Spellbound: The Wizard Arrives
Overview
There's a lot to cover here, so let's start with the bullet points.
- New class: Wizard
- Wizards are being introduced as a new umbrella class for existing mage classes on 7/20/24
- Existing mage classes (Invoker, Enchanter, Illusionist, Necromancer, Elementalist, Lich) will evolve into Wizard subclasses over time
- Illusionist will be the first subclass available at launch
- The remaining mages will be added one at a time to ensure each gets the attention it deserves
- Maintaining class identity and honoring the legacy of these classes is the top priority
- Races: Human, Gnome, Yuan-Ti, Drow, Half-Orc, Halfling, Elf, Dwarf, Duergar
- Features
- Wizards will embrace aspects of the modern spell casting system, similar to Sorcerers
- New features for Wizards include spell charges and subclass-specific resource mechanics
- Wizards can bond with familiars, non-combat pets with customizable powers
- Spell quests → Relic weapons
- Weapons in the style of Cinderfang and Twilight are now called Relic Weapons.
- Spell quests are being reimagined to grant relic weapons with powers
- Some relic weapons will be automatically granted to players who completed previous spell quests
- Two new relic weapons will be introduced for Illusionists
If you’d like to learn more, read on for some more details.
An Arcane Legacy
Let's pause to honor our history. These mage classes have been part of our world for years, and your characters are treasured companions. We understand this deep connection. In modernizing these classes, We've strived to preserve their essence - the magic and fantasy that defines them. This update isn't about erasing the past, but evolving it with respect for the journey these classes have taken. That said, there’s bound to places where we missed the mark, but we’ll listen to your feedback and adjust as needed.
Sorcerers vs Wizards
We should address the elephant in the room: Wizards and Sorcerers will have significant overlap. They're both arcane spell casters, after all. This similarity is inherent to their nature and isn't something we're trying to hide or avoid.
However, we're working hard to ensure each class maintains its unique identity. We're doing this through a combination of thematic elements and mechanical distinctions:
- At the class level, Wizards will have features that set them apart from Sorcerers.
- Each Wizard subclass will have its own play style and resource management.
- Thematic differences will be emphasized to reinforce each class's distinct flavor.
Our goal isn't to create completely separate systems, but to offer varied experiences within the realm of arcane magic.
Spellcasting
Wizards will adopt the modern spellcasting system, similar to Sorcerers.
- Cooldown timers replace spell preparation
- Many spells cast instantly
- Critical hits can do bonus damage
- Damage is based on the Spell Power stat
- Spell damage ignores legacy magic resistance
- Each subclass benefits from their existing spell focus gear
New features for Wizards:
- Spell charges: Some spells have multiple charges, each with its own cooldown
- Subclass-specific resources: Each subclass can have unique mechanics (e.g., combo points, or entirely new systems)
Familiars
One of the most exciting features for Wizards is the ability to bond with a Familiar. These magical spirits take animal forms and can offer unique assistance to their Wizard partners. They come with a pool of combat and utility powers, but you can only choose to have one active power at a time.
Key aspects:
- Various animal forms available for bonding
- Non-combat companions that don't engage in fights
- A pool of unique familiar powers to choose from
- Select one active familiar power at a time
- Collect cosmetic appearances for your pets
Familiars are just the beginning. They're part of a larger, revamped pet system that we're excited to introduce. While familiars are the first to benefit from this system, you can look forward to more types of pets in the future. Stay tuned for more information on the new pet system in a dedicated post.
Spell Quests and Relic Weapons
We're revamping the spell quest system to create a more engaging progression path for Wizards. This system is an attempt to balance respect for past achievements with opportunities for new progression, creating what is hopefully a a more flexible and rewarding experience.
- Core powers will no longer be gated behind quests
- Existing spell quests will be adapted to reward bound weapons with unique powers
- Some existing quests will reward weapons directly, others will reward components
- Players who completed old spell quests may receive Relic Weapons or components automatically
The goals of this new system are:
- Preserve the interesting content from existing quests
- Provide ongoing character progression similar to melee classes' proc weapons
- Honor previously completed quests while offering new challenges
Illusionist Relics
- Two new Relic Weapons: Nightfall and Gloomweaver
- Nightfall is granted to all who completed the Nightmare quest
- New Illusionists will have to do the quest, plus gather a couple of new components.
- Gloomweaver requires collecting new components, with credit for previous quest completion
A New Era of Magic
We're excited to welcome Wizards to Toril on July 20th, with Illusionists as the first subclass. This update marks the beginning of a new chapter and has been a long time coming.
Keep an eye out for these upcoming posts:
- A deep dive into the mystical arts of Illusionists
- An exploration of the Wizard class spells and familiars
A brief overview of the new pet system
Thank you for your support, and we'll see you in the realms of magic soon!