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Sorcerer
'The Spell Manipulator'
Strength
10
Vigor
10
Agility
10
Dexterity
18
Will
25
Knowledge
20
Resourcefulness
12

Health
90

Class Info

The Sorcerer is a master of the elements and can weave together multiple spells to devastating results. With an innate aptitude for magic, they can cast spells using their bare hands.


Weapon of choice - Crystal Sword/Bare Hands

  • Pros
    • Can cast spells without a magical item
    • Ability to merge spells when casting with both hands. (Used to be a perk but is innate now.)
    • Unlimited spell uses
  • Cons
    • Long casting times
    • Long spell cooldowns

You can equip an additional perk every 5 levels.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.


Name Description

Apex of Sorcery
While casting spells, move at 1% movement speed, but gain 50% Magical Power Bonus and 50% Spell Casting Speed.

Mana Fold
Your cooldowns are 0.75x as long, but suffer -15% Spell Casting Speed. Despite the cooldown being represented as a multiplier, it is actually a percentage addition that is added with Cooldown Reduction Bonus.

Spell Sculpting
Increases the range of all spells to 1.25x and the area of effect by 1.25x, but increase the Cooldown of your Spells that have a radial component to 1.25x.

Spell Stride
Gain 25% Move Speed Bonus while casting two spells simultaneously.

Time Distortion
Reduces cast time of all spells by 100%, but increases cooldown time for all spells by 2x and lose -30% Magical Power Bonus.

Merged Might
When casting a merge spell, gain 5 Magical Power. After casting, gain a 5% Move Speed Bonus for 2s.

Innate Talent
Grants 5 Memory Capacity Add. When casting spells with bare hands, gain 7 Magical Power and 15% Spell Casting Speed.

Elemental Fury
For every 1% of health lost, gain a 0.75% Cooldown Reduction and 0.25% Magical Power Bonus.
This means you approach 75% Cooldown Reduction and 25% Magical Power Bonus as you lose health.

Mana Flow
Each successful spell cast within 5s seconds increases your 10% Magical Power Bonus. This effect stacks up to 3 times, and all stacks are removed if the timing window expires.

Lightning Mastery
Gain 25% Lightning Lightning Power Bonus. Once every 2s while dealing Lightning Damage, transfer 5 Lightning Lightning Magical Base Damage (0% Scaling) and Electrify the closest target within 2m of the primary target. Your Electrifies also last an additional 2s.

Electrified: The target loses -20% Move Speed Bonus for 1s.
Needs further testing!
It's likely that the transferred lightning damage also electrifies and gains the addtional 1s but this isn't confirmed.
Contribute by joining the Spells & Guns discord!

Air Mastery
Gain 50% Air Air Knockback Bonus and 50% Air Air Power Bonus.


You can equip a total of 2 skills.


Name Description Scaling Cooldown

Sorcery Memory
Gain the ability to use sorcery in the dungeon. N/A N/A

Sorcery Memory 2
Gain the ability to use sorcery in the dungeon. N/A N/A

Sorcery Combat
Gain the ability to wield magical casting weapons in melee combat. N/A N/A

The order in which you select spells will determine their Spell Memory Priority. You can right click spells to "forget" them, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost.

Unlike other spellcasters, Sorcerer Spells do not have a common cast range.


Spell Types:

Fire Fire
Ice Ice
Earth Earth
Air Air
Lightning Lightning

Name Description Tier Casting Time Casting Range Cooldown

Fire Arrow
Fire a homing arrow every 0.2s () for 0.6s () in a radial pattern, each dealing 10 Projectile Fire Fire Magical Base Damage (100% Scaling) with 4 Impact Power and inflicting Burn.

