Sorcerer Class Guide

History

Introduced in Build 115, the Sorcerer uses a wand and wears a robe. He functions as a long range sniper, able to fire a bolt of lightning that bounces to multiple enemies. In Exalt Version 3.0.0.0 (Aug 2022), the Sorcerer gained the Shockblast proc, new stat-scaling items, and a slight stat buff.

To unlock the Sorcerer, reach level 20 with the Necromancer and Assassin. See his stat gains, caps, and averages here.

 

Stats and Equipment

Sorcerers use wands, low-damage but long-range weapons, which compensate for the relatively low protection of robes. While most wands may be weak, the Sorcerer’s high ATT and DEX helps to compensate.

In comparison to other robe classes, like the Wizard, Sorcerers have a high (max) VIT and SPD stat, which can help with survival.

Wand of RecompenseWand of EvocationWand of Retribution
Tiered wands are safe options with high range and the ability to pierce through enemies.

The Wand of Recompense, Wand of Evocation, and the Wand of Retribution are the most powerful tiered wands, with a range of 9 tiles. These wands offer high utility.

Conducting WandWand of the Fallen Laser Pointer
These wands sacrifice range and enemy piercing for raw damage.

The Conducting Wand is a drop from the Mad Lab’s second boss. The Conducting Wand outdamages all tiered wands, even the T14 wand, and even gives a bonus to WIS. In exchange, it loses 1 tile of range and doesn’t pierce enemies. A respectable early/midgame UT, it is a great wand against bosses.

The Wand of the Fallen is obtained from Daichi the Fallen. It has low fire rate and sacrifices even more range (to 6.6 tiles). It outdamages all tiered wands and the Conducting Wand at all levels of defense. This weapon is best used when a Sorcerer is more confident in their ability to dodge in close range.

The Laser Pointer is a lategame upgrade to these wands, dropping from the Factory Control Core. It fires two shots, with the main shot completely ignoring defense. Compared to the Wand of the Fallen, it has a slightly better range and even more DPS. A small downside is that the secondary shot is somewhat hard to hit.

Crystal WandSt. Abraham's Wand
These are niche wands, that are well, niche.

The Crystal Wand, from the Crystal Prisoner, pierces enemy defense. However, it does not pierce enemies. It is best used aganst high DEF enemies, like the Avatar of the Forgotten King and Stone Guardians.

The St. Abraham Wand is dropped from the Manor of the Immortals. It has a range of 10 tiles, the highest of all wands. But it is a very weak wand, equal to the T9 Wand for DPS. This wand can be good when the extra tile of range matters, (i.e Oryx 1/2 dance phase) - some damage is better than none. It also gives +4 VIT and +4 WIS, which can help to regenerate HP and MP.

Lumiaire
The Lumiaire is the endgame wand. It beats all other wands at all reasonable levels of defense, and is one of the most powerful weapons in the game. It shoots 2 shots, very quickly, and with amazing overall damage.

The downside is that the Lumiaire is very hard to aim. It has a sluggish shot speed, making it very difficult to aim, and can also make it unisuited for clearing enemies. In addition, the range where both shots intersect is quite small. But if you can master this wand’s quirks, it is incredibly powerful, with no other alternative. It drops from Archbishop Leucoryx.

Wand of the Bulwark
The Wand of the Bulwark is a very peculiar weapon. It fires slow, high damage shots. They are parametric, meaning they follow an hourglass pattern. The nature of this wand makes it very difficult, if not impossible to aim. It can be used to create “minefields”, since the shots will intersect at your original location. Keep in mind that a single projectile cannot hit the same enemy twice. It drops from the Snake Pit.

Abomination's Wrath
The Abomination’s Wrath is part of the Horrific Sorcerer Set and drops from the Nightmare Colony. With a massive damage per shot and 9 tiles of range, this is compensated with a poor fire rate, slow projectile speed, and inability to pierce enemies. It is very similar to the Wand of the Fallen

Soul's Guidance
The Soul’s Guidance is an untiered wand that drops from both the Grave Caretaker and Ghost of Skuld. The wand itself is equal to the T9 Wand of Deep Sorcery, with a wavy shot pattern (making it harder to hit enemies). However, it creates souls when firing. These souls charge toward enemies and explode with a Curse Curse, in a small radius.

