Introduction

Are you tired of casting the same old spells and watching your enemies fall in a predictable manner? Look no further, my dear adventurer! The Sorcerer class is here to spice up your spellcasting game. With a wide range of elemental spells and powerful summoning abilities, the Sorcerer is a force to be reckoned with. Whether you prefer to rain down ground spells or control the very elements themselves, this class is sure to leave your enemies quaking in fear. So grab your staff and get ready to unleash some serious magic!

The purpose of this guide is to offer a broad overview of how to enjoy playing the Sorcerer class, whether alone or in a party. It should be noted that while gear availability plays a significant role in the effectiveness of the Sorcerer, this guide will not provide an exact stat and skill build.

The Casting Problem

The reason why players have the perception that the sorcerer class is not a playable one is due to the casting. Upon switching to this class and acquiring new spells, many players face difficulties with casting. There is limited in-game gear that can be farmed at level 100 to assist with casting, so before beginning their sorcerer journey, players often try to acquire some premium gear. The following equipment will assist in making the early stages of casting easier without breaking the bank.

Mental Stick [1]

The mental stick is the most effective in reducing the cast time for Psychic Wave, reducing its 3-second variable cast time. However, it can only be equipped after reaching level 102. By enchanting it with Double Spell 4, an additional 20% reduction in variable cast time can be achieved. It’s not advisable to over-refine the mental stick in the early stages, as this will significantly reduce the maximum HP, which is already low for sorcerers in the early phase of their journey.

Thorn Staff of Darkness
If you’re seeking significant improvement in variable cast time, TSOD can be a valuable weapon to consider, just like the mental stick, it can be enchanted with double spell level 4. In addition to its impressive MATK and enchantment properties, TSOD also provides a reasonable amount of ignore MDEF and reduced after-cast delay. To further enhance the MATK boost, sorcerers often pair it with a skull cap.

Orleans’s Server [1] and Orleans’s Glove [1]

This set offers a 10% reduction in variable cast time, as well as reasonable increases in MATK% and DEX. Socketing a Hodremlin card on your Orlean’s server will ensure its use for the long term. While the Orlean’s gown and necklace are optional components of this set, they provide an uninterrupted casting experience without any penalties to cast time and offer a decent MATK bonus from the necklace and shield.

Sprint Ring

The Sprint Ring provides a 10% reduction in variable cast time, with an added 5% after-cast delay. Even when equipped with two Sprint Rings, the after-cast delay penalties are minimal and won’t be a concern in the early stages of a sorcerer’s journey.

Ancient Hero Boots [1]

The Ancient Hero Boots are widely considered the most cost-effective option for reducing fixed cast time, offering a 0.3/0.5 reduction @ +9/+12 refinement level respectively. While the Predator set provides a 0.5 reduction in fixed cast time, refining the entire set can be quite expensive in comparison.

Temporal Dex Boots

The Temporal DEX Boots are the most practical footwear for reducing fixed cast time, providing a 0.5 reduction while prioritizing a base 120 DEX stat. Although this item is highly sought after, it is expected to rise in popularity and change the meta in the future.

Felock’s Cape [1]

This garment provides a 30% reduction in variable cast time at a refine level of 9, making it comparable to the Enchanted Fallen Angel Wing and Violet Halo in terms of variable cast time reduction. Additionally, it offers +20 Flee and a 10% reduction in neutral damage. It can be farmed from the Airship Raid Boss when you reach level 125.

Airship Cloak [1]

This is a budget-friendly alternative to the Felock’s Cape. Without any refinement required, it provides +20 Flee, a 10% reduction in neutral damage, and a 20% reduction in variable cast time. This item can be obtained from the Airship Raid mobs at level 125.

Casting Stone (Garment) and Minor Casting Stone (Garment)

Since the introduction of casting stone garments in Costume Stone Box Vol. 8, there has been a significant improvement in FCT. The casting garment stone has two variants: Casting Stone with 0.5 FCT reduction and Minor Casting Stone with 0.3 FCT reduction. Although acquiring and enchanting these stones requires a considerable amount of luck, they are expected to remain relevant for a long time. Additionally, there is a possibility that an event may occur in the future to help reduce the cost of obtaining one.


There are many gear options that can significantly improve casting, but ultimately it depends on what is available to you and the level of investment you’re willing to make.I’ve only highlighted the most practical and noteworthy gear options for the early stages of the game.

