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ClassIcon Wizard.png Wizard
Home Town:Etherblade
Primary Attribute:Magic
Element(s):Earth, Fire, Water
Weapon(s):Glaive, Magic Sword, Pataka, Wand
Armor:Arcane Armor

Wizards are a ranged magical damage dealer class. Wizards enter the game relatively weak compared to other classes, and as they gain levels and skills, their performance improves dramatically. Wizards control three types of magic, of which they have damage and shields for. The fire path is the AoE (Area of Effect) path that also has a knockback skill and the only physical damage skill wizards have. The water path has buffs and three damage skills that can slow the enemy down. And last there's the earth path which has debuff and stun skills.


  • Highest damage in the game
  • Great AoE skills
  • Very high magic defense
  • The least popular class
  • Have their own heal skill
  • Level up fast


  • Low HP
  • Long channel time on skills
  • Low physical defense
  • Slow movement speed
  • Always needs chi
  • Require a lot of patience
  • Difficult to play at low levels
  • Expensive to play
  • Low priority addition to most squads

Statistics[edit | edit source]

Starting Statistics
Health 50
HP Regeneration 1 per second
Mana 70
MP Regeneration 2 per second
Physical Attack 4-4
Magic Attack 6-7
Accuracy 25
Evasion 10
Movement Speed 4.8 m/s
Chi gained per normal attack 3
Main attack damage attribute Magic
Statistic Increases
HP gained per Vitality point 10
HP gained per level 20
MP gained per Magic point 14
MP gained per level 28
Accuracy gained per Dexterity point 5
Evasion gained per Dexterity point 2

Equipment[edit | edit source]

Weapons[edit | edit source]

Wizards have a selection of four different weapons: Wand, Magic Sword, Glaive, and Pataka. The type of weapon chosen depends on preference, as any of them can be used to cast skills and have similar stat requirements to equip. Wands have standard and reliable damage, while magic swords and glaives offer higher damage. Patakas have the biggest damage gap of all weapons and require a bit more strength to equip.

Weapons are typically sharded with sapphire (magic attack) shards.

Magic Damage Chart: Lower-Low-Medium-High-Higher-Highest

Weapon Type Minimum Damage Maximum Damage
Wand Medium Medium
Magic Sword Medium High
Glaive Medium Higher
Pataka Low Highest

Armor[edit | edit source]

Wizards commonly use arcane armor. They will typically imbue either garnet (physical defense) shards or citrine (health) shards into their armor depending on their preferences, though they do benefit from extra physical defense with their Stone Barrier skill. Some wizards may choose to use channeling armor or ornaments due to their naturally slow channeling at the cost of defense. In some rare situations wizards may choose to use light armor instead for a slightly different gameplay style however it is not a popular build.


2021 Armor Selections:

R8: Cheapest option to achieve Max Channeling without sutra. This armor option only requires 5 activate slots for full set bonus.

Limitless R9: Highest Damage per hit output (sutra dependent) This armor will consume Belt, Chest, Leg, Wrist, Boots slot. >>Warsoul Gem NOT-compatible<<

Boundless R9: If you can get 6 Jaden crystals you can achieve max channeling in this set. Incredible choice for great crit, attack level options, and warsoul compatibility with the max channeling option.

G17 T1: ACTUALLY good armor. You can reasonably achieve 10 Channeling, 10 Def Levels, 10 Attack Levels. Suggested use of R8RRR set bonus (warsoul repository) unless you want to go for suicide damage

*G17 T2: Same Channeling, Slightly More attack/Def Levels, Much Cheaper than T3, Same/Arguably better than R9 Limitless/Boundless

***G17 T3: Its Everything you could ever want.

Styles of Wizarding:

Max Channeling Demons. Instant Speed Morning Dew and Divine Pyrogram are an experience.

Demon-non max: Still good but sutra dependent. 58-60% is highest reasonable while wearing Limitless R9.

Sage: Absolute Best damage for 6-8 seconds (highly doubt you have lvl 10 glyphs.) You hide behind your sage spark damage reduction then burn 2 more sparks for sutra. While not sage sparked and not sutra-ed its not as awesome.

Sharding: The Style of your gameplay will heavily effect your sharding options.

LA Wizards are now Hybrid Dragon/TIger

Pro: Can actually 1v1 comfortably. Damage losses aren't terrible either. PRIME PVP BUILD

Cons: Not Maximum damage but still actually decent.

Full Damage: Full Tiger

Pro: Incredible damage- Game Breaking if max channeling. Actually confirmed Highest damage in game compared to other equal built/geared classes. PRIME PVE BUILD

Con: Really Bad at 1v1 PVP. Im not joking its terrible. You hit people as hard as they hit you.

Tank Mages: Full Dragon

Pro: Demon Stone Shell + High Pdef (Jadens) + Full Serenity = Pdef/Mdef Cap with roughly 120-140 Defence levels just from armor. Who needs tidal protection with that level of durability? -STUPID TANKY-

Con: Wont hurt hard targets. Combined with slow channeling really hurts lethality.

2021 Weapon Selections:

Warsoul: Cheap, Effective, Works and nothing else.

Purify Spell: Great for farming dungeons, Makes you not dead in PVP, Its actually really nice.

Blazing Red Soul: Do not 1v1 in this unless you used apo. Great for Mass PVP, if you are max channeling you really should get a G17T4 weapon otherwise its a waste of toon

Carefree Spirit: Highly viable max channeling alternative. SUPER under-rated weapon proc. If you are not max channeling via armor I would suggest this over Blazing Red Soul.

Rend: When you see this land Sutra for lethal.

Spot Proc Survivals: (Dimlight, Dragonscale, ect)

Purify Spell is not included because it is actually quite fun and useful. That is not saying that these procs themselves are not fun/nor useful but they may have some undesired PVE effects. Dimlight is a powerful Proc and arguably best defense proc for PVP

Wizards in PvP[edit | edit source]

This is where wizards struggle for most of the game. It's a combination of long channel skills, weak damage, and not enough defense that makes them so bad PvPers early on. The best thing to do is to stand behind a melee class a hit the enemy, or simply sneak up on the enemy. But it's really at the high levels that wizards step into PvP territory and become a force to be reckoned with. This is because their skills are higher level, and because high level armor have much higher '-% channeling' bonuses. It's even possible for wizards to one shot some classes. Unlike archers, the wizard will be killing all the Strength-based classes like barbarians, blademasters, and seekers.

Wizards in PvE[edit | edit source]

Wizards level up quickly because their skills hit hard and leave mobs dead after just three or four hits. In fact only venomancers can say they level up faster then wizards. This is because wizards tend to die a lot more from not having a pet to tank for them, and they have a very hard time killing archer and increased magical resistance mobs. A wizard can be good to have in a squad because they have high damage output and AoE skills.

Wizards in Territory Wars[edit | edit source]

Wizards are a lot more dangerous in Territory Wars than in normal PvP, because the amount of people makes the wizards stand out less. That means the wizard can stand behind the melee classes and fire away without really worrying that they are exposing themselves. The wizard's primary role in Territory Wars is to kill catapult carriers, blademasters, and archers. It's also in Territory Wars that the wizard's AoE skills really show their value. Team the wizard with a Heavy Armor venomancer and you've got a dangerous killing machine.

Gallery[edit | edit source]

Other Articles[edit | edit source]

Basics[edit | edit source]

Skills[edit | edit source]

External Links[edit | edit source]