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Sorcerer

Basic magic hero, entry point for the magical jobs. Sorcerers learn basic but effective offensive magic useful in a variety of tactical situations.

Sorcery provides several options for offensive magic that can be effective either on their own, or as a secondary skill set for a different job.  Although more frail than Squires, Sorcerers can deal similar attack damage, if equipped with a good weapon.

 

Advancement

Prerequisite:  none

Immediate Prerequisite For Indirect Prerequisite for
Channeler (at level 2)  
Wizard (at level 3)  

 

Sorcerer Stats

  Strength Agility Intelligence
Base Attributes: 15 10 25
Level Bonus: +2 +1 +3
       
Range: 400    
Attack: Magic    
Armor: Light    

 

Sorcerer Active Skill Set: Sorcery
Lash
Inflicts damage and status effects to one target.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 N/A 1 sec. 55 200 Unit Enemy, Non-hero 80 damage 65 65
2 5 sec. 1 sec. 55 200 Unit Enemy, Non-hero 120 damage
50% chance to slow movement 30% for 5 sec
120 185
3 5 sec. 1 sec. 55 200 Unit/200 Enemy, Non-hero 160 damage
80% chance to slow movement 40% and attack speed 30% for 5 sec
30% chance to deal 35 AoE damage
175 360
4 5 sec. 1 sec. 55 200 Unit/200 Enemy, Non-hero 190 damage
100% chance to slow movement 50% and attack speed 30% for 5 sec
50% chance to deal 35 AoE damage
230 590
5 5 sec./1 sec. 1 sec. 55 200 Unit/200 Enemy, Non-hero 215 damage
100% chance to slow movement 50% and attack speed 30% for 5 sec
10% chance to stun for 1 sec
65% chance to deal 35 AoE damage
285 875
Lash Information
Although you need to be fairly close to use Lash, its low mana cost and short cooldown make it a convenient way to build up extra damage against a target.  Try casting Lash after each regular attack to maintain your damage output.  This is especially effective for melee heroes, who need to be close to their target anyway, but it can be effective for ranged heroes as well if you're careful.

The higher levels of Lash may not be worth getting if you merely want more damage output, but their added effects can be a great help in a pitched battle.  Consider rotating between several targets to keep them all slowed.

 

Ray
Damages enemies in a line
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 N/A 2 sec. 145 1200 75 Enemy, Non-hero 75 damage 75 75
2 N/A 2 sec. 145 1200 75 Enemy, Non-hero 120 damage 145 220
3 N/A 2 sec. 145 1200 75 Enemy, Non-hero 165 damage 215 435
4 N/A 2 sec. 145 1200 75 Enemy, Non-hero 210 damage 285 720
5 N/A 2 sec. 145 1200 75 Enemy, Non-hero 255 damage 345 1075

Ray Information
A good alternative to Lash if you don't want to have to get too close to your target, Ray will inflict damage from much greater distance, and has the capability to strike multiple enemies in a line.  This spell is probably best used against enemies lined up on one of the bridges, to maximize the number of targets hit with each casting.

 

Pulse
Damages and knocks back nearby opponents.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 N/A 10 sec. 175 N/A 400 Enemy, Non-hero Up to about 500 damage 160 160
2 N/A 10 sec. 175 N/A 400 Enemy, Non-hero Up to about 900 damage 250 410
3 N/A 10 sec. 175 N/A 400 Enemy, Non-hero Up to about 1300 damage 340 750

Pulse Information
The closer an enemy is when you use Pulse, the more damage it will take, so it's in your interest to get as close as you can before you use Pulse.  It's fairly difficult to get the maximum rated damage; so expect that this spell will do rather less damage to most of the enemies affected.  Still, this is a potent area-of-effect spell, and is especially useful for melee hybrids, or for getting away after you've been surrounded.

 

Burst
Damages a cluster of enemy units.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 N/A 13 sec. 275 700 Unit/150/300 Enemy, Non-hero 345/145/50 damage 200 200
2 N/A 13 sec. 275 700 Unit/150/300 Enemy, Non-hero 520/220/80 damage 300 500
3 N/A 13 sec. 275 700 Unit/150/300 Enemy, Non-hero 695/295/110 damage 400 900

Burst Information
Burst deals a lot of damage to one target, and substantial secondary damage to nearby targets in two waves.  The damage numbers listed above are the total damage inflicted on enemies in each of the three areas; the numbers in the game list damage for the primary, secondary, and tertiary waves, which won't exactly match the numbers above because monsters in the medium area are hit by both the secondary and tertiary waves, and the primary target is hit by all three waves.

Because of the multiple damage zones, Burst is reasonably effective against both small and large groups of enemies.  Try to get monsters to bunch together before you use Burst, so that you can hit as many enemies as possible.

Because Burst deals area-of-effect damage using many separate strikes rather than a single explosion, it will only hit enemies you can see; thus, invisible enemies in the area of effect won't take damage unless you can detect them.  Keep this in mind when targeting Burst.

Since Burst has a rather long cooldown, you'll probably want to use a secondary spell to follow it up.

 

Distill
Causes damage, damage over time, and increased susceptibility to spell damage.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 30 sec. 8 sec. 225 300 Unit Enemy, Non-hero 300 initial damage, 30 damage every 3 sec, +50% damage from spells 220 220
2 30 sec. 8 sec. 225 300 Unit Enemy, Non-hero 450 initial damage, 45 damage every 3 sec, +75% damage from spells 325 545
3 30 sec. 8 sec. 225 300 Unit Enemy, Non-hero 600 initial damage, 60 damage every 3 sec, +100% damage from spells 430 975

Distill Information
Cast Distill on powerful enemies that will take a while to kill, especially golems.  Distill is best combined with a fast-casting damage spell, such as Lash, that you can use repeatedly while the target is weak against spell damage.  Distill is an excellent spell later in the game, when enemies have more health and take longer to kill, and combos nicely with powerful spells from the more advanced magical jobs.

Distill does stack with Banish (from the Wizardry skill set).

 

Sorcerer Support Skills

Magic Ward
Tactical Skill

Reflects 35% of magical attacks, but reduces the user's attack damage.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost
1 Toggleable None None N/A N/A Self reflect 35% of magic attacks
-20% attack damage
170

Magic Ward Information
Magic Ward can greatly reduce the damage you receive from enemy magical attacks, but because it reduces your own attack damage as well, you should be careful not to over-use it.  This skill works well when being hit by many magical attacks at once (particularly against the dragons and certain elementals), but you don't want to blindly use it in all battles.

 

Meditation
Mastery

Increases the user's mana regeneration.
Level Effect Skill Point Cost Cumulative Cost
1 +1.5 mana/sec 200 200
2 +3.0 mana/sec 350 550
3 +4.5 mana/sec 500 1050

Meditation Information
A highly useful Mastery for any heroes that rely on mana to be effective in combat, having Meditation equipped is like having a staff several grades higher than you can actually afford to buy.  The regeneration from Meditation stacks with all other forms of mana regeneration, including staves, Brilliance, the fountain of mana, and your hero's natural regeneration from Intelligence.