Wizard talent trees
You earn a point every level from 2 and one for the first kill of each act boss: 24 by level 20. Spend them on the class tree and, from level 3, on your subclass's tree. How talents work.
Wizard class tree
21 talents (15 regular, 4 keystones, 2 capstones) · leans damage
Every Wizard shares this tree, whatever the subclass. Its first row is open from the start.
Row 1 · Talents · open from the start
Kindling
A Fire Bolt kill bursts into flame (50% within 1.5 tiles).
Ricochet Darts
Each Magic Missile dart jumps once to a nearby foe.
Needs Magic Missile (learned at level 2)
Battle Weave
While your Warding Weave barrier holds, your spells deal 10% more damage.
Row 2 · Talents · opens after 1 point spent in this tree
Flamestep
Misty Step's arrival bursts into fire (60% within 2 tiles) and sets foes Burning.
Needs Misty Step (learned at level 4)
Sculpted Blast
Fireball leaves a burning pool for 3 s (30% a second).
Needs Fireball (learned at level 5)
Thermal Shock
+20% damage against Chilled foes.
Twinned Cantrip
Every 4th Fire Bolt also flies at 2 other foes (60%).
Needs Fire Bolt at mastery rank 3
Row 3 · Keystones: choose 1 · opens after 3 points spent in this tree
Overchannel Keystone
Damage
Your Spell Points can overfill by 30%. While above full, your spells deal 15% more damage.
Mana Shield Keystone
Damage
25% of the damage you take is paid from your Spell Points first.
Prismatic Weave Keystone
Damage
Each spell cycles fire → cold → lightning, applies that element's status and deals 10% more.
Coldsnap Weave Keystone
Damage
Brittle Arc freezes for 1.5 seconds, and your cold hits on a Frozen foe shatter it: 26% of the hit to every foe within 1.5 strides (each foe once every 2 seconds). Thermal Rupture and Flashfire no longer happen.
Row 4 · Talents · opens after 5 points spent in this tree
Moving Blizzard
Ice Storm drifts after the foe it was cast on.
Needs Ice Storm at mastery rank 3
Ring of Fire
Raising Wall of Fire throws a ring of flame around you (60% within 2.5 tiles) that sets foes Burning.
Needs Wall of Fire (learned at level 9)
Arcane Barrage
Magic Missile fires a second volley 0.5 s later at 40%.
Needs Magic Missile at mastery rank 4
Spreading Flame
A Burning foe that dies passes its Burning to foes within 2 tiles.
Row 5 · Talents · opens after 8 points spent in this tree
Arc Kindling
Each foe Chain Lightning strikes is hit by a free Fire Bolt (40%).
Needs Chain Lightning (learned at level 13)
Guided Stars
Meteor Swarm's meteors seek foes.
Needs Meteor Swarm (learned at level 17)
Master's Edge
Every 10 s in battle your next spell deals 30% more.
Frost Armor
When you're struck: a 7% chance to freeze nearby foes solid.
Row 6 · Capstones: choose 1 · opens after 11 points spent in this tree
Arcane Echo Capstone
Damage
Your spells have a 15% chance to cast twice.
Eye of the Storm Capstone
Damage
Every 6 s in battle a Chain Lightning (80%) leaps from you.
Evocation tree
15 talents (10 regular, 3 keystones, 2 capstones) · leans damage
A wizard devoted to raw, destructive magic — and shaping it precisely.
Row 1 · Talents · open from the start
Empowered Evocation
Damage
Your spells deal 12% more damage to foes that are attacking an ally.
Gravity Lens
Fireball and Ice Storm drag foes toward their centre, at 40% less damage.
Needs Fireball (learned at level 5)
Potent Cantrip
Fire Bolt sets foes Burning (40%).
Row 2 · Talents · opens after 2 points spent in this tree
Seeking Rays
Scorching Ray's rays seek foes.
Needs Scorching Ray (learned at level 3)
Overload
Your crits explode for 40% within 1.5 tiles.
