| Wizard Skills | |
|---|---|
| Storm | Charged Bolt • Thunderstruck • Empowered Magic • Lightning Speed • Storm Armor • Frost Nova • Deep Freeze • Power Armor • Static Charge • Electrocute • Ray of Frost • Lethal Energy • Improved Charged Bolt • Static Residue • Blizzard • Storm Power • Epic Storms • Shattering Ice |
| Arcane | Magic Missile • Arcane Power • Efficient Magics • Penetrating Spells • Disintegrate • Wave of Force • Arcane Armor • Arcane Weakness • Arcane Speed • Arcane Orb • Slow Time • Arcane Distortion • Mana Recovery • Improved Magic Missile • Temporal Armor • Teleport • Greater Mana • Mana Burst • Runic Might |
| Conjuring | Spectral Blade • Spell Speed • Weapon Mastery • Damage Resistance • Stone Skin • Mirror Image • Conjured Armor • Conjured Health • Meteor Storm • Acid Cloud • Conjured Power • Conjured Duration • Improved Spectral Blade • Hydra • Magic Weapon • Magical Impact • Slowing Strikes • Armor Piercing |
These skills are available for use as soon as new Wizard is created.
This skill was the default left click attack at the Blizzcon build, and it worked quite nicely. It was a melee+ spell, hitting anything up close with all 3 slashes, but extending the slashes far enough that targets out of melee range would be hit by one or perhaps two of the attacks. Each slash could also strike multiple targets, making this one potentially quite damaging against multiple, close-range enemies.
This seems like a tremendously powerful passive, if the increase per skill point remains constant.
This skill is something of a mystery, since there's little else to indicate that the Wizard would be using weapons for damage. It is known that the Wizard's equipment will have some bearing on his spell damage, so perhaps some skills derive their damage from the weapon damage, and this skill would boost that damage?
Either that or it's a harbinger of more melee/weapon type skills, or just something the D3 team was playing around with in their character development.
These skills are available as soon as a Wizard reaches level 5.
One of the many shielding skills, all of different types, the Wizard has at her possession.
This skill is seen in the Blizzcon cinematic, in which the Wizard creates 5 duplicates, all of which have a small white circle over their heads. They are not just decoys either; they join the combat, which makes this seem like a very interesting spell.
A number of the passives in D3 boost two or three other skills, but not every skill in the skill tree. It's an interesting way to add more variety and specialization to the game.
A Wizard must be at least Clvl 10, and have spent at least 10 skill points in the Conjuring skill tree before he/she is able to put points into any of the skills at this tier.
The Meteor skill from D2 has been upgraded and modified. Now it calls down multiple meteors over a wider area, much like the Blizzard skill. Furthermore, Meteor Storm can be cast for as long as the Wizard wishes, with a mana cost per second, rather than per use.
These skills are available for use as soon as new Wizard is created.
In early levels, Magic Missile might be the Wizard's bread and butter. In later levels, it might prove invaluable as a cheap and direct means of silencing a monster for 4 seconds -- plenty of time to dispatch of them before they can cast a nasty spell on you, or raise the fallen to fight again. The difficulty will be in hitting the shaman behind the minions, since Magic Missile will strike another monster if it's between the Wizard and the targeted boss.
Magic Missile's effectiveness is increased by a variety of spells, the most noteworthy of which is Improved Magic Missile, which increases both the damage and number of missiles released on a cast. The range and spread of higher levels of Magic Missile is reminiscent of the DII Necromancer's Teeth. When an enemy dies at the hands of an Arcane spell, a purple glow is left on the corpses.
This mastery boosts the arcane spell damages by a much higher % than similar masteries for other types of damage, and it's unclear why. Possibilities include: arcane spells generally do less damage, their critical hit bonus might be less useful, or the spell just might be overpowered in this early, still-under-testing build.
