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The Wizard Lexicon
Contents |
Welcome!
Welcome adventurers and knowledge seekers to the all encompassing collection of Wizard lore and knowledge. This Lexicon is a work in progress, please use what is available and forgive us for what is missing. In this tome we hope to include all relevant topics pertaining to the Wizard class; character creation, game play, leveling, skills, research, equipment, teleporting, quad kiting, quests, raiding, and more! Many scholars are responsible for this repository of knowledge, and was painstakingly gathered here for your enrichment.
Character Creation
First let us review the class description in bold:
Wizards dedicate their lives to learning the powers of fire, ice, and magic; channeling their knowledge into ever more destructive spells to unleash upon their enemies. Wizards are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.
Wizards are the most single-minded of spell casters, with the majority of their spells dedicated to delivering massive amounts of damage as rapidly as possible. To aid in their constant search for power, wizards have also perfected the art of teleportation - allowing them to instantly transport themselves and their allies to the most remote corners of Norrath and beyond.
Wizards are a tightly focused class, gaining the greatest ability to deal magical damage in exchange for limited variety in their spell selection. Wizards are capable adventurers both solo and in groups, and are an excellent choice for players who live blow things up.
Below we have class titles as the Wizard levels:
Level 1-50 | Level 51-54 | Level 55-59 | Level 60 |
---|---|---|---|
Wizard | Channeler | Evoker | Sorcerer |
Place's opinion:
Hail readers! Wizards in the modern era are considered capable soloists, whether it's single target kills or quad kiting, they can level quickly and efficiently once you can start quadding. Unfortunately this class lacks power in dungeons as the sheer numbers of mobs overcome any kind of mana regeneration. Most people will refuse to group with Wizards because of the perceived weakness in chain pulling groups. It's true that in a chain pulling situation a Wizard will fall behind other classes in damage per second (DPS) and this is where the perception of the 'lazy Wizard' comes from. A Wizard spends most of their time sitting and medding, action comes in short bursts of frenzied activity, making the path to maximum level a lonely endeavor. The big payoff is that Wizards are an absolutely critical raid class in every expansion. This is where the class shines and comes into it's own. Between the burst DPS, kiting potential with the
MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 30
DMG: 6
Effect: LowerElement I (Any Slot/Can Equip, Casting Time: Instant) at Level 20
SV FIRE +5 SV COLD +5
WT: 4.0 Size: LARGE
Class: WIZ
Race: HUM ERU HIE DEF GNM
Races
The Wizard class may be chosen by five different races, all of them fairly similar in statistics besides human who have a significant intelligence disadvantage. There are different perks to each race which we shall discuss. In the end, statistics aren't as important as choosing the character you want to look at the most, there is no significant reason to play one race over the other for this class.
Dark Elf DEF
Faction Alignment: Evil Racial(s): Hide, Ultravision Starting City: Neriak Playable Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard Experience Modifier: None Armor: Medium, Small
Behkten says:
Dark elf is the only evil Wizard race, and even if you pick Solusek Ro as your diety (which you should!) there will be many places you will be KOS. Starting with ultravision, high intelligence, access to a library, two excellent noobie zones as well as half wall vision for female models might be enough to make Dark elf one of the best choices alone. Add in the hide ability and you have a strong argument for this, hide is absolutely invaluable while medding, and in many cases almost as good as feign death for a pause button. This is unique to the race.
