PlanetDiablo | Diablo III | Characters | Wizard

The Wizard

WizardSimply put, the Wizard is the new mega-mage. Bringing to the table blasts from multiple pasts plus his/her own qualities and abilities, the character borrows skills from Diablo II and classic roleplaying games. Blizzard introduced the Wizard in lore and trailer as a female charater, referencing the class' strong connection with the ways of the Sorceress, while the male version neatly ties it back with the original Sorcerer from the original game.

Certainly, the Wizard's gameplay style and skill set come from the Sorceress. Rebellious and agile in nature, the class does best to sneak around on light feet, away from deadly melee action that quickly lands him/her in trouble. Rather than building a buffer of minions like the Necromancer, this class relies on its killer spells to fend off nasties. Classics like Charged Bolt (now Static Charge) and Chain Lightning (now Electrocute) return, but as part of the new Storm skill tree that also includes cold skills like the new Frost Nova.

The Wizard also takes on a selection of Druid and Assassin abilities. Cyclone becomes the new Energy Twister, for example. Making it more useful and interesting, Teleport comes with a short delay attached, but effectively becomes the Assassin's Dragon Flight when enhanced with a striking rune. A role-playing classic spell, Magic Missile, finds its way to the game with just the same name.

Like the class' predecessors, the Wizard runs clean of mana in little time when using his/her powerful skills. Automatic mana regeneration is supplemented by the class' own skill for finding Mana Orbs, much like Health Orbs, one that may prove essential despite its limited usability. We have seen mana orbs in game already, but the skill wasn't available for use back at Blizzcon '08.


Lore

The Wizard is a rebellious mage from the northern island of Xiansai, once among the Zann Esu mage clan before they had enough of her and sent her over to the Visjerei in Caldeum to be tamed. Causing quite a stir after venturing into the clan's sacred archives and continually testing dangerous magics, the nineteen year old fled the scene following a battle with senior Visjerei mage Valthek.


From the writings of Abd Al-Hazir
Owing to my lack of tolerance for those who would use magic towards their own nefarious ends, many have assumed that I am averse to the practice of the magical arts on a philosophical level. Nothing could be farther from the truth. My quarrel is with those sorcerers who dismiss the ancient traditions and teachings – teachings that have been honed over millennia in order to preserve respect for authority and the rule of law.

Recently the youth of Caldeum have fallen prey to the overblown stories of just such a delinquent wizard. That is correct: I used the uncouth term wizard, not sorcerer. It seems that even the title of a civilized magic wielder is too restrictive for this young upstart. Through my contacts at the Yshari Sanctum of the mage clans, I am one of the few who actually know the truth behind the rumors now sweeping our streets regarding this hellion who flaunts her magic irresponsibly.

This wizard was sent here to spend her formative years under the tutelage of the best mages in the world. Well, it seems they neglected to teach our wizard manners on her native island of Xiansai, for she was a rude and uncooperative student from the very beginning. Originally under the guidance of the Zann Esu mage clan, she was eventually handed over to the Vizjerei in the hopes that their strict and unbending discipline would break her anarchic spirit. Yet even the esteemed Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics, heedless of the consequences to herself or anyone around her.

Although there is no truth to the tales that she actually ventured into the infamous Bitter Depths below the Sanctum, she was caught in the Ancient Repositories, where the most dangerous incantations are housed for the safety of the public. When confronted by the great Vizjerei mage Valthek and demanded to account for herself, she brazenly attacked him rather than face the punishment merited by her acts. Exaggerated stories of the battle are already being inflated to mythic proportions by the more rebellious of our city's youth, but suffice it to say that she did not actually best Yshari's most powerful mage in single, honorable combat. The details of the encounter remain unclear, as Valthek has yet to regain consciousness, but it has been verified by reliable sources that she relied on trickery and deceit to bring the great man low. I have also been assured that the extensive property damage was chiefly the result of Valthek's magical prowess, not the upstart wizard's. As to where she is now, no one rightly knows, for she fled the city immediately after the encounter.

