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Diablo 3 Files
Wizard
Introduction
The Wizard is a pure spellcaster, harnessing arcane and elemental magic to do her bidding. Similar to the Sorcerer and Sorceress of previous Diablo games.
Skills
The wizard skills are arranged into to three distinctive skill tree categories: Storm, Arcane and Conjuration.
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.
Videos
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.
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.
The Storm tree skills specialize in the power of the heavens, enabling the wizard to wield electrical energy and casting forth the fierce cold of a blizzard accompanied by the harsh freezing wind. The storm elements also protect and enhance the armour and the power of a wizard.
Tier 1
Charged Bolt
- Description: Launch a volley of 3 electric bolts that deal 1-8 lightning damage each. Critical hits from lightning damage stun targets for 2 seconds.
- Mana Cost: 8
Thunderstruck
- Description:Increases the critical hit chance of all lightning spells by 10%. Critical hits from lightning damage stun targets for 2 seconds.
Empowered Magic (Passive)
- Description: Increases the effect of Willpower on your spell damage by 30%.
Lightning Speed (Passive)
- Description: Increases the casting speed by 3%
Tier 2
Storm Armor
- Surround yourself in electrical energy. Electric bolts are automatically fired at all attackers for 1 to 8 damage.
- Mana Cost: 15
Frost Nova
- Description: An explosion of ice pelts nearby enemies for 1-3 cold damage. Has an additional 25% chance of a critical hit. Critical hits from cold damage freeze targets.
- Mana Cost: 25
- Cooldown: 12 seconds
Deep Freeze (Passive)
- Description: Increases the critical hit chance of all cold spells by 5%. Critical hits from cold damage freeze targets.
Power Armor (Passive)
- Description: Increases the damage dealt by your Storm Armor charged bolts by 10%.
Static Charge (Passive)
- Description: Converts 5% of all damage taken into mana.
Tier 3
Electrocute
- Description: Lightning arcs from the Wizard's fingertips towards enemies, electrocuting them for 4-5 damage. Electrocute affects up to 2 targets. Critical hits from lightning damages stun targets for 2 seconds.
- Mana Cost: 8
Ray of Frost
- Description: Project a beam of cold energy that deals 6 cold damage per second. Critical hits from cold damage freeze targets.
- Mana Cost: 16 per second
Static Residue
- Description: Enemies damaged by your lightning spells discharge an additional X lightning damage/second to nearby enemies for X seconds.
Lethal Energy
- Description: Increases the chance to score critical hits with melee and spell attacks by 5%.
>Improved Charged Bolt (Passive)
- Description: Increases the number of bolts released by your Charged Bolt spell by 1.
Tier 4
Blizzard
- Description: Call down shards of ice to pelt an area dealing 6-10 cold damage per second for 3 seconds. Critical hits from cold damage freeze targets.
- Mana Cost: 70
Storm Power (Passive)
- Description: Increases damage of all lightning and ice spells.
Epic Storms (Passive)
- Description: Increases the size of Blizzard and number of twisters you can have for your energy twister.
Shattering Ice (Passive)
- Description: Frozen targets take 2 additional damage from all attacks while frozen.
The Arcane tree skills consists of many classical pen and paper RPGs, including time distortions, Disintegrate, and other magical forces that are not related to elements like Fire, Ice, Lightning. This tree is also good at enhancing or manipulating other spells known by the Wizard.
Tier 1
Magic Missile
- Description:Fire 1 missile(s) of energy at your enemies causing 7-13 arcane damage to them. Critical hits from arcane damage silence targets for 4 seconds.
- Mana Cost: 8
Arcane Power (Passive)
- Description: Increases all arcane damage by 30%.
Efficient Magics (Passive)
- Description: Lowers the mana cost of all spells by 3%.
Penetrating Spells (Passive)
- Description: Reduces the resistance of your targets to your spells by 8%.
Tier 2
Disintegrate
- Description: Emanate a beam of pure energy dealing 10 arcane damage per second. Damage is modified to 80% each time the beam passes through a target. Critical hits from arcane damage silence targets for 4 seconds.
- Mana Cost: 12 per second
Wave of Force
- Description: Project a wave of force outwards, repelling enemies and projectiles and dealing 1-8 damage.
- Mana Cost: 25
Arcane Armor (Passive)
- Description: While your Storm Armor, Stone Skin or Temporal Armor spells are active, your armor is increased by 20%.
Arcane Weakness (Passive)
- Description: Enemies damage by your arcane spells are affected with Arcane Weakness, increasing damage taken by 10% for 5 seconds.
Arcane Speed (Passive)
- Description: Reduces the cooldown of all Arcane spells by 9%.