Erudite ERU
Faction Alignment: Neutral Racial(s): -5 Disease Resist, +5 Magic Resist Starting City: Erudin, Paineel Playable Classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Shadow Knight, Wizard Experience Modifier: None Armor: Medium
8888 says:
Gnome GNM
Faction Alignment: Neutral Racial(s): Tinkering, Infravision Starting City: Ak'Anon Playable Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Warrior, Wizard Experience Modifier: None Armor: Small
8888 says:
High Elf HIE
Faction Alignment: Good Racial(s): Infravision Starting City: Felwithe Playable Classes: Cleric, Enchanter, Magician, Paladin, Wizard Experience Modifier: None Armor: Medium, Small
8888 says:
Human HUM
Faction Alignment: Neutral Racial(s): None Starting Cities: Freeport, Qeynos Playable Classes: Bard, Cleric, Druid, Enchanter, Magician, Monk, Necromancer, Paladin, Ranger, Rogue, Shadow Knight, Warrior, Wizard Experience Modifier: None Armor: Medium
8888 says:
Starting Statistics
Combined STA + INT totals:
- Dark elf: 75+109=184
- Erudite: 80+117=197
- Gnome: 80+108=188
- High Elf: 75+102=177
- Human: 85+85=170

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 30
DMG: 20
STR: +10 DEX: +5 STA: +10 INT: +25 MANA: +100
SV FIRE: +10 SV DISEASE: +5 SV COLD: +10 SV MAGIC: +10 SV POISON: +5
Effect: Barrier of Force (Must Equip, Casting Time: 15.0) at Level 50
WT: 4.0 Size: MEDIUM
Class: WIZ
Race: HUM ERU HIE DEF GNM
RACE | STR | STA | AGI | DEX | WIS | INT | CHA | BONUS |
---|---|---|---|---|---|---|---|---|
Dark Elf | 60 | 75 | 90 | 75 | 83 | 109 | 60 | 30 |
Erudite | 60 | 80 | 70 | 70 | 83 | 117 | 70 | 30 |
Gnome | 60 | 80 | 85 | 85 | 67 | 108 | 60 | 30 |
High Elf | 55 | 75 | 85 | 70 | 95 | 102 | 80 | 30 |
Human | 75 | 85 | 75 | 75 | 75 | 85 | 75 | 30 |
Intelligence and Stamina Conversions
Mana calculations fluctuate depending how much how intelligence you are adding or subtracting when equipping the item or receiving a buff. Test for yourself to see, however the math below is fairly accurate.
Below or at 200 WIS/INT
Mana gained = ((80 * LEVEL) / 425) * WIS/INT
Above 200 WIS/INT
Mana gained = ((40 * LEVEL) / 425) * WIS/INT
NOTE: This calculation will often be a few points of mana off. This is because the decimal seems to fluctuate based on how much WIS/INT is added, probably due to a rounding issue of some kind. For example:
1. Adding 100 WIS/INT gives you roughly 11.27 mana per point of WIS/INT at level 60 under 200 WIS/INT.
2. Adding 10 WIS/INT gives you roughly 11.3 mana per point of WIS/INT at level 60 under 200 WIS/INT.
3. Adding 5 WIS/INT gives you roughly 11.6 mana per point of WIS/INT at level 60 under 200 WIS/INT.
4. Adding 2 WIS/INT gives you roughly 11.0 mana per point of WIS/INT at level 60 under 200 WIS/INT.
5. Adding 7 WIS/INT gives you roughly 11.5 mana per point of WIS/INT at level 60 under 200 WIS/INT.
Here are the stamina tables for level 50 and level 60, note that choosing 25 stamina at character creation will yield 50 hit points at level 50 and 60 hit points at level 60 compared to roughly 275 mana at level 60.
Level 60 STA to HP Conversions | ||
---|---|---|
CLASS | Hitpoint returns | |
WAR | 1 STA = 6 HP | |
SHD / PAL | 1 STA = 5.2 HP | |
RNG | 1 STA = 4.2 HP | |
BRD / MNK / ROG | 1 STA = 4 HP | |
CLR / DRU / SHM | 1 STA = 3 HP | |
ENC / MAG / NEC / WIZ | 1 STA = 2.4 HP | |
NOTE: Conversions scale up with level, this chart only shows level 60. |
Level 50 STA to HP Conversions | ||
---|---|---|
CLASS | Hitpoint returns | |
WAR | 1 STA = 4.5 HP | |
SHD / PAL | 1 STA = 3.8 HP | |
RNG | 1 STA = 3.3 HP | |
BRD / MNK / ROG | 1 STA = 3.0 HP | |
CLR / DRU / SHM | 1 STA = 2.5 HP | |
ENC / MAG / NEC / WIZ | 1 STA = 2.0 HP | |
NOTE: Conversions scale up with level, this chart only shows level 50. |
Religion