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High Wizard

From Vortex Legends

High Wizard

The High Wizard is the transcendent (rebirth) form of the Wizard, and the pinnacle of offensive magic on the Mage line. A High Wizard keeps the entire Mage and Wizard arsenal and gains the skills that complete each of the Wizard's specialization branches, together with deeper SP sustain, a burst of magic amplification before a heavy spell, and a mastery passive that sharpens every cast.

The branch system carried up from Wizard reaches its peak here:

  • Tempest (Wind) — culminates in Overload, which makes Wind magic hit harder as the target loses health.
  • Frost (Water) — culminates in Frostbite and Ice Block, adding chilling pressure and a total-invulnerability escape.
  • Fire — culminates in Hell Inferno, the heaviest single cast in the Mage line.
  • Shadow — completes the Wizard's Dark chain with Napalm Vulcan and Ganbantein.

Branches are a matter of priority rather than a cage: points can be spent freely, so hybrid builds remain fully playable.


Specialization branches

Tempest (Wind)

The Wind branch rewards pressing an advantage: its damage grows as the target's health falls. Rooted in Wind Ivy at Wizard tier, it is completed here by a passive that empowers every Wind spell the caster knows.

Overload

Overload
JobHigh Wizard
TypePassive
Max level5

A passive that makes all of the High Wizard's Wind magic strike harder as the target's health drops, rewarding focus fire and sustained pressure. → Overload

Rooted in the Wizard skill Wind Ivy.

Frost (Water)

The Water branch trades raw burst for control and survival. Rooted in Frost Nova at Wizard tier, it gains a chilling passive and an emergency shell that buys the fragile caster time.

Frostbite

Frostbite
JobHigh Wizard
TypePassive
Max level5

A passive that weaves a chilling effect into the caster's Water magic, slowing the enemies it strikes without spending anything extra. → Frostbite

Ice Block

Ice Block
JobHigh Wizard
TypeSupportive (defensive)
TargetSelf
Max level5

Encases the caster in ice, granting immunity to all damage and washing off a stack of harmful effects, at the cost of being unable to move or act until the shell breaks. → Ice Block

Rooted in the Wizard skill Frost Nova.

Fire

The Fire branch is about burst and area denial. Rooted in Meteor Storm and the Wizard's Fire toolkit, it culminates in a single devastating cast that mixes hellfire with shadow.

Hell Inferno

Hell Inferno
JobHigh Wizard
TypeOffensive (Magic)
ElementFire and Shadow
Max level5

Engulfs the target and everything around it in hellfire, striking several times and finishing with a shadow blast that can leave survivors burning. → Hell Inferno

Rooted in the Wizard skills Meteor Storm and Dark Strike.

Shadow

The Dark chain begun at Wizard tier with Dark Strike and Drain Life continues here with an armour-piercing attack spell and a tool for erasing enemy ground magic.

Napalm Vulcan

Napalm Vulcan
JobHigh Wizard
TypeOffensive (Magic)
ElementShadow
Max level5

Pummels the target and the enemies beside it with repeated shadow blasts that pierce magical protection and may leave the victims cursed. → Napalm Vulcan

Ganbantein

Ganbantein
JobHigh Wizard
TypeSupportive
TargetGround
Max level1

Tears away the magic woven into a patch of ground, clearing placed hazards and barriers at the cost of gemstones. → Ganbantein

Rooted in the Wizard skill Dark Strike.

Other skills

Skills every High Wizard can learn regardless of branch focus.

Mystical Amplification

Mystical Amplification
JobHigh Wizard
TypeSupportive
TargetSelf
Max level10

Concentrates the caster's power to amplify the magic attack of the very next damaging spell before fading. → Mystical Amplification

Soul Drain

Soul Drain
JobHigh Wizard
TypePassive
Max level5

Permanently raises the High Wizard's maximum SP and restores SP whenever a targeted offensive spell lands the killing blow on an enemy. → Soul Drain

High Wizardry

High Wizardry
JobHigh Wizard
TypePassive
Max level1

The mastery passive of the class, hardening the caster against magic, extending the reach of their spells and shortening the pause between casts. The bonuses are doubled while a two-handed staff is equipped. → High Wizardry

Inherited skills

All Mage and Wizard skills carry over unchanged, including the branch skills learned before rebirth.

See also

Wizard · Mage · Professor · Transcendent Classes · Classes