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Monsters and Memories Wizard Guide

Class Guide · Updated for patch 0.30 (Early Access) · September 2026

How to build, level and play a Wizard in Monsters and Memories — race and trait picks, the full damage toolkit, the Mark of Magic loop and glyphs, group and solo tactics, a leveling path and gear to chase.

01The Wizard at a Glance

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 nukes and area spells in the game. Ice that slows, lightning that interrupts, arcane surges that cripple enemy casting, and fire that simply burns: a good Wizard picks the right spell for the moment and lands it at the right time.

The official class page calls the Wizard "Arcane Artillery" and describes it as having the highest damage single-target nukes and area-of-effect spells in the roster — fragile, mana-dependent, and rewarding precise play. Outside of combat you are also the group's travel service, with gates, group portals and emergency evacuations.

RoleRanged magic damage
ArmorClothStaves, swords, daggers
Key statsINTDEX and STA after
SoloModerateRoot, snare and burst
Group demandHighDamage plus portals
DifficultyMediumEasy to learn, hard to master

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 and evacuations · party spell haste through Arcane Acceleration.

Weaknesses

Cloth armor and a small health pool · pulls aggro easily if you open too hard · runs out of mana fast when you spam your biggest spells · no pet and no heals · area spells wake mezzed mobs and can wipe a careless group.

Updated for the Early Access build
The Wizard kit was rebuilt in the official Wizard deep dive and ships that way in patch 0.30.0.0 (September 19, 2026), the build Early Access launches on. The headline changes: mana on killing blow was removed (it "felt too random" in groups) and replaced by the Mark of Magic loop — Seal of Magic, Reclaim Magic and Arcane Acceleration — plus an optional Incantations system of four glyphs and a Spell Catalyst. Spell research and summoned items were deferred to later, broader systems. Items marked 0.30 below belong to the reworked kit.

02Is the Wizard Right for You?

You’ll love it if…

You want to see big numbers; you like choosing the right tool for each target (slow the runner, interrupt the caster, burst the named); you enjoy timing and aggro discipline; you like being the one who teleports the group across the world.

You might not if…

You hate dying to one bad pull; you want a pet or self-heals to lean on when soloing; you find sitting to regain mana tedious; you'd rather be in the thick of melee than standing at the back.

For a brand-new player the Wizard is one of the easier caster classes to understand: target the mob the tank is fighting, cast damage, don't take aggro, sit when you're low. The skill comes later — managing mana, choosing elements, stacking Marks and knowing when to stop casting. If you read only one section twice, make it group play.

03Choosing Your Race

Five races can be Wizards at Early Access. Your class adds +4 INT (plus small STR and DEX bumps) to your race's base stats, and you get 10 bonus points to spend at creation. Starting values before bonus points:

Race INT DEX STA Starts in Why pick it
Human 20 17 17 Night Harbor, Underdocks The easiest start, right next to the Wizard academy. Tenacity resists mesmerize and incapacitate effects.
Gnome 24 20 15 Night Harbor, Underdocks Highest starting INT and DEX of any Wizard race. Slippery breaks roots and snares — a great escape for a cloth caster.
Deep Elf 23 17 15 Underdocks, Ail’Vorith Strong INT with good AGI; can take Ultravision. Evil-aligned, so surface guards are less friendly.
Deep Gnome 23 19 15 Underdocks Excellent INT and DEX; can take Ultravision. Kill-on-sight to everyone in Ail'Vorith.
Dwarf 20 19 17 Night Harbor Lower INT, but the most starting STA and Stone Form, one of the best panic buttons in the game.

Spending your 10 bonus points

Intelligence sets both your spell damage and your mana pool, so most of your points go there. The usual community advice is to put a couple into Dexterity next, and a little into Stamina for extra health.

  • Humans and Dwarves: +7 INT, +2 DEX, +1 STA.
  • Gnomes: +5 INT, +2 DEX, +3 STA — you already have the most INT, so buy a little survivability.
  • Deep Elves and Deep Gnomes: something like +6 INT, +2 DEX, +2 STA works well.
  • Charisma and Wisdom do nothing important for a Wizard. Don't spend points there.