Due to the souls’ small radius, it is helpful closer to enemies in order to make it easier for souls to attack. This more aggressive playstyle may not suit the Sorcerer, a robe class with low DEF.

Dusky Catalyst
The Dusky Catalyst is another endgame wand from the Twilight Archmage. While not as strong as the Lumiaire, it has a much faster shot speed and pierces enemies. However, it Silenced Silenced you whenever you are In Combat, reducing your overall DPS. It is best used when clearing gods or dungeon minions, where you won’t be hit as much.

Earthen Ward
The Earthen Ward fires 3 shots in a pattern similar to a peace symbol (☮). This wand can act as the Sorcerer’s Staff of Extreme Prejudice, outdamaging even Lumiaire if all 3 shots hit (which requires standing on the enemy). It may have some use outside of enemy sitting, but is even more difficult than the Lumiaire to aim.

Ability

The Sorcerer is a long ranged class. His special ability is the scepter, which fires a chain lightning effect. When using the ability:

  • The closest enemy in a “cone” from your cursor will be hit by the first bolt. This activation extends to the edge of the screen. You can see a particle effect of this cone if you did not hit any enemies.

  • If there is another enemy within 9 tiles of your first target, they will also be hit for slightly reduced damage. Each scepter has its own limit to the total amount of targets you can hit; this can be increased via Wisdom.

  • The first few enemies struck by the chain lightning will also be inflicted with a shockblast. Enemies affected by the shockblast will be struck by a damaging AOE every second, hurting the enemy and their surroundings. With good aim and monster positioning, the Sorcerer can use the shockblast to rapidly clear enemies.

These properties allow 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 soulbound damage to events and dungeon bosses, and is amazing in terms of farming enemies in the Realm.

Scepter of Storms Scepter of the Firmament
The Scepter of Storms and Scepter of the Firmament are the most powerful and cost-efficient of the tiered scepters. The Scepter of Storms is capable of dealing 1100 damage spread over 5 targets (1680 damage to 6 targets upon maxed wisdom), not counting the shockblast. In addition to the speed bonus from tiered scepters, all T6 and T7 abilities confer bonuses to HP and MP.

Scepter of Fulmination Scepter of Rust
The Scepter of Fulmination (Fulmi) drops from Dr. Terrible. While its weaker than tiered scepters, it inflicts Red Down Arrow Slowed for 3 seconds. It is best used as a swapout when the slow status is useful.

The Scepter of Rust comes from a much more difficult dungeon, the Kogbold Steamworks. This scepter inflicts Weak Icon Weak, reducing enemy damage by 10%. A small, but noteworthy buff. A benefit of this scepter is damage: this scepter is stronger than the T7 Scepter of Firmament, unlike Fulmi.

Scepter of Devastation
The Scepter of Devastation is a unique UT scepter dropping from the Nightmare Colony. It hits very few targets for low damage. The aiming cone is half of a tiered scepters, making it hard to aim, and the Shockblast range is only 0.5 tiles. It penalizes your HP and VIT, too.

The notable thing about this scepter is that its Shockblast scales with your attack. A maxed Sorcerer with a Vesture of Duality and good ring will output staggering amounts of damage (to a single target). With 95 ATT, each shockblast deals 1000 damage, plus the 200 damage from the scepter’s lightning.

Grotesque Scepter
The ST Grotesque Scepter, dropping from the Horrific Creation, is an alternative for the Scepter of Devastation. The lightning hits for a massive amount of damage, but it leaves you Gold Five Pointed Star Stunned for 1 second, meaning you can’t fire your weapon. Keep this in mind.

Cnidaria Rod
The Cnidaria Rod is a scepter that drops from the Royal Cnidarian. What separates this scepter from the others is that the damage output increases for every target you hit. This rod is heavily reliant on Wisdom, as WIS boosts base damage and number of targets hit. If you have a Wisdom-heavy set, it is amazing at clearing groups of enemies.

