The Wizard is the 3rd character confirmed to be in the game D3 by Blizzard.
Gameplay
The Wizard appears to follow a very similar gameplay style as Diablo II's Sorceress. It's a pure spellcaster.
Resource system: Wizards use Arcane Power, which is a fast-regenerating resource. Also, their "Signature" skills decrease in cost as the Wizard levels, eventually being free to cast. http://us.battle.net/d3/en/blog/3390853
Builds and Guides
Please use the forums to hash out the details of any builds. Once a build is theorycrafted and tested, please feel free to post it here. Ideally, build posts would include significant commentary about the skills used, choices made, etc.
Basin Wizard forum: http://www.theamazonbasin.com/d3/forums/index.php?/forum/10-wizard/
Theorycrafting
Please post any class-specific theory that isn't included in Blizzard's documentation. Similarly to the build section, please use the forums for the preliminary discussion, and post here once the details are known and agreed-upon.
Skills
Signature
Signature |
Unlocked at |
Cost |
Cooldown |
Description
|
Magic Missile |
lvl 1 |
0 Arcane Power |
|
Launch a missile of magic energy causing 40-61 Arcane damage. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level.
|
|
20 px |
Alabaster |
Seeker |
Missiles track the nearest target and damage is increased to 72-110 Arcane damage.
|
|
20 px |
Crimson |
Charged Blast |
Damage increased to 88-135 Arcane damage.
|
|
20 px |
Golden |
Attunement |
Whenever Magic Missile hits a target you gain 14 Arcane Power.
|
|
20 px |
Indigo |
Fork |
Fires 8 missiles that do 20-31 damage each.
|
|
20 px |
Obsidian |
Penetrating Blast |
Missiles have a 100% chance to pierce through their target and hit additional targets.
|
Shock Pulse |
lvl 3 |
0 Arcane Power |
|
Release a pulse of 3 unpredictable charges of electricity that deal 36-72 Lightning damage to enemies they hit. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level.
|
|
20 px |
Alabaster |
Explosive Bolts |
Slain enemies have a 100% chance to explode dealing 124-252 Lightning damage to every enemy within 10 yards.
|
|
20 px |
Crimson |
Fire Bolts |
Casts out bolts of fire to deal 73-148 Fire damage per bolt.
|
|
20 px |
Golden |
Lightning Affinity |
Every target hit by a pulse restores 7 Arcane Power.
|
|
20 px |
Indigo |
Lightning Orb |
Turn the bolts into a floating orb of static lightning that drifts directly forward zapping up to 5 nearby enemies for 18-35 Lightning damage.
|
|
20 px |
Obsidian |
Piercing Orb |
Merge the bolts in a single giant orb that oscillates forward dealing 36-72 Lightning damage to everything it hits with a 100% chance to pierce through enemies.
|
Spectral Blade |
lvl 5 |
0 Arcane Power |
|
Summon a spectral blade that strikes all enemies in your path 3 times causing 35% weapon damage with each hit. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level.
|
|
20 px |
Alabaster |
Healing Blades |
Whenever the blades do critical damage, you are healed 100% of the damage caused.
|
|
20 px |
Crimson |
Deep Cuts |
Enemies hit by the blade will bleed for an additional 45% weapon damage done over 3 seconds.
|
|
20 px |
Golden |
Siphoning Blade |
Every enemy hit grants 7 Arcane Power.
|
|
20 px |
Indigo |
Thrown Blade |
Extends the blades out to reach everything within 20 yards dealing 72% weapon damage.
|
|
20 px |
Obsidian |
Impactful Blades |
Hits have a 45% chance to cause knockback and slow the movement of enemies by 60% for 2 seconds.
|
Electrocute |
lvl 6 |
0 Arcane Power |
|
Lightning arcs from your fingertips towards an enemy dealing 1-59 Lightning damage. The lightning can jump, hitting up to 2 enemies. Damage is reduced by 30% for each jump. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level.
|
|
20 px |
Alabaster |
Forked Lightning |
Critical hits with this skill cause an explosion of 5 charged bolts in random directions, dealing 1-82 Lightning damage to any targets hit.
|
|
20 px |
Crimson |
Ball Lightning |
Creates a streak of lightning that pierces targets, hitting all enemies in its path for 1-70 Lightning damage.
|
|
20 px |
Golden |
Surge of Power |
Gain 7 Arcane Power for every target hit by Electrocute.