Burn: The target takes 5 Fire Fire Magical Base Damage (50% Scaling) over 3s.
1 0.75s Infinite meters 12s

Stone Skin
Surround yourself with stone for 15s, gaining 15% Physical Damage Reduction and 10% Physical Power Bonus, but suffering -5 Move Speed Add. 1 0.75s N/A 12s

Water Bolt
Launch a condensed water orb with a radius of 0.2m at 7m/s, dealing 20 Projectile Ice Ice Magical Base Damage (100% Scaling) with 4 Impact Power to targets it touches and inflicting Wet for 2s.

The orb stops upon hitting an object or reaching its maximum range of 7m and lasts for 12 seconds. Up to 3 water orbs can exist simultaneously.

Wet: The target suffers -20% Move Speed Bonus and jump height is reduced by 30%.
1 0.75s 7m 12s

Glaciate
Envelop your weapon in ice for 15s. While active, you deal 3 Ice Ice Magical Base Damage (100% Scaling) and inflicting Frostbite for 1s on hit.

Frostbite: The target suffers -5% Move Speed Bonus and -20% Action Speed.
1 0.75s N/A 12s

Windblast
After Channeling for 0.1s, deal 10 Air Air Magical Base Damage (100% Scaling) to a target within 4m and push them back. 3 0.75s 4m 18s

Eruption
Cause a ground explosion up to 4m away that is 0.8m wide, dealing 20 Earth Earth Magical Base Damage (100% Scaling) with 4 Impact Power and lifting all targets within the area into the air 1000 after 0.75s. 2 1s 7m 15s

Flamestrike
Create a 300 tall fire pillar lasting 1s, dealing 35 (100%) Fire Damage on creation and 10 Fire Fire Magical Base Damage (50% Scaling) with 6 Impact Power per second in 0.2s ticks to enemies inside while inflicting Burn.

Burn: The target takes 3 Fire Fire Magical Base Damage (50% Scaling) over 3s.
2 1s 7m 15s

Ice Spear
Fire an ice spear that travels 16.5m/s and pierces all targets along its path, dealing 30 Projectile Ice Ice Magical Base Damage (100% Scaling) with 4 Impact Power and inflicting Frostbite.

Frostbite: The target suffers -20% Move Speed Bonus and -20% Action Speed for 2s.
2 0.75s Infinite meters 15s

Fire Orb
Launch a fire orb forward that travels at 3m/s initially, dealing 5 Fire Fire Magical Base Damage (50% Scaling) per second to nearby targets. The orb lasts for 6 seconds and deals 30 Projectile Fire Fire Magical Base Damage (100% Scaling) with 12 Impact Power to targets it touches.

Upon contact, it explodes, dealing 15 Fire Fire Magical Base Damage (100% Scaling) to nearby targets and inflicting Burn.
Fire Orb travels a maximum of 7m.

Burn: The target takes 5 Fire Fire Magical Base Damage (50% Scaling) over 3s.
3 0.75s 7m 18s

Lightning Bolt
Channel a lightning beam for 5s () while moving, Electrifying a target within 7m and dealing 10 Lightning Lightning Magical Base Damage (100% Scaling) per 1s in 0.1s ticks ().

Electrified: The target loses -20% Move Speed Bonus.
Unlike most other Electrifying instances, this one doesn't have a duration so you must actively be dealing lightning damage for it to apply.
3 0.75s 7m 18s

Vortex
Create a vortex centered on the caster. Targets touching the vortex take 15 Air Air Magical Base Damage (100% Scaling) and are pushed back. 5 0.75s N/A 24s

Levitation
Instantly lift a target within 7m into the air over 1s and gently lower them back down over 3s. 5 1s 7m 24s

Lightning Sphere
Surround yourself with an electromagnetic field for 5s, Electrifying all targets within 1.75m for 10 Lightning Lightning Magical Base Damage (100% Scaling) per second.

