Class Guide Sorcerer (Rev. 11)

History

Introduced in Build 115, the Sorcerer uses a wand and wears a robe. He deals more damage than Priests and functions as a long-range sniper that can deal group damage. His ability is the scepter, which fires a bolt of lightning that leaps from enemy to enemy to deal damage. To unlock the Sorcerer, reach level 20 with the Necromancer and Assassin. See his stat gains, caps, and averages here.

 

Equipment and Stats

Sorcerers use wands, medium-damage long-ranged weapons which compensate for the relatively limited protection given by the robes they wear, which makes the Sorcerer seem otherwise unreliable offensively, but due to his extra bump in ATK and DEX, he is able to dispatch enemies faster than the Priest.

The Wand of Ancient Warning and the Wand of Recompense are the most powerful tiered wands, with the longest range. These wands are standard weapons for the Sorcerer, with enough damage to deal to enemies at a long distance. There really isn’t anything special about these weapons, because in general, other weapons are better than this. All these wands have is slightly higher range compared to other weapons, the Sorcerer is hindered by having these as a weapon, especially as he is meant as a damaging class, so these tiered wands hold the Sorcerer back. But since the damage in the wands are crunched into one single high-damaging shot, the Sorcerer will be able to take on enemies with high DEF, and is more reliable than the Staff in that respect. The tiered wands also pierce enemies, while the UT wands do not.

The Conducting Wand is an untiered wand that fulfills the same purpose as the tiered wands do, except with more DPS to low DEF bosses, due to its 125% rate of fire. The +4 DEX and the +4 WIS is the icing on the cake, whereas the Recomp does not have any stat boosts.


The Crystal Wand is an effective wand, which pierces through enemies’ defense and does good damage, with only slightly less range. This wand is great for the Sorcerer to become an amazing farming class and an effective offensive class. The armor piercing effect also greatly helps the Sorcerer because it allows the Sorcerer to deal damage to enemies with high DEF and is invaluable against bosses such as the Guardians and loot chests. Unfortunately, due to the lower number of Mysterious Crystals than in earlier builds, this wand is slightly rarer than it used to be. It can be pricey, but is well worth the cost. It’s recommended to use this wand on a maxed Sorcerer rather than a fresh one, because it becomes significantly more effective, and the extra bump in ATK and DEX as stated before is able to make the Sorcerer a very powerful class.


The Wand of the Bulwark works completely differently from any other weapon in the game, and is rather peculiar. If you’ve seen the little floating projectiles fired by the Sandsman Mages and Clockwork Golems, these are kind of like that. They float around lazily and last a very long time. You can’t shoot them at something; you basically need to create a minefield with them and attract your prey into the field. This wand can be used to set up traps for mobs of enemies to walk through, and since each projectile deals ~600 damage with a maxed ATK stat, they can be used to decimate these mobs of enemies. They are otherwise hard to aim at a certain enemy, such as an event or dungeon boss, and require much experience and practice to use effectively. Sorcerers would like this wand on its arsenal of destruction as his slight bump in ATK and DEX will make this wand even more destructive. Maxing out DEX is essential if you want to quickly set up with this wand, because its firing rate is reduced to 33.3%. This wand shouldn’t be used regularly, but it has its uses and can be a very enjoyable weapon!


The St. Abraham Wand is the last untiered wand. While its damage isn’t that good, the range is its beauty. With the Sorcerer/Priest update, all wands lost some range, but this wand is the only one that hasn’t so it does stand out among others, being the only one to be able to hit bosses like Dr. Terrible and therefore makes it a safer battle than to chase him around. This wand also gives a stat boost with +4 VIT and WIS, making it a nice wand if in need of recovery or if on the run. The sorcerer can use this in conjunction with the Robe of the Mad Scientist and the Experimental Ring to have a staggering 85 VIT, pumping his recovery through the roof.

A fresh Sorcerer is somewhat good as the chain lightning will be able to hit multiple enemies, and that the attack power doesn’t really increase much after the T8 Wand. One of the biggest perks of a fresh Sorcerer is its simplicity in getting soulbound damage in the godlands. When the Sorcerer is in a large group of players, his scepter damage stands out the most by firing quickly, accurately, and giving set damage to every enemy. As such, the Sorcerer can qualify for more soulbound pots at the same time than any other class. But like every class, a maxed Sorcerer will be able to pot farm and kill enemies quicker.

A Sorcerer’s first priority is to max DEF, because of his fragility, the Sorcerer cannot absorb damage, and cannot heal himself, which puts him in the same vein as the Wizard. One of the greatest aspects of the Sorcerer is his amazingly high 75 VIT stat, that allows him to quickly heal off damage and solo rather easily. It can be hard to max it out, but still makes him stand out from the Wizard, and it is recommended to max VIT along with DEF.

 

Ability

The Sorcerer is a long ranged class. Its special ability is the scepter, which fires a chain lightning effect. Upon activating his ability, the closest enemy in a “cone” area of the direction of your cursor will start the chain, this activation area extends to the edge of the screen. You will see a particle effect of this cone if there are no enemies within it. For the chain to extend to more targets, a monster that has not been hit yet must be within 8 range of the last target.

