Wizard: Difference between revisions
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= Wizard = | = 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. | 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: | On Vortex Legends the Wizard is built around a '''three-branch specialization system''', one for each of its damage elements, plus a small Dark-element chain and a Platinum-only skill outside any branch: | ||
* '''Tempest (Wind)''' — a | * '''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)''' — | * '''Frost (Water)''' — water and ice magic that locks enemies down with freezing and frozen while keeping the fragile caster alive. | ||
* '''Fire''' — explosive area | * '''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. | ||
| Line 14: | Line 13: | ||
---- | ---- | ||
== | == Specialization branches == | ||
=== Jupitel Thunder === | === 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 [[Overload]]. | |||
==== Jupitel Thunder ==== | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Jupitel Thunder</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Jupitel Thunder</caption> | ||
| Line 28: | Line 31: | ||
<br style="clear:both"/> | <br style="clear:both"/> | ||
=== Lord of Vermilion === | ==== Lord of Vermilion ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Lord of Vermilion</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Lord of Vermilion</caption> | ||
| Line 36: | Line 39: | ||
<tr><th style="text-align:left">Max level</th><td>10</td></tr> | <tr><th style="text-align:left">Max level</th><td>10</td></tr> | ||
</table> | </table> | ||
Summons a roaring electrical storm over a wide area that strikes every enemy inside it many times | Summons a roaring electrical storm over a wide area that strikes every enemy inside it many times. | ||
→ '''[[Lord of Vermilion]]''' | → '''[[Lord of Vermilion]]''' | ||
<br style="clear:both"/> | <br style="clear:both"/> | ||
=== Storm Gust === | ==== Wind Ivy ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | |||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Wind Ivy</caption> | |||
<tr><th style="text-align:left">Job</th><td>Wizard</td></tr> | |||
<tr><th style="text-align:left">Type</th><td>Offensive (Magic, ground)</td></tr> | |||
<tr><th style="text-align:left">Element</th><td>Wind</td></tr> | |||
<tr><th style="text-align:left">Max level</th><td>5</td></tr> | |||
</table> | |||
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]]''' | |||
<br style="clear:both"/> | |||
''Continues at High Wizard with the passive [[Overload]].'' | |||
=== 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 mass-freeze burst, and culminates at [[High Wizard]] with [[Ice Block]] and the chill-on-hit passive [[Frostbite]]. | |||
==== Storm Gust ==== | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Storm Gust</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Storm Gust</caption> | ||
| Line 52: | Line 73: | ||
<br style="clear:both"/> | <br style="clear:both"/> | ||
=== Meteor Storm === | ==== Water Ball ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | |||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Water Ball</caption> | |||
<tr><th style="text-align:left">Job</th><td>Wizard</td></tr> | |||
<tr><th style="text-align:left">Type</th><td>Offensive (Magic)</td></tr> | |||
<tr><th style="text-align:left">Element</th><td>Water</td></tr> | |||
<tr><th style="text-align:left">Max level</th><td>10</td></tr> | |||
</table> | |||
Gathers the water around the caster into a volley of Water orbs that all slam into a single enemy. | |||
→ '''[[Water Ball]]''' | |||
<br style="clear:both"/> | |||
==== Ice Wall ==== | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | |||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Ice Wall</caption> | |||
<tr><th style="text-align:left">Job</th><td>Wizard</td></tr> | |||
<tr><th style="text-align:left">Type</th><td>Supportive</td></tr> | |||
<tr><th style="text-align:left">Element</th><td>Water</td></tr> | |||
<tr><th style="text-align:left">Max level</th><td>5</td></tr> | |||
</table> | |||
Raises a line of solid ice on the ground that blocks movement and shapes the battlefield, dealing no damage. | |||
→ '''[[Ice Wall]]''' | |||
<br style="clear:both"/> | |||
==== Frost Nova ==== | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | |||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Frost Nova</caption> | |||
<tr><th style="text-align:left">Job</th><td>Wizard</td></tr> | |||
<tr><th style="text-align:left">Type</th><td>Supportive (control)</td></tr> | |||
<tr><th style="text-align:left">Element</th><td>Water</td></tr> | |||
<tr><th style="text-align:left">Max level</th><td>5</td></tr> | |||
</table> | |||
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]]''' | |||