It is not my goal to alarm, but I find this situation disturbing. We now have a rebellious wizard, young and inexperienced, wandering the world, dabbling in powerful magics she does not understand. Those wiser than you or I determined long ago that certain schools of magic were too dangerous and forbade their practice. It is those magics that this wizard seems determined to explore – magics centered on manipulating the primal forces from which reality is constructed. Imagine, a headstrong nineteen-year-old youth, able to warp time itself to her will! The thought is truly terrifying. It is my honest hope that this self-styled wizard chooses never to return to Caldeum.

ABOUT THE AUTHOR

Abd al-Hazir is a renowned gentleman, historian, and scholar. He has recently taken up the unprecedented task of investigating, researching, and compiling information about the unique locales and denizens of our world.

Skills

As with the other four character classes, the Wizard possesses three unique skill trees.

These sets of abilities include:

  • Arcane
  • Conjuring
  • Storm

Arcane Spells


Magic Missile

Magic Missile fires a small purple bolt of energy, reminiscient of Holy Bolt in appearance, at the target of choice. It deals damage of the general "magic" type rather than a particular elmental type (e.g. fire), which is being referred to by the name of the skill tree to which this ability belongs. The skill's title alone evokes a classic role-playing game spirit.

Rank: 1/5
Fire 1 missile(s) of energy at your enemies causing 3 - 5 arcane damage to them.

Mana Cost: 5

Critical hits from arcane damage silence targets for 4 seconds.

Required Level: 0



Expanded Mind (Passive)

Expands the Wizard's knowledge increasing the Wizard's mana by 12%.

Rank: 1/5
+12% Maximum Mana
Mana Cost: 0 (Passive)

Required Level: 0



Wave of Force

Project a wave of force outward, repelling enemies and projectiles and dealing 1 - 5 damage.

Rank: 1/5
Deals 1 - 5 damage
Mana Cost: 10

Required Level: 5



Arcane Orb

The Wizard's Arcane Orb send an expanding sphere of eerily glowing white to explode on its fateful target, dealing quite the punch of splash damage all around.

Rank: 1/5
An orb of pure energy deals 11 - 16 on contact and an additional 1 - 2 arcane damage to all enemies in the blast area.

Critical hits from arcane damage silence targets for 4 seconds.

Mana Cost: 7

Rank: 2/5
Deals 13 - 19 arcane damage on contact and an additional 2 - 4 arcane damage to all enemies in the blast area.

Required Level: 10



Energy Shield

A protective barrier absorbs incoming damage using mana. Every point of damage costs 2 mana.

Rank: 1/5
Damage absorbed: 75
Duration: 120 seconds
Mana Cost: 5

Required Level: 10
* Prerequisite for: Arcane Weakness



Disintegrate

A brand new skill in the Diablo series, Disintegrate generates a laser beam-like line of energy that burns and slices through foes.

One thing Disintegrate doesn't do, however, is scale down inclines. When one's Wizard is perched on stairs between levels or on an upper or lower platform, the ability only emanates in a direct line forward.

Rank: 1/5
Eminate a beam of pure energy dealing 12 arcane damage per second. Damage is modified to 80% each time the beam passes through a target.

Mana Cost: 12 mana per second.

Critical hits from arcane damage silence targets for 4 seconds.

Required Level: 15
Requires 15 points in skills.



Slow Time

This skill creates a radial dome around the Wizard's current position that slows the speed of magical and nonmagical missiles fired into it, for the duration it remains.

We saw this first in StarCraft 2, actually, as the Time Bomb ability of the Protoss Mothership. It's interesting to see Blizzard borrowing from its own games in the mainstream, not as an easter egg.

Rank: 1/5
Warp space and time, slowing nearby monsters and projectiles.

Enemy attack cooldown increase: 1 second.
Cooldown: 20 seconds.
Mana Cost: 20

Required Level: 15
Requires 15 points in skills.



Arcane Torrent

Along with Tornado, the Wizard borrows another skill from the Druid with Meteor Storm. It's a cross between the Sorceress' Meteor and the Druid's Armageddon, raining fire down from the sky in a rapid succession of small meteorites dealing fire damage.