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|
20 px |
Indigo |
Chain Lightning |
Increases the maximum number of jumps to 10 enemies.
|
|
20 px |
Obsidian |
Arc Lightning |
Blast a cone of lightning that causes 1-65 Lightning damage to all affected targets.
|
Offensive
Offensive |
Unlocked at |
Cost |
Cooldown |
Description
|
Wave of Force |
lvl 4 |
25 Arcane Power |
15 seconds |
Explode a wave of pure energy that repels projectiles and knocks back nearby enemies. This also slows the movement of enemies by 50% and deals 92-107 physical damage to them.
|
|
20 px |
Alabaster |
Impacful Wave |
Increases the distance enemies are knocked back and stuns all affected enemies for 5.0 seconds.
|
|
20 px |
Crimson |
Forceful Wave |
Increases damage to 203-234 physical damage but reduces knockback.
|
|
20 px |
Golden |
Force Affinity |
Reduce casting cost to 11 Arcane Power and cooldown is reduced to 8 seconds.
|
|
20 px |
Indigo |
Exploding Wave |
Enemies hit have a 100% chance to cause a smaller Wave of Force that does 46-53 physical damage and knocks back enemies caught in its wake.
|
|
20 px |
Obsidian |
Teleporting Wave |
Enemies caught in the wave have a 70% chance to randomly teleport to somewhere else nearby.
|
Arcane Orb |
lvl 8 |
35 Arcane Power |
|
Hurl an orb of pure energy that explodes when it hits, dealing 135-185 Arcane damage to all enemies within 10 yards.
|
|
20 px |
Alabaster |
Celestial Orb |
The orb will pierce through targets, damaging any enemy it passes through dealing 154-211 Arcane damage.
|
|
20 px |
Crimson |
Obliteration |
Increase the potency of the explosion to deal 297-406 Arcane damage.
|
|
20 px |
Golden |
Tap the Source |
Reduce casting cost to 21 Arcane Power.
|
|
20 px |
Indigo |
Arcane Nova |
Modify the orb to deal 135-185 Arcane damage to all enemies within 16 yards.
|
|
20 px |
Obsidian |
Arcane Orbit |
Create 4 Arcane Orbs that orbit you, exploding for 162-222 Arcane damage when enemies get close.
|
Energy Twister |
lvl 11 |
35 Arcane Power |
|
Unleash a twister of pure energy that deals 27 Arcane damage per second to everything caught within it.
|
|
20 px |
Alabaster |
Wicked Wind |
Twister no longer travels but spins in place dealing 38 Arcane damage per second to everything caught within it.
|
|
20 px |
Crimson |
Gale Force |
Increase damage to 60 Arcane damage per second.
|
|
20 px |
Golden |
Mistral Breeze |
Reduce casting cost to 14 Arcane Power.
|
|
20 px |
Indigo |
Raging Storm |
When two twisters touch they merge into a tornado with an increased area of effect that causes 32 Arcane damage per second.
|
|
20 px |
Obsidian |
Trail of Destruction |
Casting Energy Twister grants you a Wind Charge. You can store up to 5 Wind Charges at a time. Casting a Signature spell releases all Wind Charges as a giant Energy Twister that deals 11-18 damage per Wind Charge. Signature spells are: Magic Missile, Shock Pulse, Spectral Blade, Electrocute
|
Disintegrate |
lvl 12 |
20 Arcane Power per second |
|
Thrust a beam of pure energy forward dealing 85-107 Arcane damage per second and disintegrating enemies it kills.
