Class Overview | Class Passives & Secondary Skill | Specializations | Title Ups | Common Builds | Additional Lore | Notable Characters | Example Character
Wizard Trimmed.jpgAmong those that have learned to master the Spiritual Arts, it is Wizards who have the greatest respect for the immense power at their disposal. Viewed as a sacred and honorable charge bestowed upon them for the service of all creation, they know the effects of even the slightest misuse of power can echo across creation. Ever in search of truth, Wizards are scholarly, making them highly prized advisors and seers in royal courts and other governmental bodies.

Their commitment to service and studied caution regarding magic perhaps hold them back compared to the unbridled thirst for power of their Mage counterparts. Wizards believe that Honor is its own reward, and in many ways this makes them superior to a simple, though powerful, spell caster. Versatile allies, Wizards are equally adept at both offensive and support roles. They are unafraid to wade into the thick of battle, many even known for wielding powerful enchanted swords in close combat.

Wizards do not shy away from leadership, but rather wear it as a mantle, for they accept that their authority is woven into all of Creation. However, there is a darker side to that authority when a Wizard grows so powerful or so diluted that they believe it sets them above the very Creation they are meant to serve. Though it is rare, a Wizard straying from the path can have dire consequences for entire continents—or worlds.

Class Overview

Typical Roles: Support/Utility, Melee Damage, Ranged Damage
Damage Types: Physical, Spirit (Arcane, Elemental, Natural)
Class Mechanic: Honor and Spirit
Available Races: High Elf, Human
Initial Gold: varies by race from 262.5 to 280.0

During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don't like the results

Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: None
Natural Weapon Proficiency: Knives, Swords, Staves, Wands
Trainable Weapon Proficiency: Whips

See Armor and Weapons pages for details. When using a weapon that your class is not proficient with, see Combat Penalties

Class Passives & Secondary Skill

Class Passive: Spirit Echo
Class Synergy: Spiritual Authority
Class Secondary Skill: Commander, Scholar, or Teacher

Level Ups

Wizards use the following chart for leveling up:

  1. New Honor Codes and new Code Abilities require training unless they are upgrades (i.e. increasing the number of code points in Honor Strike from 1 to 2), see Learning New Honor Codes and Code Abilities for details
  2. Add bonus spirit gain from intellect bonuses if applicable
  3. Max Spirit Powers Known does not include Tier 0 powers
  4. Leveling up only increases the capacity for known Spirit Powers, to actually learn new powers see Learning New Spirit Powers for details


Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Wizards may choose to specialize their skills in up to one weapon use, one combat style and /or one spirit study, but can not have more than two specializations in total.
  • Max one Weapon Specialist skill (choose from: Knives, Swords, Staves, Wands, Whips)
  • Max one Combat Specialist skill (choose from: Sword and Board, Freehand, Great Weapon, Paired Weapon, Freestyle, Warder, Mounted)
  • Max one Spirit Specialist skill (choose from: Devastation, Destruction, Conjuration, Alteration, Fortification)

Title Ups


The standard College based title ups for Wizards are as follows:

When gaining weapon and/or armor proficiencies from titles a character must still receive training before equipping those weapons and/or armor. A proficiency unlocked from a title-up simply opens up the ability to receive the training.

Common Builds

coming soon...

Additional Lore

coming soon...

Notable Characters

coming soon...

Example Character

coming soon...