It looks like a Wizard will be able to greatly customize his or her spells in D3, with passive skills that cut mana cost, increase casting speed, and boost individual damage types. It's not yet known how much equipment will overlap with these abilities; a spell to boost casting speed wouldn't be much good in D2, with so many items that could convey the same bonus.
Another of the highly-useful passive skills possessed by the Wizard. Sort of a full time Lower Resistance aura, that seems to work with all types of magic.
There is no "points in the tree" requirement to start using second tier skills.
A laser beam of molten pwnage, Disintegrate is at its best raking through a line of ranged attackers. It'll cut through targets without mercy; however, each target the beam passes through lowers its power to 80% for the next target. (It's not clear if the description means 20% less per target, in a 100%, 80%, 60%, 40%, 20%, 0% sequence, or if it's 80% of the current amount, which would yield 100%, 80%, 64%, 51%, 41%, 33%, etc.) It would be very difficult to hit more than 4 or 5 monsters at once with this spell anyway, since it's pencil thin, monsters don't stand in neat rows, and monsters die fairly quickly once they're being cooked by the Disintegrate beam.
Damage ticks every second of use, and critical strikes (as with any Arcane Spell) will silence the target for 4 seconds. This might be the best use of this skill late game; even if the damage doesn't scale up to keep it a killer, it could hit anything on the screen, instantly "silencing" enemy mages and summoners.
In the Blizzcon demo build (October 2008), this spell wasn't very useful against large enemies, but was devastating against smaller enemies, especially ranged attackers such as Skeletal Archers. The disintegrate ray hits anything on the screen more or less instantaneously, so nothing is out of reach and there's no delay between clicking the mouse and hitting the enemy with the spell. This one will surely be nerfed somewhat before the final game, since it was just so useful in the Blizzcon build.
This defensive spell casts a nova-like blast of light that deals just minor damage, but that shoves back enemies and projectiles.
Wave of Force is used twice in the Wizard Trailer released at Blizzcon 2008. The first is used in a room of skeletons -- it does little damage to the skeletons, but blasts all the destructibles in the room to glorious pieces. In the second example, the Wizard uses it while slowing down time, waiting for a group of skeletons' projectiles to come close, and then reflecting them back toward them.
It's hard to know how many scenarios in a fast-paced game like this where you could really benefit from using Slow Time and then Wave of Force to repel projectiles -- Out of the 8 projectiles in the above screenshot, only one or two actually came back to strike their targets. It will be interesting to see what practical uses there are for this spell as more gameplay videos unfold.
Another interesting mastery; this one boosts the wizard's total armor bonus, but only while one (or more) of the other protective spells are active.
This would presumably stack with other passives that increase the damage and critical hit % of individual spell types, or all spells in general.
Arcane spell damage seems to be limited by a cooldown time on most of the spells, hence this spell.
The wizard must spend 10 points in the first two tiers of this tree before he may add points to any spells in Tier 3.
A glowing orb of energy travels about 10 yards, before bursting in a nova of destruction. The spell looks something like the D2 Sorc's Frozen Orb, but without the spray of ice spears as it flies across the room. The spell only allowed one point in the BlizzCon demo, but the final game will surely allow more than 1 level (rank) to be added to it.
Slow time creates a bubble that surrounds the Wizard. Any enemies or enemy projectiles that enter the bubble are greatly slowed. The wizard, her spell projectiles, and her allies are not affected by the slow time bubble, giving them a huge advantage over the greatly slowed enemies. The bubble remains where it was cast, persisting for several seconds, but the Wizard can move as soon as the spell is cast, though if she moves outside the bubble monsters may again target her without their shots or attacks being slowed.
There are a lot of interesting ways to slow or freeze or stun monsters in D3. Types of damage, critical hits, spells, masteries to spells, and more.
No mana globes were dropping during the Blizzcon 2008 demo. It's not clear if they were not enabled, if they don't drop early in the game, or if they never drop at all, unless this spell (or others with a similar effect, or perhaps the bonus comes from equipment as well?) is active.
