Sorcerer Class Guide (Rev. 9)

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. 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 Ancient Warning and the Wand of Recompense are the most powerful tiered wands, with very high range. 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), so the Sorcerer is hindered by having these as a weapon. 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 tiered wands also pierce enemies, a benefit from update 25.0.0.


The Conducting Wand is a drop from the Mad Lab’s second boss. Unlike its old self before the 25.0.0 update, its average damage is lower but has +4 DEX, +4 WIS, and a 125% fire rate. This gives it more attack strength compared to Recompense, and allows it to shine among single monsters with low defense (<48 defense) or those that are armor broken. Unfortunately, the range was plummeted to 8 from 10 after update 25.0.0, making the sorcerer fight at a staff’s range. Note that this wand does not pierce.


The Crystal Wand is a rare drop from the Crystal Prisoner but effective wand that armor pierces. This wand essential to becoming an effective offensive class. The armor piercing effect greatly helps the Sorcerer because it allows him to deal damage to enemies with high DEF such as the Guardians and Oryx.


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 Sorcerers and Clockwork Golems, Bulwark’s projectiles are very similar. They float around lazily and last a very long time. You cannot aim the projectiles at a monster; you basically have 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 400-500 damage with a good ATK stat, they can be used to decimate mobs of enemies. The downfall of the Bulwark is that it cannot aim at one specific target, such as an event or dungeon boss, and requires much experience and practice to use effectively. 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 is subpar, the range is its savior. With Update 25.0.0, all wands lost some range except for this one. This makes it stand out, as it is the only one able to hit bosses like Dr. Terrible without activating him, making for a safer battle. St. Abraham’s 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 Scepter of Storms, Shendyt of Geb, and the Candy Ring to have an incredible 98 VIT, pumping his recovery through the roof..

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.


The Robe of the Elder Warlock/Robe of the Grand Sorcerer 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 an Untiered robe obtained from the Lair of Draconis. This armor is the first truly useful untiered robe the Sorcerer can utilize, this robe trades some DEF and WIS in exchange for a higher ATT increase compared to other robes. Additionally, the robe provides a high SPD increase which benefits rushing. This robe can be utilized for a sorcerer that wishes to be more powerful in his wand, however the lack of an MP increase makes this robe questionable to see on a sorcerer, who is defined by his ability similarly to the Priest.


The Ritual Robe is an Untiered robe obtained from the Cultist Hideout in the Lost Halls. This robe should be the goal of any sorcerer building around their ability. While it provides less DEF and MP than the robe of the grand sorcerer, what it provides is slightly higher ATT and a MASSIVE increase of 15 in Wisdom. It is this that makes the Ritual Robe the best for a sorcerer who emphasizes the use of his Scepter, as this massively amplifies the damage and chaining capabilities. However, this robe is very difficult to get as it drops from one of the hardest bosses in the game.


The Shendyt of Geb is an Untiered robe obtained from the Tomb of the Ancients. This robe provides higher DEF than the robe of the grand sorcerer, while also boosting HP and VIT. This makes it a good defensive option for sorcerers that desire survivability. However, because the source of this is a rare Treasure Sarc it can be difficult to obtain one of these.


The Garment of the Beast is an Untiered robe obtained from the Parasite Chambers. This robe is basically a Toga Picta but worse, as it provides inferior stat capabilities and is more difficult to get ahold of. This robe also reduces the wearers DEX by 5, which taxes the sorcerer’s offensive power quite significantly. Unless you are using the entire set this belongs with, you should not wear this on its own.

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 9 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. Scepters thins out crowds when spammed and are easy to aim. They 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, a trait found in no other special ability.

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. 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, 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, 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 rare, yet very powerful scepter. While also costing 10 MP less than Skybolt/Storms, this scepter is capable of massive damage output (920 damage), although to only 1 target at max WIS, with a very narrow aiming cone. However, to realize the full potential of this scepter, the Sorcerer should have at least 70 WIS, by wearing equipment such as either Robe of the Grand Sorcerer with Ring of the Sphinx or only Geb’s Ring of Wisdom. At this point, the scepter can hit 2 targets instead of 1 with 2020 total damage across both targets. This allows the Sorcerer to one-hit over half of the enemies in Godlands and two-hit the rest, two at a time. Despite this, there still may be situations with more low-HP enemies in groups where the Sorcerer wishes to hit more targets, and may opt to carry a tiered scepter to swap with this one. However, a Sorcerer with a desire to deal heavy damage, who possesses deadly accuracy, is sure to make incredible use of this scepter.


The ST Grotesque Scepter 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 newly-introduced scepter that drops from the Cnidarian Reef. 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 Wisdom 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 the overlord of crowd-clearing and should be used as such.

 

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. Furthermore, the scepter doesn’t just hit the mob that you hit, but it will chain itself to other mobs farther away and give SB chances on them too. It’s a great discovery to find a pot bag in godlands when you didn’t even shoot it once! The wand is also a great piercing tool, shredding easily through godwalls and making the Sorcerer more powerful than ever before.

Despite these strenghts, the sorcerer can never match a wizard in a game of pure damage due to wands trading of 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. Furthermore, the power of the scepter is locked away until the wisdom stat is maxed–evidenced by the difference in damage given by the Scepter of Fulmination (640 dmg unmaxed, 1100 dmg maxed)

 

Fresh Sorcerers

A fresh Sorcerer is somewhat good since the chain lightning is able to hit multiple enemies and the attack power doesn’t increase drastically 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 and accurately in addition to 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. Furthermore, maxing wisdom is essential to unlock the full power of the scepter.

A Sorcerer’s first priority is to max DEF. Fresh Sorcerers are fragile and cannot heal themselves, putting them in the same vein as Wizards. 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. VIT can be hard to max out, but still makes the Sorcerer stand out from the Wizard. It is recommended to max VIT along with DEF.

 

Group Role

The Sorcerer has a big role in the group. His scepter has the ability to damage up to six 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 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.