An effective strategy for navigating the early levels between 100 and 110 is to prioritize acquiring Diamond Dust, as it does not have a fixed cast time requirement. Grind some skill points to obtain level 1 Ventus and level 1 Spirit Control, which will provide a flat 1 second reduction in fixed cast time.

Some sorcerers utilize the Foresight skill to reduce variable cast time, however, this skill will likely be replaced in later stages of the journey when skill points are being optimized for their build.

The Soul Linker

Soul Linkers? Yes, you’re still in the sorcerer guide! What if I told you that the days of relying on potions during grinding are over? That’s right! Soul Linkers are the key to a new and improved way of playing as a sorcerer. By marrying a Soul Linker, you’ll have access to a cost-saving playstyle through the use of the Kaahi skill.

The Kaahi buff in Sorcerer’s skills is advantageous because it heals you before the monsters inflict damage, and it lasts for more than 5 minutes. The only limitations are your mana pool and SP consumption, but Sorcerers generally do not have issues with those. However, on some maps, the Kaahi buff may be removed if you change maps. To maximize the use of your SP, you can adjust the level of Kaahi you need to use depending on the damage you are taking. Keep in mind that a higher level of Kaahi consumes more SP.

Creating multiple Soul Linkers is unnecessary if you plan to create multiple Sorcerers. Instead, you can simply divorce the Soul Linker in Niflheim and marry it again with your new Sorcerer. Although there are some places where you can’t bring Soul Linkers, such as solo instances and level-restricted areas, you can still bring them along on your major adventures.

Spirits

As a Sorcerer, one of the most enjoyable and daunting aspects is mastering the use of spirits. Let me help you break it down and provide some practical and noteworthy applications for them. Although the stats of spirits are still unknown to us, I’m confident that their life points and relevant stats are proportionate to your Sorcerer stats. After comparing my low-level Sorcerer to my high-level Sorcerer, I noticed that spirits from the latter have higher HP, SP, Flee, and so on.

Spirits are divided into four primary elements: Water, Fire, Earth, and Wind. All spirits have three levels and require different catalysts to summon. When you initially summon a spirit, it is in standby mode, allowing it to regenerate more quickly. By using Spirit Control from levels 1 to 3, your spirit will exhibit its unique skill.

SpiritLevel 1Level 2Level 3
Aqua3x Crystal Blue6x Crystal Blue1x Frozen Mystic
Agni3x Red Blood6x Red Blood1x Flame Heart
Tera3x Green Live6x Green Live1x Great Nature
Ventus3x Wind of Verdure6x Wind of Verdure1x Rough wind
Duration10 minutes15 minutes20 minutes
Spirit Catalysts

The process of gathering catalysts for summoning spirits can be quite challenging. One option is to collect these items from various monsters, while another is to purchase them from merchants. Some people also use the sorcerer skill Analyze Element to manipulate ores by upgrading or downgrading them. Additionally, one can enhance their chances of obtaining ores by utilizing cards that increase the drop rate, like the giant hornet and Leib Olmai cards. Alternatively, cultivating a farm for red blood and crystal blues in a discreet manner can also be a useful strategy.

Fortunately, you can conveniently obtain crystal blue and red blood from the Eden Group’s waitress(/navi moc_para01 179/40).

In the Para Market, limited stock of Green Live and Wind of Verdure is available for purchase(/navi paramk 80/103).

Spirit LevelSpirit Control Lvl 1Spirit Control Lvl 2Spirit Control Lvl 3(Attack Mode)
Aqua lvl 1+40 MATK, Cold bolt and Frost Diver dmg boost1000 HP regen/10 sec, takes damage inflicted to summonerCasts a low dmg water attack, single target 
Aqua lvl 2+80 MATK, Diamond Dust dmg boost, Crystallization chance boost,Change the element of Psychic Wave to water property+100% water resistance, -100% wind resistanceCasts 4 hits 3×3 Aoe water dmg and 2 hits water single target dmg
Aqua lvl 3+120 MATK, chance to cast cold bolt when physically attacking, 50% catalyst bypass when using Deluge or Endow Tsunami3×3 water barrier(20% dmg reduc), attack and flee reduction inside the barrierCasts a high dmg water single attack, water endow for summoner and aqua

When it comes to increasing MATK, Aqua is the preferred choice. Upon summoning, it grants an increase in both MATK and MDEF, the amount of which is dependent on the level of the spirit summoned.

Aqua possesses several notable skills:

Aqua level 1 with Spirit Control level 2: This skill is useful for evading lethal attacks in PvP scenarios, such as Guillotine Fist, Gates of Hell, Arrow Storm, and Suicidal Destruction. However, it may not be practical to use in PvM or MVP situations due to its low HP and the cost of consuming crystal blues.