Boosts the number and damage of magic missiles. It's not known how this spell interacts with the basic magic missile spell. That one seems to set the base damage, which this one enhances.
A wizard must invest 15 points into the Arcane skill tree before he may put points into any skills in this tier.
An interesting variation on spell shields. Rather than absorbing X amount of damage, or some % of damage, this one takes out 100% of the damage, but only works every 6 seconds.
Teleport has been modified somewhat in D3. Rather than blinking instantly between locations, the Wizard leaps several yards straight up into the air, then falls back down when she arrives at her target point. This makes the movement considerably slower, though it's still very fast.
In one of the BlizzCon 2008 panels, Teleport was demonstrated with a striking skill rune socketed in it, and the spell added damage to all monsters in the area, each time the Wizard teleported. Socketing in a multi strike skill rune will instead cause the wizard to split into images of herself when teleporting, making the skill useful to distract monsters.
A straight forward skill that increases your mana, useful throughout the game, especially at early levels.
Another creative spell. This one basically lets the Wizard deal substantial extra damage, but with just one spell, once in a while. A wizard who invested in this spell would have to modify her play style considerably; trying to use spells sparingly to remain full of mana, in order to score the huge damage hit possible with points in this skill.
These skills are available for use as soon as new Wizard is created.
The spells did not display their critical hit % chance in the BlizzCon build, but it's assumed that they will in the final game. It's not known what else will raise critical hit chance; Clvl? Attributes? Equipment bonuses? They seem very likely to occur on items, as part of the D3 Team's effort to provide a variety of valuable mods on weapons for non-combat characters.
One of the design goals in Diablo III is to make all of the attributes useful to each character class. As this skill makes clear, Willpower will factor in on the Wizard's spell damage.
Tier 2 skills do not require any amount of points to be spent in the tree to enable them. (There were rumors that 5 points were required, but that was not the case in the BlizzCon build.
This skill does not seem to offer any protection; just a sort of passive offensive attack. It's not known how long it persists for, or how much the damage will scale up.
The long cool down on this skill indicates that the D3 Team means it to be used as a sort of "panic button," rather than a killing attack. The boosted % of critical chance is more about potentially freezing enemies than killing them with a lovely explosion of ice. Storm Power and Lethal Energy will both add to this skill's lethality by adding to its critical strike chance and damage.
Rather than giving the Wizard a Glacial Spike-like instant freeze spell, the D3 team seems to be granting that possibility with critical hits on a variety of non-freezing cold spells.
A Wizard must be at least Clvl 10, and have spent at least 10 skill points in the Storm skill tree before he/she is able to put points into any of the skills at this tier.
This spell works like beam weapons in most FPS games, locking onto a target and bending to keep it in the lightning zone even as the enemy moves around. It can chain to a second target, and during the BlizzCon 2008 demonstration, this spell was seen upgraded with a multi-strike skill rune, enabling it to strike additional targets at once. A Lethality Rune was also shown in conjunction with Electrocute, which caused some enemies to explode in an electric Nova upon death, dealing damage to nearby monsters. This is the same sort of death monsters suffer when they perish from a lightning critical hit.
This spell is a sort of cold inferno, reminiscent of the Druid's Arctic Blast skill from Diablo 2. It deals relatively weak damage, but has the chilling effect of all cold skills, and is therefore useful for slowing down nearby attackers.
An add-on passive, this one does nothing by itself, but adds lightning damage that hits everything nearby, when any other lightning skill is used. With deaths from lightning critical hits and various multi-target lightning skills, the strength of that element in attack seems likely to be the ability to hit many things at once.
As with other skills in the Wizard's tree (and those of the other characters), boosting Critical Hits is a very powerful technique in D3.
A wizard must invest 15 points in the Storm tree before the skills in this tier become available.
The spell that had to be in the game, this one is visually improved in D3. There is now a cloud shown above the enemies, from which large chunks of ice crash down to earth.
An interesting mastery skill, this one boosts two different spells (but not everything in the tree), though by now much remains to be seen.