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The Wizard

The Wizard is the pure damage caster of Monsters and Memories — a cloth-wearing scholar who ends fights from range with the hardest-hitting single-target and area spells in the game. Ice that slows, lightning that interrupts, arcane surges that cripple enemy casting, and fire that simply burns. The Early Access kit replaces mana-on-kill with the Mark of Magic loop — Seal of Magic, Reclaim Magic and Arcane Acceleration — plus an optional Incantations system of glyphs.

Updated for Early Access · September 2026

Wizard Class Guide
Ready to play one? Our Monsters and Memories Wizard Guide covers the best races and traits, incantations, glyphs and burst damage, abilities by level, group and solo tactics, where to level and the gear to chase.

Strengths

  • The biggest burst damage in the game, single-target and area
  • Four elements, so you rarely face a mob you can’t hurt
  • Interrupts, snares and casting-speed debuffs built into your nukes
  • Blink, Root and Telekinetic Knockback for escapes
  • Group teleports, evacuations and party spell haste through Arcane Acceleration
Weaknesses

  • Cloth armor and a small health pool
  • Pulls aggro easily if you open too hard
  • Burns through mana fast when you spam your biggest spells
  • No pet and no heals
  • Area spells wake mezzed mobs and can wipe a careless group

IntelligencePrimary
DexteritySecondary
StaminaSecondary

Wizard gameplay is about picking the right spell and timing it. Let the tank build threat, then choose the element the fight calls for: slow a runner with ice, interrupt a caster with lightning, or burst a named with fire. The Mark of Magic loop — Seal of Magic, Reclaim Magic and Arcane Acceleration — is the heart of the reworked kit, and Incantations add optional depth. Between fights you sit to regain mana; outside them, you’re the one who teleports the group across the world.

For players who want big numbers and enjoy discipline. The basics are easy to learn — target the tank’s mob, cast, don’t pull aggro — but mastering mana, timing and element choice takes a long time. If you like being the group’s damage and its taxi, the Wizard is for you.

Deep Elf, Deep Gnome, Dwarf, Gnome, Human

Races playable at Early Access. See the class guide for starting stats and our picks.

Skills

Innate Skills

Skill Trained Cap at 50 Cap at 60 Progression
Abjuration No ?? ?? ??
Alteration No ?? ?? ??
Channeling No ?? ?? ??
Conjuration No ?? ?? ??
Divination No ?? ?? ??
Evocation No ?? ?? ??
Meditation No ?? ?? ??

Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Defense No ?? ?? ??
Hand to Hand No ?? ?? ??
Offense No ?? ?? ??

Weapon Skills

Skill Trained Cap at 50 Cap at 60 Progression
Bludgeoning No ?? ?? ??
Piercing No ?? ?? ??

Non-Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Alcohol Tolerance No ?? ?? ??
Commerce No ?? ?? ??
Fishing No ?? ?? ??
Swimming No ?? ?? ??

Notable Gear

Ranked for Wizard’s key attributes — Primary: Intelligence · Secondary: Dexterity, Stamina
Sungreet Warden’s Signet
Sungreet Warden’s Signet
Jewelry · Ring
INT +15, STA +18
Cape of the Plague Avatar
Cape of the Plague Avatar
Armor · Back
INT +10, DEX +10, STA +10
Lysandra’s Crook
Lysandra’s Crook
Weapon · Primary
INT +15, STA +1
Pustulax’s Robe
Pustulax’s Robe
Armor · Chest
INT +10, STA +10
Blade of the Witchguard
Blade of the Witchguard
Weapon · Primary
INT +10, DEX +10
Crown of the Drowned Depths
Crown of the Drowned Depths
Armor · Head
INT +15
Embezzler’s Golden Kilt
Embezzler’s Golden Kilt
Armor · Legs
INT +7, DEX +7, STA +7
Rootrender’s Stave
Rootrender’s Stave
Weapon · Primary
INT +13

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