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Wizard

The mage side of the mastery system: the Wizard Mastery item, the mastery gauge, the wizard staff gauge and mage stances.

General mastery rules (leveling, orbs, Arcane Dust) are on the Masteries page. The promoted spell rotation is on Spell Promotion.

Note

Numbers marked default come from the Wizard Stance controller and can be changed by staff.

Who counts as a mage

Mage abilities need one of these in hand: a spellbook, a wand, or a weapon or shield with Spell Channeling or Mage Weapon. A Shepherd's Crook always makes you a tamer instead.

Pure mage features (promoted spells and the strongest stances) also need:

Requirement Value
Magery or Necromancy 100
Evaluating Intelligence 100
Focus + Meditation + Spirit Speak + Mysticism 150 combined

Mastery gauge

Every damaging spell you land on a monster has a chance to add a charge to your mastery gauge (max 7):

Spell circle 1 2 3 4 5 6 7 8
Chance 5% 10% 12% 15% 25% 30% 40% 50%
  • Necromancy spells: 1.5% per point of mana cost.
  • Halved if you have pets or summons out.
  • Mastery level, Mastery Chance runes and guild buffs add more (max +30%).

At 5 charges, your next damaging spell also releases your mastery's mage ability (see Masteries). That uses 1 Arcane Dust and resets the gauge.

Wizard staff gauge

Each hit with a wizard staff adds 5 charge. At 100, your next staff hit on a monster adds a mastery charge and empties the staff gauge.

Staff damage scales with Evaluating Intelligence, Intelligence and Focus. Staves ignore monster armor, but the monster's Magic Resist reduces the damage. See Mage Staves for the damage formula and every mastery's staff effect.

Mage stances

Pure mages with no followers can choose two stances:

  • Primary stance: full effect.
  • Secondary stance: 50% effect.
  • Changing a stance has a 30 second cooldown.
  • Active stances (marked ★) can only be your primary.
  • Stances don't work in PvP or while you have pets, summons or golems out (and for 5 minutes after you summon).
Stance Effect (default)
★ Cleric Healing spells heal +30% on creatures and +20% on players
★ Burster +25% spell damage. Wand attacks may bounce to a nearby target
★ Illusionist 5% chance per spell circle to echo the spell for +50% to +100% damage
★ Geomancer 15% chance per spell circle to gain a shield worth 10% of the damage dealt (max 100)
★ Flowmancer 7.5% chance per spell circle to regain 25% of the damage dealt as mana
Elusive Form After Teleporting, you evade spells and melee for 5 seconds
Mana Shield 30% of incoming monster damage is taken from your mana instead
Mana Barrier When you parry, 30% of the blocked damage becomes mana (max 15)
Arcane Rebound When a spell fizzles: +10 mana and +10% damage on your next spell
Candle of the Mind Below 30% mana, spells cost 20% less
Arcane Skin Each cast gives 1% resist against creature spells (10 stacks, 5 s each)
Candleflame Insight Charges while you meditate (up to 30 s). Standing up gives up to +30% spell damage for 10 s
Phoenix Spark Killing with a spell gives +15% spell damage for 8 s
Umbral Reservoir Spell damage on poisoned, bleeding or holy-cursed targets restores 5 mana
Cerebral Surge Resisting a spell restores 4 mana
Thunderheart Lightning and energy spells have a 20% chance to give you Haste for 3 s
Tidecaller Your field spells drift toward enemies