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Wizard Creation

Creation | Skills | AA's | Spells | Epic 1.0 | Epic 1.5 | Epic 2.0


The wizard class is said to be the master of damage. This is a phrase which should be carefully understood. Wizards are the masters of direct damage. They have the widest variety of direct damage spells available to them, some of which can hit for very large amounts. However, they are not the most damaging class overall despite this power. In longer fights other classes will often out damage the wizard, but a good wizard can make a fight a lot faster.

Wizards are the only class with single target direct damage spells across all 3 primary resist types of Magic, Cold and Fire. From level 35 onwards they get a bonus to their spells which increases their chance of successfully landing. This is most noticeable on white and yellow mobs which are being attacked. They also possess some exceptional stun spells for disabling mobs for short durations. After level 50 Wizards get a line of both fast cast spells, and ultra-low resist spells. This can make them a fearsome ally in a group.

Wizards also get the most powerful Area Effect damage spells. These spells have been designed to have lower taunt so that when grouped with good tanks or an Enchanter, the Wizard will be easily protected. Area Effect spells are the most mana efficient spells in the game in the correct situations, and add to the power of the wizard class.

Wizards also get the ability to transport both themselves and parties to a number of areas in the game. This makes them very fast travelers. They are essential for accessing the Plane of Hate and the Plane of Sky. They are also extremely good at evacuating parties from situations where they may all die. Wizards also receive translocation spells which enable the character to teleport other characters to locations without having to travel with them.

Wizards also obtain familiars which, while not being a true pet, can help augment their skills with more mana or higher resists. Generally forced to rely on the "root and nuke" technique at lower levels when soloing. Wizards definitely increase in power as their level increases, and lower and mid levels can be very frustrating for the wizard. They get only some basic tools with which they can regain mana on their own. Thus they can often have longer downtime than other pure casters.

The challenge of the wizard class lies in learning knowledge of which spells work the best against different NPC's. Generally speaking they are a very straightforward class that can be played without having to monitor too much at one time.


Strength: Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. Wizards do not get any strength increasing spells, and generally do not get weight decreasing containers for some time either. It may be worth putting a few small bonus points into strength if you do not wish to visit vendors and banks on a regular basis to offload heavy items and coin.

Stamina: Stamina affects how many hit points you have, and how long you can hold your breath. It also affects how long you can swing weapons before tiring, and how often you can jump before becoming exhausted. This is a highly relevant stat for any class, particularly in later levels when it is easier to max other stats on your character.

Agility: Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you. The true effect of Agility is often debated. Wizards do not have many hit points, or a high AC. If they get hit it is usually for maximum damage. Agility will help to assist in avoiding being hit, however the Alternate Advancement skills available in later levels are much more effective than putting points into this statistic at creation.

Dexterity: Dexterity affects how quickly you learn weapon skills, and how often weapons will do their special attack. This really only has any relevance to Wizards at lower levels when they are forced to melee. You should not put points into this skill at creation.

Wisdom: Wisdom affects the amount of mana the priest classes have, also rangers and paladins. It also affects how quickly you can learn many skills if your wisdom is higher than your Intelligence. This skill has absolutely no relevance for the Wizard class and bonus points should not be put into it.

Intelligence: Intelligence directly affects how quickly you can learn most skills. It affects the amount of mana for bards and all pure casters, as well as shadow knights. It is the core statistic for Wizards and many place a good amount of their bonus points here at creation. This is one stat which you can never have enough of. 

Charisma: This affects amount you will be paid for goods by NPC merchants, and how much they will pay you. It also affects the saving throw on certain Bard and Enchanter spells (charms in particular). This will impact upon the costs incurred when purchasing expensive traveling or shielding components, but often you can get a Charisma buff from a friend to help with this. It is not advised to put points in this statistic at creation.

Choosing A Race

The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like. Wizards must take into account a number of things. None of the wizard class races have any experience penalties associated with them. 

A lot of Wizards choose the Erudite race since it has the highest base intelligence. Humans are popular for their rounded stats, and Dark Elves for their high agility. Gnomes are generally well liked in most places, however Dark Elves are often killed on sight in many places. Frogloks, the newest addition with the Legacy of Ykesha expansion, provide solid stats as well as great night vision and a high base swimming skill. They are not welcome in evil cities.

Base Statistics

Dark Elf 60 75 90 75 83 109 60 30
Erudite 60 80 70 70 83 117 70 30
Gnome 60 80 85 85 67 108 60 30
High Elf 55 75 85 70 95 102 80 30
Human 75 85 75 75 75 85 75 30
Froglok 70 90 100 100 75 85 50 30


Suggested Starting Statistics

In today’s EverQuest starting stats are not as crucial as they were in the beginning. We suggest maxing out your stamina stats first, and training the rest of your starting points in intelligence.


Generally speaking being agnostic is a fairly safe bet in EverQuest. Religion serves only to get you into trouble in many situations. The disadvantage to doing this is that some items and some quests can only be done by followers of certain religions. Following a religion will at worst get you killed in some areas, but generally you can avoid these. Following Innoruuk is probably the most dangerous religion as they have the most places in the game where they are Kill on Sight. In the end it will not make an enormous difference to your character which Deity you choose.

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