Aqua level 2 with Spirit Control level 1: This skill is personally recommended for most instances due to its decent MATK boost, damage boost for Diamond Dust, and chance to crystallize enemies. While many sorcerers opt to use the Faceworm Larva Card, this spirit skill is a great addition to your water damage synergy. Additionally, using the water element Psychic Wave in certain instances can greatly increase your damage output.

Aqua level 3 with Spirit Control level 1: This skill provides a substantial boost to MATK, with a longer duration and higher HP pool than the previous two skills. It is an excellent choice for grinding mid-level maps or if you simply desire a significant increase in MATK.

Spirit LevelSpirit Control Lvl 1Spirit Control Lvl 2Spirit Control Lvl 3 (Attack Mode)
Agni lvl 1+60 ATK, Fire bolt and Fire Wall dmg boostChance to inflict 3×3 fire dmg around the caster when receiving dmgCasts a low dmg fire attack, single target 
Agni lvl 2+120 ATK, Fire Walk dmg boost, Boosts Warmer regen,Change the element of Psychic Wave to fire property+100% fire resistance,
-100% water resistance
Casts 3×3 Aoe fire dmg and a fire single target dmg
Agni lvl 3+180 ATK, chance to cast fire bolt when physically attacking, 50% catalyst bypass when using Volcano or Endow Blaze3×3 fire barrier(absorbs 1 hit each cell)Casts a high dmg fire 3×3 attack around the target, high dmg fire single attack

While Agni’s default buff does not typically benefit sorcerers, it does provide a significant increase in ATK points.

One notable skill of Agni is:

Agni level 2 with Spirit Control level 1: This skill is primarily used to access fire elemental magic damage, which is not commonly found in a sorcerer’s skill set. However, there are some excellent use cases for this buff, such as using Warmer at level 5 to generously heal a group of people. I often use this skill when climbing Endless Tower MVP floors to support my party. Additionally, it can be used for health regeneration in high-level maps while grinding. Although Fire Walk is not a common skill for sorcerers to have, I have used this buff to navigate Scaraba Dungeon.

Spirit LevelSpirit Control Lvl 1Spirit Control Lvl 2Spirit Control Lvl 3 (Attack Mode)
Tera lvl 1+5% Max HP, Earth Spike and Heaven’s Drive dmg boost+2000 Max HP,  DEF boostCasts a low dmg earth attack, single target with a chance to stun the target
Tera lvl 2+10% Max HP, Killing cloud, Poison Burst and Earth Grave dmg boost, Change the element of Psychic Wave to earth property+100% earth resistance,
-100% fire resistance
Casts a low dmg earth attack and reduce 25% movement speed to its target, high dmg earth single attack and reducing target’s DEF
Tera lvl 3+10% Max HP, chance to cast Earth spike when physically attacking, 50% catalyst bypass when using Endow Quake3×3 fire barrier(Bleeding and Stone immunity). +20% Max HP inside the barrier, Boost def and slows down movement speed inside the barrierCast a multiple hit high earth dmg to all enemies in 3×3 area around the target with a chance of leaving the target stunned

Although Tera is often overlooked, it can still provide a decent amount of DEF upon summoning.

Tera has a couple of notable skills:

Tera level 2 with Spirit Control level 1: While the Earth version of Psychic Wave is not frequently utilized, it can be quite powerful if you manage to obtain an Arc Elder card. Additionally, the damage boost it provides to Earth Grave when using a highly refined Shadow Staff is remarkable.

Tera level 3 with Spirit Control level 2: This skill holds value in maximizing the boost it provides to you and your party’s HP. A significant increase of 20% Max HP, when combined with the Sage’s Deluge skill, can significantly enhance the Dragon’s Breath skill of Rune Knights. However, the duration of the buff is somewhat short.