A sorcerer with the highest amount of WIS possible (91) deals 1,930 damage to the last target and hits 14 targets at once. This amounts to a total of 17,920 damage, which is much, much higher than what the Scepter of Devastation can hope to achieve.

Lightshow Scepter
The ST Lightshow Scepter, dropping from the The Puppet Master (Encore) gives +20 WIS on use. Even without the WIS boost, it is nearly identical to the T6 Scepter of Storms, and it only gets better from there.

When worn with the Court Magician Sorcerer Set, you will gain a massive amount of WIS, but lose -50 max MP each time you cast this scepter. This means you can only cast this scepter once or twice (with massive WIS) before facing a practical cooldown.

Armor


The 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.

Robe of the Grand SorcererRobe of the Star MotherRobe of the Ancient Intellect
The Robe of the Grand Sorcerer / Robe of the Star Mother / Robe of the Ancient Intellect are the primary armors of the Sorcerer. All three provide ample Defense and greatly amplify the Sorcerer’s damage output with increased MP, WIS, and 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.

Water Dragon Silk Robe
The Water Dragon Silk Robe is a UT robe obtained from Nikao the Azure Dragon. 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. Plus, the Red Cross Healing proc is nice for increasing the Sorcerer’s survivability. Overall, this robe is a solid choice for a Sorcerer who values weapon DPS over ability DPS.

Robe of the Mad Scientist Ritual Robe
These robes are great for increasing your ability DPS. When clearing crowds of monsters, your ability will often be stronger than your weapon.

The Robe of the Mad Scientist decreases MP costs by 25%, which makes your scepter a lot more spammable. In exchange, this robe has slightly below average DEF and no ATT. This is a great and cheap robe when it comes to crowd-control. It is tradable and drops from the Mad Lab.

The Ritual Robe is the ultimate goal for ability-focused Sorcerers. While it doesn’t discount MP costs, this robe has an astounding +20 WIS, boosting ability damage, number of targets, and MP regeneration. The Ritual Robe has no equal when it comes to clearing gods and dungeon minions. It is obtained from Malus in the Cultist Hideout.


The Tlatoani’s Shroud is an odd UT robe obtained from minions inside the Secluded Thicket. It provides 0 Defense, but gives a massive +15 WIS and +180 MP. It is much easier to obtain than the Ritual Robe, but having 0 DEF is a huge downside. Regardless, you can use it if Defense becomes irrevelant, or if you can comfortably dodge most shots.

Vesture of DualityDiplomatic Robe
These robes are best-in-slot options for increasing DPS (against single targets).

The Vesture of Duality from Archbishop Leucoryx is one of the highest DPS increasing robes in the game. It greatly boosts your ATT upon ability use, but also greatly decreases DEF, making it a more of a risk-reward choice. It pairs well with the Scepter of Devastation.

The arguably safer option is the Diplomatic Robe from Chancellor Dammah, which provides moderate increases to HP, and a proc which creates a portal on ability usage. This fits well with Sorcerers who want a more defensive option, while having great DPS.

Mantle of the Monarchy
The
Mantle of the Monarchy is a rare drop from various enemies within The Shatters. Its proc gives a whopping +125 VIT on getting hit. This pairs well with the Sorcerer’s high max 75 VIT, which decreases the In-Combat timer to a mere 1 second. This robe is great for Sorcerers who tank many shots and want more survivabiilty or don’t use pets.

Ring

Ring of Unbound HealthRing of Decades
A top choice by many players, the Ring of Unbound Health and the Ring of Decades provide a hefty boost of +180 HP / +190 HP, respectively. Pure health rings benefit all classes, including the Sorcerer, by allowing them to absorb more damage.

The Forgotten CrownMagical LodestoneExalted God's HornChrysalis of Eternity
Sorcerer is a damage focused class, and these rings help boost weapon damage. These type of rings will generally be the best for single-target damage.

The Forgotten Crown and the Magical Lodestone both provide +12 to offensive stats (+6 ATT and +6 DEX). The main difference is that the lodestone gives 6 SPD and 6 DEF, while the Crown gives 110 HP. The Crown is often the preferred choice, as 110 HP > 6 DEF, but comes from a harder dungeon.