The official class page also lists High Elf as a Wizard race, but High Elves aren't playable at Early Access.

04Recommended Traits

You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For a Wizard:

Category Best pick Why Alternatives
Major Combat Intelligent +10 INT passive means more damage and more mana, all the time. The active (+100 INT for 12s) is a burst window for a named mob or an emergency. Dexterous (hit rate), Tough (more health), Magic Resistant (resist enemy roots, stuns and mezzes)
Minor Combat Evoker Every damage spell you own is Evocation. +10 skill and faster skill-ups mean fewer fizzles and resists while you're leveling. Channeler (fewer interruptions when you're hit), Alterer (Seal of Magic, Root, Blink and all your teleports are Alteration)
Major Non-Combat Infravision / Ultravision Nights and dungeons are very dark, and you need to see adds before they see you. Deep Elves and Deep Gnomes should take Ultravision. Readiness — a cantrip slot from level 1, so a key spell survives a death
Minor Non-Combat Bookworm A free extra spellbook — handy as a travel book for Gate, Exodus, your zone gates and See Invisibility. Jewelcrafter or Tailor (both make caster gear), any gathering trait for early money
Humans can’t take night vision
If you're a Human, take Readiness instead and carry a light source (you get Summon Mage Light at level 8). Put Minor Flash of Ice or Root in your cantrip slot so you respawn able to defend yourself.

05Getting Started

Your starter quest

Every Wizard begins with a class starter quest that teaches the basics and hands out your first gear. For the full step-by-step walkthrough, with every NPC, location and reward, see our Wizard Starter Quest Guide. Individual quest pages: Wizard Starter Quest (Night Harbor) · Burnt Out Lightstones.

Where to buy spells

  • Night Harbor: the Chartered Academy of Arcane Inquiry is your guild hall. Your trainers and spell scribes are there.
  • Underdocks: there is also a Wizard starter quest for characters who begin in the Underdocks. Ask a guard for the Wizard trainer, and see our Underdocks page.
  • Scrolls or glyphs: every Wizard spell is available as a normal scroll. The glyph system is optional.
Buy these first
At level 1 you only need Minor Flash of Ice. At level 4, in order: Seal of Magic and Reclaim Magic (your mana engine), Root, Eldritch Ward, then Gate and Soulbind. At level 8, Minor Iceblast, Blink and Lesser Spellshield are the big three.

06Your Toolkit

Wizard spells come in lines: you learn a spell, then buy stronger versions every few levels. The deep dive lists 16 damage lines across four elements — arcane, ice, lightning and fire — and nearly every one carries a secondary effect: snares on ice, interrupts on lightning, casting-speed slows on arcane. Levels shown are when the first version (and each upgrade) becomes available.

