The Wizard is a seeker of knowledge, and her life is spent focusing on this goal.
She uses powerful spells to see things from afar and transport them between places.
A thirst for arcane knowledge has made her a master of magical translocation, as well as an offensive force of destruction. - EverQuest manual
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, wizard 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 solo once they are able to quad kite at level 29. Wizard generally get left out of groups among min maxers due to Wizards suffering mana issues with fast killing groups. Ironically the worse a group is the more a Wizard excels, since they are able to meditate more often and therefore contribute. Play Wizard if you value burst damage and prefer to solo and/or raid.
|Level 1-50||Level 51-54||Level 55-59||Level 60|
Strength: Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. Wizards do not get any strength increasing spells, and generally do not get weight decreasing containers for some time either. It may be worth putting a few small bonus points into strength if you do not wish to visit vendors and banks on a regular basis to offload heavy items and coin.
Stamina: Stamina affects how many hit points you have, and how long you can hold your breath. It also affects how long you can swing weapons before tiring, and how often you can jump before becoming exhausted. Wizards do not benefit from stamina as much as melee or priest classes do, and points put into stamina will amount to only a small hitpoints boost at high levels.
Agility: Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. Wizards do not have many hitpoints, or a high AC. If they get hit it is usually for maximum damage. Agility may help in defraying this, but it is a secondary stat. Generally you want to avoid even the possibility of being hit, at which point Agility would have no use whatsoever. Unless you know what you are doing, do not put bonus points into Agility (an exception being the Erudite wizard, who may wish to put in 5 points to get agility to 75).
Dexterity: Dexterity affects how quickly you learn weapon skills, how often weapons will process their special effects. Since you won't rely on melee after your first few levels, you should not put points into this skill at creation.
Wisdom: Wisdom affects the amount of mana the priest classes have, also rangers and paladins. It also affects how quickly you can learn many skills if your wisdom is higher than your Intelligence. This skill has absolutely no relevance for the Wizard class and bonus points should not be put into it.
Intelligence: Intelligence directly affects how quickly you can learn most skills. It affects the amount of mana for bards and all pure casters, as well as shadow knights. It is the core statistic for Wizards and most of your bonus points should be allocated here. Whilst some people may say it is easy to reach the soft cap of 200 intelligence through the many bonus items in the game, this is one stat which you can never have enough of. Once you reach 200 intelligence you can then free up slots for other stat enhancers such as for hitpoints, direct mana, AC, or charisma.
Charisma: This affects the amount you will be charged for goods by NPC merchants, and how much they will pay you. It also affects the saving throw on certain Bard and Enchanter spells (charms in particular). This will impact upon the costs incurred when purchasing expensive travelling or shielding components , but often you can get a Charisma buff from a friend to help with this. It is not advised to put points in this statistic at creation.
Picking the Right Race
The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like.
Wizards must choose one of five races, and a wizard's main stat is intelligence. Erudites have the highest base intelligence, but suffer from night-blindness (a minor consideration with the Titanium EQ client). Gnomes and Dark Elves are roughly tied for the second highest base intelligence. Dark Elves are often killed on sight, but benefit from ultravision and the ability to hide, which is the only unique skill among wizard races. High Elves have reasonably high intelligence and the highest base charisma which can help slightly with vendor pricing. Humans have the lowest intelligence and night-blindness, but have the most rounded stats and the highest strength, which can help you carry extra loot early in the game.
Ultimately, however, a wizard's effectiveness is determined by total mana (for maximum burst damage and useful for quadding) and mana regen rate (for long-term sustained dps). Because intelligence gear is easily obtained and because all races regenerate mana at the same rate, no one race is substantially superior to another. Choosing the race you enjoy the look of most should be your primary concern.
|Race||Alignment||Starting City||Racial(s)||Size||Deity Choices|
|Dark Elves||Evil||Neriak||Hide, Ultravision||Medium, Small||Agnostic, Innoruuk, Solusek Ro|
|Erudites||Neutral||Erudin, Paineel||-5 Disease Resist, +5 Magic Resist||Medium||Agnostic, Prexus, Quellious, Solusek Ro|
|Froglok||Good or Evil||Rathe Mountais||Swimming (Skill starts at 125), Ultravision||Small, Medium||Mithaniel Marr|
|Gnomes||Neutral||Ak'Anon||Tinkering, Infravision||Small||Agnostic, Bertoxxulous, Brell Serilis, Solusek Ro|
|High Elves||Good||Felwithe||Infravision||Medium, Small||Agnostic, Erollisi Marr, Karana, Mithaniel Marr, Solusek Ro, Tunare|
|Humans||Neutral||Freeport, Qeynos||+5 Fire Resist||Medium||Agnostic, Bertoxxulous, Erollisi Marr, Innoruuk, Karana, Mithaniel Marr, Rodcet Nife, Solusek Ro|
Generally speaking being agnostic is a fairly safe bet in Everquest. Religion serves only to get you into trouble in many situations. The disadvantage to doing this is that some items and some quests can only be done by followers of certain religions. Following a religion will at worst get you killed in some areas, but generally you can avoid these. Following Innoruuk is probably the most dangerous religion as they have the most places in the game where they are Kill on Sight. In the end it will not make an enormous difference to your character which Deity you choose.