|
|
20 px |
Alabaster |
Volatility |
Enemies killed by the beam have a 35% chance to explode causing 153-177 Arcane damage to all enemies within 8 yards.
|
|
20 px |
Crimson |
Intensify |
Damage increases slowly over time to inflict a maximum of 188-234 Arcane damage per second.
|
|
20 px |
Golden |
Chaos Nexus |
When casting the beam you become charged with energy that spits out at nearby enemies doing 68-85 Arcane damage.
|
|
20 px |
Indigo |
Convergence |
Increase the width of the beam allowing it to hit more enemies for 111-129 Arcane damage per second.
|
|
20 px |
Obsidian |
Entropy |
The beam fractures into a short ranged cone causing 114-153 Arcane damage per second.
|
Explosive Blast |
lvl 14 |
45 Arcane Power |
1 second |
Gather an infusion of energy around you that explodes after 2 seconds, causing 99-135 physical damage to any nearby enemies.
|
|
20 px |
Alabaster |
Chain Reaction |
8 consecutive explosions cascade off you that each cause 50-67 physical damage.
|
|
20 px |
Crimson |
Short Fuse |
An energy explosion fires immediately for 169-229 physical damage.
|
|
20 px |
Golden |
Unleashed |
Reduces the casting cost to 24 Arcane Power.
|
|
20 px |
Indigo |
Obliterate |
Increase the explosion radius to 18 yards for 169-229 physical damage.
|
|
20 px |
Obsidian |
Time Bomb |
The blast detonates from the point it was originally cast after 2 seconds for 204-277 physical damage.
|
Hydra |
lvl 19 |
60 Arcane Power |
|
Summon a multi-headed Hydra for 9 seconds that attacks enemies with bolts of fire dealing 18-22 Fire damage per attack.
|
|
20 px |
Alabaster |
Arcane Hydra |
Summon Arcane Hydras that spit Arcane Orbs which explode on impact causing 22-26 Arcane damage to enemies near the explosion.
|
|
20 px |
Crimson |
Frost Hydra |
Summon Frost Hydras that breathe a short range cone of frost causing 30-35 Cold damage to all enemies in the cone.
|
|
20 px |
Golden |
Brimstone Serpent |
Summon one Mammoth Hydra that breathes a wall of flame at nearby enemies dealing 38-45 Fire damage per second to enemies caught in the burning ground.
|
|
20 px |
Indigo |
Lightning Hydra |
Summon Lightning Hydras that shock enemies for 41-48 Lightning damage.
|
|
20 px |
Obsidian |
Venom Hydra |
Summon Poison Breathing Hydras that leave a pool of acid causing 15-18 Poison damage per second to enemies who remain in the pool.
|
Ray of Frost |
lvl 21 |
29 Arcane Power per second |
|
Project a beam of frozen ice that blasts 142-167 Cold damage per second to the first enemy it hits, slowing the target's movement by 40% and attack speed by 30% for 5 seconds.
|
|
20 px |
Alabaster |
Black Ice |
Enemies who die leave a patch of ice on the ground that causes 199-234 Cold damage per second to enemies moving through it.
|
|
20 px |
Crimson |
Snow Blast |
Damage increases slowly over 1.5 seconds to inflict a maximum of 369-434 Cold damage per second.
|
|
20 px |
Golden |
Cold Blood |
Reduce casting cost to 3 Arcane Power per second.
|
|
20 px |
Indigo |
Sleet Storm |
Create a swirling storm of sleet dealing 99-107 Cold damage per second to all enemies caught within it.
|
|
20 px |
Obsidian |
Numb |
Increase enemy slow amount to 50% for 8.5 seconds, but damage is reduced to 114-134 Cold damage per second.