The Exalted God’s Horn gives less DPS than the Crown or Lodestone, however it gives +140 HP and +5 DEF instead. For damage, this ring gives +10 DEX, but only if you are above 90% of HP.

The Chrysalis of Eternity is an upgraded version of the Crown locked behind the hard mode version of The Shatters, with more of every stat. It is easily a top-tier ring.

The Twilight Gemstone
The Twilight Gemstone gives +110 MP, +5 WIS, and reduces ability costs by 30%. This is a massive boost, allowing Sorcerers to spam Scepters. For clearing groups of enemies (gods, dungeon minions…), the Gemstone is an amazing ring, far exceeding “conventional” DPS rings like the Chrysalis. The downside is that the Gemstone does not boost HP, making you frailer.

Geb's Ring of Wisdom Ring of the Covetous Heart Ring
These are budget versions of the Gemstone which are tradable and boost ability usage, albeit to a much lesser extent. These rings do not increase your defenses by much, so use with caution.

The Geb’s Ring of Wisdom is an unconventional ring that gives +10 WIS, the same as the Ring of Unbound Wisdom, but with some additional HP, MP, and VIT. It is a great budget ring for the purposes of crowd-clearing. Like the Gemstone, it doesn’t give much HP. The Ring of the Covetous Heart is a very similar ring, with +5 ATT, +8 WIS, and even less HP.

The Ring of Unbound Magic is another alternative that gives +180 MP and no other stat, allowing more consecutive uses of your ability.

Bloodshed Sourcestone Omnipotence Ring
These are alternatives to the Gemstone that give HP, but they don’t come with the special MP reduction proc. Each ring provides a balance between health and ability usage. The health boost can make them more practical than the above accessory. All 3 of these rings drop from various areas of the Lost Halls.

  • The Bloodshed Ring gives +110 HP, +6 DEF, and +6 WIS. It can be considered a more defensive version of the Geb’s ring.
  • The Sourcestone gives +110 HP and +110 MP, as well as some SPD. It can be used to spam abilities more times in a row.
  • The Omnipotence Ring boosts every stat by a fair amount, including +80 HP, +80 MP, and +4 to every other stat, including ATT and DEX. A great overall ring, but also the rarest.

 

Strengths and Weaknesses

Sorcerer is the crowd-control class. A maxed sorcerer can destroy a swarm of gods with a few taps of his scepter. With top-tier UTs like the Lumiaire, Scepter of Devastation, and Vesture, the Sorcerer is a great endgame class against single targets, too. Sorcerers are also a great class for grinding stat pots in the godlands.

One major downside is the reliance on a high MP heal pet, since Sorcerer depends on its ability for full potential. An unmaxed Sorcerer with a 50 Heal / 50 MHeal pet is unlikely to achieve much. Another downside is the reliance on certain UTs for damage output, as tiered wands are weak (if safe) options. And, like all robe classes, Sorcerer is fairly squishy (especially if they use ability-focused rings like the Gemstone).

Compared to other robe classes, the Sorcerer has relatively high SPD. They also have a very high VIT cap of 75. This allows Sorcerers to have higher HP regeneration and end In Combat quicker. VIT doesn’t save you from shotguns, however.

 

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 DEX and SPD in order to have an easier time farming and maxing your other stats and being relatively easy to farm for in the midgame. 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.

 

Group & Dungeon Role

The Sorcerer is the best class for crowd clearing, whether in solo or in a group. Sorcerers can quickly wipe out gods and dungeon minions, making everything faster. In the lategame, Sorcerers are still great assets for the same reasons. With top-tier gear, a few sorcerers can noticeably impact the speed of exaltation dungeons, like the Fungal Cavern and Lost Halls, noticeably faster.

The Sorcerer is one of two classes that can apply Weak Icon Weak, reducing damage by 10%, using the Scepter of Rust. They can also apply Slowed, using the Scepter of Fulmination.

 

Summary

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 single-target DPS of a Wizard, nor the survivability of a Priest.

The advantage of Sorcerer is the incredible crowd clearing potential, especially with high MP Heal and WIS/MP-focused gear. Sorcerers are also great at single-target DPS, well above average (given you have certain UTs).