Wizard
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[edit] Overview
Wizards are one of four arcane caster classes that travel Norrath. They specialize in employing magic as highly powerful single-target and multiple-target direct damage (DD, "nuke") spells.
Wizards share many characteristics with his fellow arcane casters in the mage, enchanter, and necromancer castes. A wizard's mana pool is based on his intelligence, he wears cloth armor, and his spells are offensively focused on lowering his enemies' health as quickly as possible. Defensively, wizards do well in groups. Like their arcane brethren, they receive the lowest return on agility, stamina, and straight armor class enhancements. Their robes offer little protection from an angry encounter. Balancing their damage output with a tank's ability to hold aggro is a crucial skill for this class.
Core to this class is raw, unadulterated direct spell damage through evocation and alteration spells. They can employ spells that work against mobs that are strong against magic, fire, and cold based spells. Unique to wizards as compared to their arcane counterparts is that they do not receive a pet. Wizards receive familiars, which are helpful in elevating the character's base-statistics. Skillful wizards are also quite adept at "quad kiting," which involves casting area-of-effect (AoE) direct-damage spells at snared mobs and managing to stay out of melee range.
Of note, wizard receive teleportation spells, which allow them to teleport themselves and their group members to many distant places throughout Norrath. This can save a significant amount of time running through several areas (even with the Plane of Knowledge available). They can also evacuate themselves and their group to safe places in zones, should they find themselves overrun or overpowered. These are class characteristics shared with druids, and wizard spires are often near druid rings. Unlike druids, wizards can carry themselves and their group to the otherwise inaccessible Plane of Hate (home of Innoruuk) and Plane of Sky (home of Veeshan).
Wizards are a good choice for players who enjoy high damage output and the company of a solid group.
[edit] Playable Races
Dark Elves, Erudites, gnomes, High Elves, and humans have a sufficiently developed culture and society of their own to allow members of their races to focus on studying ancient texts and spells at the expense of all else.
The nature of a wizard's spells do not require that he worship any particular deity; remaining agnostic is generally his safest decision. Those that favor some roleplaying have a number of deities to choose from, based on race and preference.
[edit] Skills
| Level | Trained | Type | Skill | Cap until 50 | Cap above 50 |
| 1 | No | Combat | 1 Hand Blunt | 110 | 110 |
| 1 | No | Combat | 2 Hand Blunt | 110 | 110 |
| 1 | No | Combat | Bind Wound | 100 | 100 |
| 1 | No | Combat | Defense | 145 | 145 |
| 1 | No | Combat | Hand to Hand | 75 | 75 |
| 1 | No | Combat | Offense | 140 | 140 |
| 1 | No | Combat | Piercing | 110 | 110 |
| 22 | Yes | Combat | Dodge | 75 | 75 |
| 1 | No | Arcane | Abjuration | 235 | 235 |
| 1 | No | Arcane | Alteration | 235 | 235 |
| 4 | No | Arcane | Channeling | 200 | 220 |
| 1 | No | Arcane | Conjuration | 235 | 235 |
| 1 | No | Arcane | Divination | 235 | 235 |
| 1 | No | Arcane | Evocation | 235 | 235 |
| 4 | Yes | Arcane | Meditate | 235 | 252 |
| 16 | Yes | Arcane | Research | 200 | 200 |
| 20 | Yes | Arcane | Specialization | 200 | 200 |
| 1 | No | Trade | Blacksmithing | 250 | 250 |
| 1 | No | Trade | Baking | 250 | 250 |
| 1 | No | Trade | Brewing | 250 | 250 |
| 1 | No | Trade | Fletching | 250 | 250 |
| 1 | No | Trade | Jewelry Making | 250 | 250 |
| 1 | No | Trade | Pottery | 250 | 250 |
| 1 | No | Trade | Tailoring | 250 | 250 |
| 1 | No | Other | Alcohol Tolerance | 200 | 200 |
| 1 | No | Other | Beg | 200 | 200 |
| 1 | No | Other | Fishing | 200 | 200 |
| 1 | No | Other | Sense Heading | 200 | 200 |
| 1 | No | Other | Swimming | 200 | 200 |