Tier 3
Arcane Orb
- Description: An orb of pure energy explodes on contact dealing 12-16 arcane damage to all enemies in the blast area. Critical hits from arcane damage silences targets for 4 seconds.
- Mana Cost: 18
Slow Time
- Description: Warp space and time, slowing nearby monsters and projectiles. Enemy attack cooldown increase: 1 second(s)
- Mana Cost: 20
Arcane Distortion (Passive)
- Description: Enemies damaged by your arcane spells are slowed by 35% for 3 seconds.
Mana Recovery (Passive)
- Description: Enemies have a 7% chance ot drop a mana globe that will return 25% of maximum mana when picked up.
Improved Magic Missile (Passive)
- Description: Increases the number of missiles launched by your Magic MIssile spell by 1 and increases their damage by 8%.
Tier 4
Temporal Armor
- Description: Surrounds the wizard in a protective shell that stops all damage from an attack every 6 seconds. The shell dissipates after absorbing 12 attacks.
- Mana Cost: unknown
Teleport
- Description: Teleport to the selected location up to 40 feet away.
- Mana Cost: 23
Greater Mana (Passive)
- Description: Increases the maximum mana by 12%.
Mana Burst (Passive)
- Description: Increases the damage of any spell cast from full mana by 25%.
Runic Might (Passive)
- Description: Increases the effect of all runes.
The Conjuring tree skills summons in protection or offence from other planes of existence. This is where the classic Hydra spell is located, as well as the powerful meteor. The tree can also be used to increase or modify other spells, similarly to the Arcane tree.
Tier 1
Spectral Blade
- Description: Summons a spectral blade that strikes each enemy in front of the Wizard 3 times causing 1-5 physical damage with each hit.
- Fury Cost: 7
Spell Speed (Passive)
- Description: Increases the speed of your Magic Missile projectiles by 8%
Damage Resistant (Passive)
- Description: Increases armor by 5% and all resistances by 4%.
Weapon Mastery (Passive)
- Description: Increase physical damage done by all weapons by 15%.
Tier 2
Stone Skin
- Description: Shield yourself with rock and stone, absorbing 30 damage. Lasts 8 seconds. Cooldown: 15 seconds.
- Mana Cost: 12
- Cooldown: 15 seconds.
Mirror Image
- Description: Create an illusionary duplicate of yourself that lasts for 8 seconds.
- Mana Cost: 18
Conjured Armor (Passive)
- Description: Magical armor surrounds the wizard, increasing block chance by 2%.
Conjured Health (Passive)
- Description: Increases total health by 8% and the health of your conjured images by 12%.
Tier 3
Meteor Storm
- Description: Meteorites pelt the targeted region dealing 10 to 20 damage per second.
- Mana Cost: 12 per second
Acid Cloud
- Description: Increased damage done by spells by 1% for every 10 points of vitality.
Conjuring Duration (Passive)
- Description: Increases the duration of your Stone Skin and Acid cloud spells by 1 second and the duration of your mirror image images by 2 seconds.
Improved Spectral Blade (Passive)
- Description: Increases the damage of Spectral Blade by 14%.
Tier 4
Hydra
- Description: Creates a multi-headed beast that attacks your enemies with bolts of fire.
- Mana Cost: unknown
Magic Weapon
- Description: Imbue your weapon with magical energy granting it increased damage.
- Mana Cost: 10
Magical Impact (Passive)
- Description: Increases damage of all spells by 15% of your weapon damage.
Slowing Strikes (Passive)
- Description: Enemies damaged by your melee attacks, Spectral Blade or Magic Weapon have their movement speed reduced by 30% and their attack speed reduced by 20% for 4 seconds.
Armor Piercing (Passive)
- Description: Conjured and physical damage decreases the armor of armored enemies.
Posted Dec 08 2009
If they made a pure-summon tier, wouldn't be be a little over powered? Creating 7 big, ugly brutes and beating the pants out a group of monsterlings.
Posted Dec 05 2009
Well that fails, they should've made a tier with elemental summons. Posted Dec 03 2009
Not sure of it yet. I do think it'll be stationary though.Posted Nov 21 2009
Can the Hydra on the Conjure Tier move or is it stationary?Posted Nov 20 2009
Can't wait to start play the Wizard!Posted Nov 15 2009
Arcane type is nice for support. My god I can't wait to play Diablo 3 after reading all the classes. Posted Nov 10 2009
There isn't really much room for spellcasters, since, going by their names, they probably fight only with spells. So the only unique thing that they can have are their spells. Aye, I know how you feel.