|
Arcane Torrent |
lvl 23 |
20 Arcane Power per second |
|
Hurl a barrage of arcane projectiles that deal 107-181 Arcane damage per second to all enemies near the impact location.
|
|
20 px |
Alabaster |
Death Blossom |
Unleash the torrent beyond your control. You can no longer direct where the projectiles go but their damage is increased to 199-249 Arcane damage.
|
|
20 px |
Crimson |
Disruption |
Targets hit by Arcane Torrent become Disrupted for 6 seconds, causing them to take 120% additional damage from any attacks that deal Arcane damage.
|
|
20 px |
Golden |
Power Stone |
Every missile hit has a 8% chance to leave behind a Power Stone that grants Arcane Power when picked up.
|
|
20 px |
Indigo |
Cascade |
Enemies killed by Arcane Torrent have a 95% chance to fire a new missile at a nearby enemy dealing 50-99 Arcane damage.
|
|
20 px |
Obsidian |
Arcane Mines |
Instead of firing projectiles, lay Arcane mines that arm after 1 second. These mines explode when an enemy approaches, dealing 114-142 Arcane damage. Enemies caught in the explosion have their movement and attack speeds reduced by 30% for 3 seconds.
|
Meteor |
lvl 24 |
60 Arcane Power |
|
Summon an immense meteor that plummets from the sky causing 213-291 Fire damage to all enemies it crashes into. The ground it hits is scorched with molten fire that does 28-43 Fire damage over 3 seconds.
|
|
20 px |
Alabaster |
Liquify |
If the initial impact critically hits any targets the molten fire duration is increased to 18 seconds.
|
|
20 px |
Crimson |
Molten Impact |
Increase the damage of the meteor impact to 469-641 Fire damage and the molten fire will do an additional 63-94 Fire damage over 3 seconds.
|
|
20 px |
Golden |
Star Impact |
Reduce casting cost to 39 Arcane Power.
|
|
20 px |
Indigo |
Meteor Shower |
Unleash a volley of 14 smaller meteors that strike for 139-189 Fire damage.
|
|
20 px |
Obsidian |
Comet |
Transforms the meteor to ice that deals 298-408 Cold damage on impact and freezes the ground, causing 40-60 Cold damage over 3 seconds. The movement of enemies in the area will also be slowed by 60%.
|
Blizzard |
lvl 26 |
45 Arcane Power |
|
Call down shards of ice to pelt an area dealing 57-78 Cold damage per second for 3 seconds.
|
|
20 px |
Alabaster |
Frozen Solid |
Enemies caught in the storm have a 52% chance to be frozen for 3 seconds and the critical strike chance with Blizzard is increased by 80%.
|
|
20 px |
Crimson |
Unrelenting Storm |
Increase the duration of the Blizzard to 10 seconds.
|
|
20 px |
Golden |
Snowbound |
Reduce the casting cost to 24 Arcane Power.
|
|
20 px |
Indigo |
Stark Winter |
Increase the size of the Blizzard to cover 22 yards, and deal 136-188 Cold damage per second.
|
|
20 px |
Obsidian |
Grasping Chill |
After the Blizzard ends, cover the ground in a low lying mist for 6.0 seconds that slows any enemies who enter it.
|
Utility
Utility |
Unlocked at |
Cost |
Cooldown |
Description
|
Frost Nova |
lvl 1 |
|
12 seconds |
An explosion of ice freezes nearby enemies for 4 seconds and causes 28-50 Cold damage.
|
|
20 px |
Alabaster |
Deep Freeze |
If Frost Nova hits at least 5 targets, you gain 45% chance to critically hit for 12 seconds.
|
|
20 px |
Crimson |
Bone Chill |
Enemies take 110% more damage while frozen or chilled by Frost Nova.
|
|
20 px |
Golden |
Cold Snap |
Reduce cooldown to 5 seconds.