Electrified: The target loses -20% Move Speed Bonus for 1s.
4 1s N/A 21s

Summon Earth Elemental
Summon an Earth Elemental within a cast range of 7m that lasts 24s. The Earth Elemental has a radius of 0.75m, grants the caster 50 Armor Rating, and deals 40 Projectile Physical Base Damage (100% Scaling) to nearby enemies. 5 1s 7m 24s

When using the Spell Merge perk, using spells from either hand at the same time will instead use a merged spell from below. Merged Spells do not have any cast time.

The merging animation, release and recovery are affected by action speed:

Animation + release time is 1s

Recovery time after merging is .534s


Unlike other spellcasters, Sorcerer Spells do not have a common cast range.



Spell Types:

Fire Fire
Ice Ice
Earth Earth
Air Air
Lightning Lightning

Merged Spell Base Spell 1 Base Spell 2 Description Casting Range

Electric Dash

Vortex

Lightning Bolt
Transform into a lightning orb and quickly move to the selected location within 7m, Electrifying all targets along the path and dealing 10 Lightning Lightning Magical Base Damage (100% Scaling). Upon reaching the destination, unleash a lightning strike, dealing 20 Lightning Lightning Magical Base Damage (100% Scaling) to nearby targets within 1.25m.

The caster is immune to physical attacks while moving but remains affected by area magic.

Electrified: The target loses -20% Move Speed Bonus for 1s.
7m

Elemental Bolt

Fire Arrow

Water Bolt
Deal 50 Projectile Fire/Ice Hybrid Magical Base Damage (100% Scaling) with 4 Impact Power to a target within Infinite meters, inflicting Burn and Frostbite.

Burn: The target takes 3 Fire Fire Magical Base Damage (50% Scaling) over 3s.
Frostbite: The target suffers -20% Move Speed Bonus and -20% Action Speed for 2s.
7m

Flamefrost Spear

Ice Spear

Flamestrike
Throw a Flamefrost Spear that travels 16.5m/s and pierces all targets along its path, dealing 35 Projectile Fire Fire Magical Base Damage (100% Scaling) with 4 Impact Power, 35 Projectile Ice Ice Magical Base Damage (100% Scaling), and inflicting both Burn and Frostbite.

Burn: The target takes 3 Fire Fire Magical Base Damage (50% Scaling) over 3s.
Frostbite: The target suffers -20% Move Speed Bonus and -20% Action Speed for 3s.
7m

Flamethrower

Fire Arrow

Wind Blast
While moving, Channel a radial flame forward 4m for 5s (), dealing 25 Fire Fire Magical Base Damage (100% Scaling) and inflicting Burn every 1s () in 0.1s ticks.

Burn: The target takes 3 Fire Fire Magical Base Damage (50% Scaling) over 3s.
7m

Ice Bound

Glaciate

Stone Skin
Upon casting, become frozen for 6s, becoming immune to all damage and receiving 50% Cooldown Reduction. The ice can be shattered by a powerful impact. N/A

Lightning Storm

Levitation

Lightning Sphere
Channel for 6s () to summon a lightning storm, dealing 15 Lightning Lightning Magical Base Damage (100% Scaling) and Electrifying all targets within the 1.75m area every 1.25s () for 1s.

Electrified: The target loses -20% Move Speed Bonus.
7m

Lightning Vortex

Vortex

Lightning Sphere
Deal 30 Lightning/Air Hybrid Magical Base Damage (100% Scaling) to all targets within the 1.75m area, pushing them back, and Electrifying them for 2s.

Electrified: The target loses -20% Move Speed Bonus.
N/A

Mud Shield

Water Bolt

Stone Skin
Create a 0.65m wide mud shield in front of the caster for 8s, blocking all damage. The shield remains fixed in its initial direction. N/A

Summon Lava Elemental

Fire Orb

Summon Earth Elemental
Summon a Lava Elemental within a cast range of 7m that lasts 24ss. The Lava Elemental has a radius of 0.75m and deals 10 Fire Fire Magical Base Damage (50% Scaling) and applying Burn to nearby enemies.