Spirit LevelSpirit Control Lvl 1Spirit Control Lvl 2Spirit Control Lvl 3(Attack Mode)
Ventus lvl 1+5 ASPD, -1 sec Fixed Cast TimeRandom blinks the caster nearby and increase movement speed by 100%Casts a low dmg wind attack, single target 
Ventus lvl 2+5 ASPD, -1 sec Fixed Cast Time, Electric Walk and Varetyr Spear dmg boost,Change the element of Psychic Wave to wind property+100% wind resistance,
-100% earth resistance
Casts 3×3 Aoe wind dmg and a wind single target dmg
Ventus lvl 3+5 ASPD, -1 sec Fixed Cast Time, chance to cast lightning bolt when physically attacking, 50% catalyst bypass when using Whirlwind or Endow Tornado3×3 wind barrier(nullify long range dmg and may nullify incoming damage), increases flee by 25 inside the barrierCasts a high dmg wind attack and push back a single target that may leave it silenced, high dmg wind single attack

Ventus is highly favored among sorcerers for its fair amount of MATK and FLEE rate upon summoning, as well as its 1 second fixed cast time reduction and +5 ASPD at all Ventus levels with Spirit Control level 1. This feature helps alleviate casting issues and can be advantageous for certain builds.

Ventus boasts several notable skills:

Ventus level 1 with Spirit Control level 1 and 2: This is the most cost-effective way to obtain a 1 FCT reduction when using Spirit Control level 1. It can be combined with Spirit Control level 2 to significantly increase movement speed, making it a highly sought-after skill as a good alternative to using Guyak puddings.

Ventus level 2 with Spirit Control level 1: Along with the 1 FCT reduction, this buff also converts Psychic Wave to wind property and significantly boosts Varetyr Spear damage. It is an essential skill in the PvP and WoE scenes, as it works very well with other buffs and can deal significant damage when a target is under the effects of crystallization.

Ventus level 3 with Spirit Control level 2: This game-breaking buff can nullify long-range damage and some lethal skills, such as Guillotine Fist, Gates of Hell, and Arrow Storm. Unfortunately, Ventus does not benefit from this buff.

Here are some important things to know about spirits:

  1. Spirits are not pets and do not require feeding.
  2. The HP and SP pool of a spirit is directly proportional to that of its summoner. New sorcerers may mistakenly believe that spirits are useless because they die quickly in the early stages.
  3. Most spirits do not benefit from their own buffs.
  4. Spirits can be healed using Spirit Cure, and the potency of the heal is proportional to the sorcerer’s HP and SP.
  5. Only one spirit can be summoned at a time.
  6. Resummoning a spirit requires a new set of catalysts.
  7. Changing maps with a spirit may randomly activate Spirit Control level 1 and 2 buffs.
  8. Spirits regenerate quickly when in standby mode.
  9. Spirit Control level 4 is not necessary; simply recasting the same Spirit Control level will put the spirit in standby mode.
  10.  Using multiple levels of Spirit Control cancels out the previous state.
  11. Summoning a spirit after activating “Runaway Magic” or “Book of Taboo” buffs will give your spirit a massive SP pool.
  12.  Spirit Control level 3 is not useful for sorcerers and is more suitable for Pokemon trainers.

Insignias

The Insignia is one of the most challenging yet enjoyable features of playing as a sorcerer. By utilizing elemental damages, you can unleash the maximum damage potential of elemental skills with proper execution. The Insignia also allows you to control your weapon’s element without the need to form a party. It may seem unlikely, but by executing the strategy correctly, you can defeat various Earth, Water, Fire, and Wind MVPs in just 6-7 minutes.

Insignias are a 3×3 ground spell that lasts 1 minute and has a 1 minute cooldown. It can be removed with Magnetic Earth. The catalyst for casting insignias can be bought on point seller NPCs. The amount of Point needed for casting is the same with the level of insignia you are casting.

Point Seller @ /navi prt_in 131/66
Effect on all LevelsInsignia lvl 1Insignia lvl 2 (+10% ATK)Insignia lvl 3
Water+50% Wind damage for every monster/player inside the 3×3 area.Water property monsters/players regain 1% HP every 5 sec.Fire property monsters/players dain 1% of HP every 5 sec.Boost Aqua’s ATK by 20%Double Aqua’s HP and SP recovery.
1 Indigo Point
Endows Water property to every Monster/Player weapon inside. Healing Received +10%.
2 Indigo Point
-30% Cast delay and+25% Water property magic damage for specific water magic skills.
3 Indigo Point
Fire+50% Water damage for every monster/player inside the 3×3 area.Fire property monsters/players regain 1% HP every 5 sec.Earth property monsters/players dain 1% of HP every 5 sec.Boost Agni’s ATK by 20%Double Aqua’s HP and SP recovery.
1 Scarlet Point
Endows Fire property to every Monster/Player weapon inside.
+50 ATK.
2 Scarlet Point
+50 MATK.
+25% Fire property magic damage for specific fire magic skills.
3 Scarlet Point
Earth+50% Fire damage for every monster/player inside the 3×3 area.Earth property monsters/players regain 1% HP every 5 sec.Wind property monsters/players dain 1% of HP every 5 sec.Boost Tera’s ATK by 20%Double Tera’s HP and SP recovery.
1 Lime Green Point
Endows Earth property to every Monster/Player weapon inside.
+500 Max HP.+50 DEF.
2 Lime Green Point
+50 Max SP.+50 MDEF.
+25% Earth property magic damage for specific earth magic skills.
3 Lime Green Point
Wind+50% Earth damage for every monster/player inside the 3×3 area.Wind property monsters/players regain 1% HP every 5 sec.Water property monsters/players dain 1% of HP every 5 sec.Boost Ventus’s ATK by 20%Double Ventus’s HP and SP recovery.
1 Yellow Wish Point
Endows Wind property to every Monster/Player weapon inside.
+10% ASPD.
2 Yellow Wish Point
-50% Cast delay and+25% Wind property magic damage for specific wind magic skills.
3 Yellow Wish Point
Elemental Insignias

