sense
JobWizard
TypeSupportive
Max level1

Inspects a monster to reveal a detailed readout of its statistics and elemental resistances. → Sense

Drain Life

Drain Life
JobWizard
TypeOffensive (Magic)
ElementShadow
Max level1

Strikes a single enemy with Shadow magic and restores part of the damage dealt to the caster as health. Granted automatically on becoming a Wizard. → Drain Life

Advancement

The Wizard advances to the High Wizard. See Second Classes.

See also

Mage · Sage · High Wizard · Second Classes · Classes