Sorcerer Class Guide


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. Wands make the Sorcerer seem 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 Recompense and the Wand of Evocation are the most powerful tiered wands, with a range of 9 tiles. These wands are standard weapons for the Sorcerer, with enough damage to deal to enemies at a long distance.

The only advantage these wands give compared to UT wands is a slightly higher range (only surpassed by the St. Abraham’s Wand), and the ability to pierce enemies as of update 25.0.0. However, since the damage in the wands are crunched into one single high-damaging shot, the Sorcerer is able to take on enemies with high DEF, and is more reliable than the Staff in that respect.

The Conducting Wand is a drop from the Mad Lab’s second boss. With a more varied damage range, +4 DEX, +4 WIS, and a 125% fire rate, it shines against single targets with low defense (<48 DEF) or are armor broken.

Unlike it’s tiered counterpart, it cannot pierce and has a range of 8 tiles, forcing the Sorcerer to fight at staff range. Nonetheless, it remains a powerful option for dungeon and event bosses alike.

The Wand of the Fallen is obtained from Daichi the Fallen. Though only a range of only 6.6 tiles and an 85% rate of fire, this wand makes up for it with sheer damage. Being able to out-DPS every other wand until around 75 DEF, this weapon is best used when a Sorcerer is more confident in their ability to dodge in close range.

The Crystal Wand is a rare drop from the Crystal Prisoner. This wand sacrifices some damage and the ability to pierce enemies for a slightly faster rate of fire and the ability to ignore a target’s defense. While the rate of fire increase does not even out the reduction in damage, the ability to flatline your damage per second regardless of defense is very useful against enemies such as the Stone Guardians, the Avatar of the Forgotten King, and especially against enemies found in the Nightmare Colony.

The St. Abraham Wand is dropped from the Manor of the Immortals. While its damage is comparable to the T9 Wand of Deep Sorcery, the range is its savior. As Update 25.0.0, this remains the only wand with a range of 10 tiles. This allows the Sorcerer to fight bosses such as Dr. Terrible without activating him, and do damage during phases that would not be possible with a tiered wand (i.e Oryx 1/2 dance phase).

This wand also provides +4 VIT and WIS. While the VIT is largely insignificant, the slight increase in WIS boosts the Sorcerer’s scepter damage even more. Overall, this wand is best kept as a swapout for specific fights and phases.

The Abomination’s Wrath is part of the Horrific Sorcerer Set and drops from the Nightmare Colony. With a whopping damage range of 225-265, this wand has the highest damage per shot in it’s class, bar the Wand of the Bulwark while retaining a range of 9 tiles. To counterbalance this, the wand has a nearly halved fire rate, slower projectile speed, and has lost the ability to pierce enemies.

Despite these drawbacks, the Abomination’s Wrath remains a solid option when fighting enemies with high defense or enemies that go down in 1-2 shots.


The light robes worn by the Sorcerer compliment his high ATT and Scepter by increasing his offensive power even further, amplifying the effectiveness of his ability, and boosting his MP to cast his scepter more often.

The Robe of the Grand Sorcerer / Robe of the Star Mother are the primary armors of the Sorcerer. Both provide ample Defense and greatly amplify the sorcerers damage output with increased MP, Higher WIS, and boosted ATT. While these robes may not be as powerful in specific areas as some untiered robes their versatility cannot be ignored, one can never go wrong with these.

The Water Dragon Silk Robe is a UT robe obtained from Nikao the Defiler. This robe sacrifces all its MP, 1 DEF and 3 WIS for 2 extra ATT and 6 SPD. While Sorcerers who are dependent on their Scepter for DPS may be put off by this robe, the increase in weapon damage and maneuverability is nothing to scoff at either. Overall this robe is a solid choice for a Sorcerer who values weapon DPS over ability DPS.

The Ritual Robe is obtained from Malus in the Lost Halls. This robe should be the goal of any Sorcerer building around their maxing their WIS. While losing 20 MP and 4 DEF from a Robe of the Star Mother, it more than makes up for with 5 ATT and an extraordinary +15 bonus to WIS. This, combined with the WisMod scaling that the Sorcerer has makes for an incredible spike in ability damage. The Ritual Robe can add an extra 120 damage per cast on a T6 Scepter of Storms alone, and makes for a great robe when focusing on ability damage.

The Shendyt of Geb is a UT robe obtained from Treasure Sarcophagi from the Tomb of the Ancients. This robe opts for more survivability, reducing MP and removing ATT in favor of extra DEF, WIS, +25 HP and +7 VIT. While the VIT bonus is negligible with the Sorcerer’s max at 75, it helps amp up the survivability this robe provides. Overall this robe should be used when you want a more defensive robe but would rather keep the WIS bonus that a Soulless Robe won’t provide.

The Garment of the Beast is part of the Horrific Sorcerer Set and drops from the Nightmare Colony. This robe is similar to a Toga Picta, where it gives +8 ATT in exchange for a DEX reduction. And while the Toga Picta only removes 3 DEX, the Garments reduce your DEX by 5 in exchange for +50MP and +4 WIS. While this is a perfectly suitable main robe, some may only use it to complete the set as the DEX reduction is fairly noticeable, especially with a max of only 60 DEX on a Sorcerer.


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 9 range of the last target.