Acquiring Insignias in your skill tree requires a significant investment of skill points, but it can be highly advantageous in terms of increasing the damage of the four primary elements. Later in this guide, I will provide examples of how to maximize the use of Insignias in conjunction with our skills.

Here are some important things to note about Insignias:

  1. Multiple insignias cast in the same spot still provide +50% elemental damage amplification.
  2. When casting multiple level 2 Insignias, the endow effect of the most recently cast Insignia takes priority.
  3. Spirits still benefit from level 1 Insignia buffs, even if they are outside of the 3×3 range, as long as they were inside it at some point.
  4. Only one level of a particular Insignia element can be placed at a time since level 1, 2, and 3 Insignias share the same cooldown.
  5. Magnetic Earth can completely cancel out an Insignia, even if it does not cover the entire 3×3 area.
  6. It is advisable to cast Ground buffs (Deluge, Volcano, Whirlwind) before casting Insignias to avoid a dead ground buff cell if the Insignias are casted first.
  7. It is not necessary to cast multiple Insignias in an exact cell if you want to stack them.
  8. Buffs from multiple stacked level 2 Insignias persist, except for endows.
  9. Level 2 Insignias works on boss monsters.
  10. The weapon element of boss monsters’ physical skills, such as Earthquake and Hell’s Judgment, can also be affected by lvl 2 insignia.

The Synergies

Oh, you’re probably already an expert on the skill descriptions, but I bet you’re not quite sure how to use them effectively yet. Let’s discuss how to properly utilize some skill combinations and explore some skills you might not even know exist.

Elemental Change

Elemental Change is a sage skill that can be useful in certain instances, like the Geffen Magic Tournament. This skill quest allows you to alter the element of your target according to your chosen Elemental Change. It’s worth noting that once you embark on the Elemental Change quest, you must be absolutely certain of which element you wish to select – Earth, Wind, Water, or Fire – as the decision cannot be reversed.

Jew Elemental property conversion from Neutral to Fire

I personally chose Elemental Change – Fire as my skill. This is because with Level 2 Aqua, I can get a decent MATK boost and access to water element Psychic wave, which helps to maximize my water elemental damage when combined with Deluge and casting any level of fire insignia on my target. It’s important to keep in mind that this skill doesn’t work with boss monsters, but it can be very useful for dealing more damage in the Geffen Magic Tournament, at least until the Jew level.

Your spirit can tank.

Aqua Lvl 1 tanking Demigod

For sorcerers who enjoy exploring MVP and instance dungeons, here’s something to consider. Spirits are inherently elemental creatures. By utilizing lvl 2 Insignia, you can redirect boss monsters’ physical attacks to your spirits’ elemental advantage. However, please be aware that this strategy may not work on all boss monsters, as some may cast magic spells or use skills with a specific element beyond your control. Thoroughly studying your target boss monster and its skills is crucial for successfully implementing this tanking technique.

You can tank.

Experimental tanking with Time holder using Lvl 2 Water Insignia

Do you know what’s even better than using your spirit as a tank? Applying the same concept to yourself by using Episode 15 gear Excelion Wing. You can enchant it with up to 75% elemental resistance to a single element (fire, water, wind, earth) along with shields that offer good elemental resistance or with elemental resistance potions. With a decent amount of HP, a sorcerer can even solo kill Time Holder without using the Golden Thief Bug Card. To do this, just get 100% fire resistance and use Level 2 Fire Insignia.