There are a slew of side effects that the scepter has that easily ranks it up as one of the better specials, but only if used correctly. It thins out crowds if you spam it, and is very easy to aim with. It can also be used for spur-of-the-moment tracking. If you’re too lazy, or too focused in fighting to look at the minimap, or if you just want to go on a rampage, you can use your scepter and follow the bolt off screen, to the next enemy. You can also hit enemies as far as 3 screen-lengths away from you. Let’s see a spell or skull do that, huh?

Another aspect of the scepter is its ease of use in a dungeon. Unlike most other ability items, the scepter can target unseen enemies, including those hiding in the black screen! This allows you to pinpoint the location of an unseen room, and soften incoming enemies for quick disposal.

Overall, the scepter is a great ability for landing soul bound damage to events and dungeon bosses, and is unmatched in terms of farming.


The Scepter of Skybolts and the Scepter of Storms are the most powerful scepters, dealing 200 damage to 8 targets. They are also the most cost-efficient (tiered) scepters, which makes them relatively easy to cast multiple times, and deal relatively high damage. With no side effects, it can be hard to fully make use of each bolt that is casted, so use it when the time is right.


The Scepter of Fulmination shoots an orange lightning bolt that not only deals 180 damage to 7 targets, but also slows them for 3 seconds. The best part about this scepter is that it only costs 65 MP, making it even more cost-efficient than Skybolts or Storms. This scepter has several uses that make it all around better than other scepters, the first of which is ease of spamming, while still doing high damage. Secondly, slowing targets is invaluable, and is better than not doing any status at all. This is especially useful for rushing an array of different dungeons, as well as making entire mobs of enemies much easier to deal with. If you have this scepter, it’s better to use this than it is to use Skybolts or Storms, it’s not only better in dealing damage, but it is better in its general usefulness. With maxed mana and a Robe of the Grand Sorcerer or Robe of the Mad Scientist, the Fulmi is able to be fired 6 times in contrast to the top tiered scepters which can only be fired 5 times, and can essentially deal 80 more total damage to each enemy it hits.

 

Strengths and Weaknesses

Some strengths of this class is that this class is pretty much the harder-hitting version of the priest, with high recovery as of 75 VIT and a high MP stat of 385, giving amazing scepter uses everywhere. The scepter doesn’t just hit the mob that you hit… it will chain itself to other mobs farther away and give SB chances on them too, so it’s a great discovery to find a pot bag in godlands when you didn’t even punch it once. the wand is also a great piercing tool, hitting nice for 1 bullet and with the recent updates, the Sorcerer has gotten even more powerful than it could’ve been before, shredding easily through godwalls.

With those good things… it’s not like the Wizard though, and will never face him at all. Also, the wand classes deal relative low damage with their wands (because you’re risking damage for range) so that what downfalls the sorcerer. Also, the Sorcerer is very frail like his other robe friends, so it will not most likely survive a shotgun and probably die instantly, depending on what would want to sit on him.

 

Group Role

The Sorcerer has a big role in the group. His scepter has the ability to damage up to eight enemies and cause massive damage to a structure of enemies. Also, when the Scepter is fired, it essentially coats the enemies it hits with soulbound damage. This makes the Sorcerer a good group-based pot farmer, as he doesn’t need to solo to get soulbounds.

 

Event and Dungeon Bosses

Snake Pit

The Sorcerer can be exceptionally good at Snake Pits. With a tiered wand, the Sorcerer can pretty much literally rip through the walls and enemies (Snakes) that reside inside this Speed Pot-dropping dungeon. He can also use the Wand of Recompense or the Conducting Wand to snipe the dungeon’s boss (Stheno) from about 10 tiles away, thus, making him one of the most safe classes to solo Snake Pits with.

Sprite World

Sprite Worlds are a breeze for the Sorcerer. The Sorcerer has enough range to take out rogue Sprite Gods safely, and also snipe Limon the Sprite God from afar. All in all, Sorcerers are, again, one of the best/most safe classes to solo Sprite Worlds on.

Candyland Hunting Grounds

The Candyland Hunting Grounds aka. cland are a pretty safe/easy place to farm for an exceptionally well maxed out Sorcerer. With the use of his ability, the Scepter, he can (Also literally) Take the place by Storm (You see what I did there?), because his Scepter can hit multiple targets, thus, making it quite easy to clear the dungeon for the next boss to spawn. On the Unicorn-Bases Boss, Gigacorn, all the Sorcerer has to do is circle-strafe it, while simultaneously shooting and activating his ability.

The Desire Troll Is also another pretty easy boss to solo single-handedly. The Sorcerer just has to take advantage of The Desire Troll’s follow limit (A few tiles outside of the boss fight room entrance) and then just keep running back and forth, shooting and spamming his ability.

MegaRototo is basically the same general idea as the Gigacorn, and the Spoiled Creampuff has only about half the HP as the Big Creampuff, so, it shouldn’t really be that hard to kill either of them.

 

Summary

The sorcerer is basically an in-between of the priest and wizard. Firing from long range, enemies that are far from him are his specialty, frying them with his chain lightning and wand. If you would like a wand user that hits just a little harder, then I suggest Sorcerer.