The interesting quality to Meteor Storm is that it lasts as long as the Wizard continues to cast it, until his or her mana runs out.

Rank: 1/5
Meteorites pelt the targeted region dealing 10 - 20 damage per second.

Mana Cost: 12 mana per second.

Required Level: 20
Requires 20 points in skills.



Arcane Weakness (Passive)

Enemies damaged by your arcane spells are affected with Arcane Weakness, increasing damage taken by 20% for 5 seconds.

Rank: 1/5
20% Increased damage taken
Duration: 5 seconds
Mana Cost: 0 (Passive)

Required Level: 20
Requires 20 points in skills.
Requires 1 point(s) in Energy Shield.



Teleport

A classic spell reaching back to the original game, Teleport sends the Wizard to a target location. Unlike the previous two games, in which this occurred instantaneously, there is a short delay as the Wizard literally rises into the air.

Teleport has extra features this time, when enhanced with runes. In particular, it's already been demonstrated that a Strike rune adds a physical attack to the Teleport, in much the same way as the Assassin's Dragon Flight skill from Lord of Destruction.

Rank: 1/5
Teleport to the selected location up to 100 feet away. Teleport can only be used every 9 seconds.

Mana Cost: 23

Required Level: 25
Requires 25 points in skills.



Conjuring Spells


Spectral Blade

Summons a spectral blade that strikes each enemy in front of the Wizard 3 times causing 3 - 6 physical damage with each hit.

Rank: 3/5
Deals 3 - 6 physical damage per hit
Mana Cost: 6

Rank: 4/5
Increases damage to 4 - 8 per hit
Mana Cost: 7

Required Level: 0



Mirror Image

Create an illusionary duplicate of yourself that lasts for 8 seconds and has 40% of your health.

Rank: 2/5
40% of your health
Duration: 8 seconds
Mana Cost: 15

Rank: 3/5
60% of your health.
Duration: 8 seconds
Mana Cost: 15

Required Level: 5



Stability Control (Passive)

Health globes restore 20% mana when picked up.

Rank: 2/5
20% Mana restored
Mana Cost: 0 (Passive)

Rank: 3/5

30% Mana restored
Mana Cost: 0 (Passive)

Required Level: 5
* Prerequisite for: Intensify



Explosive Blast

A blast of energy explodes at the target causing 10 - 16 damage in a small radius.

Rank: 1/5
Deals 10 - 16 damage
Mana Cost: 5

Required Level: 10



Stone Skin

Appearing all around the Wizard like an encapsulating extra layer of tough metal skin, Stone Skin lasts for a limited duration and disappears quicker from enemy blows.

Stone Skin originates as a quality of unique and superunique monsters from earlier in the game series. It naturally signifies an enhanced defense rating.

Rank: 1/5
Shield yourself with rock and stone, absorbing 75 damage. Lasts 8 seconds.

Cooldown: 19 seconds
Mana Cost: 12

Required Level: 10
* Prerequisite for: Magic Weapon



Intensify (Passive)

When you pick up a health globe, your critical hit chance increases by 2%.

Rank: 1/5
2% Increased chance of Critical Hit
Mana Cost: 0 (Passive)

Required Level: 15
Requires 1 point(s) in Stability Control.
Requires 15 points in skills.
* Prerequisite for: Mighty Impact



Hydra

Creates a hydra that attacks your enemies with bolts of fire.

Rank: 1/5
Hydra deals 6 - 10 damage per attack.
Mana Cost: 12

Required Level: 15
Requires 15 points in skills.



Mighty Impact (Passive)

Increases critical hit damage by 10%.

Rank: 1/5
10% Increased Critical Hit damage
Mana Cost: 0 (Passive)

Required Level: 20
Requires 1 point(s) in Intensify.
Requires 20 points in skills.



Magic Weapon

Imbue your weapon with magical energy granting it increased damage.

Rank: 1/5
Damage: 25 - 35
Duration: 120 seconds
Mana Cost: 10

Required Level: 20
Requires 1 point(s) in Stone Skin.
Requires 20 points in skills.