Line Starts Progression What it’s for
Flash of Ice 1 Minor Flash of Ice → Lesser 12 → Flash of Ice 24 → Greater 36 → Exceptional 48 → Superior 60 Cheap, fast cold damage with a short 25% snare. Your bread-and-butter spell early on.
Iceblast 8 Minor Iceblast → Lesser 16 → Iceblast 28 → Greater 40 → Exceptional 52 A big cold nuke with a snare. A good opener when soloing.
Arcane Volley 4 Minor Arcane Volley → Lesser 16 → Arcane Volley 28 → Greater 40 → Exceptional 52 Channeled magic damage in several hits — ideal for stacking Marks of Magic.
Arcane Surge 8 Minor Arcane Surge → Lesser 20 → Arcane Surge 32 → Greater 44 → Exceptional 56 Magic damage that slows the target's casting speed by 25%. Use it on enemy casters.
Flash of Lightning 20 Lesser Flash of Lightning → Flash of Lightning 32 → Greater 44 → Exceptional 56 Quick electric damage that interrupts casting.
Lightning Surge 24 Lesser Lightning Surge → Lightning Surge 36 → Greater 48 → Exceptional 60 Heavier electric damage with an interrupt.
Fire lines 32 Fire Volley 32 → Greater 44 → Exceptional 56; Fireball 48 → Greater 60; Fire Spike 60 Fire arrives late. Spikes (Ice Spike from 44) are hard to resist.
Area damage 12 Burst of Magic (Minor 12 → Lesser 24 → 36 → Greater 48 → Exceptional 60); Burst of Lightning 28; Arcane Nova 36; Icestorm 40; Lightning Nova 52; Firestorm 60 Targeted area bursts, point-blank novas and storms. Powerful and dangerous — they hit everything nearby.
Mark of Magic0.30 4 Seal of Magic (II 16, III 30), Reclaim Magic, Arcane Acceleration The seal makes your Evocation spells mark the target; each Mark raises all spell damage it takes, stacking up to five. Reclaim Magic cashes Marks in for mana and gives your party Arcane Acceleration (spell haste).
Incantations0.30 8 Glyph: Mun (arcane) 8, Glyph: Hil (ice) 16, Glyph: Nas (lightning) 24, Glyph: Dur (fire) 32; Spell Catalyst 8 An optional way to reach many spells with five spell slots — see below.
Resist debuffs 8 Insidious Magic 8, Insidious Ice 16, Insidious Lightning 24, Insidious Fire 32 Lowers one resistance on the target for 5 minutes. Can't be resisted unless the target is immune.
Control 4 Root 4, Telekinetic Knockback 20, Arcane Bonds 24 → Arcane Shackles 48, Wall of Force 40 Hold, knock back and stun, or slow a whole pack by 50%. Root breaks easily on damage.
Self defense 4 Eldritch Ward (I–V, 4–60); Lesser Spellshield 8 → Spellshield 16 → Greater 24 → Exceptional 32 → Arch 40; Blink 8 Ward absorbs damage for 15s; Spellshield adds HP, AC and magic resist for an hour. Blink teleports you forward and breaks stuns and roots — even while stunned.
Mana 8 Sorcerous Mind 8, Arcane Invocation 20 Sorcerous Mind adds mana regen, 10% casting speed and see-invisible. Arcane Invocation restores mana over 10 seconds.
Dispels 8 Dispel Magic 8, Purge 12, Abolish Magic 32 Remove harmful effects from allies, or strip a buff and a song from an enemy.
Travel 4 Gate, Soulbind 4; Exodus 16; zone gates 16–24; group portals 24–32; Evacuations 36–55; Translocate 50 Gates to Shaded Dunes, Glass Flats and Vale of Zintar, the same as group portals, and in-zone group escapes.
Utility 1–16 Polar Alignment: North, See Invisibility, Sense Magic, Summon Mage Light, Bind Vision, Shroud of the Magi, Recharge Item Navigation, light, scouting and group invisibility.
About spell names and levels
Spell levels come from community data compiled before the 0.30 rework. The developers didn't publish a full level table with the deep dive, so a few levels or names may have shifted. If your spell vendor disagrees with this table, trust the vendor — and tell us.

07Spells to Prioritize, Levels 1–28

You won't be able to afford every spell as soon as it unlocks. This is the order that matters most for a new Wizard:

Level Key spells Notes
1 Minor Flash of Ice, Polar Alignment: North Flash of Ice is your whole rotation for a few levels. Its snare helps you escape runners.
4 Seal of Magic, Reclaim Magic, Minor Arcane Volley, Eldritch Ward, Root, Gate, Soulbind, See Invisibility, Sense Magic The Mark of Magic loop starts here. Meditation and your first cantrip slot also arrive at 4.
8 Minor Iceblast, Minor Arcane Surge, Blink, Lesser Spellshield, Sorcerous Mind, Insidious Magic, Dispel Magic, Summon Mage Light, Glyph: Mun, Spell Catalyst Iceblast is your first real nuke. Keep Spellshield and Sorcerous Mind up at all times.
12 Minor Burst of Magic, Lesser Flash of Ice, Eldritch Ward II, Purge, Bind Vision Your first area spell — use it only when nothing nearby is mezzed.
16 Lesser Iceblast, Lesser Arcane Volley, Seal of Magic II, Spellshield, Exodus, Shroud of the Magi, Insidious Ice, Glyph: Hil, Shaded Dunes Gate, Recharge Item Big nuke and seal upgrades. Exodus is a free escape inside a zone.
20 Arcane Invocation, Lesser Arcane Surge, Lesser Flash of Lightning, Telekinetic Knockback, Magic Protection Arcane Invocation is your first mana-recovery spell. Lightning gives you an interrupt.
24 Flash of Ice, Lesser Lightning Surge, Lesser Burst of Magic, Arcane Bonds, Greater Spellshield, Eldritch Ward III, Glyph: Nas, Shaded Dunes Portal, Glass Flats Gate, Vale of Zintar Gate Your first group portal — groups will start asking for rides.
28 Iceblast, Arcane Volley, Burst of Lightning, Electric Protection A major nuke upgrade and a stronger area spell.