|
|
20 px |
Indigo |
Shatter |
A frozen enemy that is killed has a 70% chance of exploding in a smaller Frost Nova causing 34-60 Cold damage.
|
|
20 px |
Obsidian |
Frozen Mist |
The Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost for 8 seconds that deals 32 Cold damage per second to enemies standing in it.
|
Ice Armor |
lvl 2 |
25 Arcane Power |
|
Surround yourself in a barrier of ice that increases armor by 50%, and causes 7-9 Cold damage to melee attackers, chilling them for 2 seconds. Lasts 120 seconds. This is an Armor spell. Only one Armor spell can be active at a time.
|
|
20 px |
Alabaster |
Ice Reflect |
Attacks have a 55% chance to create a Frost Nova on the attacker dealing 78-85 Cold damage.
|
|
20 px |
Crimson |
Jagged Ice |
Attackers take 30-38 Cold damage and are chilled for 5.5 seconds.
|
|
20 px |
Golden |
Crystallize |
Whenever you are struck by a melee attack the bonus armor granted by Ice Armor is increased by 85% for 10 seconds. This effect can stack up to 3 times.
|
|
20 px |
Indigo |
Chilling Aura |
Lower the temperature of the air around you. Nearby enemies are chilled, slowing their movement and attack speed, for 3.0 seconds.
|
|
20 px |
Obsidian |
Frozen Storm |
A whirling storm of ice builds around you that deals 57-71 Cold damage per second for 16 seconds after casting Ice Armor.
|
Magic Weapon |
lvl 7 |
8 Arcane Power |
|
Imbue your weapon with magical energy granting it 20% increased physical damage. Can only affect melee weapons. Lasts 60 seconds.
|
|
20 px |
Alabaster |
Blood Magic |
Melee hits recover 45% of damage caused as Life.
|
|
20 px |
Crimson |
Ignite |
Melee attacks burn enemies with fire for 70% of weapon damage for 3 seconds.
|
|
20 px |
Golden |
Conduit |
Melee hits restore 10% Arcane Power.
|
|
20 px |
Indigo |
Electrify |
Melee attacks cause lightning to arc to 8 nearby enemies dealing 18% of weapon damage as Lightning damage.
|
|
20 px |
Obsidian |
Force Weapon |
Increases damage bonus to 34% physical damage, and gives a 45% chance to knock back any enemies hit.
|
Diamond Skin |
lvl 9 |
|
25 seconds |
Transform your skin to diamond for 5 seconds absorbing up to 2661 damage from incoming attacks.
|
|
20 px |
Alabaster |
Diamond Shards |
When Diamond Skin wears off, diamond shards will explode in all directions dealing 18-36 physical damage to enemies nearby.
|
|
20 px |
Crimson |
Mirror Skin |
Reflects 160% of damage absorbed back at the attacker.
|
|
20 px |
Golden |
Prism |
Reduce Arcane Power cost of all spells by 14 while Diamond Skin is active.
|
|
20 px |
Indigo |
Enduring Skin |
Increase duration to 21 seconds.
|
|
20 px |
Obsidian |
Crystal Shell |
Increase the maximum absorption amount to 6919 damage.
|
Storm Armor |
lvl 13 |
25 Arcane Power |
|
Bathe yourself in electrical energy, shocking ranged and melee attackers for 1-61 Lightning damage. Lasts 120 seconds. This is an Armor spell. Only one Armor spell can be active at a time.
|
|
20 px |
Alabaster |
Shocking Aspect |
Whenever you cast a spell that critically hits, you also shock a nearby enemy for 2-153 Lightning damage.
|
|
20 px |
Crimson |
Strike Back |
Increase the damage of the shock to 2-135 Lightning damage.
|
|
20 px |
Golden |
Power of the Storm |
Reduce the cost of all abilities by 7 Arcane Power while Storm Armor is active.
|
|
20 px |
Indigo |
Static Charge |
Increase your movement speed by 20% for 5 seconds whenever you are hit by melee or ranged attack.
