Wizard: Difference between revisions
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== Advancement == | == Advancement == | ||
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
| 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 and can leave them blinded.
→ 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 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
| 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 | 5 |
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
| Job | Wizard |
|---|---|
| Type | Supportive |
| Element | Water |
| Max level | 10 |
Raises a line of solid ice on the ground that blocks movement and shapes the battlefield, dealing no damage.
→ Ice Wall
Frostbite
| Job | Wizard |
|---|---|
| Type | Passive |
| Max level | 10 |
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
| 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 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
⚠️ 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
| 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
Sense
| Job | Wizard |
|---|---|
| Type | Supportive |
| Max level | 1 |
Inspects a monster to reveal a detailed readout of its statistics and elemental resistances.
→ Sense
Drain Life
| Job | Wizard |
|---|---|
| Type | Offensive (Magic) |
| Element | Shadow |
| Max level | 1 |
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