Past level 28, the pattern continues: upgrade your main nukes (Iceblast, Surge, Flash) and Spellshield first, then your area spells, then resist buffs and portals.

08Playing in a Group

In a group your job is simple to say and hard to do well: deal as much damage as possible, as quickly as possible, without pulling the mob off the tank.

Before the pull

  • Buff yourself: Spellshield, Sorcerous Mind and Eldritch Ward if you expect to be hit. Offer resist buffs if the group is about to fight something elemental.
  • Agree on the kill target, and ask whether anyone is mezzing. If an Enchanter or Bard is controlling adds, your area spells are off the table until those mobs are dead.
  • Know where you'll run. Keep Blink and Exodus ready, and at higher levels an Evacuation for the whole group.

During the fight

  1. Let the tank build aggroWait for the tank to land a few hits or taunts before you cast. Your biggest nukes create a lot of threat.
  2. Seal and stack MarksWith Seal of Magic up, your Evocation spells mark the target. Volleys hit several times, which makes them the easiest way to build stacks; each Mark raises all spell damage the target takes, including your group's.
  3. Pick the right elementUse a lightning spell to interrupt a dangerous cast, an arcane surge to slow an enemy caster, ice to slow a runner. If a mob resists one element, switch — or lower that resist first with the matching Insidious spell.
  4. Cash in the MarksWhen the target is near death or you need mana, Reclaim Magic turns its Marks into mana and gives your party Arcane Acceleration.
  5. Stop before you pull aggroIf the mob turns to you, stop casting and let the tank take it back. Eldritch Ward and Blink buy you the seconds you need.
Save area spells for the right moment
A Burst of Magic or Arcane Nova can end a pull in seconds — or wake every mezzed mob and put all of them on you. Only use area damage when every mob in range is meant to die, the tank has aggro on all of them, and your healer is ready.

09Soloing

The official description admits some Wizards find adventuring alone difficult, "but clever use of spells could prove otherwise." With no pet and no heals, soloing is about never letting the mob reach you — or making sure it dies when it does.

  • Open big: the deep dive calls Iceblast and Fireball good openers when soloing. Start with your biggest nuke from max range, then finish with Flash of Ice.
  • Root and nuke: Root the mob in place, back up, and cast. Root has a strong chance to break on damage, so be ready to re-root or snare.
  • Snare and kite: your ice spells slow movement by 25% for a few seconds. Move, turn, cast, and keep distance.
  • Knock it back: Telekinetic Knockback (from 20) pushes the mob away and stuns it — perfect for resetting the distance.
  • Pull one at a time: you can't handle adds. Look at what is near your target before you cast, and avoid social mobs.
  • Sit after every fight: regain mana before the next pull. Starting a fight at half mana is how Wizards die.
Wizard safety plan
Before every solo pull: have Root and Blink ready, know which way you'll run, and keep Gate or Exodus memorized as a last resort. If Eldritch Ward is down and the mob is on you at more than half health, leave.

10Leveling Path

A suggested route for a Wizard. You can solo the early spots, but you'll level faster and more safely in a group — and groups love a Wizard who can portal them home afterward.