|
|
20 px |
Obsidian |
Reactive Armor |
Whenever you are hit you are enveloped with a lightning shield for 8 seconds that shocks nearby enemies for 1-74 Lightning damage.
|
Mirror Image |
lvl 15 |
|
25 seconds |
Summon 2 illusionary duplicates of yourself that last for 15 seconds and have 25% of your Life. The images may cast some of the same spells as you, but those spells deal no damage.
|
|
20 px |
Alabaster |
Mocking Demise |
When an image is destroyed it explodes, doing 78-142 physical damage and has 50% chance to stun enemies it hits for 5 seconds.
|
|
20 px |
Crimson |
Mirror Mimics |
Spells the images cast will do 70% of the damage as your own.
|
|
20 px |
Golden |
Extension of Will |
The duration of the images is increased to 31 seconds and increases the Life of your images to 60% of your Life.
|
|
20 px |
Indigo |
Duplicates |
Summons 6 illusionary duplicates that have 25% of your Life each.
|
|
20 px |
Obsidian |
Simulacrum |
Increases the Life of your images to 125% of your Life.
|
Slow Time |
lvl 16 |
|
30 seconds |
Invoke a bubble of warped time and space for 10 seconds, slowing the movement and attack speed of enemies by 35%. This bubble also slows the movement of enemy projectiles by 90%.
|
|
20 px |
Alabaster |
Stretch Time |
Time is sped up for any friendly heroes standing in the bubble, increasing attack and cast speed by 140%.
|
|
20 px |
Crimson |
Time Warp |
Enemies caught in the bubble of warped time take 140% more damage.
|
|
20 px |
Golden |
Perpetuity |
Reduce cooldown to 16 seconds.
|
|
20 px |
Indigo |
Miasma |
Slow Time effects cling to enemies for 14 seconds after they have left the bubble.
|
|
20 px |
Obsidian |
Time Shell |
Reduces the size of the Slow Time bubble to 10 yards, but increases the effect, slowing movement and attack speed of enemies by 60% while inside the bubble.
|
Teleport |
lvl 18 |
15 Arcane Power |
16 seconds |
Teleport through the ether to the selected location up to 35 yards away.
|
|
20 px |
Alabaster |
Wormhole |
After casting Teleport there is a 2.0 second delay before the cooldown begins
|
|
20 px |
Crimson |
Calamity |
Casts a low power Wave of Force on arrival dealing 85-92 physical damage to all enemies nearby.
|
|
20 px |
Golden |
Reversal |
Casting Teleport again within 8 seconds will instantly bring you back to your original location.
|
|
20 px |
Indigo |
Fracture |
Summon 2 mirror images for 15 seconds on arrival.
|
|
20 px |
Obsidian |
Safe Passage |
For 16 seconds after you appear you will take 25% less damage.
|
Energy Armor |
lvl 22 |
25 Arcane Power |
|
Focus your energies, increasing your Defense by 20% but lowers your maximum Arcane Power by 20. Lasts 120 seconds. This is an Armor spell. Only one Armor spell can be active at a time.
|
|
20 px |
Alabaster |
Pinpoint Barrier |
Also increases your Precision by 40% while Energy Armor is active.
|
|
20 px |
Crimson |
Prismatic Armor |
Increases all of your resistances by 180% while Energy Armor is active.
|
|
20 px |
Golden |
Absorption |
Gain 7 Arcane Power whenever you are hit by a ranged or melee attack.
|
|
20 px |
Indigo |
Energy Tap |
Rather than reducing your maximum Arcane Power, it is increased by 40 while Energy Armor is active.
|
|
20 px |
Obsidian |
Force Armor |
While Energy Armor is active, incoming attacks that would deal more than 26% of your maximum Life are reduced to deal 26% of your maximum Life instead.
