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Sorcerer

Overview

Sorcerers are masters of offensive and aggressive magic. They have only limited healing
abilities, but can draw from a wide range of attack spells. Through the ages, they have
focused their research on destructive magic to aide them in battle.

Because of their focus on magical abilities, they are sorely lacking in physical skills, and
have little physical strength to carry items and equipment.

Benefits

Fastest advancement in Magic Level (same as Druids)


Fastest Mana regeneration (same as Druids)
Largest amount of Mana (same as Druids)
Can make many different kinds of Runes
Can use all different kinds of Runes, except for the Paralyze rune, Wild Growth rune
and the Holy Missile rune.
Can make Sudden Death Runes
Can use strong Attack Spells
Energy Wave, and Rage of the Skies do more damage and cost less mana than their
Druid counterparts (Terra Wave and Wrath of Nature), making them about 50%
better damage per mana.

Drawbacks

Slowest Hitpoint regeneration (same as Druids)


Smallest amount of Hitpoints (same as Druids)
Slowest advancement in Shielding and Melee skills
Smallest amount of Capacity (same as Druids)
Cannot make Healing Runes
No supportive healing spells (Heal Friend, Mass Healing, etc.)

Gains and Regeneration

Gains by level

With each level, every player recieves an increase in Capacity, Maximum Hitpoints, and
Maximum Mana.
With each level, a sorcerer will gain:

10 oz of Capacity
5 Hitpoints
30 Mana

Regeneration

As time passes, every player will regenerate lost Hitpoints and Mana, as long as they have
eaten recently (see page on Regeneration for more information).

A sorcerer will regenerate:

1 Hitpoint every 12 seconds


2 Mana every 3 seconds

A Master Sorcerer will regenerate:

1 Hitpoint every 12 seconds


2 Mana every 2 seconds

Promotion

When a sorcerer reaches level 20, they can purchase a Promotion and become an Master
Sorcerer with certain benefits.

See the page on Promotion for more information.

Tips and Tricks

All vocations should use their strengths to their own benefit. For example, it would be
useless for a knight to try and make money selling runes. Instead, use the unique aspects
of the vocation to your advantage.

Making Money

Sell Runes. Sorcerers can make large amounts of money as a Provider of various
kinds of runes, especially Fireball and Great Fireball. Sorcerers are also the only
vocation that can make Sudden Death runes. Because of the high level requirement
to make them, Sudden Death runes can sell for very large amounts of money.
Offer a Hell's Core or Rage of the Skies service. Since Sorcerers have very strong
attack spells, when you reach the level requirement for the Hell's Core or Rage of
the Skies spell, you will become very valuable on a large hunt or quest. With the
spell Rage of the Skies it is even possible to kill a Dragon with one cast, and the spell
will attack all creatures in a large area. Even helping with a quest that you have
already completed, you can charge a large amount of money to help a group
complete the quest.
Summon creatures for others to convince. You can charge a fee for summoning
creatures for a paladin to convince. Since paladins cannot use the Summon Creature
spell, you can summon a creature for them, and if they have enough mana, they can
use a Convince Creature rune to take control over it and use it to help them hunt.

Gaining Experience

Use a blocker. This way you can hunt larger creatures that you would not normally
be able to take on alone. This will most likely cost you quite a bit in Runes, and you
may need to pay the blocker for their services, but you will gain more experience
than would otherwise be possible.
Hunt with Summoned Creatures. When hunting with summons, you do not need
to use as many runes, and you can stay in your hunting area longer because you are
not using as much mana with your Wand.
Use Defensive Fighting when you are hunting with Wands. Changing your
fighting mode will not affect the damage that your wands will cause, but using
Defensive Fighting will cause you to take less damage from any melee attacks.
Use your surroundings. Since most Wands cannot attack as far away as a Bow or
Crossbow that Paladins use, sorcerers need to use trees, stairs, and other obstacles
to help maintain a distance from strong creatures. With some practice, you will be
able to fight strong creatures without taking very much damage.