Posted Nov 09 2009
She looks like your standard, run of the mill spellcaster so far, but from what I've seen her spells are much more interesting than the old sorceress and such. Definitely looking forward to using her.Posted Nov 02 2009
Same. I wanna try a lightning-mage. Sizzling.Posted Nov 02 2009
Iyup, now I'm a mod. =PShe'll be the first character I'll ever play. Probably will be into Arcane for pure caster or Conjure for an attacker hybrid.
Posted Nov 02 2009
Quote
she's hell of a hottie
Exactly why I did her first. I didn't DO her, but I made her.. Stuff.
Uh, I googled it and recompiled it into a simpler-to-read guide for spells. Oh, you're a mod?
Posted Nov 02 2009
Where did you get these stuffs? =PAnyways, I love the new Wizard, she's more versatile than the old Sorceress, and she's hell of a hottie, too. I can see that some Sorceress spells are visible to the Wizard, perhaps they learned from the same spell books LOL
Posted Nov 02 2009

Information on Wizards can be found here
Skills
Storm
Tier 1: Storm
Charged Bolt
* Launch a volley of 3 electric bolts that deal 1-8 lightning damage each. Critical hits from lightning damage stun targets for 2 seconds.
* Mana Cost: 8
Thunderstruck
* Increases the critical hit chance of all lightning spells by 10%. Critical hits from lightning damage stun targets for 2 seconds.
Empowered Magic (Passive)
* Increases the effect of Willpower on your spell damage by 30%.
Lightning Speed (Passive)
* Increases the casting speed by 3%
Tier 2: Storm (5 Skill points required)
Storm Armor
* Mana Cost: 15
* Surround yourself in electrical energy. Electric bolts are automatically fired at all attackers for 1 to 8 damage.
Frost Nova
* Mana Cost: 25
* Cooldown: 12 seconds
* An explosion of ice pelts nearby enemies for 1-3 cold damage. Has an additional 25% chance of a critical hit. Critical hits from cold damage freeze targets.
Deep Freeze (Passive)
* Increases the critical hit chance of all cold spells by 5%. Critical hits from cold damage freeze targets.
Power Armor (Passive)
* Increases the damage dealt by your Storm Armor charged bolts by 10%.
Static Charge (Passive)
* Converts 5% of all damage taken into mana.
Tier 3: Storm (10 Skill points required)
Electrocute
* Mana Cost: 8
* Lightning arcs from the Wizard's fingertips towards enemies, electrocuting them for 4-5 damage. Electrocute affects up to 2 targets. Critical hits from lightning damages stun targets for 2 seconds.
Ray of Frost
* Mana Cost: 16 per second.
* Project a beam of cold energy that deals 6 cold damage per second. Critical hits from cold damage freeze targets.
Lethal Energy
* Increases the chance to score critical hits with melee and spell attacks by 5%.
Improved Charged Bolt
* Increases the number of bolts released by your Charged Bolt spell by 1.
Static Charge
* Converts 5% of all damage taken into mana. Mana Cost: 8
* Lightning arcs from the Wizard's fingertips towards enemies, electrocuting them for 4-5 damage. Electrocute affects up to 2 targets. Critical hits from lightning damages stun targets for 2 seconds.
Ray of Frost
* Mana Cost: 16 per second.
* Project a beam of cold energy that deals 6 cold damage per second. Critical hits from cold damage freeze targets.
Lethal Energy (Passive)
* Increases the chance to score critical hits with melee and spell attacks by 5%.
Improved Charged Bolt (Passive)
* Increases the number of bolts released by your Charged Bolt spell by 1.
Static Charge (Passive)
* Converts 5% of all damage taken into mana.
Level 4 (15 Storm Skill Points Required)
Tier 4: Storm (15 Skill points required)
Blizzard
* Mana Cost: 70
* Call down shards of ice to pelt an area dealing 6-10 cold damage per second for 3 seconds. Critical hits from cold damage freeze targets.
Storm Power (Passive)
* Increases damage of all lightning and ice spells. Not implemented yet.
Epic Storms (Passive)
* Increases the size of Blizzard and number of twisters you can have for your energy twister. Not implemented yet.
Shattering Ice (Passive)
Frozen targets take 2 additional damage from all attacks while frozen. Not implemented yet.
Arcane
Tier 1: Arcane
Magic Missile
* Mana Cost: 8
* Fire 1 missile(s) of energy at your enemies causing 7-13 arcane damage to them. Critical hits from arcane damage silence targets for 4 seconds.
Arcane Power (Passive)
* Increases all arcane damage by 30%.
Efficient Magics (Passive)
* Lowers the mana cost of all spells by 3%.
