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Compendium · Talents

Wizard talents

The class tree plus one tree for each subclass (Evocation and Elemental Binding). Wizards lean damage: see Roles.

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.