Advancing Your Skills

Magic Level

Never have full mana. Your Magic Level is advanced by using mana. Every second
that you have full mana, you are losing potential magic level advancement.
Spend as little time as possible in Protection Zones. You cannot use mana that
you do not generate, so spend as little time as possible in situations where you do
not regenerate mana.
Always eat. Make sure you have access to Food at all times. If you run out of food,
then you will not be able to regenerate mana for using.
Use Wands to hunt. Using wands uses mana. A Master Sorcerer can regenerate
mana as fast as the Wand of Vortex will use it, so they can potentially "train" their
magic level by attacking creatures with this wand.
Use your melee weapon when gaining Soul Points. You need only to kill one
monster every 4 minutes, so you are not worried about killing monsters quickly. This
frees up your mana for spells and you can use up your mana completely if you wish
to train your magic level. The only time to use your wand is for leveling, otherwise
best train your melee skill since you can use spells to use up mana.
Carry Mana Potions. Not only is this a good idea if you get in a jam, but using Mana
Potions will help you advance your Magic Level faster.
Don't use Magic Shield if you don't need to. Any mana that you lose to your Magic
Shield does not count towards your magic level. If you are not in danger of dying,
use Light Healing, Intense Healing and Ultimate Healing spells instead.
Sleep on a bed. If you have an account with premium time, a house and also own
more characters, it's strongly recommended to make your sorcerer sleep with a full
stomach when you're not playing it, this will grant you "free" mana you otherwise
wouldn't regenerate offline, it might not seem as much, but doing this constantly will
be a big help for your magic level, make sure to have some blank runes nearby for
when you need to deplete your mana bar.

Additional Information

Related Pages

Vocation
Knight
Paladin
Druid

Pages of Particular Interest to Sorcerers

Creatures

Creatures: Full list of creatures organized by type.


Summon Creature

Hunting

Hunting Places
Loot
Offensive Fighting
Balanced Fighting
Defensive Fighting
Melee
Shielding

Vocation

Promotion

Equipment

Armor
Helmets
Legs
Shields
Wands

NPCs

Sorcerer Guild Leader NPCs


Magic Shopkeeper NPCs
Equipment Shopkeeper NPCs

Instant Spells

Name Words Prem Mana Level Price Type Effect

Causes Energy Damage


exori infir focused on the single
Buzz no 6 1 0 Attack square in front of the
vis
caster, or cast at a nearby
target up to 3 square
meters away.

Restores a small amount of


Magic Patch exura infir no 6 1 0 Healing health. (Cures paralysis)

exevo Shoots a fire attack in the


Scorch infir flam no 8 1 0 Attack shape of a cone in the
hur direction the caster is
looking.
Tells you which direction a
exiva certain player is, relative to
Find Person no 20 8 80 Support
"NAME" you, and a rough idea of
the distance.
Causes Fire Damage
focused on the single
Apprentice's exori min square in front of the
no 6 8 0 Attack
Strike flam caster, or cast at a nearby
target up to 3 square
meters away.

Light Restores a small amount of


exura no 20 8 0 Healing
Healing health. (Cures paralysis.)

Provides illumination in a 3
tile radius around the
Light utevo lux no 20 8 0 Support caster (area effect).
Duration is 6 minutes, 10
seconds.

Teleports you up through a


Magic Rope exani tera yes 20 9 200 Support hole when you are standing
in a rope spot.

Cures the status of being


Cure Poison exana pox no 30 10 150 Healing poisoned.

Causes Energy Damage


Energy focused on the single
exori vis yes 20 12 800 Attack square in front of the
Strike
caster, or cast at a nearby
target up to 3 square
meters away.

exani hur
Permits vertical movement
up
Levitate yes 50 12 500 Support via levitation, up or down
exani hur one level.
down
Provides illumination in a 4
tile radius around the
utevo
Great Light no 60 13 500 Support caster (area effect).
gran lux Duration is 11 minutes, 35
seconds.

Causes earth damage


focused on the single
Terra Strike exori tera yes 20 13 800 Attack square in front of the
caster, or cast at a nearby
target up to 3 square
meters away.
Increases Speed. (Consult
the Formula page to
determine the
Haste utani hur yes 60 14 600 Support enhancement.) Duration is
31 seconds. Cures
paralysis.

Causes Fire Damage


focused on the single
Flame Strike exori flam yes 20 14 800 Attack square in front of the
caster, or cast at a nearby
target up to 3 square
meters away.

Damage taken reduces


Magic utamo Mana instead of Hit Points.
no 50 14 450 Support
Shield vita Duration is 3 minutes, 20
seconds.

Causes Ice Damage


focused on the single
Ice Strike exori frigo yes 20 15 800 Attack square in front of the
caster, or cast at a nearby
target up to 3 square
meters away.

Causes Death Damage


focused on the single
Death Strike exori mort yes 20 16 800 Attack square in front of the
caster, or cast at a nearby
target up to 3 square
meters away.

exevo Shoots a fire attack in the


Fire Wave no 25 18 850 Attack shape of a cone in the
flam hur
direction the caster is
looking.

