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Wizard

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Wizard
Class archetype
Caster
Armor class
Silk

 
Preferenced statistics
Title at level 51 Channeler
Title at level 55 Evoker
Title at level 60 Sorcerer
Title at level 65 Arcanist
Wizard Links
A Wizard calls a Moon Comet down upon a hill giant.

The Wizard is the ultimate DD class. The Wizard has a wide range of spells that allow them to damage npc's across all three of the main elements (cold, fire, magic). Their spells do the highest damage of any nuking class, have the lowest chance of being resisted, and are the most mana efficient making them a great addition to any group. The Wizard has a nice line of utility spells including teleports, root, snare, levitate, self rune, jolt and a melee proc buff. The Wizard itself is very flimsy and will not survive very long if their foe is standing toe to toe with them. The Wizard's nukes can generate a ton of aggro so with a high amount of aggro and little defenses, it is recommended to let your tank build some aggro before blowing up your target.

A Wizard has the ability to solo somewhat but a string of resists can leave you either out of mana or allow the target to reach you and quickly end your life. Since roots can easily break due to nuke damage, it's safer to solo once you get your first snare at level 29.

And of course, porting during peak hours is a potential way for a new player to make cash.

Starting Statistics

The Wizard class receives 30 starting points to distribute in the various stats. Charisma is vital to a Wizard because it helps against resists making it rival Intelligence in priority. At character creation a Wizard will usually want to invest points into Charisma and then Intelligence.


Race STR STA AGI DEX WIS INT CHA
Dark Elf 60 75 90 75 83 109 60
Erudite 60 80 70 70 83 117 70
Froglok 70 90 100 100 75 85 50
Gnome 60 80 85 85 67 108 60
High Elf 55 75 85 70 95 102 80
Human 75 85 75 75 75 85 75

Skills

(*) Does not follow the 5(lvl+1) skill-up formula.

Combat Skills

Level <50 cap 50+ cap
1H Blunt 1 140 200
2H Blunt 1 160 210
Piercing 1 160 210
Hand to Hand 1 90 120
Throwing 1 100 150
Offense 1 160 210
Defense 1 160 210
Dodge 22 120 150

Class Skills

Level <50 cap 50+ cap
Abjuration 1 200 250
Alteration 1 200 250
Conjuration 1 200 250
Divination 1 200 250
Evocation 1 200 250
Channeling 1 200 250
Meditate 4 200 250

Other Skills

Level <50 cap 50+ cap
Sense Heading* 1 200 200
Bind Wound 1 100 150
Swimming* 1 200 250
Fishing 1 250 250
Baking* 1 250 250
Tailoring* 1 250 250
Blacksmithing* 1 250 250
Fletching* 1 250 250
Brewing* 1 250 250
Alcohol Tolerance 1 250 250
Begging 1 N/A N/A
Jewelcrafting* 1 250 250
Pottery* 1 250 250

Styles

To use styles, type /style (or /s) and the corresponding number of the style.

Name Level Description
(1) Normal 1 The most basic combat style. Does not affect your combat in any way.
(2) Aggressive 1 Puts you into an aggressive stance, sacrificing avoidance for increased attack speed.
(3) Defensive 1 Puts you into a defensive stance, sacrificing attack speed for increased avoidance.


Wizard Alternate Advancement Titles

Your alternate advancement title changes once you spend a certain amount of points in a field.

AA's Field Male Female
6 General Baron Baroness
12 Archetype Master Mistress
24 Class Sage Sage


Classes of Dalaya
Hybrid classes
Bard • Beastlord • Paladin • Ranger • Shadowknight
Melee classes
Monk • Rogue • Warrior
Priest classes
Cleric • Druid • Shaman
Caster classes
Enchanter • Magician • Necromancer • Wizard