Wizard: Difference between revisions
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class-wiki: Frost Nova reframed as control/escape tool |
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=== Frost (Water) === | === 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 begins with a passive and a | 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 begins with a passive and a mass-freeze control skill at Wizard tier and culminates at [[High Wizard]] with [[Ice Block]]. | ||
==== Frostbite ==== | ==== Frostbite ==== | ||
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<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Frost Nova</caption> | <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">Job</th><td>Wizard</td></tr> | ||
<tr><th style="text-align:left">Type</th><td> | <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">Element</th><td>Water</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> | ||
Bursts a ring of frost around the caster that | 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]]''' | ||
<br style="clear:both"/> | <br style="clear:both"/> | ||
Revision as of 12:10, 18 June 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) — deals more damage the lower the target's health, growing stronger the longer a fight lasts.
- Frost (Water) — defensive support that locks enemies down with freezing and frozen.
- Fire — explosive burst damage (in development, see below).
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.
Skills
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
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
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
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
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
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
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
Specialization branches
The Wizard's three branches build toward signature skills that continue into High Wizard. Each is described by the skills it adds; the standard elemental spells above remain available to every build.
Tempest (Wind)
The Wind branch deals more damage the lower the target's health, so it grows stronger the longer a fight drags on. Its Wizard-tier skill lays down sustained area pressure, and the branch comes into its own at High Wizard with Killing Wind.
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 begins with a passive and a mass-freeze control skill at Wizard tier and culminates at High Wizard with Ice Block.
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
⚠️ This section is a work in progress. Class details may change before final release.
See also
Mage · Sage · High Wizard · Second Classes · Classes