Sorcerer Class Guide (Rev. 47)

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
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 are safe-to-use options which can pierce through multiple enemies.

Conducting Wand
The Conducting Wand is a drop from the Mad Lab’s second boss. The Conducting Wand outdamages all tiered wands and gives a slight bonus to WIS. The downside is that it doesn’t pierce enemies and has a slightly shorter range. Nonetheless, it remains a powerful option for dungeon and event bosses alike.

Crystal Wand
The Crystal Wand is a rare drop from the Crystal Prisoner. It has the ability to ignore enemy defense entirely, but it does not pierce enemies. It has a niche against high DEF enemies like the Avatar of the Forgotten King and Stone Guardians.

St. Abraham's Wand
The St. Abraham Wand is dropped from the Manor of the Immortals. It is a weak wand, equal to the T9 Wand of Deep Sorcery. However, it has a large range of 10 tiles. This can allow you to deal damage at a safe distance during phases that would not be possible with a tiered wand (i.e Oryx 1/2 dance phase). It also gives +4 VIT and +4 WIS, which can help to regenerate HP and MP.

Wand of the Fallen Laser Pointer
The Wand of the Fallen is obtained from Daichi the Fallen. It has low fire rate and a short range of 6.6 tiles, but shoots a powerful shot. It outdamages all tiered wands and the Conducting Wand at all DEF levels. 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, 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 more range and more DPS. A small downside is that the secondary shot is somewhat hard to hit.

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 whopping damage range of 300-335, this wand has the highest damage per shot in its 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 can’t 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.

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 actually more damage efficient to move 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 Lumiare, 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 to clear 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 Lumiare 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 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.

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.

Ritual Robe
The
Ritual Robe is obtained from Malus in the Cultist Hideout. This robe should be the goal of any Sorcerer building around their maxing their WIS. While losing 20 MP and 4 DEF from the Robe of the Star Mother, it more than makes up for it with 5 ATT and an extraordinary +20 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 160 damage per cast on a T6 Scepter of Storms alone, and makes for a great robe when focusing on ability damage.

Shendyt of Geb
The
Shendyt of Geb is an ST 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 seen to be negligible with the Sorcerer’s max at 75, it can decrease his In Combat Delay by 0.28 seconds. 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. Whereas 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 65 DEX on a Sorcerer.


The Tlatoani’s Shroud is a UT robe obtained either from Bird Tribesmen, Demon Tribesmen, or Insect Tribsemen, from the Secluded Thicket. Unlike the other robes, it does not provide any Defense, but rather a massive boost of both +10 Wis and +180 MP. The stat given from it not only amplifies the scepters’ potency further, but also makes it more able to chain-spam it if needed. Not to mention that the shroud synergizes well with Geb’s Ring of Wisdom or the Ring of Unbound Magic if one is not satisfied enough. Regardless, a Sorcerer 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.

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 risk-reward choice. Since Sorcerer is already incredibly frail, this robe may be unappealling.

The arguably safer option is the Diplomatic Robe from Chancellor Dammah, which provides moderate increases to HP and a proc that deals lots of damage upon taking damage. This fits well with Sorcerers who fight close range and/or tank many shots, while still providing good 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, that are tradable and boost ability usage, though 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

Some strengths of the Sorcerer is that his class 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 most likely not survive a shotgun and probably die instantly, depending on what would want to sit on him.

However, unlike his other robed classes, the Sorcerer has 75 max VIT, allowing him to take full advantage of large amounts of health regen Out Of Combat and reducing his In Combat Delay to 4 seconds. This gives the Sorcerer more survivability in longer fights and allows more leniency in taking unexpected hits as he recovers from them quicker.

 

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.

 

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 also has the ability to consistently apply Slowed using the Scepter of Fulmination due to its instant and spammable nature.

 

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 DPS of a Wizard nor the survivability of a Priest. It should be treated as a class of its own that is exceptional at dealing damage and thinning down hordes of enemies with his scepter while remaining relatively safe.