Restores a medium amount


Intense exura
no 70 20 350 Healing of health to the target.
Healing gran (Cures paralysis.)

Makes you run faster than


with Haste and is slightly
less economical on
distance given same time
Strong utani gran and mana, can also cure
yes 100 20 1300 Support
Haste hur paralysis. It lasts for 22
seconds instead of 33 as
with Haste. To determine
your speed with this spell,
go to the Formula page.

utevo res
Creature Turns you into a certain
ina no 100 23 1000 Support
Illusion creature for three minutes.
"creature"

Energy exevo vis


no 40 23 1000 Attack Shoots a 5 tile long beam
Beam lux
in front of the caster.

utevo res
Summon Summons a creature to
"creature no varies 25 2000 Summon
Creature help you.
name"

Deals Fire Damage over


Ignite utori flam yes 30 26 1500 Attack time, similar to Electrify.
Ultimate utevo vis
yes 140 26 1600 Support Fills the dark with light.
Light lux

Great exevo
Energy gran vis no 110 29 1800 Attack Shoots a strong beam 8
Beam lux squares infront of caster.

Restores a large amount of


Ultimate
exura vita no 160 30 1000 Healing health to the target. (Cures
Healing paralysis.)

The Enchant Party spell


enables sorcerers to raise
the magic level of
themselves and their party
Enchant utori mas members by 1, it lasts for 2
yes Varies 32 4000 Support
Party sio minutes. In order for it to
work, there has to be at
least one party member in
the area of effect, not
counting the spell caster.

It deals Energy Damage


Electrify utori vis yes 30 34 2500 Attack over time.

Makes the caster invisible


to some creatures.
Invisible utana vid no 440 35 2000 Support Duration is 3 minutes, 20
seconds.

Energy exevo vis Shoots an energy attack in


no 170 38 2500 Attack
Wave hur a large area in the direction
the caster is looking.

Enchants a Staff (10/25) to


Enchant
exeta vis yes 80 41 2000 Supply an Enchanted Staff (39/45)
Staff for 60 seconds.

Stronger version of Energy


strike, can do around 50%
more damage and has a 5
exori amp
Lightning Yes 60 55 5000 Attack square range making it a
vis very useful long-range
single target spell. It has a
8 seconds cooldown.

exevo Causes Energy Damage on


Rage of the
gran mas yes 600 55 6000 Attack 85 squares around the
Skies
vis caster. It is larger than
Hell's Core, but weaker.

exevo Causes Fire Damage on 73


Hell's Core gran mas yes 1100 60 8000 Attack squares around the caster.
flam It is smaller than Rage of
the Skies, but stronger.
Causes strong Fire Damage
focused on the single
Strong exori gran square in front of the
Yes 60 70 6000 Attack
Flame Strike flam caster or cast at a nearby
target up to 3 squares
away. It has an 8 second
cooldown.

Curse damage over time,


Curse utori mort yes 30 75 6000 Attack like some monsters do (e.g.
Pythius the Rotten).

Causes a strong Energy


Strong Damage focused on the
exori gran single square in front of the
Energy Yes 60 80 7500 Attack
vis caster, or cast at a nearby
Strike
target up to 3
squaremeters away. It has
a 8 seconds cooldown.

A stronger version of the


Ultimate exori max
yes 100 90 15000 Attack spells Flame Strike and
Flame Strike flam Strong Flame Strike.

Ultimate A stronger version of


exori max
Energy Yes 100 100 15000 Attack Energy Strike and Strong
vis Energy Strike.
Strike

Spells No Longer in Use

Old Spells
Name Words Premium Mana Level Price Effect

Rune Spells

Name Words Prem Mana Level Price Type Effect

Makes 3 Poison Field Runes


(requiring 1 Blank Rune).

Creates a poison cloud which


adevo deals an initial damage of 5
Poison Field grav no 200 14 300 Field per hit. Total damage is 105
pox hitpoints (5 turns of 5 hp, 5
rounds of 4, 7 rounds of 3, 10
rounds of 2 and 19 rounds of
1) untill damage stops (when
not healed).
Makes 3 Fire Field Runes
adevo (requiring 1 Blank Rune).
Fire Field grav no 240 15 500 Field
flam
Creates a Fire Field
Makes 10 Light Magic Missile
Runes (requiring 1 Blank
Light Magic adori Rune).
no 120 15 500 Attack
Missile min
vis Shoots a weak attack that
causes Energy Damage.

