There are seven main schools from which a player can choose when creating their wizard. The choice that you make when selecting the main school for your wizard is vitally important and will impact virtually every aspect of the game. For instance the spells in your main school are free for you to learn. They do not cost any training points and there fore all that your character need do is to meet the minimum requirements in order to learn the spells in that school. Your wizard can still learn spells belonging to any of the other schools; however, these spells will cost you training points. Training points are limited and are gained by your wizard as he/she gains levels. Another item to consider when selecting your main spell school is that spells can be obtained through different means. The primary means of obtaining spells is from the appropriate trainer for that school; however, many more spells are obtained by performing quests. Quest spells, with very limited exceptions, can ONLY be obtained for your main spell school. It is also important that you know that the spells available from trainers must be learned in sequential order. That is to say that you must learn/train the lower level spells before you can learn/train a higher level spell. For example: If Life is NOT your main school yet you wish to learn the spell Spirit Armor then you must first train all spells below it which include Imp, Legend Shield, Leprechaun and Sprite. This also means that to train Spirit Armor that you will need to spend five training points.
I hope that this is clear now and that this information along with what you will find below as well as in the game will aid you in choosing the main school for your young wizard!
I hope that this is clear now and that this information along with what you will find below as well as in the game will aid you in choosing the main school for your young wizard!
The Balance School will train its student wizards to be effective in group play. Balance Wizards are most effective in group play because they have the ability to buff other players as well as themselves. Although effective in group-play, they can still sufficiently play alone. They have a little bit of everything, which allows them to surpass most monster resistances, heal themselves a little bit, and buff players.
Balance School Spells |
The Death School will train its student wizards to steal and support themselves. Death Wizards belong to an advanced school, simply because most of their spells take multiple step combinations to use effectively.
Their spells aren’t the strongest, but some have the ability to absorb health from the enemy, which serves as a way for them to heal themselves. They have many preparatory spells that allow them to build up high-damage spells. Death School Spells |
The Fire School will train its student wizards to do damage over time. Fire Wizards pile on spells that will continually do damage to the enemy. Initially these spells will not do much damage, but they eventually stack for possible large amounts of damage in short amounts of time. Fire wizards also learn the ability to stun, which disables the enemy from acting for one turn. They can heal themselves enough to get by, but nothing substantial.
Fire School Spells |
The Ice School will train its student wizards to take high amounts of damage and survive. Ice Wizards have the highest natural health points and defenses which enable them to take large amounts of damage without dying. It is very hard to defeat them. A lot of their functional spells have to do with increasing their defenses and absorbing damage. They also have the ability to taunt enemies, which forces the enemy to focus attacks on them. This can come in handy when playing in a group.
Ice School Spells |
The Life School will train its student wizards to heal themselves and other players. Life Wizards are given the ability to heal themselves the most effectively, as well as the unique ability to heal other players. Combined with this, they do low to moderate damage attack spells with extremely high accuracy rates. They also possess the sole group heal spell.
Life School Spells |
The Myth School will train its student wizards to summon minions. Myth Wizards eventually get four different types of minions, each with a little different function. They have their own moderate damage spells with moderate accuracy, but a lot of their more functional spells deal with buffing, healing, and protecting their minions. They also have the ability of taking down defenses on other players, so if someone is stacking a bunch of defensive spells, a Myth wizard can get rid of them.
Myth School Spells |
The Storm School will train its student wizards to do a lot of damage. Storm Wizards have the ability to unleash high amounts of damage from an early level, which is good, but they place too much emphasis on power, and therefore suffer in terms of accuracy. They also have the least amount of base health points of any of the schools. When enemies cast damage buffs on themselves or damage reducers on a friendly player, storm wizards can remove those spells.
Storm School Spells |