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
- 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
- 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
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.