Makes 3 Destroy Field Runes


(requiring 1 Blank Rune).
adito Destroys fire, poison and
Destroy Field no 120 17 700 Support
grav energy fields, from any
distance as long there's
nothing blocking the path.
Makes 3 Energy Field Runes
(requiring 1 Blank Rune).
adevo
Energy Field grav no 320 18 700 Field Creates an energy field, initial
vis damage of 30 and followed by
25 addtional damage once the
field is left.
Makes 3 Disintegrate Runes
adito
Disintegrate yes 200 21 900 Support (requiring 1 Blank Rune).
tera Destroys movable objects.
Makes 10 Stalagmite Runes
(requiring 1 Blank Rune).
adori
Stalagmite no 350 24 1400 Attack
tera Sends out an earth missile
(like HMM), it deals Earth
Damage.
Makes 10 Heavy Magic Missile
Runes (requiring 1 Blank
Heavy Magic adori Rune).
no 350 25 1500 Attack
Missile vis
Shoots an attack that inflicts
Energy Damage.
Makes 2 Fire Bomb Runes
adevo (requiring 1 Blank Rune).
Fire Bomb mas no 600 27 1500 Field
flam Creates a 3x3 square of Fire
Fields.
Makes 1 Animate Dead Runes
adana (requiring 1 Blank Rune).
Animate Dead yes 600 27 1200 Summon
mort Transforms a corpse into a
skeleton.
Makes 5 Fireball Runes
(requiring 1 Blank Rune).
adori
Fireball yes 460 27 1600 Attack
flam Shoots a Fire Attack, this is
the Sorcerers' equivalent of
the Icicle.
Makes 3 Soulfire Runes
adevo (requiring 1 Blank Rune).
Soulfire res yes 420 27 1800 Attack
flam Causes the target to catch on
fire.
Makes 4 Thunderstorm Runes
(requiring 1 Blank Rune).
adori
Thunderstorm mas yes 430 28 1100 Attack Shoots an energy attack that
vis covers a large area around the
target, this is the Sorcerers'
equivalent of the Stone
Shower.
Makes 4 Poison Wall Runes
(requiring 1 Blank Rune).

adevo
mas Creates a 1x5 Poison Field
Poison Wall no 640 29 1600 Field area if shot straight from the
grav
body. If shot on an angle, a
pox
total of 9 poison field squares
will be made spanning 5 sqm
vertical and 5 sqm horizontal.
Makes 4 Great Fireball Runes
(requiring 1 Blank Rune).

adori
Great Fireball mas no 530 30 1200 Attack Shoots a large circular flame
attack based on the center of
flam
the selected area, this is the
Sorcerers' equivalent of the
Avalanche.
Makes 6 Explosion Runes
(requiring 1 Blank Rune).
adevo
Explosion mas no 570 31 1800 Attack
Makes a small explosion in the
hur
shape of a plus-sign (+)
around the target.

adevo Makes 3 Magic Wall Runes


Magic Wall grav yes 750 32 2100 Support (requiring 1 Blank Rune).
tera Makes an indestructible wall.

Makes 4 Fire Wall Runes


(requiring 1 Blank Rune).

adevo
mas Creates a 1x5 Fire Fields area
Fire Wall no 780 33 2000 Field if shot straight from the body.
grav
If shot on an angle, a total of 9
flam
fire field squares will be made
spanning 5 sqm vertical and 5
sqm horizontal.
Makes 2 Energy Bomb Runes
adevo (requiring 1 Blank Rune).
Energy Bomb mas yes 880 37 2300 Field
vis Creates a 3x3 area of Energy
Fields.
Makes 4 Energy Wall Runes
(requiring 1 Blank Rune).

adevo Creates a 1x7 Energy Fields


mas Area if shot straight from the
Energy Wall no 1000 41 2500 Field
grav body. If shot on an angle, a
vis total of 13 energy field
squares will be made
spanning 7 sqm vertical and 7
sqm horizontal.

Makes 3 Sudden Death Runes


adori (requiring 1 Blank Rune).
Sudden Death gran no 985 45 3000 Attack
mort Shoots a powerful death
attack on a single target.

Possible Hotkey Assignments

If you are having trouble with too many hotkeys to remember, then the following table may
be useful for you. It provides an organized set of hotkey assignments for the most
commonly used spells for this vocation.

This table is only an idea to help you build your own set of hotkeys, you obviously do not
need to use these key assignments if you do not want to. See the page on Hotkeys for a
blank template.

You can also print this table out and place it above your keyboard as a quick-reference.
Make sure you print "landscape" instead of "portrait", or you will not print the entire table.

See also: Sorcerer Template

Click here for a printable version.

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