Burn: The target takes 3 Fire Fire Magical Base Damage (50% Scaling) over 3s.
7m

Thornof Earth

Eruption

Levitation
Erupts a thorn of earth with a cast range of 7m, dealing 30 Earth Earth Magical Base Damage (100% Scaling) with 4 Impact Power to all targets within the 0.5m area. 7m

Wallof Fire

Eruption

Flamestrike
Erupt a 3m wide wall of fire within 7m for 12s, dealing 20 Fire/Earth Hybrid Magical Base Damage (100% Scaling) with 4 Impact Power instantly and 10 Fire Fire Magical Base Damage (100% Scaling) per second in 0.2s ticks to all targets it touches and inflicting Burn.

Burn: The target takes 3 Fire Fire Magical Base Damage (50% Scaling) over 3s.
7m

Aqua Prison

Water Bolt

Levitation
Launch a 0.2m radial water orb with 7m/s that engulfs the target, dealing 15 Projectile Ice Ice Magical Base Damage (100% Scaling), trapping them, and lifting them into the air for 3s. The orb bursts instantly upon taking physical damage, inflicting Wet for 3s.

Wet: The target suffers -20% Move Speed Bonus and jump height is reduced by 30%.
7m

Frost Breath

Glaciate

Wind Blast
Exhale an icy gust of breath forward, dealing 20 Ice Ice Magical Base Damage (100% Scaling) to all targets and inflicting Frostbite for 2s. The affected area remains frozen for 3 seconds, causing targets on the ice to lose -20% Move Speed Bonus.

Frostbite: The target suffers -20% Move Speed Bonus and -20% Action Speed for 2s.
4m

Plasma Blast

Fire Orb

Lightning Sphere
Gain 10% Move Speed Bonus for 4s, then self-detonate a plasma blast dealing 50 Fire/Lightning Hybrid Magical Base Damage (100% Scaling) with 6 Impact Power and applying Burn to any targets in a 1.75m, including the caster. All targets are Electrified for a further 2s.

Burn: The target takes 3 Fire Fire Magical Base Damage (50% Scaling) over 3s.
Electrified: The target loses -20% Move Speed Bonus for 2s.
N/A

Frost Lightning

Lightning Bolt

Ice Spear
Fires a lightning bolt, dealing 15 Lightning Lightning Magical Base Damage (100% Scaling) and Electrifying for 1s. The bolt freezes shortly after, inflicting 15 Ice Ice Magical Base Damage (100% Scaling) and immobilizing the target for 2s.

Electrified: The target loses -20% Move Speed Bonus for 1s.
7m

Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

These Stats do not include starting armor.

Stat Name Base Stats
Strength 10
Vigor 10
Agility 10
Dexterity 18
Will 25
Knowledge 20
Resourcefulness 12
Health 90
Memory Capacity 20
Utility Effectiveness 0
Luck 0
Health Recovery Bonus -15%
Spell Recovery Bonus 73%
Move Speed 290 ( 96.67% )
Action Speed 1%
Manual Dexterity -2%
Spell Casting Speed 0%
Equip Speed 15%
Regular Interaction Speed -7.5%
Magical Interaction Speed 70%
Persuasiveness 12
Buff Duration 10%
Debuff Duration -9.1%
Armor Penetration 0%
Magic Penetration 0%
Headshot Reduction 0%
Projectile Damage Reduction 0%
Physical Damage Reduction -22%
        From Armor Rating 0 ( -22% )
        From Bonuses 0%
Magic Resistance 14.9%
        From Resist Rating 60 ( 14.9% )
        From Bonuses 0%
Physical Power Bonus -11%
        From Physical Power 10 ( -11% )
        From Bonuses 0%
Magic Power Bonus 30%
        From Magic Power 25 ( 30% )
        From Bonuses 0%
Primary Weapon 0
Secondary Weapon 0
Impact Power 0
        Primary Weapon Impact Power 0
        Secondary Weapon Impact Power 0

All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.