7 minute kill

Draining Queen Scaraba’s HP with Fire Insignia

What if I told you that you can defeat MVPs simply by standing there for 7 minutes? Most MVPs have a green aura that reduces incoming damage by 90%, but those with Fire, Water, Earth, and Wind elements can be killed differently. By casting the opposite element insignia on the MVP, you can drain 1% of its Max HP every 5 seconds. This translates to a 12% HP loss per minute, taking you about 8 minutes or more to defeat it. To make this method even more effective, cast Deluge on the MVP to increase its Max HP, thus scaling the 1% HP drain per 5 seconds. This technique can even be used to defeat Nightmare Amon Ra. And with a level 2 insignia, not only can you tank Queen Scaraba, but you can also defeat it with ease.

The game breaker

Spell Breaker Damage to Brinaranea

The potential of lvl 5 Spell breaker is often overlooked by sorcerers. This skill can deal a significant 2% of a monster’s Max HP, which means that theoretically, you only need to hit with 50 spell breakers to take down any monster. This trick can be especially useful for contributing damage to your party or for solo play. Additionally, 50% of the damage dealt by Spell breaker is converted into healing for you. However, keep in mind that this tactic only works with MVPs that frequently cast spells like FBH, Detarderous, and Faceworm Queen. To maximize the damage output of Spell breaker, cast Deluge on your target to increase its effectiveness.

Things you might want to know

Arullo can persist in Magnetic Earth. Arullo’s Deep Sleep with an insignia can significantly enhance your next elemental damage output.

With a malicious intent, one could use Warmer to heal not only their allies but also monsters, potentially sabotaging their own team.

Wind magic attacks deal an extra 50% damage to crystallized players/monsters.

The damage of Diamond Dust, Earth Grave, and Varetyr Spear is influenced by the corresponding endow skills.

When under the effects of Stone Curse, a player is unable to use potions.

Safety Wall can help you evade trap damages. Even if monsters are unable to hit you, Kaahi will still heal you while you are inside a safety wall.

The rate at which Spell breaker can be cast is heavily influenced by the user’s attack speed (ASPD) due to its animation delay. When you have a significant amount of skill delay reduction, this principle is also applicable to all of your skills.

Using endow buffs gives you a small kick to your elemental magic damage.

To prevent MVPs from casting Magnetic Earth, it’s recommended to cast Deluge, Whirlwind or Volcano on them.

Standing next to your spirit can make it difficult for your opponent to target you effectively. This strategy can also help to split the damage from Rapid Throw between you and your spirit.

Weapons

WeaponComboEnchantsHow to obtainRemarks

Thorn Staff of Darkness

Skull Cap [1]
Thornbush Hairband [1]
Malangdo Enchants
Entweihen Crothen
High MATK
Good Enchants (Spell 4 4 above)
MDEF ignore
After Cast Delay
Shadow Staff [2]Ancient Hero Boots [1]Ancient Hero Weapon EnchantsAscend Weapon Box (Eggs / Promotions)-1 Psychic wave cooldown
Improves Earth Grave Damage
Thanos Staff [1]N/AGhost PalaceGhost PalacePowerful Enchants
Rafini StaffLaphine Shield [1]N/AMedusaHigh MATK
% FCT reduc
Chilly Spell Book [2]N/ABiolab EnchantsHigh Weapon box
Biolab Gear Exchange
Good for Water build
Mental Stick [1]Spell Circuit [1]Malangdo EnchantsCelia Alde, Pom SpiderPsychic wave VCT reduc
Crimson Rod [2]N/AN/ABathory, Furious Bathory, Laurell Weinder RingleaderHigh MATK
Vicious Mind Book [1]
Vicious Mind Rod [1]
Vicious Mind Staff [1]
N/ARandomSky FortressHigh MATK
Powerful Enchants
High level requirement
Chilling Cane [2]N/AAncient Hero Weapon EnchantsAscend Weapon Box (Eggs / Promotions)Improve Diamond Dust and Water Magic Damage
Magic damage to Undead Property
Weapon Choices

Here are some cards that can significantly enhance your performance as a sorcerer:

Here are some cards that can significantly enhance your performance as a sorcerer and will take away your money:

Notable Farmable In-game Gears

Flattery Robe [1]

Flattery Robe is highly sought after among magic classes as a farmable armor option. It provides an impressive 150 magic attack (matk) once you reach a base level of 140. Additionally, its enchantments are noteworthy, offering a significant boost to either Intelligence (INT) or Dexterity (DEX), depending on your preference.