Double Blast
Fireball detonates again 0.6 s later at 40%.
Needs Fireball at mastery rank 4
Displacement
Damage
Misty Step sheds all your threat and Chills foes within 3 tiles of where you land for 2 s.
Needs Misty Step (learned at level 4)
Row 3 · Keystones: choose 1 · opens after 4 points spent in this tree
Heat Engine Keystone
Damage
Your Spell Points become Heat: each cast adds heat, and every 10% heat gives +3% damage. At full heat you vent a nova (150%) and are Silenced for 1.5 s.
Lance of Flame Keystone
Damage
Fire Bolt becomes a lance: it pierces, reaches 40% farther and hits 50% harder, but its cooldown is 50% longer.
Meteoric Keystone
Damage
Every 12th spell calls a meteor down on the target (300%).
Row 4 · Talents · opens after 6 points spent in this tree
Firestorm Wall
Raising Wall of Fire hurls a free Fireball (60%) as well.
Needs Wall of Fire (learned at level 9)
Prismatic Ray
Scorching Ray's rays ricochet once.
Needs Scorching Ray at mastery rank 6
Cold Front
As Ice Storm ends, a last blast of frost strikes everything inside it (40%).
Needs Ice Storm (learned at level 7)
Row 5 · Capstones: choose 1 · opens after 9 points spent in this tree
Living Sun Capstone
Damage
Every spell adds a fire mote around you (up to 6). At 6 they launch as homing comets (60% each) that set foes Burning.
Cataclysm Capstone
Damage
Every 10th spell rains 6 fire impacts around you (95% each).
Elemental Binding tree
15 talents (10 regular, 3 keystones, 2 capstones) · leans damage
A wizard who binds the raw elements — flame, storm and stone — into servants through circles of chalk and true names.
Row 1 · Talents · open from the start
Stone Ward
Damage
Your Stone Elemental is bound first and Taunts foes within 3 tiles every 5 s. Even foes that hunt the weak obey it.
Needs Bind Elementals (learned at level 3)
Kindled Bond
Your elementals' hits hit 16% harder.
Needs Bind Elementals (learned at level 3)
Bound Darts
Damage
Magic Missile hits 25% harder.
Needs Magic Missile (learned at level 2)
Row 2 · Talents · opens after 2 points spent in this tree
Volatile Binding
Your elementals explode when they die (120% within 2 tiles).
Needs Bind Elementals (learned at level 3)
Elemental Feeding
Below 35% health, your nearest elemental crumbles to heal you for 20%.
Needs Bind Elementals (learned at level 3)
Glacial Hold
Damage
Foes you Chill are also Weakened.
Elemental Step
Misty Step leaves an imp behind for 5 s (50%).
Needs Misty Step (learned at level 4)
Row 3 · Keystones: choose 1 · opens after 4 points spent in this tree
Swarm Binding Keystone
Damage
You may bind 2 more elementals; each has 60% health.
Needs Bind Elementals (learned at level 3)
Greater Elemental Keystone
Damage
Your binding calls ONE elemental with 2.6× health and damage.
Needs Bind Elementals (learned at level 3)
Conduit Keystone
Damage
A 6-tile aura: allies inside deal 8% more damage, and foes inside are Shocked every 4 s (15%).
Row 4 · Talents · opens after 6 points spent in this tree
Storm Call
A Chain Lightning kill calls a storm imp for 6 s (50%, up to 3).
Needs Chain Lightning (learned at level 13)
Wind Ward
20% of enemy projectiles are turned back at the shooter.
Fallen Stars
Meteor Swarm leaves 4 fire imps behind for 8 s (60%).
Needs Meteor Swarm (learned at level 17)
Row 5 · Capstones: choose 1 · opens after 9 points spent in this tree
Court of Elements Capstone
Damage
Two lesser elementals (80%) fight beside you for good and return 15 s after falling.
Elemental Avatar Capstone
Damage
Every status you apply also applies a random elemental one. +15% damage to Shocked foes.