Penetrating Spells (Passive)
* Reduces the resistance of your targets to your spells by 8%.
Tier 2: Arcane (5 Skill points required)
Disintegrate
* Mana Cost: 12 per second
* Emanate a beam of pure energy dealing 10 arcane damage per second. Damage is modified to 80% each time the beam passes through a target. Critical hits from arcane damage silence targets for 4 seconds.
Wave of Force
* Mana Cost: 25
* Project a wave of force outwards, repelling enemies and projectiles and dealing 1-8 damage.
Arcane Armor (Passive)
* While your Storm Armor, Stone Skin or Temporal Armor spells are active, your armor is increased by 20%.
Arcane Weakness (Passive)
* Enemies damage by your arcane spells are affected with Arcane Weakness, increasing damage taken by 10% for 5 seconds.
Arcane Speed (Passive)
* Reduces the cooldown of all Arcane spells by 9%.
Tier 3: Arcane (10 Skill points required)
Arcane Orb
* Mana Cost: 18
* An orb of pure energy explodes on contact dealing 12-16 arcane damage to all enemies in the blast area. Critical hits from arcane damage silences targets for 4 seconds.
Slow Time
* Mana Cost: 20
* Warp space and time, slowing nearby monsters and projectiles.
* Enemy attack cooldown increase: 1 second(s)
Arcane Distortion (Passive)
Enemies damaged by your arcane spells are slowed by 35% for 3 seconds.
Mana Recovery (Passive)
* Enemies have a 7% chance ot drop a mana globe that will return 25% of maximum mana when picked up.
Improved Magic Missile (Passive)
* Increases the number of missiles launched by your Magic MIssile spell by 1 and increases their damage by 8%.
Tier 4: Arcane (15 Skill points required)
Temporal Armor
* Mana Cost: Unknown
* Surrounds the wizard in a protective shell that stops all damage from an attack every 6 seconds. The shell dissipates after absorbing 12 attacks. Not implemented yet.
Teleport
* Mana Cost: 23
* Teleport to the selected location up to 40 feet away.
Greater Mana (Passive)
* Increases the maximum mana by 12%.
Mana Burst (Passive)
* Increases the damage of any spell cast from full mana by 25%. Not implemented yet.
Runic Might (Passive)
* Increases the effect of all runes. Not implemented yet.
Conjure
Tier 1: Conjure
Spectral Blade
* Mana Cost: 7
* Summons a spectral blade that strikes each enemy in front of the Wizard 3 times causing 1-5 physical damage with each hit.
Spell Speed (Passive)
* Increases the speed of your Magic Missile projectiles by 8%
Damage Resistant (Passive)
* Increases armor by 5% and all resistances by 4%.
Weapon Mastery (Passive)
* Increase physical damage done by all weapons by 15%.
Tier 2: Conjure (5 Skill points required)
Stone Skin
* Mana Cost: 12
* Shield yourself with rock and stone, absorbing 30 damage. Lasts 8 seconds.
Cooldown: 15 seconds.
Mirror Image
* Mana Cost: 18
* Create an illusionary duplicate of yourself that lasts for 8 seconds.
Conjured Armor (Passive)
* Magical armor surrounds the wizard, increasing block chance by 2%.
Conjured Health (Passive)
* Increases total health by 8% and the health of your conjured images by 12%.
Tier 3: Conjure (10 Skill points required)
Meteor Storm
* Mana Cost: 12 per second
* Meteorites pelt the targeted region dealing 10 to 20 damage per second.
Acid Cloud
* Mana Cost: 15
* Drop a deluge of acid on the targeted area. Deals an initial 1-4 poison damage followed by 4-8 poison damage per second to enemies who remain in the area.
Conjured Power (Passive)
* Increased damage done by spells by 1% for every 10 points of vitality.
Conjuring Duration (Passive)
* Increases the duration of your Stone Skin and Acid cloud spells by 1 second and the duration of your mirror image images by 2 seconds.
Improved Spectral Blade (Passive)
* Increases the damage of Spectral Blade by 14%.
Tier 4: Conjure (15 Skill points required)
Hydra
Mana Cost: ?
* Creates a multi-headed beast that attacks your enemies with bolts of fire.
Magic Weapon
* Mana Cost: 10
* Imbue your weapon with magical energy granting it increased damage.
Magical Impact (Passive)
Increases damage of all spells by 15% of your weapon damage.
Slowing Strikes (Passive)
* Enemies damaged by your melee attacks, Spectral Blade or Magic Weapon have their movement speed reduced by 30% and their attack speed reduced by 20% for 4 seconds.
Armor Piercing (Passive)
* Conjured and physical damage decreases the armor of armored enemies.

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