Storm Spells


Charged Bolt

Charged Bolt returns as a low-level skill in the Storm tree. This skill comes from the original game, an ability sending small bolts of painful electricity across a room in a physics-defying manner, of course. Its damage dealt, thus, lies in the form of lightning elemental damage.

Rank: 1/5
Launch a volley of 3 electric bolts that deal 1 - 2 lightning damage each.

Mana Cost: 2

Critical hits from lightning damage stun targets for 2 seconds.

Required Level: 0



Ice Armor

A field of ice slows the movement and attack speed of enemies that attack you at close range, and causes 2 cold damage.

Rank: 2/5
Deals 2 cold damage
Mana Cost: 10

Rank: 3/5
Increases freezing effect on nearby enemies and to enemies striking the caster.

Required Level: 0
* Prerequisite for: Empowered Armor



Frost Nova

Much like the Sorceress' Nova skill but harnessing Cold energy, the Frost Nova spell slows and freezes enemies as well as dealing cold damage. Packed with it is a bonus to critical hit damage.

Rank: 1/5
An explosion of ice pelts nearby enemies for 1 - 2 cold damage. Has an additional 50% chance of critical hit.

Mana Cost: 8
Cooldown: 12.0 seconds

Rank: 2/5
Increases damage to 2 - 3 cold damage. Has an additional 60% chance of critical hit.

Required Level: 5
* Prerequisite for: Bonechilling Cold



Electrocute

The new and improved Chain Lightning has a bone-crushing effect in sound and visuals.

Also a skill originating from the first game in the series now with a much classier, updated look, Electrocute sends a bolt of lightning from the Wizard through nearby enemies for a duration, dealing damage over that time.

Rank: 1/5
Lightning arcs from the Wizard's fingertips toward an enemy, electrocuting it for 5 - 15 lightning damage.

Mana Cost: 8

Critical hits from lightning damage stun targets for 2 seconds.

Required Level: 5



Empowered Armor (Passive)
Increases your armor by 5%.

Rank: 1/5
5% Increased armor
Mana Cost: 0 (Passive)

Required Level: 10
Requires 1 point(s) in Ice Armor.



Energy Twister

Druid fans may take offense to the yanking of this skill, but nonetheless the Wizard possesses the ability to send whirlwinds through hordes of her enemies.

The cyclones appear more like the Druid's Twister skill than Tornado, or a cross between the two sizes, but the skill in Diablo III emanates only one per cast.

The twisters move around in a random pattern, uncontrollable by the Wizard once cast. However, the spell tends to hit on target.

Rank: 1/5
Summon an Energy Twister that deals 10 damage per second to everything in its path.

Mana Cost: 18

Required Level: 10



Bonechilling Cold (Passive)

Frozen targets take 25% additional damage from all attacks.

Rank: 1/5
25% Increased damage
Mana Cost: 0 (Passive)

Required Level: 15
Requires 15 points in skills.
Requires 1 point(s) in Frost Nova.



Ray of Frost

Projects a beam of cold energy that deals 8 cold damage per second.

Rank: 1/5
Deals 8 cold damage per second
Mana Cost: 16 mana per second

Critical hits from cold damage freeze targets.

Required Level: 15
Requires 15 points in skills.



Blizzard

Call down shards of ice to pelt an area dealing 6 - 10 cold damage per second for 3 seconds.

Rank: 1/5
Deals 6 - 10 cold damage per second
Duration: 3 seconds
Mana Cost: 70

Required Level: 20
Requires 20 points in skills.



Storm Armor

Surround yourself in electrical energy. Electric bolts are automatically fired at attackers for 1 - 8 damage.

Armor spells affect you and all nearby allies and you can only be affected by one armor spell at a time.

Rank: 1/5
Deals 1 - 8 damage
Mana Cost: 15

Required Level: 20
Requires 20 points in skills.



Storm Power (Passive)

Increases damage of all lightning and ice spells.

Mana Cost: 0 (Passive)

Required Level: 25
Requires 25 points in skills.




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