Hero Magic Coat [1]

The Hero magic coat is undoubtedly beneficial in enhancing Psychic wave damage and boosting Max HP. Its refine level determines its distinct effect, such as var cast reduction or uninterrupted casting. This piece of armor can be obtained by farming at the flame basin instances, but only if your base level is at least 160 to equip it.

WoE Robe [1]

The woe robe stands as the top-tier armor for players who are passionate about PVP battles. At refine level 6, it provides an exceptional 15% reduction in ranged damage, which can significantly decrease the impact of Arrow Storm, Dragon’s Breath, Acid Bomb, and Vanishing Point attacks. While equipping the entire woe set, including the armor, garment, and shoes, will grant you extra reduction against human damage, it might affect your casting and damage output if you aim for a complete DPS build.

Bellum Arc Wand

Undoubtedly, the Bellum arc wand is the most potent weapon for PVP battles, thanks to its impressive stats. It enhances your magic damage to players, enables you to bypass 25% magic defense, offers a high bonus to MATK, and reduces both variable and fixed cast times. Despite being a two-handed staff and potentially risky to wield without a shield, it will undoubtedly pack a significant punch against your PVP or WOE opponents.

Thanatos Staff [1]

The Thanos staff is an exceptional weapon that can match up against even over-refined TSOD and Shadow Staff. It boasts a range of potent enchants that are suitable for both PVP and PVE situations, making it a versatile option for any player. You can start crafting this amazing weapon by farming gray shards in the ghost palace instance, but you’ll need to be at least level 120 to begin.

Celine’s Ribbon [1]

Originally introduced as an Egg item, Celine’s Ribbon has become readily available with the introduction of the Horror Toy Factory instance. This piece of equipment can now be easily farmed and enchanted.

Evil Spirit Glove [1]

Evil Spirit Glove is another gear introduced through the Horror Toy Factory. While the complete magic boost effect is dependent on acquiring rare Celine parts, this glove proves useful on its own with the Fiber Lock skill. This skill spares you the hassle of allocating skill points elsewhere, making the glove a valuable asset.

Notable Egg and KP Event Items

Shadow Staff [2]

By refining the Shadow Staff to +12, you can significantly enhance your Earth Grave damage. Additionally, at +11 refine, it can reduce the cooldown of Psychic Wave by 1 second, making it an even more valuable weapon for a sorcerer. 

Fallen Angel Wing [1]

With maximum spell enchants, FAW gives a good amount of MATK and VCT.

Violet Halo [1]

Similar to FAW, Vhalo provides a significant boost to MATK and VCT, but it will occupy your mid headgear slot.

Skin of Typhon [1]

When you allocate a high amount of VIT and AGI in your stats, Skin of Typhon provides the largest MATK and DEF boost compared to other equipment. Additionally, it offers a 5% damage reduction from players.

Celine’s Brooch [1], Ribbon [1], and Celine’s Dress [1]

The Celine set is highly coveted among MATK users due to its comprehensive benefits. It offers bonuses to MATK, elemental damage, boss damage, player damage, decent after cast delay and even reduces FCT by 0.3.

Mob Scarf Combo

The Mobs Scarf combo provides a significant boost of 360 MATK with a combined base INT and DEX of 240. Additionally, it offers a fair amount of VCT reduction and Demi-human damage reduction.

Selina Magic Robe

Selina’s robe offers a significant 15% magic damage boost to all races at refine level 8, along with a notable increase in MATK and a 10% reduction in cast delay. However, refining this armor beyond level 8 may pose some challenges, especially in mobbing situations, as the increased cast delay of the Heal skill can significantly disrupt your skill rotation.

Temporal Int Manteau [1]

Temporal Int manteau is a potent piece of clothing that increases raw MATK and Magic damage by 3% every 4 refine levels. Even without its combo pieces, this garment can be incredibly powerful, particularly at refine level 12.

Spell Circuit [1]

Spell circuit serves as an excellent budget-friendly alternative to the Celine set. It demonstrates its full potential when combined with the Mental Stick[1]. Once the spell circuit is refined to +13, it offers comparable FCT reduction to the Celine set. Opting for the spell circuit becomes a wiser decision if you aim to open up a free accessory slot in your build.

Floating Ball

Floating ball provides a considerable amount of MATK, which requires a slight increase in DEX investment. If your build focuses more on boss hunting or instance finishing, it proves to be a superior option to the mob scarf. Moreover, using the floating ball frees up the lower headgear slot when compared to the mob scarf.