Levels Where Why it’s good for Wizards
1–5 Night Harbor newbie yards / Underdocks newbie yard Do the starter quest. Flash of Ice on rats, bats, beetles and snakes.
2–13 Ail’Vorith outer caves (Deep Elves) Easy solo trash outside the gates: beetles, sporelings, skeletons.
3–11 Tomb of the Last Wyrmsbane The best early group dungeon, and where the starter quest sends you. Skeletons in groups — a good place to learn aggro discipline.
4–6 Shaded Dunes West Gate shoreline Non-hostile crocodile hatchlings: safe solo experience while you learn to root and nuke.
7–12 Underdocks Wererat Warrens Caves near the top of the zone, good for Underdocks starters.
8–14 Infested Crypt Easy solo pulls near the door at 8–9, deeper tunnels at 10–14 with a group.
10–16 Tel Ekir Ashira Outskirts, Ancient Crypt entrance Plenty of caster gear: Tanner Daba drops the Tannery Staff and Najm the Mirage the Manaweave Veil. Skyseer Illya in the Ancient Crypt drops the Orb of the Fading Flame.
12–16 Tomb of the Last Wyrmsbane deeper halls Ghosts, zombies and ghouls, with High Marshal Fionna (~16) at the bottom.
18–27 Fallen Pass, Keeper’s Bight Dense camps where a group with a good tank lets you unload. Fallen Pass has some of the best INT gear in our database.

See Where to Level in the New Player Guide for more spots, and each zone page for maps and named mobs.

11Gear to Look For

Wear cloth and stack Intelligence first — it raises both your damage and your mana pool — then mana, Stamina and hit points. Dexterity is a useful extra. Unlike Enchanters, Wizards can ignore Charisma, so caster items with a big CHA penalty (such as the Deathmask of the Witchlord or the Skull of Whispers) are perfectly usable if the INT and mana are good.

Early gear (roughly levels 1–16)

Item Slot Stats Where
Tannery Staff Primary STA +2, INT +8, Mana +10 Tanner Daba, Tel Ekir
Orb of the Waning Waters Primary STA/INT/WIS +7, HP +35, Mana +35 Guardian of the Life Font, Tel Ekir
The Measure Stick Primary INT +5, WIS +4, CHA +3, STA +2, HP +6, Mana +7 Tig's Measuring Quest, Sungreet Strand
Orb of the Fading Flame Primary DEX/INT/WIS +3, HP +15, Mana +15 Skyseer Illya, Ancient Crypt
Manaweave Veil Face AC 5, STA +2, INT +3, Mana +10 Najm the Mirage, Tel Ekir
Mirage Cloth Boots Feet AC 7, STA +3, INT +3 Najm the Mirage, Tel Ekir
Chitonweave Breeches Legs AC 12, STA +2, INT +4, CHA +1, Mana +5 Animist Wafi, Tel Ekir
Feastfire Wrapper Chest AC 10, INT +4, Mana +10 Luhum the Plump, Tel Ekir
Sandy Dune Tunic Chest STA +2, INT +6 Ember, Sungreet Strand

Upgrades for later

Item Slot Stats Where
Shadowstitch Handwraps Hands AC 9, INT +5, HP +15, Mana +25 Jailer Benedict, Night Harbor
Twilight Cap Head AC 10, INT +5, CHA +3, Mana +30 Victualler Veera, Night Harbor
Gilded Spellbook Waist INT +4, WIS +2, CHA +2, Mana +20 Aide Aida, Night Harbor
Crimson Silk Robe Chest AC 21, INT +8, Mana +20 Fenrix Lightfoot, Glass Flats
Obsidian Crystal Staff Primary STA +4, INT +10, CHA +4, HP +20, Mana +20 Glass Flats
Lysandra’s Crook Primary STA +1, INT +15, Mana +10 Dame Lysandra Thrym, Fallen Pass
Pustulax's Robe Chest AC 34, STA/INT/WIS +10, HP +15, Mana +35 Pustulax, Fallen Pass
Spellbound Tome of Shielding Secondary INT +11 Ivor Thrym, Fallen Pass
Prayer Beads of the Leper Saint Neck INT +8, WIS +8, Mana +35 Namon Ka Har, Fallen Pass
Watcher's Prismatic Lens Ring INT +10, CHA +8, Mana +20 Hollow Watcher, Glinting Hollow
Crown of the Drowned Depths Head AC 11, INT +15, WIS +18, HP +20, Mana +20 Ulkrathos, The Hidden Grotto
Sungreet Warden's Signet Ring AC 12, STA +18, INT +15, WIS +15, HP +20 Thal'gurok, Sungreet Strand

Stats from our item database. Item levels aren't published, so "early" is based on where they drop; the Night Harbor named NPCs above are not newbie mobs, so check their level before trying. Browse the database for more INT cloth.