<br style="clear:both"/> | |||
''Continues at High Wizard with the chill-on-hit passive [[Frostbite]] and 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 ==== | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Meteor Storm</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Meteor Storm</caption> | ||
| Line 64: | Line 127: | ||
<br style="clear:both"/> | <br style="clear:both"/> | ||
=== Sightrasher === | ==== Sightrasher ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Sightrasher</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Sightrasher</caption> | ||
| Line 76: | Line 139: | ||
<br style="clear:both"/> | <br style="clear:both"/> | ||
=== Fire Pillar === | ==== Fire Pillar ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Fire Pillar</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Fire Pillar</caption> | ||
| Line 88: | Line 151: | ||
<br style="clear:both"/> | <br style="clear:both"/> | ||
=== | ''Continues at High Wizard with [[Hell Inferno]].'' | ||
=== Dark === | |||
A small, self-contained Dark-element chain outside the three main branches: a curse-inflicting bolt that feeds a life-draining follow-up. | |||
==== Dark Strike ==== | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Dark Strike</caption> | ||
<tr><th style="text-align:left">Job</th><td>Wizard</td></tr> | |||
<tr><th style="text-align:left">Type</th><td>Offensive (Magic)</td></tr> | |||
<tr><th style="text-align:left">Element</th><td>Shadow</td></tr> | |||
<tr><th style="text-align:left">Max level</th><td>5</td></tr> | |||
</table> | |||
A reworked Soul Strike that strikes with Dark magic instead of Neutral, with a chance to inflict Curse when cast by a player. | |||
→ '''[[Dark Strike]]''' | |||
<br style="clear:both"/> | |||
==== Drain Life ==== | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | |||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Drain Life</caption> | |||
<tr><th style="text-align:left">Job</th><td>Wizard</td></tr> | <tr><th style="text-align:left">Job</th><td>Wizard</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Offensive (Magic)</td></tr> | <tr><th style="text-align:left">Type</th><td>Offensive (Magic)</td></tr> | ||
<tr><th style="text-align:left">Element</th><td> | <tr><th style="text-align:left">Element</th><td>Shadow</td></tr> | ||
<tr><th style="text-align:left">Max level</th><td>5</td></tr> | <tr><th style="text-align:left">Max level</th><td>5</td></tr> | ||
</table> | </table> | ||
Strikes a single enemy with Shadow magic and restores part of the damage dealt to the caster as health. | |||
→ '''[[ | → '''[[Drain Life]]''' | ||
<br style="clear:both"/> | <br style="clear:both"/> | ||
''Continues at High Wizard with [[Napalm Vulcan]] and [[Ganbantein]].'' | |||
== Other skills == | |||
Skills every Wizard can learn regardless of branch focus. | |||
=== Heaven's Drive === | === Heaven's Drive === | ||
| Line 110: | Line 197: | ||
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]]''' | ||
<br style="clear:both"/> | <br style="clear:both"/> | ||
| Line 136: | Line 211: | ||
<br style="clear:both"/> | <br style="clear:both"/> | ||
=== | === Sight Blaster (Platinum) === | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Sight Blaster</caption> | ||
<tr><th style="text-align:left">Job</th><td>Wizard</td></tr> | <tr><th style="text-align:left">Job</th><td>Wizard</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Offensive (Magic)</td></tr> | <tr><th style="text-align:left">Type</th><td>Offensive (Magic)</td></tr> | ||
<tr><th style="text-align:left">Max level</th><td>1</td></tr> | <tr><th style="text-align:left">Max level</th><td>1</td></tr> | ||
</table> | </table> | ||
A single-target Platinum skill that curses the target on cast and then detonates on hit for heavy Magic damage. | |||
→ '''[[Sight Blaster]]''' | |||
→ '''[[ | |||
<br style="clear:both"/> | <br style="clear:both"/> | ||
== Inherited skills == | |||
Standard Mage skills (Fire Bolt, Cold Bolt, Lightning Bolt, Fire Wall, Frost Diver, Thunder Storm, Stone Curse, Earth Spike, Safety Wall, Increase SP Recovery, Energy Coat) carry over unchanged. | |||
=== | == Advancement == | ||
The Wizard advances to the [[High Wizard]]. See [[Second Classes]]. | |||
The | |||
== See also == | == See also == | ||
[[Mage]] · [[Sage]] · [[High Wizard]] · [[Second Classes]] · [[Classes]] | [[Mage]] · [[Sage]] · [[High Wizard]] · [[Second Classes]] · [[Classes]] | ||
[[Category:Second Classes]] | |||
[[Category:Classes]] | |||
Latest revision as of 10:09, 21 August 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, plus a small Dark-element chain and a Platinum-only skill outside any branch:
- 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 Overload.
