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Wizard
Wizard stats
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Wizards have a wide variety of powerful attack spells at their disposal, not to mention different types of buff/debuff magic. Although they can generate staggering amounts of spell damage, Wizards have limited hit points and are physically frail. Their high intelligence gives them a great deal of defense power against magical attacks though.

Equipment Edit

Wizards can only equip Staves, the Rusty Knife and cloth armor. In their offhand slot Wizards can equip Bracelets and Necklaces.

Skill Trees Edit

Skill trees are the basis of leveling and customizing your character in NEStalgia. The skill tree menu unlocks at level 5 and at that point the player will be able to customize their character with the five points available. There are three ways to gain additional points:

  • Gain an experience level, which grants one point.
  • Progress through the plot of the game, which grants one point after completing the main quest connected to Verity's lighthouse and an additional point after completing the main quest connected to the Arctic's ice palace.
  • Spend 100,000 gold on a Greater Moon Blessing, which grants four points all at once.

As of v1.62 this allows for a maximum of 38 points to spend.

Elements TreeEdit

BranchLevelDescriptionImage
Fire Mastery 5 Increases base Fire spell power and MP cost by one per point, up to a maximum of +7 to both. This branch includes the spells Fireball and FireCross. 404x318px
Flame Body 7 +2% to plus fire and fire resist per point, up to a maximum of +8% to both. This branch includes the spells Burn and Firewall.
Wither 25 +3% chance for Fire spells to cause Weaken per point, up to a maximum of +9%.
Ice Mastery 5 Increase to base Ice spell power and MP cost by one per point, up to a maximum of +7 to both. This branch includes the spells Snowball and IceCross.
Cold Wrath 7 +2% to plus ice and ice resist per point, up to a maximum of +8% to both. This branch includes the spells Glacier and Blizzard.
Freeze 25 +3% chance for ice spells to cause Slow per point, up to a maximum of +9%.
Storm Mastery 5 Increase to base Storm spell power and MP cost by one per point, up to a maximum of +7 to both. This branch includes the spells Gust and VoltCross.
Sky Warden 7 +2% to plus storm and storm resist per point, up to a maximum of +8% to both. This branch includes the spells Gale and Tornado.
Turmoil 25 +3% chance for storm spells to cause Confuse per point, up to a maximum of +9%.

Elements Tree OverviewEdit

  • Fire Mastery: The starting point for any wizard build that focuses on fire damage, adding power to fire spells while also increasing the MP cost of those spells. The final point in the branch is optional, but being able to cause heavy fire damage in response to any single target attack can be handy.
    • Flame Body: A secondary source of fire damage, this branch also adds some fire resistance along with a group target spell and an all target spell.
  • Wither: This branch is of use in PvP or lengthy boss fights, giving a wizard a way to decrease the physical damage output of one or more targets on rare occasion at no additional MP cost.
  • Ice Mastery: What Fire Mastery does for fire spells, this branch does for ice spells.
    • Cold Wrath: Like with Flame Body, Cold Wrath increases spell damage without increasing spell cost along with adding multi-target spells to the arsenal.
  • Freeze: Having the option of slowing multiple targets, albeit rarely, is nonetheless something a wizard can make good use of. At the very least it increases the chances of the wizard's turn next round coming before those of the damaged and now also slowed targets.
  • Storm Mastery: Refer to Fire Mastery and you'll have a good idea of the effect this branch has on storm spells.
    • Sky Warden: Adding multi-target spells along with bonuses to damage and resistance are just as welcome to a storm wizard as they are to a fire or ice wizard.
  • Turmoil: While confusion is ineffective against bosses, the chance of causing any other target to damage themselves or waste their turn can be valuable. As such, a roughly one in eleven chance of triggering confusion on such targets are odds worth considering the use of three skill points on.

Power TreeEdit

BranchLevelDescriptionImage
Willpower 5 -6% MP cost of all spells per point, up to a maximum of -36%. This branch includes the spells Vitality and Curse. 404x318px
Escape Artist 5 +10% chance to escape from monsters in battle per point, up to a maximum of +20%.
Wise One 5 +3% to all randomized spell success rates per point, up to a maximum of +18%. This branch includes the spells Confuse and Madness.
Phantasm 12 +4% to agility per point, up to a maximum of +12%. This branch includes the spells Mirage and Shadows.
Vigor 10 15% of physical damage dealt to any foe by the wizard is returned as MP per point invested in this skill, up to a maximum of 60%. This branch includes the spell Empower.
Powerful Spread 15 +5% to multi-target spell damage per point, up to a maximum of +25%.