12Incantations and Glyphs

Incantations are the Wizard's optional mastery system. Instead of memorizing a dozen damage spells, you memorize four glyphs and a Spell Catalyst — five spell slots that can produce any of 36 spells. The deep dive describes it as a way to give Wizards "a tool for every situation."

Glyph Element Unlocks
Glyph: Mun Arcane 8
Glyph: Hil Ice 16
Glyph: Nas Lightning 24
Glyph: Dur Fire 32
  1. Set a foundationThe first glyph you cast sets the foundation — the type of spell you are building toward.
  2. Add enhancementsGlyphs cast after that are enhancements that shape the final spell. You can add one enhancement up to two times.
  3. ActivateCast Spell Catalyst to fire the result. Incantations use your highest known rank of the spell they produce.
You never have to use it
Every Wizard spell is also sold as a normal scroll you can scribe, memorize and cast from your bar. The developers say you can play Wizard at a high level without ever touching a glyph. The system unlocks one glyph at a time (8, 16, 24, 32), so you can learn it gradually if you want to.

Managing your mana

  • Sit between pulls. Meditation (from level 4) only boosts mana regeneration while you're sitting. Resting at a campfire also speeds regeneration and builds the 15% Rested experience bonus.
  • Run the Mark loop. Keep Seal of Magic on, stack Marks with your spells, and use Reclaim Magic to turn them back into mana. This replaced the old mana-on-kill mechanic, so it works whether or not you land the killing blow.
  • Keep Sorcerous Mind up. It adds mana regeneration and 10% casting speed for almost no cost.
  • Arcane Invocation (from 20) restores mana every 2 seconds for 10 seconds — use it during a lull, not mid-pull.
  • Match the spell to the job. Cheap Flash spells finish off low-health mobs; save the expensive nukes and bursts for targets that need them.

13Common Wizard Mistakes

  • Nuking before the tank has aggro. One opening Iceblast can put a fresh mob on your face.
  • Using area spells near mezzed mobs. One Burst or Nova wakes everything.
  • Casting until empty. A Wizard with no mana can't help when the next pull goes wrong. Stop at a reserve.
  • Forgetting Spellshield and Eldritch Ward. Cloth plus no shield means one or two hits can kill you.
  • Ignoring resists. If a mob keeps resisting ice, switch elements or use the matching Insidious debuff.
  • Not binding near the hunting spot. Soulbind yourself and your group so deaths don't mean a long corpse run.

14Wizard FAQ

Is the Wizard good for new players?

Yes. The core job — damage the tank's target without pulling aggro, then rest — is easy to understand. The depth comes from mana management, element choice and the optional glyph system.

What’s the most important Wizard stat?

Intelligence. It raises both your spell damage and your mana pool. Put most bonus points there, with a little Dexterity and Stamina.

Can a Wizard solo?

Yes, carefully. Use Root, snares, Telekinetic Knockback and big opening nukes, pull one mob at a time, and sit to full mana between fights. Wizards have no pet or heals to fall back on.

What’s the best race for a Wizard?

Gnome for the highest starting Intelligence and Dexterity, or Human for the easiest start in Night Harbor. Deep Elf and Deep Gnome are excellent if you want to start underground.

Do I have to use glyphs and incantations?

No. Every Wizard spell is also a normal scroll. Glyphs are an optional mastery system that lets five spell slots cover many spells.

What happened to mana on killing blow?

It was removed in the Wizard rework because it felt random, especially in groups. Mana now comes back through Reclaim Magic, which converts Marks of Magic on your target into mana.

Sources. The official Wizard Deep Dive, Wizard class page, Wizard deep dive announcement; and storiesofmnm.com’s class, quest, zone and item pages. New to the game? Start with the New Player Guide. See also the Wizard class page.
Guide Type
Class Guide
Last Updated Patch
0.30 (Early Access)

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