Jupitel Thunder
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Wind |
| Max level | 10 |
Hurls a spinning ball of Wind energy that strikes a single enemy several times and pushes it back.
→ Jupitel Thunder
Lord of Vermilion
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Wind |
| Max level | 10 |
Summons a roaring electrical storm over a wide area that strikes every enemy inside it many times.
→ Lord of Vermilion
Wind Ivy
| Job | Wizard |
|---|---|
| Type | Offensive (Magic, ground) |
| Element | Wind |
| Max level | 5 |
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 Overload.
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 mass-freeze burst, and culminates at High Wizard with Ice Block and the chill-on-hit passive Frostbite.
Storm Gust
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Water |
| Max level | 10 |
Whips up a wide blizzard that repeatedly batters enemies with Water damage and freezes those who linger inside it.
→ Storm Gust
Water Ball
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Water |
| Max level | 10 |
Gathers the water around the caster into a volley of Water orbs that all slam into a single enemy.
→ Water Ball
Ice Wall
| Job | Wizard |
|---|---|
| Type | Supportive |
| Element | Water |
| Max level | 5 |
Raises a line of solid ice on the ground that blocks movement and shapes the battlefield, dealing no damage.
→ Ice Wall
Frost Nova
| Job | Wizard |
|---|---|
| Type | Supportive (control) |
| Element | Water |
| Max level | 5 |
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 the chill-on-hit passive Frostbite and 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
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Fire |
| Max level | 10 |
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
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Fire |
| Max level | 5 |
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
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Fire |
| Max level | 10 |
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
Continues at High Wizard with Hell Inferno.
Dark
A small, self-contained Dark-element chain outside the three main branches: a curse-inflicting bolt that feeds a life-draining follow-up.
Dark Strike
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Shadow |
| Max level | 5 |
A reworked Soul Strike that strikes with Dark magic instead of Neutral, with a chance to inflict Curse when cast by a player.
→ Dark Strike
Drain Life
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Shadow |
| Max level | 5 |
Strikes a single enemy with Shadow magic and restores part of the damage dealt to the caster as health.
→ Drain Life
Continues at High Wizard with Napalm Vulcan and Ganbantein.
Other skills
Skills every Wizard can learn regardless of branch focus.
Heaven's Drive
| Job | Sage / Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Earth |
| Max level | 5 |
Raises Earth-element spikes across a small area, striking every enemy on the targeted ground.
→ Heaven's Drive
Quagmire
| Job | Wizard |
|---|---|
| Type | Supportive |
| Element | Earth |
| Max level | 5 |
Turns a patch of ground into clinging mire that slows enemies and saps their Agility and Dexterity.
→ Quagmire
Sight Blaster (Platinum)
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Max level | 1 |
A single-target Platinum skill that curses the target on cast and then detonates on hit for heavy Magic damage.
→ Sight Blaster
Inherited skills
Standard Mage skills (Fire Bolt, Cold Bolt, Lightning Bolt, Fire Wall, Frost Diver, Thunder Storm, Stone Curse, Earth Spike, Safety Wall, Increase SP Recovery, Energy Coat) carry over unchanged.
Advancement
The Wizard advances to the High Wizard. See Second Classes.
See also
Mage · Sage · High Wizard · Second Classes · Classes