Sea Dragon Armor[1]

At a +9 refine level, Sea Dragon Armor offers significant enhancements in Variable Cast Reduction, SP consumption reduction, and boss damage bonuses. This makes it an essential armor piece for your daily instances and boss hunts.

Perverse Demon Mask[1]
Although sorcerers typically don’t prioritize investing in the STR stat, Perverse Demon Mask can be an exception to this rule. With proper stat allocation, this accessory has the potential to become the best in slot for any class.

Temporal Ring[1]

Temporal Ring offers exceptional versatility in its usage. It allows you to focus on INT, DEX, or Aftercast delay, catering to various build preferences. This flexibility is sure to satisfy your specific needs and complement your build effectively.

Yawata Seal

Yawata Seal stands out as a highly anticipated final headgear choice for those seeking maximum magic damage potential. Although it may demand investing additional points in your DEX and INT, it significantly enhances your magic damage multiplier, particularly when used in conjunction with a floating ball.

Sorcerer Stone (Garment) and Sorcerer Stone II (Garment)

Utilizing the Sorcerer Stone Garment combo is essential, as it significantly enhances your overall damage output by increasing the frequency of your Psychic Wave spam. Although the Sorcerer Stone Garment II offers a unique flair, it can definitely prove beneficial for a build centered around Diamond Dust and Earth Grave skills.

The Magic Book of Taboo [1]

If you seek a sorcerer shield for the long haul, the Magic Book of Taboo is an ideal choice. It significantly enhances water and earth elemental magic damage. Its proc effect, providing 150 Intelligence, rivals the potency of Runway Magic found in temporal boots. Furthermore, it paves the way for a build centered around the frequent use of Diamond Dust and Earth Grave spells.

Things to look forward to in the future

Please note that the availability of the following gears is subject to the server’s decision and may or may not be released in upcoming patches.

Sorcerer Weapon ShadowSorcerer Shield Shadow

Sample stat/skill build

Please note that this sorcerer DPS build is subject to change with updates to episodes and gear. This build can be used in PVM, PVP, and WOE scenarios. Stone Curse is necessary to disable enemies, while Fire Wall can be helpful for raising your proc chance for AHB combo or Temporal Boots. You can choose to max out Endow Blaze or Volcano based on your preference. The remaining three endows are mandatory as they enhance your sorcerer’s elemental ground skills. I personally recommend maxing out Spell Breaker for solo MVP runs. Warmer is optional to max out if you want a lower cooldown time. You can choose not to invest in any levels of insignias and instead put points into Striking, but it’s hard to resist the allure of elemental damage amplification. Some players might only get the fire insignia to maximize the water build. Ultimately, you can experiment with different skill builds that suit your playstyle and preferences.

If you aim to maximize the benefits of Skin of Typhon and reach maximum attack speed for emperium breaking and animation delay reduction for Spell Breaker, I recommend the following stat build. This build also allows for optimal use of Mob Scarf if you plan on obtaining one in the future.

If I’m not pursuing the Spell Breaker path, I would use this build. It’s decent even without the Mob Scarf. I added some Luck to squeeze some MATK.

Well, that’s it folks! I hope this guide was at least somewhat helpful in your journey as a sorcerer. But let’s be real, you’re probably still going to struggle and make mistakes anyway. Just remember, it’s all about having fun and not taking things too seriously. And who knows, maybe one day you’ll be lucky enough to snag an MVP card and finally feel like a real sorcerer. Keep on casting those spells and making those spirits dance!

Changelogs

Spoiler

April 2, 2023

  • Added links to “Casting Problem” gears
  • Removed coming soon tags to temporal and crimson gears
  • Added “Notable Farmable In-game Items”
  • Added Selina and Temporal Int manteau
  • Added “Things to look forward to in the future” w/ disclaimer

July 31, 2023

  • Added recent egg/KP gears (spell circuit, floating ball, Sea Dragon armor, PDM, Temporal Ring)

October 9, 2023

  • Added new Egg/KP gears Sorcerer stone (Garment) and Yawata seal
  • Crystal blue and Red blood Eden group access
  • Updated weapon table ep 16, combo(Spell circuit, Thornbush, etc)
  • Added new notable farmable gear (Flattery Robe)

April 9, 2024

  • Added new Egg/KP gears (Sorc stone garment II, Celine’s Dress, Taboo)
  • Updated some Sorcerer and Spirit general info
  • Added new notable farmable gear (Celine’s Ribbon, Evil Spirit Gloves)
  • Added Para Market npc for Spirit Catalyst stones
  • Updated Weapons table (Chilling Cane, Ancient Hero Enchant)

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