Power Tree OverviewEdit

  • Willpower: Most every possible wizard build will benefit from at least three points in this branch, if only for spell cost reductions and a solid self-targeting healing spell.
    • Escape Artist: In those situations where retreating is likely the only way to avoid total defeat in battle, increasing the chances of a successful retreat by 20% can be a (literal) life saver.
  • Wise One: This branch is essential to any wizard looking to make great use of the status ailment spells available to them. An increase in success rate of as much as 18% may mean the difference between a wasted turn and a successful one.
    • Phantasm: On top of adding two additional status ailment spells, this branch is great for builds that want to raise their agility high enough to consistently dish out spell damage before any enemy can attack. Two such wizards with sufficient help may prove strong enough to end battles before they had a chance to really get started.
  • Vigor: Having the option to hit something in return for free MP restoration is an interesting one. Being able to magically augment the melee power of an ally certainly has its uses too.
    • Powerful Spread: Any build that looks to squeeze every last bit of power out of the multi-target spells available to a wizard would do well to get every point of this branch. It takes a while for the branch to become available, but what eventually becomes a 25% boost to damage is definitely worth the wait.

Foundation TreeEdit

BranchLevelDescriptionImage
Stamina 5 +2% to max HP per point, up to a maximum of +10%. 404x318px
Wisdom 5 +2% to max MP per point, up to a maximum of +10%.
Luck 5 +3% chance to resist all attacks that have a randomized success rate per point, up to a maximum of +15%.
Fire/Ice/Storm Enchant 12 (Can only choose one branch to go into) +4% Fire/Ice/Storm damage added to physical attacks and 4% converted to Fire/Ice/Storm per point, up to a maximum of +20% to each.

Abilities Edit

Abilities are skills that the player can use both inside and outside of battle. These abilities will either be bought on the skill tree using skill points or will be learned automatically once the player hits a certain level.


Note: Listed MP costs are the default. Points in the Willpower branch of the Power tree will reduce the MP cost of all spells.

Learned Automatically
AbilityMP CostDescription
Recall 2 Used in the overworld; returns the party to the last town visited by the leader.
Outside 4 Used in caves and other dungeons; returns the party to the entrance.
X-Ray 3 Shows the contents of chests.
Missile 2 Inflicts direct damage on a single target.
Soothe 6 Dispels Confuse from an ally.
Weaken 10 Lowers the physical attack of a single target.
Learned from Element Tree
AbilityMP CostBranchDescription
Fireball 4 Fire Mastery Inflicts Fire damage on a single target.
FireCross 10 Fire Mastery Self-cast, one round: explodes when the caster is hit by a single-target attack and inflicts heavy Fire damage to the attacker.
Burn 7 Flame Body Inflicts Fire damage to an enemy group.
Firewall 10 Flame Body Inflicts Fire damage to all enemies.
Snowball 4 Ice Mastery Inflicts Ice damage on a single target.
IceCross 10 Ice Mastery Self-cast, one round: explodes when the caster is hit by a single-target attack and inflicts heavy Ice damage to the attacker.
Glacier 7 Cold Wrath Inflicts Ice damage to an enemy group.
Blizzard 10 Cold Wrath Inflicts Ice damage to all enemies.
Gust 4 Storm Mastery Inflicts Storm damage on a single target.
VoltCross 10 Storm Mastery Self-cast, one round: explodes when the caster is hit by a single-target attack and inflicts heavy Storm damage to the attacker.
Gale 7 Sky Warden Inflicts Storm damage to an enemy group.
Tornado 10 Sky Warden Inflicts Storm damage to all enemies.
Learned from Power Tree
AbilityMP CostBranchDescription
Vitality 5 Willpower Heals the caster over time in the overworld.
Curse 3 Willpower Curses a single target to reduce all healing.
Confuse 10 Wise One Chance to Confuse a single target.
Madness 10 Wise One Chance to Confuse an enemy group.
Mirage 4 Phantasm Chance to Mirage a single target.
Shadows 19 Phantasm Chance to Mirage all enemies.
Empower 20 Vigor Boosts the physical attack of a single ally.