This property allows the Sorcerer to thin out crowds in a manner similar to the Assassin, while also dealing extra damage to enemies or bosses that may be normally out of reach.

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

The Scepter of Skybolts and the Scepter of Storms are the most powerful scepters. The Scepter of Storms is capable of dealing 1100 damage spread over 5 targets (1680 damage to 6 targets upon maxed wisdom), with Skybolts not far behind. They are also the most cost-efficient tiered scepters, which makes them relatively easy to cast multiple times, and they deal relatively high damage. With no side effects, this scepter can be easily spammed, but be sure to cast only when your target is vulnerable.

The Scepter of Fulmination drops from Dr. Terrible and shoots a lightning bolt that, although only dealing 450 damage over 5 targets (882 damage to 6 targets at max wisdom), slows them for 3 seconds. Since the scepter costs 10 less mana than Skybolts/Storms, it’s also easier to spam. The spammability and added slow to enemies makes the Fulmi invaluable in rushing dungeons. Although the Fulmi is notably strong as a primary scepter, the tiered scepters should still be carried as a swapout–an unmaxed sorcerer using Storms will still do more damage than a maxed sorcerer using Fulmi.

The Scepter of Devastation is a UT scepter dropping from the Nightmare Colony. The stat bonuses it gives is +2 WIS, +4 ATT, but also has -20 HP and -5 VIT. While the positives of these stats help offensively, it also reduces your survivability. In addition, while it has the highest WIS to damage ratio (10:1), it also has the highest WIS to extra targets ratio (20:1). This means that usually you won’t see this scepter hit more than one or two targets at a time. With a max WIS build, this scepter can deal up to 3630 damage between 3 targets.

The Scepter of Devestation also has an aiming cone of only 15 degrees, which is half of a regular scepter’s aiming cone. This forces the Sorcerer to aim carefully, much like a Wizard would a spellbomb. Overall this scepter is more suited to a Sorcerer who is willing to risk their durability for a massive DPS boost.

The ST Grotesque Scepter, dropping from the Horrific Creation, is an alternative for the Scepter of Devastation. It deals higher base damage than the aforementioned scepter while also having a better potential amount of targets than it. In general, it’s the superior choice up until 78 WIS (at least against the first target) making it a preferred choice for Sorcerers who don’t put much emphasis on their Wisdom stat.

However, not only the damage output is lowered the quickest per target out of every scepter, but using it stuns the user for a second. While it looks insignificant, it can have its consequences when facing a boss that is shotgunned quickly or has only very short periods of vulnerability.

The Cnidaria Rod is a that drops from the Royal Cnidarian. What separates this scepter from the others is that the damage output increases by 100 for every target hit, making it one of the best scepters for Sorcerers aiming to build a Wisdom-heavy set. A sorcerer with the highest amount of WIS possible (91) deals 1,155 damage to the last target and hits 9 targets at once. This amounts to a total of 6,795 damage which is much, much higher than what the Scepter of Devastation can hope to achieve. As a result, it is an amazing crowd-clearer and should be used as such.


Strengths and Weaknesses

Some strengths of the Sorcerer is that this class is has better max offensive stats (ATT/DEX) than the Priest. With a WIS cap of 60 an MP cap of 385, the Sorcerer is able to spam his ability as much as possible. Furthermore, the scepter doesn’t just hit the mob that you cast on, it chains with other mobs, each with their own soulbound threshold. The wand’s piercing properties and overall safe range allow him to clear the Godlands fairly easily.

Despite these strengths, the sorcerer can never match a wizard in a game of pure damage due to wands trading damage for range. Also, the Sorcerer is very frail like his other robe friends, so he will not most likely survive a shotgun and probably die instantly, depending on what would want to sit on him. And while 75 VIT may seem like a great boon to survivability, this can quickly become trivial once the player acquires a pet with Heal at a decently strong level.


New Sorcerers

A newly made Sorcerer may have trouble with the lowlands, when they lack decent gear and must rely on their ability to carry most of the damage. Once they are able to go to the high/godlands, they can gain multiple chances at soulbound potions from the various gods that roam around. At level 20 the Sorcerer can farm the Godlands reliably as they will have enough Mana to sustain a steady flow of scepter casts.

As with any class, one should start maxing their offensive stats (ATT/DEX) in order to have an easier time farming and maxing your other stats. In general DEF is a good stat to max 3rd in order to be able to take more shots without fear of retreating into the Nexus at low health.


Solo Role

On his own, the Sorcerer is able to clear out crowds unlike any other. In dungeons your priority should be to clear out every room as classes like the Sorcerer are not built for rushing. Their scepter and piercing wand allow them to clear rooms faster than the likes of a Rogue, who is more suited to rushing past the dungeon towards the boss. When fighting a boss or event solo, make sure to keep your distance as there are no teammates to tank shots and provide healing. Simply dodge and deal damage when you can and are out of the way of any shots.

Group Role

The Sorcerer’s role as a crowd clearer is still prevalent in a group setting. If your party has no innate clearing class such as an Assassin or Necromancer, the Sorcerer makes a great alternative as they can take care of minions with relative ease.



The sorcerer is a mix between a Wizard and a Priest, but not exactly being too close to either. The Sorcerer does not have the sheer DPS of a Wizard nor the survivability of a Priest. It should be treated as a class of it’s own that is exceptional at dealing damage and thinning down hordes of enemies with his scepter while remaining relatively safe.