|
Familiar |
lvl 27 |
20 Arcane Power |
|
Summon a companion that will attack your targets for 5-9 Arcane damage. This companion cannot be targeted or damaged by enemies. Pet lasts 60 seconds.
|
|
20 px |
Alabaster |
Ancient Guardian |
While you are below 25% Life the Familiar will absorb up to 8 attacks directed at you. If it absorbs all its attacks it will disintegrate.
|
|
20 px |
Crimson |
Sparkflint |
Increase damage of all attacks by 40% while Familiar is active.
|
|
20 px |
Golden |
Arcanot |
While the Familiar is active you regenerate 270 Arcane Power per minute.
|
|
20 px |
Indigo |
Cannoneer |
Familiar's projectiles explode on impact dealing 5-8 Arcane damage to all enemies within 10 yards.
|
|
20 px |
Obsidian |
Dartling |
Familiar's projectiles have a 100% chance to pierce through enemies.
|
Archon |
lvl 29 |
25 Arcane Power |
120 seconds |
Transform into a being of pure arcane energy for 15 seconds. While in Archon form your normal abilities are replaced by powerful Archon abilities, and your armor and resistances are increased by 40%. Every enemy killed while in Archon form adds 1 second to the duration of Archon.
|
|
20 px |
Alabaster |
Arcane Destruction |
An explosion errupts when you transform causing 568-852 Arcane damage to all enemies within 15 yards.
|
|
20 px |
Crimson |
Improved Archon |
Increase damage of all Archon abilities by 120%.
|
|
20 px |
Golden |
Pure Power |
Decrease the cooldown of Archon to 80 seconds.
|
|
20 px |
Indigo |
Slow Time |
Archon form can now cast a Slow Time that lasts for 20 seconds.
|
|
20 px |
Obsidian |
Teleport |
Archon form can now cast Teleport with a cooldown of 3 seconds.
|
Passive Skills
Passive Skills |
Unlocked at |
Description
|
Power Hungry |
lvl 10 |
Gain 30 Arcane Power whenever you are healed by a health globe.
|
Temporal Flux |
lvl 10 |
Whenever you deal Arcane damage, enemies are slowed by 24% for 2 seconds.
|
Glass Cannon |
lvl 13 |
Increases all damage done by 20% but decreases armor and resistances by 10%.
|
Prodigy |
lvl 15 |
Every time you cast a Signature spell, you gain 5 Arcane Power. The following skills are Signature spells: Magic Missile, Shock Pulse, Spectral Blade, Electrocute
|
Virtuoso |
lvl 17 |
Increases the damage of your basic wand attack by 100%. Successful attacks with a wand generate 15 Arcane Power and heal you for 1% of your maximum Life.
|
Astral Presence |
lvl 19 |
Increases your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second.
|
Illusionist |
lvl 20 |
Whenever you suffer more than 15% of your Life in a single hit the cooldown on your Mirror Image and Teleport abilities is automatically reset.
|
Galvanizing Wand |
lvl 23 |
Increases the duration of your armor spells by 120 seconds. As long as an Armor spell is active, you gain 32 Life per second. The following skills are improved: Energy Armor, Ice Armor, Storm Armor
|
Blur |
lvl 25 |
Decreases melee damage taken by 20%.
|
Evocation |
lvl 26 |
Reduces all cooldowns by 20%.
|
Arcane Dynamo |
lvl 28 |
When you deal damage with a Signature spell you gain a Flash of Insight. After 8 Flashes of Insight your next non-Signature spell deals 50% additional damage. You cannot gain a Flash of Insight more than once every 1.5 seconds. The following skills are Signature spells: Magic Missile, Shock Pulse, Spectral Blade, Electrocute
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Unstable Anomaly |
lvl 30 |
When reduced below 20% Life release a shockwave that knocks all enemies back. This effect cannot occur more than once every 60 seconds.
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Lore
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. - www.blizzard.com/diablo3
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